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Sixth Fleet: Modern Naval Combat In The Mediterranean box art
Rich game profile

Sixth Fleet: Modern Naval Combat In The Mediterranean

Sixth Fleet is a simulation game of near-future combat for control of the Mediterranean Basin. As commander of the U.S. or Soviet fleet and respective allies, you must form your ships into Task Forces and attempt to cripple the enemy’s capital ships and submarines. Your limited a...

Players

2

Time

?-?

Age

12+

Weight

3.3

Rating

7.00

Should this hit the table?

Quick read before the metadata.

The game has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, there is less emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, there is less emphasis on cooperation.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The final luck score for Sixth Fleet: Modern Naval Combat in the Mediterranean is 7. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

Sixth Fleet is a simulation game of near-future combat for control of the Mediterranean Basin. As commander of the U.S. or Soviet fleet and respective allies, you must form your ships into Task Forces and attempt to cripple the enemy’s capital ships and submarines. Your limited air assets must be carefully assigned to defensive and offensive missions. Commando, parachute and amphibious assault units stand at the ready to capture vital objectives. Most important, you must protect your supply and replenishment ships, or your fleet will be unable to maintain combat momentum. Sixth Fleet is a comprehensive simulation of the myriad elements involved in future naval confrontation. Each 8 hour game turn is broken into 3 distinct phases (sub, surface, and air) and each player takes turns choosing which phase they wish to conduct. Ex. if the US player chooses "Air", they conduct all bombing, shipping strikes, anti-sub, and interception actions for all their aircraft. Players also use their units to attempt to "detect" enemy forces so that an attack can be made. Ships and aircraft are always detected once a unit moves close enough to them, but players have to roll to try to detect subs. Optional rules include nuclear weapons and logistics. About 14 scenarios are included which range from about 60 minutes (for Introductory Scenarios) to 3 to 6 hours (for Intermediate Scenarios) to 20 or more hours (for the Advanced Scenarios). Part of Victory Games Fleet Series.

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Editions

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Credits

People and publishers

Designers

1
Joseph M. Balkoski

Artists

2
Ted Koller James Talbot

Publishers

2
Hobby Japan Victory Games (I)

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