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Sixth Fleet: Modern Naval Combat In The Mediterranean box art
1985 Ranked #4,532

Sixth Fleet: Modern Naval Combat In The Mediterranean

This modern naval wargame has American and Soviet commanders contest control of the Mediterranean. Fleet positioning and allied support shape a tense near-future confrontation.

Wargames Modern Warfare Nautical Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

3.3/5

Rating

7.00

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Sixth Fleet is a simulation game of near-future combat for control of the Mediterranean Basin. As commander of the U.S.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1
Play time
360 min
Age
12+
Complexity
3.3/5
Credits and catalog connections

Credits

Designers

1
Joseph M. Balkoski

Artists

2
Ted Koller James Talbot

Publishers

2
Hobby Japan Victory Games (I)

Linked items

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