7th Fleet: Modern Naval Combat in the Far East
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BGG #5.656
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7th Fleet: Modern Naval Combat in the Far East

1987

Regelhilfe für 7th Fleet: Modern Naval Combat in the Far East

Verständliche Erklärungen zu Spielzügen, Karteneffekten und strittigen Situationen mit Verweisen auf offizielle Quellen und gespeichertem Fragenverlauf.

  • 1–2 Spieler
  • 60–1200 Min.
  • 12+
  • Komplexität 3,6/5

Für 1 Person

Regelassistent für 7th Fleet: Modern Naval Combat in the Far East

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7th Fleet: Modern Naval Combat in the Far East ist ein Brettspiel aus dem Jahr 1987 für 1–2 Personen, mit 60–1200 Minuten pro Partie und ab 12 Jahren. Entwickelt wurde es von Joseph M. Balkoski; die wichtigsten Mechaniken sind Dice Rolling, Hexagon Grid und Simulation.

Erweiterungen

Ähnliche Spiele

Über das Spiel

Auf Englisch

The third in the Fleet Series of 1980's era naval warfare, 7th Fleet's focus is the Pacific ocean from the Sea of Okhotsk to the northern Philippines and from the coast of China to Guam. Hexes are approx. 45 nautical miles across. Players maneuver task forces of ships and submarines along with air wings to attack the opposing force. All ships, subs, and aircraft have various ratings for surface-to-surface missile, anti-air, area anti-air, anti-sub, close defense, air-to-air, and torpedo combat as well as defense, movement, and detection ratings (subs only). Units include numerous aircraft, ships, and sub types from mainly the US, Japan, Soviet Union, and China as well as miscellaneous units from Canada, Vietnam, North and South Korea, and Australia—everything from F-15s to Romeo subs to Nimitz carriers. 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 15 scenarios are included which range from about 90 minutes to 3 or 4 hours. Several campaigns are included which can take days to play out.

Verlage

  • Hobby Japan
  • Victory Games (I)

Fragen und Antworten

Laut Katalog unterstützt 7th Fleet: Modern Naval Combat in the Far East 1–2 Personen. Diese Spanne entspricht der vom Verlag angegebenen Spielerzahl, das Spiel lässt sich also für jede Gruppengröße innerhalb dieser Spanne aufbauen. Aufbau, einzelne Regeln und Wertungsdetails können je nach Personenzahl trotzdem abweichen; prüfe daher die genaue Konfiguration in der Anleitung deiner Ausgabe.