
- BGG rank
- BGG #5,448
- BGG rating
- 7.0
Sixth Fleet: Modern Naval Combat in the Mediterranean
- 2 players
- 360–1200 min
- Complexity 3.3/5
- 1985

Expansion for 2nd Fleet: Modern Naval Combat in the North Atlantic
1991
Rules assistance for 2nd Fleet: War Under the Midnight Sun
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
2nd Fleet: War Under the Midnight Sun is an expansion for 2nd Fleet: Modern Naval Combat in the North Atlantic released in 1991 for 2–4 players and ages 12 and up. It was designed by Jim Werbaneth and its main mechanics are Dice Rolling, Hexagon Grid, and Simulation.
The one feature that contributes most to 2nd FLEET's attractiveness as a game of strategy is its excellent playability. The sub-systems work very well together, and play flows smoothly even in the Advanced Game. The optional Logistics rules are the worst impediment to playability, but even these manifest themselves only at the end of every third turn; experienced, well-organized players can cope with these readily enough. As with all "modem" wargames dealing with hypothetical conflict, 2nd FLEET shares the problem that it must amount to an "educated guess". There is no history against which its accuracy can be closely measured (the recent Gulf War notwithstanding). This situation is especially acute for naval games, as there has yet to be a conflict encompassing all the elements embraced by the FLEET series. For example, although guided missiles, airpower, submarines and surface vessels all took part in the Falklands War, there was no simultaneous use of all four elements of naval power in a coordinated manner by both sides in any single engagement. If 2nd FLEET must be an educated guess, however, then it is a very educated one. Another expert might argue with Joe Balkoski's systemic forecast of modem naval warfare, but until the awful day that the real world provides a real standard to judge by, 2nd FLEET's accuracy stands to be as good as that of any other game on the subject. There are some areas in which players can afford to experiment with the rules, however. One lies in force deployment. The Readiness Level selected for the Advanced Game scenarios and subsequent die rolls for reinforcement can accelerate or decelerate the arrival of units, but the general pattern of disposition remains the same. As warships and air units can move faster than the political events leading to a superpower conflict, this pattern should not be viewed as rigidly unalterable. —description from the publisher The expansion provides variants focusing on deployment options for NATO and the Soviet Union. —user summary
2nd Fleet: War Under the Midnight Sun supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The catalogue lists 2nd Fleet: War Under the Midnight Sun for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
2nd Fleet: War Under the Midnight Sun has a complexity rating of 4.0 out of 5 from BoardGameGeek players, which makes it a heavy game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
2nd Fleet: War Under the Midnight Sun belongs to these categories: Wargame, Nautical, and Modern Warfare. Its main mechanics are Dice Rolling, Hexagon Grid, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 2nd Fleet: War Under the Midnight Sun are: Jim Werbaneth. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 2nd Fleet: War Under the Midnight Sun as an expansion for 2nd Fleet: Modern Naval Combat in the North Atlantic. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need 2nd Fleet: Modern Naval Combat in the North Atlantic to use it. Check that your edition of 2nd Fleet: Modern Naval Combat in the North Atlantic is compatible, as some expansions were revised between editions.