7th Fleet: Modern Naval Combat in the Far East
BGG rank
BGG #5,656
BGG rating
7.3

7th Fleet: Modern Naval Combat in the Far East

1987

Rules assistance for 7th Fleet: Modern Naval Combat in the Far East

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–2 players
  • 60–1200 min
  • 12+
  • Complexity 3.6/5

For 1 player

Rules assistant for 7th Fleet: Modern Naval Combat in the Far East

What would you like to know?

Answers come from the official rulebook, with the page to check.

7th Fleet: Modern Naval Combat in the Far East is a board game released in 1987 for 1–2 players, 60–1200 minutes per game, and ages 12 and up. It was designed by Joseph M. Balkoski and its main mechanics are Dice Rolling, Hexagon Grid, and Simulation.

Expansions

Similar games

About the game

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.

Publishers

  • Hobby Japan
  • Victory Games (I)

Questions and answers

7th Fleet: Modern Naval Combat in the Far East supports 1–2 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.