The Fast Carriers: Air-Sea Operations, 1941-77
BGG rank
BGG #22,514
BGG rating
6.1

The Fast Carriers: Air-Sea Operations, 1941-77

1975

Rules assistance for The Fast Carriers: Air-Sea Operations, 1941-77

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

  • 2 players
  • 120 min
  • 12+
  • Complexity 3.4/5

Rules assistant for The Fast Carriers: Air-Sea Operations, 1941-77

For 2 players

What would you like to know?

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

The Fast Carriers: Air-Sea Operations, 1941-77 is a board game released in 1975 for 2 players, 120 minutes per game, and ages 12 and up. It was designed by Jim Dunnigan and its main mechanics are Dice Rolling, Secret Unit Deployment, and Hexagon Grid.

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About the game

Fast Carriers is SPI's simulation of WWII carrier warfare and its impact on combat tactics in the pacific. Simple sea/island maps with large hexes are used to position task forces and flight sorties. A place mat for each active carrier is used to track carrier operations. All individual combat planes and ships are represented with search planes abstracted. Tactical air to ship combat is played out on a tactical hex-based all-sea map with individual plane altitude, angle of attack, and multiple waves of aircraft represented. 800 counters

Questions and answers

The Fast Carriers: Air-Sea Operations, 1941-77 supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.