7th Fleet: Modern Naval Combat in the Far East
Puesto en BGG
BGG #5656
Puntuación BGG
7,3

7th Fleet: Modern Naval Combat in the Far East

1987

Ayuda con las reglas de 7th Fleet: Modern Naval Combat in the Far East

Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

  • 1–2 jugadores
  • 60–1200 min
  • 12+
  • Complejidad 3,6/5

Para 1 jugador

Asistente de reglas de 7th Fleet: Modern Naval Combat in the Far East

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7th Fleet: Modern Naval Combat in the Far East es un juego de mesa publicado en 1987 para 1–2 jugadores, con partidas de 60 a 1200 minutos y a partir de 12 años. Fue diseñado por Joseph M. Balkoski y sus mecánicas principales son Dice Rolling, Hexagon Grid y Simulation.

Expansiones

Juegos similares

Sobre el juego

En inglés

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.

Diseñadores

Editoriales

  • Hobby Japan
  • Victory Games (I)

Preguntas y respuestas

Según el catálogo, 7th Fleet: Modern Naval Combat in the Far East admite de 1 a 2 jugadores. Este intervalo corresponde al número de jugadores indicado por la editorial, así que el juego puede prepararse para cualquier grupo dentro de ese margen. La preparación, algunas reglas y la puntuación pueden variar según el número de jugadores; consulta la configuración exacta en el reglamento de tu edición.