7th Fleet: Modern Naval Combat in the Far East
Rang BGG
BGG #5 656
Note BGG
7,3

7th Fleet: Modern Naval Combat in the Far East

1987

Aide aux règles de 7th Fleet: Modern Naval Combat in the Far East

Des explications claires des tours, effets de cartes et situations litigieuses, avec des références aux sources officielles et un historique des questions sauvegardé.

  • 1–2 joueurs
  • 60–1200 min
  • 12+
  • Complexité 3,6/5

Pour 1 joueur

Assistant de règles pour 7th Fleet: Modern Naval Combat in the Far East

Que voulez-vous savoir ?

Les réponses viennent du livret officiel, avec la page à vérifier.

7th Fleet: Modern Naval Combat in the Far East est un jeu de société sorti en 1987 pour 1 à 2 joueurs, avec des parties de 60 à 1200 minutes et à partir de 12 ans. Il a été conçu par Joseph M. Balkoski et ses principales mécaniques sont Dice Rolling, Hexagon Grid et Simulation.

Extensions

Jeux similaires

À propos du jeu

En anglais

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.

Éditeurs

  • Hobby Japan
  • Victory Games (I)

Questions et réponses

Selon le catalogue, 7th Fleet: Modern Naval Combat in the Far East se joue de 1 à 2 personnes. Cette fourchette correspond au nombre de joueurs indiqué par l’éditeur : le jeu s’installe donc pour toute taille de groupe dans cette limite. La mise en place, certaines règles et le décompte peuvent varier selon l’effectif ; vérifiez la configuration exacte dans la règle de votre édition.