7th Fleet: Modern Naval Combat in the Far East
Posizione BGG
BGG #5656
Valutazione BGG
7,3

7th Fleet: Modern Naval Combat in the Far East

1987

Aiuto con le regole di 7th Fleet: Modern Naval Combat in the Far East

Spiegazioni chiare di turni, effetti delle carte e situazioni dubbie, con riferimenti alle fonti ufficiali e cronologia delle domande salvata.

  • 1–2 giocatori
  • 60–1200 min
  • 12+
  • Complessità 3,6/5

Per 1 giocatore

Assistente delle regole di 7th Fleet: Modern Naval Combat in the Far East

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7th Fleet: Modern Naval Combat in the Far East è un gioco da tavolo pubblicato nel 1987 per 1–2 giocatori, con partite da 60 a 1200 minuti e dai 12 anni in su. È stato ideato da Joseph M. Balkoski e le sue meccaniche principali sono Dice Rolling, Hexagon Grid e Simulation.

Espansioni

Giochi simili

Informazioni sul gioco

In inglese

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.

Editori

  • Hobby Japan
  • Victory Games (I)

Domande e risposte

Secondo il catalogo, 7th Fleet: Modern Naval Combat in the Far East supporta da 1 a 2 giocatori. L’intervallo corrisponde al numero di giocatori indicato dall’editore, quindi il gioco si può preparare per qualsiasi gruppo entro quei limiti. Preparazione, alcune regole e punteggio possono comunque variare in base al numero di giocatori: controlla la configurazione esatta nel regolamento della tua edizione.