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Battle of the Gap starting
Advanced Scenario Setup with Low-Preparedness Level.
the Map
Sn.7: In Harm's Way
Sn.6: Into the Norwegian Sea
Teaching a new player. "Damn the Torpedoes", Red River Boardgamers - Shreveport/Bossier, LA
2nd Fleet: Modern Naval Combat in the North Atlantic
NATO commander contemplates his next move...
Battle of the Gap (end of Turn 2)
2nd Fleet Campaign, Low Preparedness, June 1986. Norway is on the ropes.

2nd Fleet: Modern Naval Combat in the North Atlantic (1986)

Players
1–2
Best: 2
Playing time
240–1200 min
Age
12+
7.37
Average rating
635
Ratings
3.43/5
Weight
#4296
BGG rank
Top 5,000
Designer:Joseph M. Balkoski
Artist:James Talbot, Ted Koller
Publisher:Victory Games (I) +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 6.9, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity6.9
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

NauticalWargameModern WarfareHexagon GridSimulationDice RollingGrid Movement

Overview

2nd Fleet is a refinement of Victory Games (I) popular Sixth Fleet: Modern Naval Combat in the Mediterranean game system, and examines the strengths and weaknesses of the Soviet Red Banner Northern Fleet and the US Second Fleet and its NATO allies in future conflict for control of the North Atlantic and Arctic Oceans. Players are placed in command of the opposing superpower fleets. The mighty aircraft carriers and escorting capital ships must be protected from the devastating firepower of modern missiles, torpedoes, and bomb attacks. Attack submarines threaten the enemy task forces and replenishment convoys while searching out their submerged rivals. Limited air assets must be carefully assigned to combat air patrols, long-range strategic missions and attack strikes. 2nd Fleet, with its multitude of options and strategies, is one of today's most realistic recreations of modern naval warfare on the high seas.

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 10 scenarios are included which range from about 60 minutes (for Introductory Scenarios) to 3 to 6 hours (for Intermediate Scenarios) to 20 or more hours (for the Advanced Scenario).

Part of Victory Games Fleet Series.

Expansions

2nd Fleet: War Under the Midnight Sun
Some Submarine Second-Guessing
2nd Fleet: Expansion
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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