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We were (paper) soldiers... and young.
It was 1988, we were 22 (left Dario, right me)
7th Fleet Campaign at start (1988)
Playing the South China Sea scenario at BottosCon 2019
Campaign mid game (my sister's room, 1988)
Playing the Invasion of Japan at BottosCon, near Vancouver, Canada

7th Fleet: Modern Naval Combat in the Far East (1987)

Players
1–2
Best: 2
Playing time
60–1200 min
Age
12+
7.26
Average rating
444
Ratings
3.59/5
Weight
#5644
BGG rank
Outside 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 7.2, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity7.2
Theme5.0

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

NauticalWargameModern WarfareHexagon GridSimulationDice Rolling

Overview

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.

Expansions

Asian Fleet
Some Submarine Second-Guessing
Not available yet

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

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