玩家评分: 7.2

拥有
第七舰队
7th Fleet: Modern Naval Combat in the Far East

桌游极客排名: 4034

本月排名变化: 11

玩家评分: 7.2

玩家人数: 2 (最佳: 2人)

时长: 120 分钟

难度: 3.62 (重度策略)

适合年龄: 12+

专业评分: 5.79

语言依赖:

中度, 需要翻译或者贴条

出版年份: 1987

出版商:

| Hobby Japan | Victory Games (I)

设计师:

| Joseph M. Balkoski

美工:

| Ted Koller | James Talbot

桌游类别:

|现代战争 |航海 |战争

1980年代海军作战舰队第三舰队,第七舰队的重点是从鄂霍次克海到菲律宾北部以及从中国海岸到关岛的太平洋。六角形45海里。玩家机动船舶和潜艇的工作队以及空气翼来攻击对方的力量。所有船舶,飞机和飞机对地对地导弹,防空,地面防空,防亚防,近距离防空,空对空和鱼雷作战以及防御,运动,和检测等级(仅限子)。“单位包括主要来自美国,日本,苏联和中国的许多飞机,船舶和子类型,以及加拿大,越南,北部和韩国和澳大利亚,从F-15S到罗密欧的所有东西都归结到尼米兹的运营商。每8小时的游戏转换分为3个不同的阶段(sub,surface和air),每个玩家都需要选择他们希望进行的阶段。防爆。如果美国选手选择“空中”,他们就会对所有的飞机进行一切轰炸,发动罢工,反向和拦截。“玩家还使用他们的单位试图”检测“敌方势力可以进行攻击。一旦一个单位向他们移动足够近,船只和飞机总是被检测到,但是玩家必须滚动才能检测到潜艇。“可选规则包括核武器和物流。”#10;包括大约15分钟到3或4小时的约15种情景。包括几个广告系列,可以花几天时间播放。

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.