← all games

7th Fleet: Modern Naval Combat in the Far East

#4854BGG ↗

1987 · 1-2 players · 1200min · weight 3.59 · 438 ratings

v2 v3

BGG raw

ID
4854
Name
7th Fleet: Modern Naval Combat in the Far East
Year
1987
Rank
5513
Min players
1
Max players
2
Playing time
1200
Min playtime
60
Max playtime
1200
Avg weight
3.5926
Num weights
54
Bayes avg
5.74302
Average
7.24752
Users rated
438
Num owned
1269
Wanting
42
Wishing
122
Num comments
206
Fetched at
Wed Apr 29 2026 05:34:55 GMT+0000 (Coordinated Universal Time)
Mechanisms (3)
Dice RollingHexagon GridSimulation
Categories (3)
Modern WarfareNauticalWargame
Description (1541 chars)

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.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).