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Jun 12, 2025·How to play·49:51·31·Watch on YouTube

LEARNING TO PLAY SIXTH FLEET - EPISODE 2 - SUBMARINES v SURFACE UNITS

Aaron Plays

Aaron Plays

Watch “LEARNING TO PLAY SIXTH FLEET - EPISODE 2 - SUBMARINES v SURFACE UNITS,” a how-to-play guide on BoardGameVideo.

Description provided by Aaron Plays on YouTube:

LEARNING TO PLAY SIXTH FLEET - EPISODE 2 - SUBMARINES v SURFACE UNITS Learning how to play Sixth Fleet from Victory Games (1985). Using opposed playthrough via Vassal PBEM. Going to be going through the Introductory scenarios in the rule book. Scenario 2 is a focus on Submarines v Surface Units especial Cargo Ships. The Scenario is called Convoy to Naples. This is the complete scenario. A few errors occur during the playthrough but the main one (start of turn 2) is corrected. Errors are explained. NATO - Yours Truely SOVIETS - Harri Wargames old and new. Throw in some board games, card games and the occasional roleplaying game. I play most games solo though some are opposed Playthroughs. The games are also explained, discussed and reviewed. #Wargames #Board Games #Play Throughs #Reviews #Sixth Fleet #Victory Games Sixth Fleet is a simulation game of near-future combat for control of the Mediterranean Basin. As commander of the U.S. or Soviet fleet and respective allies, you must form your ships into Task Forces and attempt to cripple the enemy’s capital ships and submarines. Your limited air assets must be carefully assigned to defensive and offensive missions. Commando, parachute and amphibious assault units stand at the ready to capture vital objectives. Most important, you must protect your supply and replenishment ships, or your fleet will be unable to maintain combat momentum. Sixth Fleet is a comprehensive simulation of the myriad elements involved in future naval confrontation. 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 14 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 Scenarios).

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Sixth Fleet: Modern Naval Combat in the Mediterranean

Sixth Fleet: Modern Naval Combat in the Mediterranean

1985·Joseph M. Balkoski

Videos
5
Creators
1

How-to-play. Sixth Fleet: Modern Naval Combat in the Mediterranean is covered on BoardGameVideo.com by 5 how-to-play guides.

2 players
360 - 1200 min
Heavy weight: Expect a long teach

About Sixth Fleet: Modern Naval Combat in the Mediterranean, from BoardGameGeek:

Sixth Fleet is a simulation game of near-future combat for control of the Mediterranean Basin. As commander of the U.S. or Soviet fleet and respective allies, you must form your ships into Task Forces and attempt to cripple the enemy's capital ships and submarines. Your limited air assets must be carefully assigned to defensive and offensive missions. Commando, parachute and amphibious assault units stand at the ready to capture vital objectives. Most important, you must protect your supply and replenishment ships, or your fleet will be unable to maintain combat momentum. Sixth Fleet is a comprehensive simulation of the myriad elements involved in future naval confrontation. 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 14 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 Scenarios). Part of Victory Games Fleet Series.

Designer

Joseph M. Balkoski

Artists

Ted Koller, James Talbot

Publisher

Hobby Japan

Categories

Modern WarfareNautical

Mechanics

Dice RollingGrid Movement
View on BoardGameGeek ›
Sixth Fleet: Modern Naval Combat in the Mediterranean

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LEARNING TO PLAY SIXTH FLEET - EPISODE 2 - SUBMARINES v SURFACE UNITS