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Pre-order. Expected in July 2026.
From the Publisher:
The Mediterranean Sea is a critical global artery for trade, and an avenue for attacking or protecting the countries in its littoral. As the Cold War deepened, the US Navy took over its protection from the fading British Royal Navy. The nascent blue-water fleet of the Soviet Union was designed and built to challenge US control of both the Atlantic and Mediterranean. The result was a series of confrontations in the Eastern Mediterranean through the 1970s and 1980s, any one of which might have touched off a massive naval campaign.
Sixth Fleet Deluxe Edition shows a hypothetical NATO-versus-Soviet struggle for the Mediterranean during the last decades of the Cold War. It is primarily a naval-air conflict, with some elements of power projection using ground forces. The game map is divided into sea and land areas to control the action. There are two 15-turn scenarios, one for the 1970s and one for the 1980s, with the later introducing improved ships & aircraft. Victory is based on controlling vital areas and inflicting losses.
The game system is based on Decision Games’ Red Dragon Rising, with players taking actions that combine movement and combat. Each player has one action guaranteed per turn, while extra actions can be gained or lost, depending on the situation. The combat system uses a common mechanism to model relative combat abilities in four types of warfare: anti-surface ship, anti-air, anti-submarine, and anti-ground. Units are rated for each of these types of combat. They also have electronic warfare ratings, which represent the ability to acquire targets and jam enemy sensors, and determine the order of combat.
Sixth Fleet Deluxe Edition updates the game first appearing in Modern War #41, offering new map and counter artwork, a mounted game board, updated rules, new player aid cards, and a campaign analysis article. The game provides players with a wide range of forces and decision making. You can play out a Med War in an evening and find out how you would have done in a great naval campaign that might have happened.
Engage in a thrilling Cold War superpower showdown over the world's most critical maritime artery with Sixth Fleet (Deluxe Edition) from Decision Games. Designed strictly as an intense 2-player naval conflict, matches deliver a deep strategic experience lasting between 120 to 280 minutes. Players step into the uniform of either NATO or Soviet commanders, fighting for total air, surface, and sub-surface dominance across the Mediterranean Sea.
This premium deluxe package completely revamps the modern classic system originally featured in Modern War magazine. Featuring a thick mounted game board, striking new counter artwork, and a highly streamlined action management engine, the game elegantly simulates complex electronic warfare and amphibious ground power projection. Secure vital choke points, deploy carrier strike groups, and command the ultimate hypothetical World War III naval campaign.
During the height of the Cold War, the Mediterranean Sea served as a high-stakes powder keg for global trade and military positioning. As the Soviet Union aggressively expanded its blue-water navy to challenge Western hegemony, the United States Navy's legendary Sixth Fleet stood as the ultimate shield for NATO's southern flank. Sixth Fleet (Deluxe Edition), published by Decision Games, masterfully models a hypothetical "Hot War" breakout during the late 20th century. It tasks players with executing macro-level air-sea operations where every single task force deployment can shift the balance of global power.
The heart of this deluxe anthology features two sprawling, 15-turn historical scenarios that capture the rapid evolution of late-twentieth-century military technology:
Victory is cleanly determined through an asymmetric balance of inflicting catastrophic tonnage losses on enemy fleets while aggressively seizing control of four vital geographical choke points: Crete, Malta, Istanbul, and Cyprus.
Built upon the critically acclaimed Red Dragon Rising operational system, the gameplay bypasses rigid, old-school turn structures. Instead, it uses a highly fluid Command and Control (C2) action-token management economy. While both commanders are guaranteed one primary action per turn, players can dynamically earn or lose bonus actions based on their current supply tracks and the physical control of major naval airbases like Naples. This creates immense operational tension, forcing players to prioritize whether to activate a silent submarine patrol, scramble interceptor squadrons, or launch amphibious marine assaults to capture coastal fortifications.
Combat in Sixth Fleet requires seamless coordination across four distinct tactical realms: Anti-Surface, Anti-Air, Anti-Submarine, and Anti-Ground warfare. Every single ship, submarine, and aircraft squadron features individualized ratings for these parameters. Crucially, the game heavily integrates Electronic Warfare (EW) ratings. Before a single missile is fired, players resolve an EW battle to acquire clear targets or jam enemy tracking radar. Having the EW advantage dictates the exact firing order on the tactical Battle Display, allowing superior high-tech forces to strike and completely eliminate a target from the board before it can even fire back.
As the resident modern wargame specialists here at Boardgamegeneral, we are incredibly pleased with this deluxe presentation. Modeling modern naval warfare on a map without turning it into a spreadsheet is a tough design challenge, but this system hits the absolute sweet spot.
This game is ideally suited for intermediate wargamers and veterans who love Tom Clancy-style modern military fiction or classic operational titles like Harpoon, Fleet Series (Victory Games), or GMT’s Next War line.
The single greatest strength of Sixth Fleet is its dynamic C2 activation system. The absolute puzzle of trying to chain air reconnaissance missions, electronic jamming, and cruise missile strikes together before your opponent can react creates fantastic tactical drama. Additionally, the upgrade to a heavy, gorgeous mounted map board removes the frustrations of old paper magazine inserts. A potential drawback is that it is strictly a 2-player head-to-head battle; while a single player can technically run both sides to learn the rules, it lacks a dedicated, automated solo bot system out of the box.
Verdict: A sleek, deeply satisfying, and fast-flowing modern naval wargame. It offers an incredible amount of strategic theater depth without a crushing rules overhead. Highly recommended for any serious modern conflict enthusiast.












We are on holiday from 15-29th August. Shipping will be today for orders until 18H. Other orders will ship on the 30th. Use HOL26 in your chart to get 5% discount for orders during our vaction!
