Sixth Fleet (wargame)

[2] It is impossible to eliminate an enemy unit unless it is completely surrounded, so players instead must attempt to force their opponent to retreat and give up geographical territory.

[5] Sixth Fleet was designed by Jim Dunnigan, and appeared as a free pull-out game in Issue 48 of SPI's house magazine Strategy & Tactics (January–February 1975).

[4] In the October 1975 edition of Airfix Magazine, Bruce Quarrie noted "To a large extent Sixth Fleet is an abstract game.

However, Palmer questioned the reality of the game, noting that having to surround a submarine in order to eliminate it "is excessively reminiscent, for the experienced player at least, of land tactics.

"[1] In his 1977 book The Comprehensive Guide to Board Wargaming, Palmer added, "Fairly complex, with unusual game techniques: experienced players often find it hard to adjust to combat coming before movement.

Freeman also noted that one misplaced unit can cause the loss of the game, warning, "Not only does this slow play considerably, but it also forces the players to take extreme care about something that has no basis in reality."

Strategy & Tactics #48, which contained Sixth Fleet as a pull-out game