3rd Fleet: Fleet Architecture (1991)

Min. Age: 12
Number of Players: 2 - 4
Publisher: The Avalon Hill Game Co
Designers: Thomas D. Dworschak
Artists: Unknown
Mechanics: Dice Rolling, Hexagon Grid, Simulation
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From the Expansion:
"One of 3rd FLEET's limitations as a game is a shortage of scenarios. Other tactical/operational wargames overcome such a shortcoming by offering a system for designing your own(DYO) scenarios. But, for that one needs some manner in which to compare the units of the game. The following is an approximate valuation for each unit in 3rd FLEET based upon relative "combat power", allowing players to customize their own fleets for additional scenarios.
These "purchase points" are given per-unit; the number in parentheses is the number of such counters provided in the game's countermix. If nuclear weapons are to be used, pay the
cost to the right of the slash mark. Players may also purchase damaged units at half-cost. Each player may purchase mines for placement before the start of the match for five points each.
Before the game, the opposing players should agree upon the purchase level for each side, with each side getting the same number of points to work with. Roughly speaking, use 400-1000 points per side for a low-complexity scenario; 1000-3000 points for a scenario of medium length/complexity; and 4000+ points for an advanced scenario. A detailed breakdown of the point values of existing scenarios is provided for comparison purposes in the first sidebar."
It also provides for the following four new scenarios, complete with Special Rules, Game Length, Victory Conditions, and detailed Deployment:
Cuba Libre!
Melee in the Caribbean
Assault on Jamaica
Red SeaLion
This expansion was first published as an article in The General, Vol. 27, No. 2 (1991).
"One of 3rd FLEET's limitations as a game is a shortage of scenarios. Other tactical/operational wargames overcome such a shortcoming by offering a system for designing your own(DYO) scenarios. But, for that one needs some manner in which to compare the units of the game. The following is an approximate valuation for each unit in 3rd FLEET based upon relative "combat power", allowing players to customize their own fleets for additional scenarios.
These "purchase points" are given per-unit; the number in parentheses is the number of such counters provided in the game's countermix. If nuclear weapons are to be used, pay the
cost to the right of the slash mark. Players may also purchase damaged units at half-cost. Each player may purchase mines for placement before the start of the match for five points each.
Before the game, the opposing players should agree upon the purchase level for each side, with each side getting the same number of points to work with. Roughly speaking, use 400-1000 points per side for a low-complexity scenario; 1000-3000 points for a scenario of medium length/complexity; and 4000+ points for an advanced scenario. A detailed breakdown of the point values of existing scenarios is provided for comparison purposes in the first sidebar."
It also provides for the following four new scenarios, complete with Special Rules, Game Length, Victory Conditions, and detailed Deployment:
Cuba Libre!
Melee in the Caribbean
Assault on Jamaica
Red SeaLion
This expansion was first published as an article in The General, Vol. 27, No. 2 (1991).
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ag.gameitem.lastUpdated: 2025-05-01 06:09:54.604