In the October 1975 edition of
Airfix Magazine, Bruce Quarrie noted "To a large extent
Sixth Fleet is an abstract game. Ships and aircraft can be neither damaged nor destroyed. but are instead retreated when up against a superior force." Quarrie called the "combat and then movement" rule "the most novel feature ... This calls for a great deal of forethought and planning and makes the game every bit as challenging as chess." Quarrie concluded by calling it "altogether an intriguing game". In Issue 53 of the British magazine
Games & Puzzles,
Nicky Palmer noted that "The game is filled with imaginative and occasionally eccentric touches giving it a highly individual flavour." 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. One is used to surrounding the 5th Panzer Division to destroy it — but surely the tactics for sinking a Russian submarine would be a little different!" Palmer also noted that the various alliances of NATO and neutral countries portrayed in the game was somewhat out of date only 18 months after the game's release. Palmer concluded by giving the game an Excitement Level of 4 out of 5, but warned that the game rules were complex, saying, "It's often tense, sometimes infuriating, and always fun. Not, however, for newcomers to wargaming." 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." In
The Guide to Simulations/Games for Education and Training, Martin Campion noted that "The game starts out with plenty of action and then tends to run down into a stalemate." Campion called it "a lively game but the game system forces the opposing units into competing battlelines and makes their operations look more like land operations than sea-air operations. This gives the players a strange feeling of unreality." In the 1980 book
The Complete Book of Wargames, game designer
Jon Freeman was of two minds about this game, calling it "an enjoyable and interesting game that is nonetheless quite peculiar in its assumptions." Like other critics, Freeman commented that "The tactics required would be more at home in a Napoleonic game than in a modern naval simulation." 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." Freeman gave this game an Overall Evaluation of "Fair to Good", concluding, "
Sixth Fleet misses being quite a good game by a small amount on a lot of points." ==Other reviews and commentary==