I might be a Balkowski fan boi. There are things he does in his designs that just seem to work for me. I like good tables printed on the map, that are loaded with possibility, I like irregular turn sequences that don't use chit pulls, and I like the way he front loads his games with tense challenging decisions. He creates those smokey room nail brighter moments.
In 6th fleet this is done with your airforce. At the start of each three turn day you have to decide how many planes to allocate to strategic air missions and to which air zones they will be sent. Both players do this in secret. It is a mental game of chicken, as you need those fighters for CAP (combat air patrol) over your carriers and airbases but you also want to clear the Black Sea so your recon planes don't get downed by MIGs, but your opponent only has limited interceptors too, what will he or she do?
It's a game about guessing and gambling and then watching the dice roll as a T16 bombers attempt to knock out the Nimtz. This game is a good Sandy Woodward simulator, how cautious should I be?
If you are looking for a spec for this game, its about middle weight in rules, with several scenarios that can be played within 3 hours. The advanced game will take a bit of grokking but I found the regular rules easy enough to process. You get a ton of 80s mil tech hardware to play with. Weirdly, Russian subs seem to be a bit weak compared with USN, but other than that its great.