Skip to main content

Future War is over Fishing: Command:Modern Air / Naval Operations

Command:Modern Air Naval Ops is a very complicated mil-sim game that I periodically dip into but never quite invest in. I believe there is a commercial version sold to militaries. As the name suggests its only ships, subs and planes, no land units.

I tend to find the more complex scenarios over whelming, so I try and stick to smaller engagements where I control a handful of ships and perhaps a helo or two. In this way I don't have to worry about wing composition or getting fighter jet load outs correct. Instead I can play a simpler game where I tell my units where to go and whether they are weapons free or restricted and what active sensors are on or off.

 
 Quite a few of the scenarios in game are about fishing rights. It seems if you are a small scale naval engagement scenario designer its war for fish every day and a tuesday.  It is 2023 and I have to protect a small fleet of Indian fishing boats from the South African military for 24 hours. I've got two F39 Betwas - Indian Missile Frigates. They are pretty handy platforms, with helos (that I forgot to use) grizzly missiles, torpedos, etc.




My experience of the game is mostly moving my ships about, waiting for something to come into contact and then googling it to work out what it is. In this scenario the South Africans had one Lynx helo, one C47 recon plane, one S101 submarine and a F145 frigate.

As I had not played in a while I kept things simple, moving my two ships either side of the fishing fleet waiting for SA to make the first move. First they scouted me with the Lynx and C47. As my orders were engage only on enemy aggression weapons were held. A few hours later a sub appeared, but seemed to head off north, so I ignored it. Around the 12 mark a string of vampire missiles was fired at one of my ships. I'm not sure whether it was from the Lynx or an enemy frigate that appeared to the south. Either way my chaff and anti air missiles dealt with them. I had already switched on active sonar and my AA defenses once I had detected the sub, I was now glad I had.

Over the following 2 hours of game time (about 15 minutes real time with intermittent time compression) one of my frigates proceeded to sink/down everything in sight with its grizzly missiles. It notched the enemy ship, one lynx and the C47. As I had lost the helos in the interface I didn't manage to get the sub. One of my fishing boats decided to sail back north and was promptly torpedoed but that aside it was a successful mission. 

Command Modern Air Naval is the sort of game I always want to really get into but can never quite break through the learning barrier. Fortunately there are a lot more simple missions now than there were on release so I can kick around with a few simple toys rather than the full box.

Comments

  1. Tried to play but struggled to get it to work (Command: Northern Inferno) even with a print out of the tutorial it was tricky. Although it is a game I want to play....

    Cheers,

    Pete.

    ReplyDelete
    Replies
    1. look down the user made, or single missions lists and select something with a low complexity rating. Try get get soemthing with just ships. The air stuff is ludicrous, you have to tell your planes what altitude to fly at and all kinds of crap that the pilot would dictate. Scenarios with 2-5 ships are fairly easy, all you have to do is press F3 and click way points and then use the command menu to decide what weapons and sensors are active.

      Delete
    2. Thanks for that- will give it ago.

      Cheers,

      Pete.

      Delete

Post a Comment

Popular posts from this blog

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is.

Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'.



But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just.


Red Star / White Eagle is a GDW 1979 Hex and Counter wargame covering the 1920 Russo - Polish war. Everything …

Quick Play Thru: Washington's Crossing

Being a man who likes diversity I bought / pre-ordered 4 games for Christmas about dudes in flashy coats with muskets marching around road networks. I’ve already Quick looked at Nappys Nemesis 1813, Metz is yet to be released from P500, Autumn of Glory is on the shelf, so this weekend I have played Washington’s Crossing.




The Patriot opening more or less followed the script. Washington moved with his stack, crossed the Delaware with decent movement and ferry rolls and come morning was sat just outside Trenton next to Rall’s Hessian garrison. The American gets a rather scripted +5 to surprise rolls when attacking Trenton, plus it being dawn and a prepared attack gave Washington very favourable odds but the roll was terrible and Rall escaped with only 25% losses and a retreat.
Further south Greene collected a few detachments of militia and drove the other Hessian garrisons north.



The Hessians forced marched out wide forcing Washington to either hunt them down for a few extra vps, or look el…

Quick Looks: The Pacific War: From Pearl Harbour to the Philippines

Imported games have the allure of being foreign and expensive, they also often come with the glamorous trappings of bad rules translation. Pacific War is all of these things but first the good;
It’s short. I’m not being factious here, generally Pacific Theatre war games are long and complicated, which is fine but it leaves the shallow end of the dream pool rather empty. The Pacific War clocks in around 2-3 hours and feels engrossing for this life span.
You’ve got a point to point map, pretty and functional but no pageant winner, a deck of cards, and a load of counters representing ships that come in on a historical reinforcement schedule. Each year long turn you get a variable number of cards. Players take action rounds discarding a card to win the privilege of doing something and then either play an event card, or move some ships, or resupply some ships (so they can move again). Once out of cards they roll off for priority in taking more actions but if they roll doubles the year ends.