

I will give them that.īut perhaps the most unsatisfying part of the game for me is how turns are managed. I am not sure what I would suggest as an alternative, but even in a simple simulation like Atlantic Fleet the aircraft feel tacked on. Then there is the aircraft component which I found unsatisfying. The most exciting moment in ASW for me so far was having the HMS Queen Elizabeth fire her 15″ guns at my periscope. Both tend to feel like throwing stones in the ocean which, again, is probably realistic. You get a sonar contact with an estimated bearing and range, and then you either pop away at periscopes with you guns or you drop depth charges. Meanwhile anti-submarine warfare feels very simple and haphazard… which makes it pretty realistic for the time. I managed to sink both the Bismark and the Prinz Eugen with HMS Hood and HMS Prince of Wales. The Bismark scenarios likewise led to some different historical endings. Later, when I figured things out a bit, I could zero out the Graff Spee without loss and then re-run the scenario and kill all three British cruisers and sail away barely touched, like Captain Langsdorff’s dream. My first run, when I was just learning and made many mistakes, I managed to sink the Graff Spee with desperate torpedo run, though I lost two cruisers, with a third damaged, in the process.

I have played the Graff Spee scenario a number of times, playing each side, and I have never lost outright.

But it doesn’t seem quite up to the task of dealing with even a dolt like myself. It does what it needs to do and at least doesn’t lock on and hit with every shot. I gravitated to the pursuit of the Admiral Graff Spee, an encounter that my grandfather deemed important, making me memorize the names of the British cruisers involved. I prefer the scenarios, which cover a range of historical engagements. Once there you can pick one of the pre-set scenarios or start a campaign. It doesn’t exactly hold you by the hand and guide you… it throws up a text box that requires you to both read and comprehend what it is telling you, so you need to take a minute rather than just jumping in… but there isn’t a lot to learn so once you get the basics things fall into place. There is a tutorial that guides you through playing the game. For complexity, the game lies somewhere between the first person whimsy of World of Warships and the grognard impenetrability of Storm Eagle’s Jutland series. The mechanics of the game are reasonably simple once you grasp them. The game runs well, being both stable and resource efficient. The models of the ships and aircraft are good. You can replay the surface and submarine encounters that characterized the Battle of the Atlantic before the US Navy showed up.įor a game that is $9.99 it has a lot to recommend it. I let Atlantic Fleet sit for a bit, finally picking it up to play last month.Ītlantic Fleet by Killerfish Games is a tactical turn-based naval combat simulation that focuses on the war between Britain and Germany in WWII. (I had forgotten about that until I went to make a tag for Atlantic Fleet and found I already had one.” I grabbed Orwell, Death Ray Manta, and Atlantic Fleet, something I even documented on a Friday bullet points post. Refunded money is like found money and should be spent immediately. Back in January I took my refund from the Hero’s Song debacle and picked up a couple of games off of Steam with the money.
