I was always super interested in the world wars and earlier but recently I’ve been really getting into the modern missile combat. It’s actually pretty cool.
@@EdgewiseSJNot really the same principle still applies all what has changed is missile speed and adjustment and radar range and targeting information the rest has more or less stayed the same. Radar picks up target, target link and computer calculates interception point, missile is selected (now automated with modern systems) missile launched and pre calculated based on TTT to explode or seek based on missile type. More or less it’s never changed all what has is how quick they go and defensive capability to counter it.
@@EdgewiseSJ I assume, but considering my prior understanding was "you shoot a missile and maybe it hits things and maybe it doesn't".... I'm learning things :D
An amazing source on TH-cam to understand missile combat is to look up beyond visual range tactics tutorials for Digital Combat Simulator really delivers the nuances and way missils work
just when i thought there wasnt gonna be anymore interesting sea power content. a savior uploads trought a opening in the clouds and it hits me with a ray of sunshine
I've been waiting on this since 1998 Fleet Command. I played that during Summer Seminar at the Naval Academy in '99. I ended up going to the Coast Guard Academy, but that's a story for another day.
Don’t send double aim54 in a row at a single target, serves no purpose but losing capability. At best you want to space to 20-30 sec each launch, or wait to see results. Also as much as possible as you saw you want to engage the foxbat’s in hot aspect( coming to you), cold aspect (away) they are too fast and even the 54 will have a hard time catching up.
@@CecilioSprayettiyou can launch multiple fox-1 and they'll all guide on the same target It's just a waste of missiles, similar to the AIM-54 situation.
At this point did the F14 need to paint the target for the Phoenix until impact, so when you change direction the missile goes stupid? I'm trying to remember early games like US Navy fighters gold... I could be way off base
... considering the A-6 (and the subsequent F18s) IRL can mount 4x harpoons per plane, this is quite literally half of the anti ship missile swarm that can be deployed by a carrier IRL.
@@artruisjoew5473 Yeah, it's insane to see this and remember just how much more capable every American naval platform got over the years since. Especially now that we have a gazillion Arleigh Burkes, and VLS on all the boats.
Now you know why our enemies fear our carrier groups so much. Especially when we have 11 supercarriers (although there's usually at least 1 down for repairs/refits at any given time).
@@imapopo2924 Rule of 3s more or less is the carrier situation. About a third are actually available for combat operations at any given time. Surging more than that would create massive, easily predictable downtimes you could see years in advance and also would be hard to do at all. We don't even have an Air Wing for all 11 carriers, not only because they'll literally never all be in operation at the same time, but because of structural funding and timeframe issues with the Navy. It's much worse boat side. We have severe, pretty much insurmountable shipbuilding and ship maintenance problems caused by low industrial capacity. We have backlogs measured in years in the highest priority classes, and decades in other areas.
@@superfamilyallosauridae6505 yeah... also they did the Aegis system dirty in this game, tico with her Aegis system should easily be able to handle the few missiles thrown at it in the scenario.
You can pause the game and still issue orders, can't you? If so, I highly recommend making use of this function. Not only does this help to synchronize an attack, but it also emulates missions of this scale better because it would be insane if one person had to manage all those flights and ships, too.
One thing the devs need to work on: RAIN. When the camera is following a fas flying jet, the rain effects are the same as what you see riding a bycicle.
I love the look of this game, but I get the sense that the air aspect could really use more automation and less micro. C:MO lets you designate patrol zones for CAP, ASW, AEW etc, choose engagement parameters and assign aircraft to those zones, then let them do their thing.
The North American RA-5 Vigilante was a beast. Was the fastest onboard aircraft in the U.S. Navy until the F-14. Carried a three pack of backward ejected nuclear bombs out of its internal centrally located bomb bay. It also was the test bed for the fully flying vertical stabilizer which would be seen on its big brother the XB-70 Valkyrie.
@@starliner2498 That is true but later on it became a recon/photo plane. Not sure about surface search myself. Now instead of the Vigilante I would have carried S3 Vikings. Possibly the most versatile aircraft the navy ever had.
It was doing 950 knots while it was being chased by the MiG25 in the mission. The windscreen would be too hot to touch ! I wonder what speed it could really do?
@@rawnuklesThe Vigilante had the same engines as the F-4, it could dash faster for longer since it normally did not carry external stores. It could carry external tanks or a special strobe store for night recon, but usually all the extra fuel was stored in what use to be the internal nuclear weapons tunnel. Until the F-111 came on the scene, the RA-5C and F-105 could pretty much outrun everything in the US inventory, especially down low.
This was an amazing mission! Really glad you shared it with Stealth17 and hope to see other creators as well. Also looking forward to them returning the favor and sending you their own scenarios to fight through! I don't know if he got a key but I would love to see Ward 'Mooch' Carroll take a crack at this one.
It looks like a great game, but I hope they will work on the AI. Like, what was that MiG-25 doing (42:49)? Why rush alone into the midst of enemy planes? Why didn't he shoot down the plane it was chasing? It was well within range. It's not like it's going for the fleet, it had no anti-ship missiles. Why don't the other MiG-25s defend themselves? You keep firing missiles at them, and they just fly in a straight line without ever responding with a missile of their own. As for the Phoenixes, I'm pretty sure they were mostly an anti-bomber weapon, not very difficult for an agile fighter to defend against (although, again, the enemy fighters just seem to fly in straight lines without ever going defensive...) Also, I hope there's more automation and less micro management. In Fleet Command, there was an option to allow fighters to engage enemy planes at will. It would be useful here, instead of manually having to tell them to fire a phoenix or a sparrow
This build of the game you see isn't even early access, which is going to release sometime in November, so the game won't be fully released for quite some time.
@@MBkufel it's WIP that's going to be released in early access in more or less a month... They had the time to do beautiful graphics but not to make it playable?
Game needs F/A-18 Hornets. Not the same without them for 1985 period. That is when A-7s and A-6s started getting pulled out and replaced with Honets. I can definitely tell streamer has never done time on target calculations. Getting the units to fire salvos is always a challenge if you don't know ahead of time how much maneuvering is required to get it to fire in that specific game. I would had the air launched harpoons at least 90 degrees axis of the ingress tomahawks to double the headache for the Russian surface group air defenses.
I'm pretty sure they'll be there upon release, but you know, this game has a fully-blown Soviet CV the size of the Nimitz, so... they are taking certain liberties with realism for the sake of playability.
@@johnnyenglish583A full blown CV that was actually designed, and had it not been for internal Soviet military industrial complex politics could have been built in place of the last two Kiev class carriers.
To me this is like a dream “game” with so many things my nerd brain appreciates - seeing the RA-5C coming up the lift to the flight deck in the trailer got a big nod of approval from me, real niche and oft forgotten aircraft that. But without a pc to support it (and a room for that purpose ), the time I imagine it must require to become proficient to get to the point you can enjoy and appreciate it without frustration and the time you’d have to put into each scenario I think I’ll be watching a LOT of these videos on YT for next few years. Maybe when I retire in a couple of decades time I can have a go 😅
I am so happy that this war leaved to simulation level for us to entertain ourselves. Some of these weapons and vehicles are still in use or reserve (or bottom of the sea) and the whole naval warfare is somehow cold aggressive and obscure so maybe this game is entertaining and educational like playable museum.
Great mission/scenario, also one of the best Sea Power videos out there so far. Well done! Now I have some thoughts on how this game could be improved. For visual clarity it would be great if formations of aircraft could be shown on the map and controlled as a single entity. This would reduce the clutter on the map significantly and actually make the information regarding altitude etc. legible again. For example, a flight of 4 Intruders could be summed up as [formation callsign].At the same time, if you could also control them as one entity you could just tell the entire formation to launch all their Harpoons at target x. You could switch much faster through units if you didn't need to order engagements for every individual aircraft. It would also be nice if you could add some transparency to some entities on the map or use other measures to make them less visible, for example if you laid down a lot of sonobuoys it would be great if they showed up semi-transparent. Scale would be another way to do this: show ships as (slightly) larger icons on the map compared to aircraft. Sonobuoys could be much smaller dots on the map unless you hover over them with the mouse.
I remember playing a scenario very similar to this in the Harpoon table top game. My first wave got a lucky hit on my opponent's top SAM system (Grumble I think). Was a slaughter after that.
At last you made a new video. Its so few too watch that play this game. Some are so good to creat own gameplay, some dont care. Longing so for the game. Remember me as 15 - year boy playin Red Storm Rising - 1987. U, Stealth and Wolf makes so good scenario. Well done.
its really annoying having to experience something you have been waiting for years through videos and some of the content creators dont make it any easier...
This is a really good start, but you imo have a few things wrong. First, based on the premise of your scenario, there is a heighten sense political tension. That translates into a carrier with at least a cap patrol on station along with refueling tanker support if possible and definitely a Hawkeye E2C for surveillance both air and surface. Compared to the Hawkeye, the vigilante is very limited in that role. Also, the carrier would not be emitting any electronic signatures i.e. all the radars would be off and would rely on the Hawkeye running a race track pattern at random points on the perimeter of the carrier. Also, given the political tension, ASW would be in full effect. Additionally, an ASM missile appearing, seemingly out of nowhere is not likely to happen given the above being in place. Just my educated opinion
Great points. Given the political tension, a carrier would definitely have more protection, like a CAP patrol, tanker support, and a Hawkeye E2C for surveillance. Relying on the Hawkeye instead of carrier radars would keep the group hidden. ASW would also be active, making an ASM missile surprise attack pretty unlikely.
When using EW, at least it in real life and in Command: Modern Operations, you want to stay at a similar altitude to what you want to mask with jamming. Might be worth giving it a try in future missions by having your jamming planes at a similar altitude as your Harpoon and Tomahawks. Can't wait for November when I can try this all myself :)
Phoenix missiles also need active guidance from the AWG-9 radar on the F-14. I think this is one thing that will be a challenge for players of this game. We're used to military sims in the "fire-and-forget" era of AMRAAM, post-1995 combat. But for the entire Cold War, radar guided missiles were guided in by the radar on-board the firing platform. So, we have to remember to keep our launch platforms "locked-on" unless breakaway is absolutely necessary.
@@zzodryeah, it’s about sub 20 clicks for the A variant at least (not sure about the modernized versions). Still doesn’t need a full lock for it beyond that range though.
This game looks great. I'm going to get it asap. However it would be helpful, (and this is not just directed at you Vulcan, but also the other gamers who have been doing playthroughs) to slow down their giving orders and explain where the menus are and why they are doing stuff. WE haven't got the game yet and how to utilise the UX would be really useful. You don't have to do it all the time. e.g. I'm going to set my F15 to intercept this Mig, this is how I do it, this is how I launch the Phoenix, etc.
Now THIS is testing the limits of this game! Nice man very entertaining. This shows better than anything I've seen as to what it would look like for these navies to collide.
A great showcase of the game! I especially enjoyed you referring to the tailhook as "cable catcher":) It's a great video, dramatic, with twists. Love it.
I believe when the f-14s are shooting the fox ones you have to keep radar lock. But not what the fox 3's though. That may have played a part of why some of the shots from the f-14s miss
The RA-5 was a photographic recon aircraft, converted from a nuclear attack bomber. It was retired in 1979, the Navy assigned carrier-based recon duties to the F-14 and the TARPS during the 80s.
That's great fun! You should treat us to some missions on ‘Command: Modern Operation’. I've been playing it since the end of the Harpoon series (yes, I'm an old man) and it's a very good game.
a Vietnam vet coworker of mine told be about his time on USS Oriskany which was a modified angled deck Essex class CV. the A5 he said was just too damn big for the Essex class lol. Pretty neat jet
The phoenix missiles aren't hitting because they require the Tomcat to keep painting the target (except the ones that just couldn't catch the bat). You can't RTB, or even go evasive until you hit. It is modelled in the game. Saw it in action on Wolfpack's channel. Credit to @limeacid for pointing it out first.
This is something I've always wondered and wanted to try with these kinds of scenarios. The AIM-54 was developed as a way to be able to take out enemy radar and control aircraft. But, I've read that AIM-54 equipped F-14 Tomcats were capable of shooting down incoming anti-ship missiles.
I really wish we could setup planes on the catapult ready to launch at a hat drop. I have yet to see that be a thing in this game. It's a good strategy to have your jets on standby, uses less fuel and can be launched ready for action much faster than having to either be passive or active when launching aircraft.
Devs need to add a time on target tool to automatically get a bunch of weapons/platforms firing together before release. Clicking everything manually and putting times and missile speeds into a spreadsheet to get it to work is insanely annoying.
If they ever add the people on the ships, itd be perfect. The carrier is so detailed already with the lifts and everything working even just the shooter and his buddy standing on the catapult would be cool.
I would love to see one of you Content creators to make a mission using sum of the Minor crountrys' little missle boats. Or even the russian and us ones. There are sum pretty cool ones I've seen when one guy went threw all the units in game
Oh man, I didn't see the helo pad lights on any other videos yet, this game is full of beautiful details. Glad I had wishlisted It on Steam back on 2020 😂
Command Modern Operations is very deep even though I don't fully understand it yet. Sea Power appears to be more for what I am looking for. I am very excited for this to come out very soon. What will the retail price be?
That scenario is cool AF! Can you please upload that scenario once the game gets into early access? I’d love to mop up the enemy helos with the F-14s guns!
Been waiting for this for years. Gonna be keeping an eye on it as it develops in early access. I'm definitely hoping there's some form of dynamic campaign or the like once they're reaching the end of the long journey to 1.0. This is truly amazing but will lack staying power if it just comes with a dozen or two single engagement scenarios.
Pheonix missiles are meant to hit big heavy bombers, the faster, smaller, more maneuverable fighters like the MiG-25 will be a hard target for the Pheonix. That's why you werent getting hits and you felt they AIM-54s let you down.
Damn, I thought that first wave would have massacred the 4 Russian vessels after both the Tico and Reuben James went down to half that number. However I think you should have staggered the waves better. All arriving at once meant that multiple missiles could go for the same chaff cloud. Still the fire power put out by the Soviets was impressive. Dance of the Vampires in reverse.
The reason why your missiles are not catching up is because you are firing them too low alt Basically, let’s say your tomcats are at 27000 ft alt and the msg 25 is at 37000 ft alt When you fire your missile the missile has to spend energy climbing up to get to the target If you launch the missile at high alt the air is thinner so it helps the missile Ideally as far as I know you want your Tomcats to be as high as possible in alt while being as fast as they can be whatever speed the aircraft is going will be the speed the missile starts off when it launches. Also, I think it better to have the aim 54 dive on the target from high alt I hope this helps
I think your tomcats would have had an easier time if you set their course not direct to the target, but to a position infront of where the target is going. Missiles should have a higher hit rate if firing straight towards an enemh
I think your tomcats would have had an easier time if you set their course not direct to the target, but to a position infront of where the target is going. Missiles should have a higher hit rate if firing straight towards an enemy
Can we get a battle of coral sea type scenario. A US aircraft carrier battle group with full complement of aircraft, cruisers, destroyers, subs and supply ship And a Soviet aircraft carrier battle group of the same. Give the soviets the project 1153 Orel to even the airfleet conplement. Details: The Soviets have broken out of the Mediterranean and are now in the Atlantic trying to sever the link between the American and their European allies. The royal navy and the french navy carriers have already been sunk! The Americans have dispatched a carrier group from Norflok to stop the Soviets. Victory conditions: find and destroy the enemy fleet before they find and destroy you.
Is the game using any ships with VLS? The cold war ran through 1989 ( I know as I was there literally heh) The first VLS ship was the USS San Jacinto in 1958 or 1959 if I remember my lessons but the first real operational VLS USN warship was the USS Bunker Hill (CG 52) in 1985, first deployment after refit being later that year or 1986 if I remember right. I noticed in all the videos, none of the ships have VLS but they do have Tomahawk and CWiS which were both seeing first deployments around the same period.
A cold-war era Nimitz air-wing would be putting out a hell of a lot more firepower than the small airwings of short-legged Hornets on a Ford can today.
The eye candy is there. But if they cant improve the AI I will sit out on this one until they do. Really hoping they fix it because I have been waiting for a modern naval sim for years.
Quick question for Vulcan or anyone else who has EA copy? Can the Tactical Display window be dragged out of the main window onto a second display? Great video and have waited for a game like this Janes Fleet Command back in 99! ❤
Can we get a battle of coral sea type scenario. A US aircraft carrier battle group with full complement of aircraft, cruisers, destroyers, subs and supply ship And a Soviet aircraft carrier battle group of the same. Give the soviets the project 1153 Orel to even the airfleet conplement. Details: The Soviets have broken out of the Mediterranean and are now in the Atlantic trying to sever the link between the American and their European allies. The royal navy and the french navy carriers have already been sunk! The Americans have dispatched a carrier group from Norflok to stop the Soviets. Victory conditions: find and destroy the enemy fleet before they find and destroy you.
I'll admit, I'm not necessarily impressed with the missile interception rates of the SAMs on the US ships in this game, especially concerning the AEGIS cruisers. The Frigates I can somewhat understand with their relatively short-ranged SM-1 and Sea Sparrows. Speaking of missile interception, it looks like intercepting ASMs with air-to-air missiles aboard the F-14s is a valid tactic, although the success seems to be limited to the AIM-7s. The AIM-54s are probably more effective on missiles like Shipwrecks and Kitchens if caught out far enough out.
My understanding of missile warfare has increased dramatically over the last two weeks 😂
It's evolved quite a lot since this era.
I was always super interested in the world wars and earlier but recently I’ve been really getting into the modern missile combat. It’s actually pretty cool.
@@EdgewiseSJNot really the same principle still applies all what has changed is missile speed and adjustment and radar range and targeting information the rest has more or less stayed the same. Radar picks up target, target link and computer calculates interception point, missile is selected (now automated with modern systems) missile launched and pre calculated based on TTT to explode or seek based on missile type. More or less it’s never changed all what has is how quick they go and defensive capability to counter it.
@@EdgewiseSJ I assume, but considering my prior understanding was "you shoot a missile and maybe it hits things and maybe it doesn't".... I'm learning things :D
An amazing source on TH-cam to understand missile combat is to look up beyond visual range tactics tutorials for Digital Combat Simulator really delivers the nuances and way missils work
just when i thought there wasnt gonna be anymore interesting sea power content. a savior uploads trought a opening in the clouds and it hits me with a ray of sunshine
Haha, my pleasure man!
Atleast it isn't instant sunshine!
Well said I agree
I don’t like these constant uploads, reminds me there’s still 2 months until I can play it😭
@@VulcanHDGamingcan you please please upload this
The airplanes responding "helm aye" is killing me a little, I hope they fix that XD
He's just really excited to be in Sea Power.
thanks, i thought they were sayin "Oh my!"
I think this is the first time in years that I feel such anticipation for a game. I can not wait to play this, Great video Vulcan
giddy as an ex-Amiga Harpoon player
I've been waiting on this since 1998 Fleet Command. I played that during Summer Seminar at the Naval Academy in '99. I ended up going to the Coast Guard Academy, but that's a story for another day.
Might have been an idea to add a wing of jamming aircraft to the first wave and continue them in to jam the ships.
Yeah good idea!
Don’t send double aim54 in a row at a single target, serves no purpose but losing capability. At best you want to space to 20-30 sec each launch, or wait to see results.
Also as much as possible as you saw you want to engage the foxbat’s in hot aspect( coming to you), cold aspect (away) they are too fast and even the 54 will have a hard time catching up.
Hes also trying to launch multiple AIM 7s from one plane, you can only launch one at a time since its a fox 1 lol
@@CecilioSprayettiyou can launch multiple fox-1 and they'll all guide on the same target
It's just a waste of missiles, similar to the AIM-54 situation.
I challenge you to make AIM-quide when this seasalty missilegame is out!
At this point did the F14 need to paint the target for the Phoenix until impact, so when you change direction the missile goes stupid? I'm trying to remember early games like US Navy fighters gold... I could be way off base
This point in history
the amount of firepower a american carrier can put out is just insane
... considering the A-6 (and the subsequent F18s) IRL can mount 4x harpoons per plane, this is quite literally half of the anti ship missile swarm that can be deployed by a carrier IRL.
@@artruisjoew5473 Yeah, it's insane to see this and remember just how much more capable every American naval platform got over the years since. Especially now that we have a gazillion Arleigh Burkes, and VLS on all the boats.
Now you know why our enemies fear our carrier groups so much. Especially when we have 11 supercarriers (although there's usually at least 1 down for repairs/refits at any given time).
@@imapopo2924 Rule of 3s more or less is the carrier situation. About a third are actually available for combat operations at any given time. Surging more than that would create massive, easily predictable downtimes you could see years in advance and also would be hard to do at all.
We don't even have an Air Wing for all 11 carriers, not only because they'll literally never all be in operation at the same time, but because of structural funding and timeframe issues with the Navy. It's much worse boat side. We have severe, pretty much insurmountable shipbuilding and ship maintenance problems caused by low industrial capacity. We have backlogs measured in years in the highest priority classes, and decades in other areas.
@@superfamilyallosauridae6505 yeah... also they did the Aegis system dirty in this game, tico with her Aegis system should easily be able to handle the few missiles thrown at it in the scenario.
You can pause the game and still issue orders, can't you? If so, I highly recommend making use of this function. Not only does this help to synchronize an attack, but it also emulates missions of this scale better because it would be insane if one person had to manage all those flights and ships, too.
They just need to add multiplayer and let me and my buddy control the fleet
@Myuutsuu85 Yes you can, I just like the challenge as an RTS player.
One thing the devs need to work on: RAIN. When the camera is following a fas flying jet, the rain effects are the same as what you see riding a bycicle.
I love the look of this game, but I get the sense that the air aspect could really use more automation and less micro. C:MO lets you designate patrol zones for CAP, ASW, AEW etc, choose engagement parameters and assign aircraft to those zones, then let them do their thing.
I’ve been watching 4 different channels that are previewing this game, and this by far has been the best showcase I’ve seen so far.
The North American RA-5 Vigilante was a beast. Was the fastest onboard aircraft in the U.S. Navy until the F-14. Carried a three pack of backward ejected nuclear bombs out of its internal centrally located bomb bay. It also was the test bed for the fully flying vertical stabilizer which would be seen on its big brother the XB-70 Valkyrie.
I believe it carried a nuke in between two fuel tanks that would all slide out during the drop sequence
@@starliner2498 That is true but later on it became a recon/photo plane. Not sure about surface search myself. Now instead of the Vigilante I would have carried S3 Vikings. Possibly the most versatile aircraft the navy ever had.
It was doing 950 knots while it was being chased by the MiG25 in the mission. The windscreen would be too hot to touch ! I wonder what speed it could really do?
@@rawnuklesThe Vigilante had the same engines as the F-4, it could dash faster for longer since it normally did not carry external stores. It could carry external tanks or a special strobe store for night recon, but usually all the extra fuel was stored in what use to be the internal nuclear weapons tunnel.
Until the F-111 came on the scene, the RA-5C and F-105 could pretty much outrun everything in the US inventory, especially down low.
This was an amazing mission! Really glad you shared it with Stealth17 and hope to see other creators as well. Also looking forward to them returning the favor and sending you their own scenarios to fight through! I don't know if he got a key but I would love to see Ward 'Mooch' Carroll take a crack at this one.
It looks like a great game, but I hope they will work on the AI. Like, what was that MiG-25 doing (42:49)? Why rush alone into the midst of enemy planes? Why didn't he shoot down the plane it was chasing? It was well within range. It's not like it's going for the fleet, it had no anti-ship missiles.
Why don't the other MiG-25s defend themselves? You keep firing missiles at them, and they just fly in a straight line without ever responding with a missile of their own.
As for the Phoenixes, I'm pretty sure they were mostly an anti-bomber weapon, not very difficult for an agile fighter to defend against (although, again, the enemy fighters just seem to fly in straight lines without ever going defensive...)
Also, I hope there's more automation and less micro management. In Fleet Command, there was an option to allow fighters to engage enemy planes at will. It would be useful here, instead of manually having to tell them to fire a phoenix or a sparrow
Yeah , the AI, especially in enemy jets have been very worrying. Only seen them shoot down helicopters.They very often just fly in and die.
It's WIP, mate
This build of the game you see isn't even early access, which is going to release sometime in November, so the game won't be fully released for quite some time.
You can have planes engage automaticaly. (Weapons free).
@@MBkufel it's WIP that's going to be released in early access in more or less a month... They had the time to do beautiful graphics but not to make it playable?
Sure wish some of these youtubers would design a scenario in the fucking daylight
I agree I can't see a thing
Really? It looks lovely at night to me.
Game needs F/A-18 Hornets. Not the same without them for 1985 period.
That is when A-7s and A-6s started getting pulled out and replaced with Honets.
I can definitely tell streamer has never done time on target calculations.
Getting the units to fire salvos is always a challenge if you don't know ahead of time how much maneuvering is required to get it to fire in that specific game.
I would had the air launched harpoons at least 90 degrees axis of the ingress tomahawks to double the headache for the Russian surface group air defenses.
I’ve heard rumors that this creator release doesn’t have all the units that’ll be available in launch in November. Hopefully we get Hornets and Burke
The game launches in early access so hopefully they'll include newer planes later on. It looks like it'll launch with a lot of content as is
I'm pretty sure they'll be there upon release, but you know, this game has a fully-blown Soviet CV the size of the Nimitz, so... they are taking certain liberties with realism for the sake of playability.
@@johnnyenglish583A full blown CV that was actually designed, and had it not been for internal Soviet military industrial complex politics could have been built in place of the last two Kiev class carriers.
I remember that the devs wrote on Discord that F/A-18A is coming post-release (but it was a while ago and it might as well be there in November)
To me this is like a dream “game” with so many things my nerd brain appreciates - seeing the RA-5C coming up the lift to the flight deck in the trailer got a big nod of approval from me, real niche and oft forgotten aircraft that. But without a pc to support it (and a room for that purpose ), the time I imagine it must require to become proficient to get to the point you can enjoy and appreciate it without frustration and the time you’d have to put into each scenario I think I’ll be watching a LOT of these videos on YT for next few years. Maybe when I retire in a couple of decades time I can have a go 😅
Soo cool that you can actually see the landing lights on the back work
I am so happy that this war leaved to simulation level for us to entertain ourselves. Some of these weapons and vehicles are still in use or reserve (or bottom of the sea) and the whole naval warfare is somehow cold aggressive and obscure so maybe this game is entertaining and educational like playable museum.
Great mission/scenario, also one of the best Sea Power videos out there so far. Well done!
Now I have some thoughts on how this game could be improved. For visual clarity it would be great if formations of aircraft could be shown on the map and controlled as a single entity. This would reduce the clutter on the map significantly and actually make the information regarding altitude etc. legible again. For example, a flight of 4 Intruders could be summed up as [formation callsign].At the same time, if you could also control them as one entity you could just tell the entire formation to launch all their Harpoons at target x. You could switch much faster through units if you didn't need to order engagements for every individual aircraft.
It would also be nice if you could add some transparency to some entities on the map or use other measures to make them less visible, for example if you laid down a lot of sonobuoys it would be great if they showed up semi-transparent. Scale would be another way to do this: show ships as (slightly) larger icons on the map compared to aircraft. Sonobuoys could be much smaller dots on the map unless you hover over them with the mouse.
These are all very good points, especially the one about formations.
I remember playing a scenario very similar to this in the Harpoon table top game. My first wave got a lucky hit on my opponent's top SAM system (Grumble I think). Was a slaughter after that.
Feel like chaff was bit absent in defending those missiles, it might have helped a bit.
At last you made a new video. Its so few too watch that play this game. Some are so good to creat own gameplay, some dont care. Longing so for the game. Remember me as 15 - year boy playin Red Storm Rising - 1987. U, Stealth and Wolf makes so good scenario. Well done.
its really annoying having to experience something you have been waiting for years through videos and some of the content creators dont make it any easier...
This is a really good start, but you imo have a few things wrong.
First, based on the premise of your scenario, there is a heighten sense political tension.
That translates into a carrier with at least a cap patrol on station along with refueling tanker support if possible and definitely a Hawkeye E2C for surveillance both air and surface. Compared to the Hawkeye, the vigilante is very limited in that role.
Also, the carrier would not be emitting any electronic signatures i.e. all the radars would be off and would rely on the Hawkeye running a race track pattern at random points on the perimeter of the carrier. Also, given the political tension, ASW would be in full effect.
Additionally, an ASM missile appearing, seemingly out of nowhere is not likely to happen given the above being in place.
Just my educated opinion
Great points. Given the political tension, a carrier would definitely have more protection, like a CAP patrol, tanker support, and a Hawkeye E2C for surveillance. Relying on the Hawkeye instead of carrier radars would keep the group hidden. ASW would also be active, making an ASM missile surprise attack pretty unlikely.
When using EW, at least it in real life and in Command: Modern Operations, you want to stay at a similar altitude to what you want to mask with jamming. Might be worth giving it a try in future missions by having your jamming planes at a similar altitude as your Harpoon and Tomahawks. Can't wait for November when I can try this all myself :)
Phoenix missiles also need active guidance from the AWG-9 radar on the F-14. I think this is one thing that will be a challenge for players of this game. We're used to military sims in the "fire-and-forget" era of AMRAAM, post-1995 combat. But for the entire Cold War, radar guided missiles were guided in by the radar on-board the firing platform. So, we have to remember to keep our launch platforms "locked-on" unless breakaway is absolutely necessary.
AIM54s can go active radar fire and forget off the rail depending on the engagement parameters and launch mode set by the RIO.
@@zzodr Only at close range though
@@zzodryeah, it’s about sub 20 clicks for the A variant at least (not sure about the modernized versions). Still doesn’t need a full lock for it beyond that range though.
This game looks great. I'm going to get it asap. However it would be helpful, (and this is not just directed at you Vulcan, but also the other gamers who have been doing playthroughs) to slow down their giving orders and explain where the menus are and why they are doing stuff. WE haven't got the game yet and how to utilise the UX would be really useful. You don't have to do it all the time. e.g. I'm going to set my F15 to intercept this Mig, this is how I do it, this is how I launch the Phoenix, etc.
Now THIS is testing the limits of this game! Nice man very entertaining. This shows better than anything I've seen as to what it would look like for these navies to collide.
A great showcase of the game!
I especially enjoyed you referring to the tailhook as "cable catcher":)
It's a great video, dramatic, with twists.
Love it.
Youy have no idea how hyped I am for what essentially Fleet Command 2 after 25 years! Please do these scenarios in daytime so we can see the graphics!
I believe when the f-14s are shooting the fox ones you have to keep radar lock. But not what the fox 3's though. That may have played a part of why some of the shots from the f-14s miss
This right here. I wish I could bump you to the top.
I'm mostly impressed that the engine can handle all of this. Seems like a very solid game.
The RA-5 was a photographic recon aircraft, converted from a nuclear attack bomber. It was retired in 1979, the Navy assigned carrier-based recon duties to the F-14 and the TARPS during the 80s.
I sincerely hope you're gonna make this mission available to the public once the game drops; I desire CHAOS.
That's great fun! You should treat us to some missions on ‘Command: Modern Operation’. I've been playing it since the end of the Harpoon series (yes, I'm an old man) and it's a very good game.
I see sea power content, I click.
a Vietnam vet coworker of mine told be about his time on USS Oriskany which was a modified angled deck Essex class CV. the A5 he said was just too damn big for the Essex class lol. Pretty neat jet
It was doing 950 knots while it was being chased in the mission. The windscreen would be too hot to touch !
Oriskany is cv in Bridges at Toko Ri.
Damn, each Tomcat even has *individual board numbers on the nose.*
The phoenix missiles aren't hitting because they require the Tomcat to keep painting the target (except the ones that just couldn't catch the bat). You can't RTB, or even go evasive until you hit. It is modelled in the game. Saw it in action on Wolfpack's channel. Credit to @limeacid for pointing it out first.
god this game will be absolutely insane
This is what I've been waiting for. Carriers are the COOLEST
This is something I've always wondered and wanted to try with these kinds of scenarios. The AIM-54 was developed as a way to be able to take out enemy radar and control aircraft. But, I've read that AIM-54 equipped F-14 Tomcats were capable of shooting down incoming anti-ship missiles.
Ain't no Tomcat driver going to use callsign Fast Eagle.
I really wish we could setup planes on the catapult ready to launch at a hat drop. I have yet to see that be a thing in this game. It's a good strategy to have your jets on standby, uses less fuel and can be launched ready for action much faster than having to either be passive or active when launching aircraft.
Does the game support in-flight refueling? So I can keep my Tomcats on station?
Devs need to add a time on target tool to automatically get a bunch of weapons/platforms firing together before release. Clicking everything manually and putting times and missile speeds into a spreadsheet to get it to work is insanely annoying.
If they ever add the people on the ships, itd be perfect. The carrier is so detailed already with the lifts and everything working even just the shooter and his buddy standing on the catapult would be cool.
Have this game already wishlisted, but it looks really much like Jane's Fleet Command, so awesome.
Great video and exciting engagement. Game is giving me big Harpoon on the Amiga 500 vibes, doing what that old game was striving for.
Love the content. This game looks awesome. Minor thing: CIWS=“Sea Whiz” in the USN, with the obvious connotation. Also R2 or R2D2.
EMCON! EMCON! Don't have your radar on all the time and missiles won't find you so easily.
I would love to see one of you Content creators to make a mission using sum of the Minor crountrys' little missle boats. Or even the russian and us ones. There are sum pretty cool ones I've seen when one guy went threw all the units in game
never turn broadside to a missile vector. always turn away from it.
Oh man, I didn't see the helo pad lights on any other videos yet, this game is full of beautiful details.
Glad I had wishlisted It on Steam back on 2020 😂
This game looks really awesome. Been playing Rule the Waves 3 to get my missile age fix on sea combat.
Do they have EA-6B prowlers? You could used Electronic Warfare to attack the sensors of your targets, perhaps letting more missiles hit the targets.
This is fantastic mate more of this please!
It is always good to get some prowlers up as well
Your created this scenario? Awesome work! I especially liked the scripted message after the Ticonderoga was sunk.
The detail in this sim is the best part
I feel like they need to add a sound barrier breaking sfx
Command Modern Operations is very deep even though I don't fully understand it yet.
Sea Power appears to be more for what I am looking for. I am very excited for this to come out very soon.
What will the retail price be?
it will go down in history as the 'Bloody Vostok Incident' ^^
That scenario is cool AF! Can you please upload that scenario once the game gets into early access? I’d love to mop up the enemy helos with the F-14s guns!
Been waiting for this for years. Gonna be keeping an eye on it as it develops in early access. I'm definitely hoping there's some form of dynamic campaign or the like once they're reaching the end of the long journey to 1.0. This is truly amazing but will lack staying power if it just comes with a dozen or two single engagement scenarios.
wow. Compelling viewing. Got half way through. Will watch the rest later!
Pheonix missiles are meant to hit big heavy bombers, the faster, smaller, more maneuverable fighters like the MiG-25 will be a hard target for the Pheonix. That's why you werent getting hits and you felt they AIM-54s let you down.
I really enjoyed this video. Thank you for making fun videos.
Those MIG25s must have been on weapons hold in this scenario.
Damn, I thought that first wave would have massacred the 4 Russian vessels after both the Tico and Reuben James went down to half that number. However I think you should have staggered the waves better. All arriving at once meant that multiple missiles could go for the same chaff cloud. Still the fire power put out by the Soviets was impressive. Dance of the Vampires in reverse.
This scenario needs to be in the release of the game.
I can’t wait to play this.
Can you imagine the bill for ordinance and ammunition alone in this battle?
Large naval battles will bankrupt the world
The reason why your missiles are not catching up is because you are firing them too low alt
Basically, let’s say your tomcats are at 27000 ft alt and the msg 25 is at 37000 ft alt
When you fire your missile the missile has to spend energy climbing up to get to the target
If you launch the missile at high alt the air is thinner so it helps the missile
Ideally as far as I know you want your Tomcats to be as high as possible in alt while being as fast as they can be whatever speed the aircraft is going will be the speed the missile starts off when it launches.
Also, I think it better to have the aim 54 dive on the target from high alt
I hope this helps
AIM54s launch profile is climb to 100k ft of the rail anyway.
I think your tomcats would have had an easier time if you set their course not direct to the target, but to a position infront of where the target is going. Missiles should have a higher hit rate if firing straight towards an enemh
I think your tomcats would have had an easier time if you set their course not direct to the target, but to a position infront of where the target is going. Missiles should have a higher hit rate if firing straight towards an enemy
Would be cool to see the same scenario in CMO and compare the results.
Can we get a battle of coral sea type scenario.
A US aircraft carrier battle group with full complement of aircraft, cruisers, destroyers, subs and supply ship
And a Soviet aircraft carrier battle group of the same. Give the soviets the project 1153 Orel to even the airfleet conplement.
Details: The Soviets have broken out of the Mediterranean and are now in the Atlantic trying to sever the link between the American and their European allies. The royal navy and the french navy carriers have already been sunk!
The Americans have dispatched a carrier group from Norflok to stop the Soviets.
Victory conditions: find and destroy the enemy fleet before they find and destroy you.
Is the game using any ships with VLS? The cold war ran through 1989 ( I know as I was there literally heh) The first VLS ship was the USS San Jacinto in 1958 or 1959 if I remember my lessons but the first real operational VLS USN warship was the USS Bunker Hill (CG 52) in 1985, first deployment after refit being later that year or 1986 if I remember right. I noticed in all the videos, none of the ships have VLS but they do have Tomahawk and CWiS which were both seeing first deployments around the same period.
19:55 Why would you divert the planes from the target when they didn't hit the missiles with their radars?
This guy would lose a war for sure. :D
That’s a lot of stuff to keep track of.
Wow, I had no idea how much firepower just one Nimitz class can have, and that's not even a Gerald R. Ford class.
A cold-war era Nimitz air-wing would be putting out a hell of a lot more firepower than the small airwings of short-legged Hornets on a Ford can today.
Do the planes have a fuel limit? Do they return to the carrier or nearest friendly airstrip to refuel/rearm?
Why didn’t you launch any of the EA-6Bs?
The eye candy is there. But if they cant improve the AI I will sit out on this one until they do. Really hoping they fix it because I have been waiting for a modern naval sim for years.
This game should include the first CVN THE USS Enterprise.
When a ship evacs, do you have to pick up their crew? I've never seen that in this game yet.
HELL YEAH carrier gameplay!!
MiG-25 "I'll just fly faster than the missile...."
Quick question for Vulcan or anyone else who has EA copy? Can the Tactical Display window be dragged out of the main window onto a second display? Great video and have waited for a game like this Janes Fleet Command back in 99! ❤
I believe it is planned but not currently available.
That's great news if it's planned. Thanks.
Can we get a battle of coral sea type scenario.
A US aircraft carrier battle group with full complement of aircraft, cruisers, destroyers, subs and supply ship
And a Soviet aircraft carrier battle group of the same. Give the soviets the project 1153 Orel to even the airfleet conplement.
Details: The Soviets have broken out of the Mediterranean and are now in the Atlantic trying to sever the link between the American and their European allies. The royal navy and the french navy carriers have already been sunk!
The Americans have dispatched a carrier group from Norflok to stop the Soviets.
Victory conditions: find and destroy the enemy fleet before they find and destroy you.
5:40 Shoot, shoot, look, shoot.
Wouldn't launching EA-6B to jam enemy radar would have help and possibly safe Rueben James or is that not modeled in the game?
Do you not have a unit list to easily select what's active? Instead of need to find them on the map
Long but exciting - excellent. x
I'll admit, I'm not necessarily impressed with the missile interception rates of the SAMs on the US ships in this game, especially concerning the AEGIS cruisers. The Frigates I can somewhat understand with their relatively short-ranged SM-1 and Sea Sparrows. Speaking of missile interception, it looks like intercepting ASMs with air-to-air missiles aboard the F-14s is a valid tactic, although the success seems to be limited to the AIM-7s. The AIM-54s are probably more effective on missiles like Shipwrecks and Kitchens if caught out far enough out.
1:01:27 Unless she's worn down by decades of corruption...
Great video
any channels or videos going over strategy in general?
Leave more time between AIM54 releases, something like 10-30 seconds depending on the specific conditions.