Build both fleets
Choose 1990 or 2027, a chart region, hull counts, carriers and submarines. A seed creates a reproducible force that you can edit ship by ship.
Cold War 1990 · North Atlantic · Western Pacific · Gulf & Mediterranean
Hook a ship and right-click a hostile: it closes to range, chooses the weapon and keeps firing until the contact is destroyed or lost. Right-click an unclassified contact to investigate. Seven operations across four theatres and two eras, flown singly or as two campaigns, plus four training missions, each graded for mission effectiveness and remembered in your commander's log. The crew answers aloud through your system's speech. Start Northern Passage from the operations desk: investigate uncertain contacts, launch reconnaissance and protect a moving freighter with finite defensive ammunition. Reach the exit before the deadline without sinking neutral traffic. Build your own opposing fleets, air wings, routes and reinforcement waves across four theatres and two eras.
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How it plays
Radar horizons, passive bearings, thermal layers and stale reports shape the picture. Maneuver listeners to build a fix, corroborate identification, and check nearby neutral traffic before authorizing a shot.
Drag air and escort stations on the chart. Keep a combat air patrol over an area or protecting a moving group, with a clear pursuit limit. Assign air-defense and anti-submarine screens while the crews keep station. In Classic mode, submarine orders and reports wait for deliberate communication windows.
Your forces · your plan · four theatres · two eras
Choose 1990 or 2027, a chart region, hull counts, carriers and submarines. A seed creates a reproducible force that you can edit ship by ship.
Edit installed weapon quantities, finite air wings, patrol routes, phased objectives and delayed reinforcements. Save the mission or exchange it as JSON.
Choose when to spend countermeasure packs, conserve or saturate with interceptors, and maneuver threatened ships. Radar, infrared and acoustic seekers demand different responses.
Use selection groups and Fleet Operations to command many hulls. Formations assign distinct stations, pace slower consorts and pass command after a flagship is lost.
The operations desk opens on the authored operations, with their difficulty and your best result. Training includes Northern Passage, Carrier Qualification, Missile Defence practice and ASW practice. Work through detected-threat interception or the full lower, listen, range and recover sonar cycle; your own missions sit beside the exercises.


Period variants keep their own radars, sonars, aircraft and weapons: Perry's shared Mk 13 magazine, the F-14A+ and E-2C. The 2027 shelves add the PLAN, the Japanese Self-Defense Forces and Iran, and installations ashore that shoot back.
Passive bearings, uncertain range, stale contacts, thermal layers and convergence zones. The picture is something you build, and it can be wrong.
Right-click the water to move, a hostile to attack it, an unknown to investigate it, your own ship for its orders. Shift+right-click a contact for its weapons and salvos. The status boards and a searchable command palette hold the rest. Pause whenever you need to think.
Choose an operation, read the briefing, then take command. The clock waits for you.
It runs in your browser. Nothing to install, and the clock doesn't start until you do.