REVIEW:
Jane's Fleet Command
| PROs | CONs |
|---|---|
Interface is much easier to master than Harpoon II; the communication routines are outstanding; the 3-D graphics are much improved over other naval sims; the editor is also easier to use than Harpoon II's, but less flexible for experienced users; drawing tools during the game are great for marking data. |
AI is simplistic, not sophisticated (enemies dump their load at you as soon as they are in range); time and resource management win this game, not tactics as it should be; the platform database is extremely limited in comparison to other titles. |
First and foremost, it is helpful to understand that I was a surface warfare officer for 15 years and a qualified tactical action officer. Naturally, that introduces some degree of bias toward realism in this type of game. That bias went largely unsatisfied by Jane's Fleet Command. The title features a couple of dozen decent single-player scenarios plus a mission editor and multiplayer mode. The game also includes a four-scenario "campaign" that is not branching and is not truly a campaign because you start fresh with new units each mission. In effect, it is a series of larger scenarios tied together by non-interactive cut sequences.
Players assume command at either the carrier battlegroup (CVBG) or surface action group (SAG) level, with concurrent authority to command attached forces where those exist. These forces do not think for themselves; you must command them by micromanagement, just as you must do with every ship, sub, and aircraft in
your indigenous force. It is as if your entire staff and, to a certain extent, the captains and crews of the ships and aircraft under your command, do not exist. Want to call the intercept on every missile in flight? If so, this is the game for you.
Any intelligence that exists is a function of the scenario designer, not the AI. Friendly ships do not automatically defend themselves against inbound missiles until those missiles cross the visible horizon and close to CIWS range, and even the Vulcan phalanx is quickly saturated by a stream of missiles on the same bearing. Except in the case of aircraft, there is no maneuver to get into firing position involved, just firing. When you get attacked and by whom is completely preset in the design. Yes, there are variables that determine whether or not certain units show up in the mission each time it is played, which does help replay value somewhat, but one has to move outside the box (i.e. to the Mission Editor) before open-ended missions can be enjoyed. The question then becomes, "Will there be a big enough following for this title (as there definitely was for the Harpoon series) to take advantage of those features?"
The game hasn't been out long, but Jane's Combat Net site (accessible from the CD-ROM) seems a fairly quiet place. Discussions about game/system crashes seemed more common than gloating over who tore up whom in the last scenario.
Unfortunately, in solitaire play, the game simply isn't challenging
enough once players know how to manage their assets and their time. Let's deal with the time factor first because that is where the computer opponent seeks to beat you. By using saturation tactics, it seeks to overwhelm your ability to manage all of the intercepts in time. Those missiles that make it through, called "leakers," will lower your victory percentage quickly. The trick is to use the pause key.
However, the interface doesn't let you issue a bunch of orders while the game is paused (except for flight deck launch orders). So you basically issue one order, pause the game, move your mouse to the unit to be targeted or the next unit to be ordered, un-pause, issue the order, and repeat. This isn't necessary most of the time, but sometimes (such as in the fourth and final scenario of the campaign), it is the only way through because of the sheer number of engagements that must be managed. One has to move all over the map, zoom in and out to make sure each missile in a stream is targeted and so forth, and the sheer mouse traverse time can kill you when missiles are moving at between 500 and 1200 mph. To those who would call this cheating, my counter is that one man does not perform all of these functions in the real world.
Here is the rest of what you need to know to win the CV-based scenarios:
During your first such pause, clear the carrier's deck of all aircraft using the launch menus. Sequence F-14s, E-2s, F-18s, EA-6Bs, then the S-3s and ES-3s -- not
| sound
real-world tactics, but that is consistent with the rest of the game.
Fire Homing Anti-Radiation Missiles (HARM) to engage enemy surface
contacts at range. HARMs are the fastest missiles in the inventory and
they have a very long range (which is also outside the engagement
windows of most enemy surface-to-air missiles or SAMs). This means that
you can cycle aircraft off the deck, shoot, and get them back down to
reload quickly, thereby depleting the enemy's onboard SAM reserve befre
attacking with the more powerful Harpoon and Tomahawk cruise missiles.
Meanwhile, send
your F-14s to Combat Air Patrol stations 100 miles or more from the CVBG,
particularly in the direction of any known enemy airfields or CVs. In a
perfect world, the idea is to shoot down the firing platform before it
releases its missiles. Use Tomahawk land attack missiles to take out the
enemy airfields. Use EA-6B jamming and HARMs to suppress any SAM sites
near the airfields. When the surface and air pictures quiet down, use
air assets and active sonobuoys in search boxes around the CVBG, near
chokepoints and in other likely avenues of approach, to ferret out enemy
submarines. Because the subs are hidden and you cannot even know ahead
of time how many are present, anti-submarine warfare is one of the more
enjoyable aspects of the game.
As I mentioned earlier, individual reactions to Jane's Fleet Command will vary based on expectations. If one was hoping for a robust simulation of modern naval warfare, this title disappoints. If one expects a sometimes intense slugfest in the tradition of Command & Conquer or Total Annihilation that also just happens to use Navy Tactical Data System symbology and a smattering of units from 16 navies around the world, this title delivers. It's your call commander! -- Ed DilleEd Dille served onboard the USS Knox (FF-1052) and the USS Mobile Bay (CG53) during his term of service. He is the author of The Online Gaming Starter Kit and more than 20 other books on gaming, computers, and the Internet. Additionally, he is a regular editor and columnist for many publications.
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