Atlantic
Fleet
First gain the victory and then make the best use of it you can.
June 5, 2015
by Artur "Niedowidek" Lysik

Not
long ago, while reading about tonnage war waged by Donitz in vast expanses
of Atlantic, I started searching for a game that focused on strategic aspect of
this six-year long battle. Through the years plenty of games with
U-boats as the main protagonist have been developed but the majority of them showed
the struggles of submarine captains without the ability to make decisions
concerning whole flotillas or task forces. I'm sure that painstaking
research would reveal some titles of that type, yet there's no abundance of
them and none are of comparable popularity as the Silent Hunter series.
Mobile devices have even fewer choices: a good mobile subsim is hard to find
(with recent Crash Dive being very positive exception).
Board games seem to offer more opportunities for engaging one's talents in
strategic decisions (like 2011's U-boat Leader) but even there you will not
find many titles limited to commanding single boats (starting with
wartime title Mit Prien Gegen England, concluding with 2013's The Hunters).
Somewhat discouraged with my research, I was very surprised that Atlantic
Fleet features a dynamic campaign spanning from 1939 to the end of the war.
This and several other improvements over its predecessor - Pacific Fleet -
contributed to relaxing yet complex entertainment.
Visually
Atlantic Fleet is very similar to its older brother but the game mechanics were
significantly upgraded: binocular and periscope views have been added (which
allows for more realistic observation of falling shells), subs can dive to
various depths, torpedo salvos are possible and last but not least battles
can include up to 20 vessels (10 on each side, while PF allowed only 3)
which provides quite intense battles. One thing absent from Pacific Fleet are
the attacks on shore installations but this is justified by different area
of operations--no island hopping.
There are three modes of play available. Single battle offers random and
historic engagements. With the former you may choose which ships take part
in a battle (by type and name i.e. individual vessel), aircraft (number
only, no choice of type), which side has initiative and also weather and time
of day. One may play against AI or in hot-seat mode with a friend on the
same device (some Bluetooth or similar connection mode, if technically
possible, could be a significant improvement here).
Choice of historical engagements is varied: from submarine attack on HMS
Courageous, through minor destroyer engagements to convoy battles and
sinking of Bismarck. The last of above mentioned is divided into four events
depicting all important moments of Kriegsmarine's attempt to breakthrough
into Atlantic, beginning with gun duel with HMS Hood, through Swordfish
attack which crippled Bismarck's rudder to final engagement with HMS King
George V and HMS Rodney. One has to salute this level of detail on the
mission design.
In campaign mode player may build up his taskforce paying for additional
ships with renown. Renown is gained for sunk enemy ships so with every won
engagement you have a chance to expand your fleet. If you are a successful
commander, your nation will reward you with more resources. The goal is to
successfully come through 50 missions with an increasing level of difficulty.
 
The
Battle of Atlantic mode is a dynamic campaign that may be the most appealing
feature for many users. Spanning from 1939 to 1945 it puts you in command of
Kriegsmarine or Royal Navy (limited to 20 vessels each) tasked with
protection or destruction of convoys vital to United Kingdom's war effort
and survival. Convoy routes and weather change in time and are depicted on
Atlantic Ocean's map divided into sectors. One turn corresponds to half a
week of fighting. As the struggle is going to be long and arduous, the
commander has to be careful with managing his resources, withdrawing ships to
ports for repairs or rearming, building new vessels and distributing
available taskforces to sectors where they are needed the most.
The
German side has U-boats (type VII and IX), surface forces and even
merchant-disguised auxiliary cruisers. Their vessels may be resupplied and
rearmed at sea by supply ships. British forces are mostly equipped with
surface vessels (but also two T-class submarines present at the start of
campaign) and have the unique ability to build carriers (among them smaller and
cheaper escort types). Later, the Brits may equip their escorts with more
advanced anti-sub weaponry. The goal is to reach or prevent sinking of enough
tonnage to starve Great Britain, which jumps from 300,000 to 700,000 tons a
month when the US joins the war.
Another outstanding feature of this game: every engagement starts with different ship placement (even in historical
singe battles initial positions are randomized), weather conditions and time
of day. No two missions will be the same. Night combat that necessitates the use of star shells or long-range duel
using only radar are possible. Carrier and land-based air strikes are also
at your disposal. Yes, you can start your depth-charge laden aircraft from
HMS Courageous when endangered by U-29.
Field
of view is calculated for every ship separately. You can see all
spotted enemies on the tactical chart but such fog of war complicates your
planning and inclines you to choose your moves more carefully. Steering is
semi-manual. Turning a ship is not so exact as in Pacific Fleet where one
could set it with 0.1 degree precision. Now it's rather a choice among more or
less sharp turns specified in 5-degree intervals. Ship's speed may be
set from back to flank ahead. Maximum speed of particular types of ships
seem to be historically accurate, e.g. British Triton class submarine speeds
up to no more than 15.5 kts (which I can assure is too little to catch up
with a German large freighter). When the order to change speed is given it does
not occur instantly. The ship gains speed or slows down gradually and the
process may take several turns.
Just as in their previous title, battles in Atlantic Fleet are played by
turns. You get two turns per ship, the first of which you can use to change
heading, select speed, and lay down smoke. The second turn can be used to
dive/surface if you are a sub, dive bomb if you are a plane, fire torpedoes
in single shots or salvos, guns, or depth charges. After you make your two moves it
is the AI enemy's turn.
Targeting is semi-manual too. It's a bit of a reworked version of the Pacific
Fleet interface. You choose your target and then set direction and elevation of your
guns or gyroscope angle of your torpedo manually. Your crew will give you an
estimate of what the elevation/angle should be and this estimate will become
more and more precise with every turn when you are aiming at the same vessel.
Aids to targeting also include showing where your last shells fell and with
what elevation guns were set at when they were fired. Wind must be taken into account, if
you haven't turned off its influence in options. There's a choice of armor
piercing and heavy explosive ammo and also between main and secondary gun
turrets.
From the Dev Team:
Atlantic Fleet is a massive improvement over Pacific Fleet and
has finally evolved into a fully featured naval game.Essentially
the game is a rebuilt version of Pacific Fleet and required over
~18 months of development, ~5 years on the project so far.
Design is modular allowing the addition of new ship classes (and
their individual members) along with new aircraft post-release,
unlike Pacific Fleet which was strictly limited to the 7 ships
per side.
Click here for the full
list of features and improvements |
Subs may be tracked by sonar and depth charges attacks are possible. Thankfully
for the sake of realism, torpedo
attack is not allowed from greater than periscope depth. Incoming eels are
clearly visible, even though such an attack may be surprising or hard to
evade,
especially at close range.
Improvements over Pacific Fleet include periscope and binocular view with
choice of 2x, 4x or 8x magnification. Another one is the tactical map which
shows the positions of own and enemy ships--depicted are both visual and radar
contacts. The chart is clear and easy to understand. Icons of sinking ships
refresh memories of illustrations placed in books.
The KillerFish game developers claim that the ships in Atlantic Fleet have realistic buoyancy physics and sinking
is not achieved by reducing their hit points to zero. There's no reason to
not believe them as damaged vessels often list to side and slow down
considerably. At one occasion I expended about 100 shells on a large German
freighter before it sank. Most shots hit above the waterline and at the end
its whole deck was in glorious flames.
 
Moreover sometimes it seems that your shells hit below the waterline because
there's only a splash of water but the enemy vessel will swing on the surface like
it was affected by the impact. According to developers "both splinter damage and shell
penetration underwater" are modeled. The other feature would be a
calculation of "armor penetration based on range of the shot (penetration
decreases with range)" as well as the angle with which shell strikes armor.
The little bug present in recent version of the game is ability to sink
a submarine at periscope depth with destroyer's gunfire.The player may target specific ship subsystems like propulsion, steering, pumps,
radar or particular gun emplacements. Often a fire starts on deck as a result
of damage and after a while vessel looks like a burning torch travelling
through sea. The fire may be extinguished after few turns. When situation is
hopeless, you have an option to scuttle whole taskforce engaged in battle
(at least enemy won't put his dirty hands on our advanced technology).
The Atlantic Fleet Unity game engine is the same one used in Pacific Fleet.
You may be familiarize with the Unity engine in another naval themed
game--Crash Dive. Ship models are very detailed. One can even see crew
manning the guns and lookouts on the bridge. Merchant and military units
carry different flags (for British: Red Duster and White Ensign
respectively). Vessels that have taken many hits will have burned remains in
place of their superstructures. Ship sinking animations are shown in real
time, regardless of turn phase. They disappear slowly underwater bow or
stern up. Explosions are impressive and when joined with weather and
lighting effects of glowing sun--the resulting picture is marvelous.
Sounds
are also decent, especially thunder when a storm is approaching or the
terrifying ping
of searching ASDIC. The game state is saved automatically between battles in campaign mode and at the
end of week during the Battle of Atlantic campaign. There are no tutorial missiosn but
games controls are intuitive and campaign missions provide good training
ground as first two targets are unarmed merchants. This is compensated by
the in-game help system which consists of
11 chapters describing everything from movement and gunnery to dynamic
campaign and shipyards. Player may customize his game experience deciding of
such options as combat start and disengage range, visibility limitations, AI
skill, wind influence on firing and dud torpedoes.
AI is fairly decent and to me seems quite demanding, sometimes even
impressive. Enemy ships maneuver correctly and don't go down easily. They
are firing star shells in the night, trying to surprise my cruisers with a
torpedo attack. It's not easy to finish wounded AI warships. When boxed in
they puke smoke and run under its cover which greatly diminishes chances to
hit the target.
Occasional mistakes happen as when merchant which is outrunning my sub is
taking a zigzag turn. Going straight seemed to be only viable solution in
this case but at this point I was sufficiently impressed by AI to think: is
he going to ram me? On the other hand the AI ship has been taking some
pounding from my guns for a long while and maybe it was an attempt to disrupt my
targeting
by course changing....As a positive example I may say that I've got beaten by HMS Hood while
having three cruisers at my disposal. The British battleship's guns turned out
to be too much for my units and Admiral Hipper rested at the bottom
while another vessel run away burning.
There
are very few flaws in the game. One of them is unrealistic distance at which
subs engage targets. It seems that 4-5 thousand meters is a proper distance
to fire salvo of torpedoes. In reality German kaleuns engaged targets at ranges closer than 1000 meters. But to be honest
U-boats attacks can be
devastating as they really were at the beginning of the war and providing
such experience in game is more than enough. Let the example be the HMS Warspite
battleship sent to bottom by my sub in January of 1940 with three well
placed torpedoes which reflects historical daring attacks by U-boats on
British ships (e.g. HMS Ark Royal or HMS Barham).
Also, I think that submarines should be deeper or more distant from enemy
to be able to disengage from battle. One may tick an option that disengaging
is possible only when range is more than 25,000 yards but it doesn't seem to
work for subs (tried it on mission with HMS Courageous). The escorts really
should have their chance to locate and kill a sub after it has launched its
attack.
A more irritating bug is that torpedoes sometimes are not launched (e.g.
because target is outside firing arc) but they disappear from torpedo tube
anyway and must be reloaded which takes a lot of time.
There are some graphics issues on my device. When I close and start the app
again ships on strategic map and also explosions and water splashes during
combat phase are drawn in wrong locations. Luckily simple clearing of cache
helps with this issue.
 
Those who have only short periods of time to play the game
(e.g. travelling in public transportation or waiting in a queue in post
office) may be challenged by the fact that battles can take up to even full hour to
finish. Especially when many merchants are stubbornly running away and
player has to finish them one by one. As there's no way to save battle in
progress any interruption like incoming call may result in losing your game
progress.
Summary
Atlantic Fleet deserves praise,
provides excellent entertainment, and is well worth its price. I admire both
the design of the strategy and tactical layer. There is good balance between realistic and
arcade elements. It's great that in dynamic campaign the convoy routes change
over time and hedgehogs and squids come into play later in the war. And the
game's polished
graphics makes playing a real pleasure. Atlantic Fleet
distinguish itself with well-designed interface and game mechanics,
historical accuracy (considering game engine limitations) and a smooth
learning curve. Randomization of ships' placement, weather
and daytime assures good replayability. But the most appreciated by me is
dynamic campaign which combines individual engagements--by themselves
interesting and engaging--into greater effort. It seems to be a good choice
for those interested in naval warfare history as it would not offend their
intelligence and knowledge; and for those who just seek a nice game to sink
ships.
I recommend this game to all who are fascinated with Battle of Atlantic,
especially those who would like a taste of a bit of strategy in their naval
action.
Developer:
KillerFish Games
Get
Atlantic Fleet for iTunes/Apple platforms
Get
Atlantic Fleet for Android & Kindle devices
Care
to add something or discuss Atlantic Fleet? Los!
See also:
Crash
Dive Review
Navy Field 2
Silent Hunter
Online Forum
The 2014
Best of Subsim Awards
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