I recently had the chance to try an early access build of Sea Power: Naval Combat in the Missile Age, courtesy of the team at Triassic Games and MicroProse.
Though this isn’t the final version, it gave me a solid taste of what this Cold War-era naval sim is aiming for – and let me tell you, it’s already shaping up to be something special.
The scenario I found myself in was set in the Strait of Hormuz – not exactly a calm stretch of water at the best of times, and the game does a great job of reminding you of that. My mission was to escort a group of tankers through the strait, which had been blockaded by Iran, with tensions running high.
Leading the charge was the USS Tarawa, backed up by an Oliver Hazard Perry-class frigate and a Coontz-class destroyer. The scene was set for some serious Cold War drama.
First Impressions: Details, Details, and More Details
One of the first things that struck me was the level of detail. The game’s tactical map – reminiscent of older sims like Harpoon and Command: Modern Operations – feels familiar, but Sea Power goes a step further with its stunning 3D visuals. Watching helicopters roll out from their hangars, their rotors slowly unfolding before they lift off, is mesmerising. Even zooming underwater reveals the ships in full detail, right down to the smallest ripple. It’s clear the developers have poured a lot of love into making these models feel alive.
But as pretty as the game looks, this is no arcade shooter. The focus is on tactical decision-making, with a bit of patience required to see everything play out. The intelligence briefing warned me of Iranian FAC units ahead, but with no early-warning aircraft on the Tarawa, I had to rely on my helicopters to scout the waters.
Getting Into It: A Waiting Game
I deployed a helicopter from the frigate, sending it forward as a sort of radar picket (even though it was technically an ASW craft – sometimes you’ve got to bend the rules). The hangar doors opened, and out it came, slowly making its way onto the deck before finally taking off. Watching it all happen in real-time added a sense of authenticity, even if I was itching to get into the action.
The Tarawa itself was ready to contribute, loaded up with AV-8B Harriers that I quickly prepped for launch. These weren’t just for show; I needed them to strike Iranian vessels before they got too close. The launch sequence was incredibly detailed – the Harriers being brought up to the flight deck, engines spooling up, and eventually roaring into the sky.
Contact: Iranian Forces Appear
Sure enough, the radar started pinging. Iranian missile boats were heading straight for us, and the tension was palpable. I ordered my destroyer to engage with Harpoon missiles while directing the frigate to focus on intercepting any airborne threats. It wasn’t long before my Harriers swooped in, low and fast, delivering a payload of Mark 83 bombs on the approaching Iranian craft. Watching the bombs fall and hit their target was as satisfying as it was nerve-wracking – especially when Iranian missiles began returning fire.
What I found particularly engaging about Sea Power is that it forces you to think. This isn’t a game about rushing in guns blazing. I had to carefully plan each move – deploying assets in the right places, coordinating attacks, and reacting to the enemy’s moves.
A Battle of Wits, Not Just Firepower
The game shines in its ability to make you feel like a real commander. It’s not about instant gratification; it’s about building a strategy and sticking with it through tense moments. Watching my destroyer’s CIWS (Close-In Weapon System) light up the sky, intercepting Iranian missiles, felt like I was right there on the bridge. When the Harriers made their return, the feeling of relief was tangible, but the mission wasn’t over yet.
As the firefight continued, I found myself wishing I had more Harriers at my disposal. But that’s part of the challenge – managing your resources and making do with what you have. My destroyer managed to hit an Iranian corvette (or was it a frigate? It’s easy to lose track when you’re in the thick of it), setting it ablaze and sending lifeboats over the side. Seeing the enemy ships slowly succumb to the damage was a grim reminder of the game’s realism.
The Fight Intensifies: An Uphill Battle in the Strait of Hormuz
With the convoy moving through the heart of the Strait of Hormuz, the stakes quickly ramped up. I’d already sent a group of Harriers to investigate reports of anti-ship missile launchers on Larak Island, a known hotspot for Iranian defences. Unfortunately, it didn’t go as planned – my Harriers were shot down, one by one, leaving me with only two. Taking out those missile launchers was vital, so I sent another two Harriers, hoping for better luck. This time, only one returned. The gamble paid off in part, but I still had no certainty that all the launchers were neutralised. And then, I realised I’d lost one of the tankers without even seeing it happen – a worrying sign of things to come.
As the convoy pressed on, one of my forward-positioned helicopters detected a group of Iranian fast attack craft headed our way. It was a tense moment, but Harpoon missiles launched from the destroyer swiftly dealt with two of them, turning the sea around us into a graveyard of twisted metal. For a moment, things seemed under control.
But then, out of nowhere, an Iranian F-4 Phantom appeared on the radar, zooming towards my two remaining tankers at a terrifying speed. My air cover was limited, and I hadn’t anticipated such a threat. Thankfully, the Phantom was shot down before it could reach the tankers, and I breathed a sigh of relief as I watched them both continue unscathed.
No sooner had I landed my last Harrier to rearm than disaster struck again. Another F-4 emerged out of the blue, screaming towards one of the tankers. This time, I wasn’t so lucky. In a flash, the tanker was gone – a plume of smoke and flames marking its resting place in the Strait of Hormuz.
With that, the mission was over. All of the merchant vessels had been lost, and the Tarawa had taken a few hits herself.
A Lesson in Command (and Humility)
In the end, it was a crushing defeat. The parallels to Battlestar Galactica came to mind, as if I was playing a flawed Admiral Adama, struggling to protect a fleet under relentless attack. But unlike Adama, my skills hadn’t been enough to save the civilian ships, and I had to face the hard truth: I’d failed the mission.
Despite the loss, Sea Power: Naval Combat in the Missile Age delivered a thrilling experience, one that highlighted just how unpredictable and intense naval warfare can be. Every decision felt weighty, and each loss left its mark. I’ll certainly give it another go, hopefully with a bit more success next time. But even in failure, this game had me hooked – the perfect blend of strategy, realism, and heart-pounding tension.
If you’re a fan of naval warfare sims, this is one to keep on your radar. With its attention to detail and immersive gameplay, Sea Power brings the Cold War naval theatre to life, making you feel every decision – and every mistake. I’ll be back in the Strait of Hormuz soon, ready to try again, but wiser for the experience.
Royal Navy Units will be added in a future update as well, though I think there’s one RN Frigate in game already. How good would multiplayer be!
This seems a really well thought out game. I’ve watched a couple of youTube videos and it certainly isn’t as arcade-y as a lot of naval combat sims.
Pity it is set in the 70s and hence, no stealth, otherwise would be a fun way of testing UK CSGs in a more realistic setting than DCS (I’m looking at you, that random Grim Reapers article on here)
Are the RN ships fitted for, but not with, all the weaponry they should be? 😛