$9.99Fleet Command Command the whole battle group
Direct carriers, subs and aircraft in real time, where one unknown contact can change everything.
Is Fleet Command worth it?
Fleet Command is worth it if…
- you want naval combat where the weapons and platforms behave like their real counterparts
- you enjoy tense decisions with real consequences, like firing on an unidentified contact
- you like replaying a mission and adapting when the enemy shows up differently
Screenshots
Command the whole fleet, not one ship
You are not the captain. You are the admiral. Frigates, carriers, nuclear submarines, fighters, bombers and helicopters all answer to you, and the game is about making them work together: a patrol plane finds the contact, fighters clear the sky, the Aegis ships shoot, the subs slip in underneath. It is point and click, with no symbol charts to memorize, and you can hand routine work like self-defence to the ships or micromanage every weapon yourself. The tension comes from what you cannot see. An unknown track at high altitude could be anything, and firing first is a decision you will sometimes regret.
Scenarios from the headlines, different every time
The campaigns and missions are drawn from real-world flashpoints, and you can end up on either side of them. One scenario hands you two ships against a fleet and its waves of missile bombers; another asks you to hold a battlegroup together while cruise missiles inbound. Replays are not copies: enemy forces spawn in different places and strengths, so the bombers that won it last time may meet an air force this time. Missions come in a rising ladder of difficulty that doubles as a tutorial, and a scenario editor lets you build your own fleets, airfields and what-ifs on a map of the actual world.


















