From our initial conversation with Admiral Crabback years ago, it was clear that Task Force Admiral would be extraordinary. We conducted an extensive three-part interview delving into the creation of the game and its development. Fast forward to 2023, a playable demo, or ‘vertical slice’, left everyone in awe due to its precise simulation of World War II carrier battles and stunning visuals.

I was thrilled when I received an invitation via email to experience Task Force Admiral for the very first time, hands-on. Spending six hours playing it has left me eager to discuss my findings. Initially, there’s only one mission accessible, but it requires a considerable amount of time to complete, giving me a solid understanding of how the game will feel and perform when released. However, let us begin by introducing those who may not be familiar with TFA.
In simpler terms, “Task Force Admiral” is a one-player strategy or war simulation game set during World War II, specifically in 1942. You’ll assume the role of a Task Force Admiral and your mission is to guide American carrier task forces towards victory. The game operates in real-time (with the option to pause), making it quite similar to a Real-Time Strategy (RTS) game.
Following a brief glance at the TFA quick-start manual, I stepped into the game with some apprehension about managing all the chaos. Luckily, those worries eased up swiftly as TFA excels in maintaining a user-friendly interface. Navigating the fleet is effortless with just a few clicks, establishing air patrols is straightforward by selecting them and defining certain settings, and dispatching strike teams follows suit. Remember, you’re the Task Force commander, so once your instructions are given to your strike forces, you won’t be able to oversee or micromanage individual planes in any way. I find this lack of control appealing since it lets me relax and watch my strategies unfold, for better or worse, and even admire the stunning visuals.
Instead of suggesting the game lacks action, it’s more accurate to say that the action was consistently present, even if not immediately obvious. The entire afternoon I spent playing the single mission offered, moments of inactivity were rare. The persistent uncertainty about the enemy’s location ensures you remain alert throughout. At the start of a battle, you assess your forces and the map, comparing it to the briefing to predict the enemy’s position. Next, you prepare your flight decks to dispatch reconnaissance planes, designating areas for them to scan, and waiting for their reports. If a positive contact is made, the enemy’s last known location appears on the map. Then, it’s up to you to reposition or decide to engage, planning your strike forces in the process. This strike force planning is straightforward; with just a few clicks, your units take flight: choose how many of each plane should join the strike group, and assign them accordingly. You can also set their departure times to synchronize with other carriers’ operations if desired.
Reflecting on my countless hours immersed in Task Force Admiral, I’ve come to appreciate the pivotal role of timing. Sending your units separately leaves them vulnerable to enemy fighters and anti-tank guns. It’s essential to synchronize efforts to amass a force robust enough to breach the enemy air defenses. However, achieving this harmony isn’t a walk in the park. The enemy is simultaneously planning their assault, so if all your planes are out on a mission when they strike, prepare for a tough day.
Replaying the mission, I pondered over when the enemy had detected my forces. Scouts were sent to gather intel, and fighters were dispatched to intercept, successfully shooting down most of the attacking forces. The remainder fell prey to anti-air fire. As soon as the enemy’s offensive subsided slightly, I readied my forces and retaliated with everything at my disposal, overwhelming their ships and zeroes, ultimately capturing a carrier.
Once again, it all boils down to timing.
Let’s shift our conversation from management towards air combat now. Frankly, I was taken aback by the skill of these digital fighter pilots. They move in a way that seems genuine, avoid incoming threats effectively, and choose targets strategically. However, this demo isn’t without its flaws. Plane collisions happen more frequently than expected, and torpedo bombers tend to fly quite close to the water, leading to amusing yet disastrous outcomes. In one instance, all my torpedo bombers perished due to their proximity to the water; they were swallowed by a large wave and crashed. I couldn’t help but laugh at the spectacle. It appears that some form of physics is in action here, as I discovered when two planes collided without exploding, allowing the American pilot to regain control after a freefall. I was genuinely impressed by that recovery. As for the bombers, while I’m not yet knowledgeable enough to offer insights on dive-bombing tactics, they seem authentic and well-coordinated.
Although the AI appears capable, I require additional time and diverse situations to solidify my conclusive judgment. The same applies to the displayed damage model; I’ve not witnessed enough pilots attempting to return a damaged aircraft nor ships trying to stay afloat while exhibiting varying behaviors based on the nature of their damage. Frankly, I wouldn’t be shocked if this aspect was as intricate as the others. However, there’s one thing I haven’t seen yet – how ship-on-ship combat unfolds in different scenarios. Unfortunately, I haven’t had the chance to observe that so far.
I must express my admiration for Admiral and his modest team’s innovative move to create such an intricate simulation game, complete with captivating visuals. Task Force Admiral is nothing short of impressive. The air combats and bombing runs are awe-inspiring, boasting impeccable ship and aircraft models. The lighting is spectacular, and the game’s expansive scale is truly intimidating when viewed in 3D. While most sea-related effects look fantastic, I suggest they adjust the explosion effects slightly to make them appear less flat and a bit darker. I eagerly anticipate the potential addition of crews to the ships, although I understand that might be a Kickstarter goal.
In summary, I’d like to highlight the genuine and expansive feel of this game, as well as the abundance of opportunities to explore unique strategies that deviate significantly from their historical counterparts. It’s a delightful aspect, and I appreciate that Task Force Admiral doesn’t force players into strictly historically accurate tactics. Notably, TFA operates in real-time, with the ability to pause or speed up time, allowing you to immerse yourself deeply if you wish, potentially keeping you engaged for extended periods, much like a dedicated naval commander might stay awake.
I was truly amazed by Task Force Admiral, as it seemed more like a future-generation strategy game rather than an existing concept.
I’m unsure of the release date for Task Force Admiral, but let me tell you, it’s been a long time since I’ve been this eager to return to combat on the Pacific – a feeling I last had when I was a teenager flying an FA2 in IL-2: Sturmovik 1946 back in 2007. It’s a great feeling, truly fantastic!
The Admiral’s Task Force Kickstarter campaign starts next week, offering gamers a nostalgic ’90s gaming experience. Expect large boxes filled with a colossal physical edition. If this sounds appealing to you, be sure to check it out. As for me, I’m headed back to the world of Admiral’s Task Force.
Read More
- REPO: All Guns & How To Get Them
- REPO: How To Play Online With Friends
- All Balatro Cheats (Developer Debug Menu)
- BTC PREDICTION. BTC cryptocurrency
- LUNC PREDICTION. LUNC cryptocurrency
- Top 5 Swords in Kingdom Come Deliverance 2
- 6 Best Mechs for Beginners in Mecha Break to Dominate Matches!
- Unleash Willow’s Power: The Ultimate Build for Reverse: 1999!
- POL PREDICTION. POL cryptocurrency
- STETH/EUR
2025-02-09 14:42