Task Force Admiral – The Next Big Thing In Wargaming

After more than ten years of development, Task Force Admiral is almost ready for release. The game’s creator, Amiral Crapaud, began planning it back in 2015 and even sold an apartment to fund the project. I recently had an extensive interview with Amiral in 2024, where we discussed the game’s development and mechanics in detail. I highly recommend reading the full interview (part 1 is linked above, with part 2 available here, and part 3 here) to gain a deeper understanding of his vision.

When I first played Task Force Admiral, I immediately felt it was going to be exceptional. I didn’t realize just how impressive it would be, though. Even from that early showcase, the quality of the gameplay, visuals, and realistic depiction of World War II naval battles convinced me it was a truly next-generation wargame.

What is Task Force Admiral?

Task Force Admiral is a realistic World War II wargame set in the Pacific in 1942. Players command an American carrier task force and battle the Imperial Japanese Navy in historically based scenarios or randomly generated battles. What makes the game stand out is its incredible attention to detail – it recreates each battle at a 1:1 scale, tracking every plane, ship, and second with impressive 3D graphics.

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Given the game’s intricate details and complexity, it’s easy to expect a steep learning curve. After all, running an aircraft carrier during World War II was a massive undertaking, requiring the effort of thousands of sailors. Translating that into a playable video game, especially while also managing the entire accompanying Task Force, seems like it would appeal only to hardcore strategy gamers – those comfortable with complex interfaces like those in Graviteam Tactics or Close Combat, or even those who enjoy reading lengthy manuals. However, that assumption is incorrect. The game is surprisingly accessible, much more so than you might think.

Easy Controls = Easy to Play

When I started installing Task Force Admiral, my first thought was, “Please don’t mess up the interface!” Thankfully, the developers kept things simple. The controls are exactly what you’d expect. You’ll see several information windows, but giving orders is straightforward: choose a mission type, select a target if needed, assign aircraft, set a time, and launch. Setting up reconnaissance and defensive patrols is also easy – just draw patrol areas on the map, and the game handles the rest.

Don’t expect to simply sit back and watch – there’s plenty to do! You’ll need to locate and avoid enemies, scout for their patrols, and eliminate them before they can alert others. This includes planning routes, possibly splitting your forces for better movement, constantly adjusting your tactics, and protecting your carrier from attack.

Unprecedented Decision Making In Naval Warfare

The game is filled with constant action, pressure, and tough choices. It realistically portrays the critical decisions made by commanders in World War II. Players constantly face dilemmas like whether to send a small, quick strike force or wait for complete intelligence, knowing the enemy could escape. They also have to weigh the risks of a precise, but potentially weak, attack versus a full-scale assault that could leave them vulnerable if the enemy anticipates their move.

Beyond broader strategic choices, the game involves many quick, tactical decisions. For example, managing when planes take off and land is crucial, as there are always planes in the air needing to refuel. You’re constantly balancing launching new aircraft with allowing others to land. How you position your ships is also vital – do you split them up to attack, use them to scout for the enemy, or keep them close to protect the carrier? All of this happens simultaneously, and what’s impressive is that the game doesn’t dictate these choices; you have to think through them and implement your own strategy, which really shows how well-designed it is.

The demo includes two missions based on the final moments of the Battle of the Coral Sea – the first naval battle fought between aircraft carriers that never actually saw each other. You’ll command the Yorktown and Lexington carriers, and these missions (the second is a ‘what if’ scenario of the first) should provide hours of gameplay. The developers have done a great job making each mission replayable with different outcomes, and there’s also a basic mission generator to give you a good feel for whether you’ll enjoy the full game. Plus, the mission briefings are wonderfully done with authentic 1940s voice acting – a really nice touch!

Final Thoughts

Having played the demo a second time, I’m even more convinced that Task Force Admiral will set a new standard for wargames. It uniquely combines realistic gameplay with an easy-to-learn interface, a large scope, and high production quality – a combination rarely seen in this genre.

I’ll share my complete review once I’ve had a chance to play the full game, as I’m eager to see how certain features turn out – specifically, the land-based missions and the Midway content shown in the screenshots. Before finalizing my thoughts, I also want to test the AI’s behavior over multiple playthroughs, which I haven’t been able to do yet. It would be great if the game also supported modding. While Task Force Admiral looks promising, it will launch in Early Access, so we’ll need to see how development progresses from there.

Now, if you don’t mind, I’m going back to play the Task Force Admiral demo.

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2026-01-06 01:43