In this digital wargame, you analyze hex maps, deploy naval and air units, and execute strategic attacks. Includes historical scenarios, AI opponents, and multiplayer options.
AppRecs review analysis
AppRecs rating 4.7. Trustworthiness 74 out of 100. Review manipulation risk 33 out of 100. Based on a review sample analyzed.
★★★★☆
4.7
AppRecs Rating
Ratings breakdown
5 star
82%
4 star
8%
3 star
2%
2 star
4%
1 star
4%
What to know
✓
Credible reviews
74% trustworthiness score from analyzed reviews
✓
High user satisfaction
82% of sampled ratings are 5 stars
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Authentic reviews
No red flags detected
About Carrier Battles
Find the forces of your opponent and strike at them before they sink your precious aircraft carriers, while preventing them from invading key points in the theatre of operations or supporting your own amphibious operations.
LEARN MORE
• Solitaire play again powerful US or Japanese AI
• Play by Email
• 11 historical scenarios: Coral Sea May 42, Midway June 42, Eastern Solomon Aug 42, Santa Cruz Oct 42, Guadalcanal Dec 42, Bismarck Sea March 43,
Rabaul 1943, Guadalcanal Feb 1943, Watchtower Aug.42, US Raids Mar 42, Wake Dec 41
• Varied Hex maps with a scale of 30 miles per hex
• 80 types of warplanes, historical ships
• Naval-air search, radar, progressive intelligence gathering on enemy naval forces
• Air strikes against naval and land targets, surface battles
• Advanced damage system
• Invasion, naval bombardment
• Turn-based system
• A nice on-boarding sequence will guide the player to the depth of the game
• Available in English, French, Spanish, Japanese, Chinese , Italian
• No internet connection required to play against the AI
Estimated Playtime: 1h00 to 3h00.
Terms of use: https://www.apple.com/legal/internet-services/itunes/dev/stdeula/
Privacy policy: http://cbfg.xooit.org/t536-Data-Privacy.htm#p3416
Carrier Battles Screenshots
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Reviews for Carrier Battles
Sightreader
The Ultimate Carrier Strategy Game is Here!
Following in the tradition of classic boardgames like “Flattop”, Carrier Battles has finally made it possible to properly simulate carrier warfare in the Pacific. Although the computer certainly makes things a lot easier to play than the old hex-counter wargames, there’s still quite a bit to learn, but after a certain point the game is tunable to the level of detail and control you wish to manage. As a suggestion, most folks prefer to learn more by “doing” than by choking down documentation. In that vein, I think the game could be made more accessible—and more fun—for beginners and veterans alike by expanding the variety of Tutorials to include truly replayable mini-scenarios that not only isolate particular skills and mechanics, but can also be tuned, randomized, or even played competitively, opening up options for players looking for getting a “quick fix” of Pacific naval warfare in a short amount of time. Example mini-games: for Search, a race against time to try and spot enemy carriers before they spot you. For Strike, a standoff between two airfields, trying to destroy more airplanes than they lose. Then perhaps a surface-to-suface scenario, trying to bring transports to engagement while avoiding an intercepting fleet. Next up, maybe a “Tokyo Express” scenario where the player must rush in to either land supplies on or bombard an airfield then get back to cover before daylight. For full mini-games, trying close and sink a carrier using only surface task forces (playable from either side) or even just a one vs one carrier duel. As another thought, the list of Tutorials can be made shorter by having optional elements on each that users can select to set complexity or difficulty to their liking. In the airfield vs airfield idea, for example, there might an option to add surface ships trying to to bombard or land transports on the enemy field—much like the first (repulsed) Japanese attempt to land on Wake Island. Other features can have their own Tutorials too: subs, cruiser search planes, etc etc. Regarding tunability, I wonder if perhaps even historical scenarios can be made less complex by adding an option to delegate certain forces to AI management? Also, regarding randomization, maybe the game could benefit from a very basic scenario creation capability - even if it’s nothing more than a little tunability for the above-mentioned Tutorials. Nothing fancy: players choose the month, the map, and maybe the type of mission, then checkboxes that set the probability of various ships or bases being there. To keep things simple, the loadouts for these ships and bases can be predetermined based on the year and month selected: even starting locations can even be predetermined to make things even simpler - perhaps you might limit players only to variations on existing scenarios. All in all, Carrier Battles is a truly great game!
llleooo000
Worth your time
The game is perfect. When first entering the game it might feel overwhelming with all the control. But after a few games you will quickly get a grip of it. My only question is what does the extra dlcs really do. A more detailed description would be much appreciated, such as what dos each dlc bring to the game.