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As of 2013, both Turbo Tape and Paradox have ceased supporting the game. However, the game's source code was also released the same year, allowing the game's community to continue playing and modding.

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* MacrossMissileMassacre: it's modern naval combat. Naturally the most common, heart-stopping variety of anti-ship attack is a swarm of cruise missiles, facing off against a huge barrage of surface-launched point defenses.

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* MacrossMissileMassacre: it's It's modern naval combat. Naturally the most common, heart-stopping variety of anti-ship attack is a swarm of cruise missiles, facing off against a huge barrage of surface-launched point defenses.



* ThereIsNoKillLikeOverkill: many units can be set to use the maximum amount of ammunition on a single target, using the Battle Planner. Given that ammunition is finite and it takes several hours of game time for a recovered aircraft to return to combat readiness, this is not a recommended tactic.

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* ThereIsNoKillLikeOverkill: many Many units can be set to use the maximum amount of ammunition on a single target, using the Battle Planner. Given that ammunition is finite and it takes several hours of game time for a recovered aircraft to return to combat readiness, this is not a recommended tactic.


''Naval War: Arctic Circle'' is a real time naval strategy game made by Turbo Tape Games and published by Paradox Interactive for the PC. The game is best described as ''Harpoon''-lite, and features a combination of a 2D map and 3D unit view, which can be toggled to suit the player's preferences.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/naval_war_arctic_circle.png]]
''Naval War: Arctic Circle'' is a real time RealTimeStrategy game devoted to naval strategy game combat, made by Turbo Tape Games and published by Paradox Interactive Creator/ParadoxInteractive for the PC.[[UsefulNotes/IBMPersonalComputer PC]] in 2012. The game is best described as ''Harpoon''-lite, and features a combination of a 2D map and 3D unit view, which can be toggled to suit the player's preferences.



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* ThereIsNoKillLikeOverkill: many units can be set to use the maximum amount of ammunition on a single target, using the Battle Planner. Given that ammunition is finite and it takes several hours of game time for a recovered aircraft to return to combat readiness, this is not a recommended tactic.

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* ThereIsNoKillLikeOverkill: many units can be set to use the maximum amount of ammunition on a single target, using the Battle Planner. Given that ammunition is finite and it takes several hours of game time for a recovered aircraft to return to combat readiness, this is not a recommended tactic.tactic.
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* BritsWithBattleships: Supply some of the assets in the tutorial missions, which are presented as joint excercises between the Royal Navy and the Royal Norwegian Navy. They're the first country to provide tangible military support to Norway, in the form of the aircraft carrier ''HMS Queen Elizabeth'' and her task group.


* HotSubonSubAction: Quite possible, as a fair number of missions involve taking out enemy submarines. However since most missions start off with your subs being some distance from enemy ones, and these missions also happen to only last for a few hours (as opposed to real life warships operating in an area for days or weeks), the chances of your sub getting in range to torpedo another one is practically nil. The much preferred way to deal with submarines is to use ASW aircraft.

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* HotSubonSubAction: Quite possible, as a fair number of missions involve taking out enemy submarines. However since HotSubOnSubAction: Submarines can detect and engage each other with torpedoes. However, most missions start off with your opposing subs being some distance from enemy ones, and these missions also happen to only so far apart that it's very unlikely that they'll get within range of each other before the mission is over. [[note]]Missions usually last about 1-2 hours which is a long time for a few hours (as opposed to game, but a very short time for real-life naval operations. So while real life warships operating in an area for days or weeks), the chances of your sub getting in range to torpedo another one is practically nil. The much preferred way to deal with submarines is would have days or weeks to use ASW aircraft.stalk one another, you don't.[[/note]]


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* SaveGameLimits: Well, you can't save at all. In quite a major oversight, the developers either forgot a mid-mission save function or were too rushed to implement one. And with missions lasting usually one, two, or even three hours...well, let's just say that this is by far the biggest complaint against the game. Fortunately campaign progress is saved, and you ''can'' pause thereby averting BladderOfSteel.


* BackedByThePentagon: The game was made in close consultation with the Royal Norwegian Navy, and the player's character is a Norwegian Commodore, later Rear Admiral.



* TechnologyMarchesOn: the version of the ''Queen Elizabeth II'' class carriers in-game is shown with catapults and [=F-35Cs=]; soon after the game was released, the British Ministry of Defence announced that they'd settled on the ski-jump version with the F-35B. To be fair, at the time the game was being made, the CATOBAR version ''was'' the design selected by the MoD.


* BoringButPractical: Submarine-launched heavy torpedos. Range is ''short'', compared to antiship missiles, and speed is ''slow'', but heavy torps are a guaranteed kill against surface fleets, so long as ASW helos have been neutralised.

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* BoringButPractical: Submarine-launched heavy torpedos. torpedoes. Range is ''short'', compared to antiship missiles, and speed is ''slow'', but heavy torps are a guaranteed an almost-guaranteed kill against surface fleets, so long as ASW helos have been neutralised.



* HotSubonSubAction: Quite possible, as a fair number of missions involve taking out enemy submarines; however maritime patrol aircraft and ASW helos tend to be used more, as their higher speed allows them to clear their search areas faster, and enemy subs have no weapons that can threaten them.

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* HotSubonSubAction: Quite possible, as a fair number of missions involve taking out enemy submarines; however maritime patrol aircraft and ASW helos tend to be used more, as their higher speed allows them to clear their search areas faster, and submarines. However since most missions start off with your subs being some distance from enemy subs have no weapons that can threaten them.ones, and these missions also happen to only last for a few hours (as opposed to real life warships operating in an area for days or weeks), the chances of your sub getting in range to torpedo another one is practically nil. The much preferred way to deal with submarines is to use ASW aircraft.

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* DifficultySpike: Most of the missions in the NATO campaign aren't too hard, provided you're willing to sit through their long durations. But then you get to the final mission, where several mission critical ships start off almost right next to an enemy fleet and air armada, and starts to attract a massive swarm of missiles.

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* HotSubonSubAction: Quite possible, as a fair number of missions involve taking out enemy submarines; however maritime patrol aircraft and ASW helos tend to be used more, as their higher speed allows them to clear their search areas faster, and enemy subs have no weapons that can threaten them.


* BoringButPractical: Submarine-launched heavy torpedos. Range is ''short'', compared to antiship missiles, and speed is ''slow'', but heavy torps are a guaranteed kill against surface fleets, so long as ASW helos have been neutralised.



** Fighters can be set to do this with air to air missiles by using the Battle Planner to order ammunition usage to [[ThereIsNoKillLikeOverkill overkill]] levels.



* TechnologyMarchesOn: the version of the ''Queen Elizabeth II'' class carriers in-game is shown with catapults and [=F-35Cs=]; soon after the game was released, the British Ministry of Defence announced that they'd settled on the ski-jump version with the F-35B. To be fair, this isn't the first time the Ministry has changed its mind, though, and the developers could only make their best guess.

to:

* TechnologyMarchesOn: the version of the ''Queen Elizabeth II'' class carriers in-game is shown with catapults and [=F-35Cs=]; soon after the game was released, the British Ministry of Defence announced that they'd settled on the ski-jump version with the F-35B. To be fair, this isn't at the first time the Ministry has changed its mind, though, game was being made, the CATOBAR version ''was'' the design selected by the MoD.
* ThereIsNoKillLikeOverkill: many units can be set to use the maximum amount of ammunition on a single target, using the Battle Planner. Given that ammunition is finite
and the developers could only make their best guess.it takes several hours of game time for a recovered aircraft to return to combat readiness, this is not a recommended tactic.

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* MakeTheBearAngryAgain: naturally.
* MacrossMissileMassacre: it's modern naval combat. Naturally the most common, heart-stopping variety of anti-ship attack is a swarm of cruise missiles, facing off against a huge barrage of surface-launched point defenses.
* MisguidedMissile: earlier marks of the game would have missiles losing sensor lock and then performing physics-defying turns to go after some random target; this was addressed in 1.0.5.


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* PointDefenseless: averted to the gamebreaking point in early patches, where ships' guns had uncanny accuracy against supersonic cruise missiles--often, a single 57mm rapid-firing gun could do what an entire destroyer's worth of [=SAMs=] could not. Fixed in the 1.0.4. patch.
* RobotMaid: a joking in-game exchange in the first Russian level has the player character ask his boss if the new secretary was built by the Federal Space Agency. The boss replies jokingly that she's actually a high-tech samovar: squeeze the right tit for tea and the left for milk.


Added DiffLines:

* TechnologyMarchesOn: the version of the ''Queen Elizabeth II'' class carriers in-game is shown with catapults and [=F-35Cs=]; soon after the game was released, the British Ministry of Defence announced that they'd settled on the ski-jump version with the F-35B. To be fair, this isn't the first time the Ministry has changed its mind, though, and the developers could only make their best guess.

Added DiffLines:

''Naval War: Arctic Circle'' is a real time naval strategy game made by Turbo Tape Games and published by Paradox Interactive for the PC. The game is best described as ''Harpoon''-lite, and features a combination of a 2D map and 3D unit view, which can be toggled to suit the player's preferences.

The game takes place [[TwentyMinutesIntoTheFuture sometime within the 2030s]], and features a conflict between Norway and Russia, who are disputing fishing rights. Tempers rise after a Russian patrol boat fires on a Norwegian fishing boat, and after Norwegian forces seize a faulty Russian oil tanker, the Russians declare war. With the US Navy concentrating on the Chinese in the far east, and the Germans and French sitting this fight out, it's now up to Norway and a few allies to take the fight to the reawakened Russians...

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!!This game provides examples of:

* BackedByThePentagon: The game was made in close consultation with the Royal Norwegian Navy, and the player's character is a Norwegian Commodore, later Rear Admiral.
* BritsWithBattleships: Supply some of the assets in the tutorial missions, which are presented as joint excercises between the Royal Navy and the Royal Norwegian Navy. They're the first country to provide tangible military support to Norway, in the form of the aircraft carrier ''HMS Queen Elizabeth'' and her task group.
* GondorCallsForAid: The Norwegians try to get NATO onboard, but NATO as a whole doesn't want to have anything to do with this dustup; the US has relocated its carriers to watch the Chinese, and the French and Germans want to sit this out.
** At the same time however, Norway isn't alone: Britain, Holland, Sweden and Denmark pledge military support, with the Brits being the first reinforcements on-scene.
* MultinationalTeam: The Northern allies ingame, made of Norwegian, British, Danish, Dutch, and Swedish forces.
* ShownTheirWork: Very much so, particularly the game map, which is 35 ''million'' square kilometers, and accurately simulates the scope of securing the [[http://en.wikipedia.org/wiki/GIUK_gap GIUK gap]].

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