Command: Modern Air/Naval Operations is the ultimate military simulator for modern military conflicts. Designed with a huge emphasis on detail, realism, accuracy and flexibility, Command allows you to simulate and direct any historical or hypothetical air or naval engagement from 1945, at any scale, including strategic nuclear war.
User reviews:
Very Positive (174 reviews) - 88% of the 174 user reviews for this game are positive.
Release Date: Sep 26, 2014

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October 19

New episode for Command LIVE! Don of a New Era is announced!

The recent asymmetrical conflict in Ukraine is only the last one plaguing the region. Situation is still fragile in Moldova and Transnistria, where tensions between Pro-Russian separatists and the rest of the population are part of the daily agenda.

How far Moscow will want to go further in escalating the conflict? And will the NATO countries be able to overcome their differences and act as a whole?

Don of a New Era is the latest installment in the acclaimed Command LIVE series, and it aims to explore this what if scenario, designed with a huge emphasis on the high tech arsenals NATO and Russia could employ in a conflict like this.

A full analysis of the situation has been dispatched and will be available soon!

Get more information about Command Live: Don of a New Era from our official product page!

This expansion will be available on November 2nd!

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“If you have even mild interest in the underlying subject matter (Modern Air/Naval Warfare), I can just about guarantee that you’ll be captivated by”
9.5/10 – SimHQ

“A seriously fun, intense, involving simulation of modern naval combat with nearly infinite replay value.”
9.5/10 – Armchair General

“If it is not named “Game of the Year” in its genre, then that accolade is meaningless.”
The Wargamer

About This Game

Scream over the runways of super-hardened Iraqi airbases as your squadron sprinkles bomblets on the pavement or blows up aircraft shelters using laser-guided bombs. Turn back the Russian tide in the Ukraine. Ride the Mediterranean waves in fast Israeli attack craft, trading barrages of anti-ship missiles with Syrian ships. Stand toe-to-toe against Iran in the Persian Gulf. Wrestle the Falklands under your control. Go “Down Town” around Hanoi and spar with the deadly NV air defences. Hunt down rogue nukes in Pakistan before they fall into terrorist hands. Face off with your carrier group against India or China – from either side. Square off against the Soviet Union in the cold war confrontation, and against resurgent Russia in the new multipolar world order. Lead nuclear-powered sharks of steel against the masters of antisubmarine ops. Exchange volleys of fire in close-quarters gun duels, or obliterate the enemy with sophisticated, heavy-hitting hypersonic missiles from hundreds or thousands of miles away. Survive massive, vicious air battles. Escort vital convoys to their destination, or make a last stand against all odds. When things escalate out of control, step up to unconventional or even nuclear weapons. Play the most dangerous game of hide and seek – at sea, on land and in the air - even in near-space. Command is the next generation of air/naval wargaming.

Surface fleets, submarine squadrons, air wings, land-based batteries and even satellite constellations are yours to direct as you see fit – from the lowliest pirate skiff to the mightiest aircraft carrier, from propeller biplanes to supersonic stealth fighters, and from WW2-era iron bombs, torpedoes & mines and the trusty "Mk1 Eyeball" to ultra-modern radars with imaging capability, multi-spectral recon satellites, "brilliant" self-guided stand-off weapons, 200-knot supercavitating torpedoes and hypersonic anti-ship ballistic missiles. Every sensor and weapon system is modeled in meticulous detail. You are given the hardware; but you have to use it well.

Throw your distorted flat maps away – Command uses a realistic 3D earth globe for each of its scenarios. Rotate and zoom in and out of the action, from satellite view down to the trenches and wavetops. Play scenarios or build your own on any place on earth – from classics like the Middle East, South Atlantic, North Cape and Europe to new and rising hotspots like the Arctic, the Pacific and the Indian Ocean. Use a powerful yet intuitive point-and-click mouse interface for controlling your forces and go advanced with a wide collection of hotkeys for quickly jumping around the action and issuing complex orders in the heat of the battle.

Sensors and weapons work just like in real life, with all their strengths and weaknesses. Units move, detect, fight and win or die based on what their systems can and cannot do. Electronic warfare and technological levels can tilt the balance of battle. The weather can be your best ally and your worst enemy. The terrain, both overland and undersea, can hide you from the enemy but also can block your weapons from firing. Your aircraft can choose different mission profiles and loadouts, each with its advantages and limitations, and can dash high (speed, range) or scream low (protection). Thermal layers, convergence zones, surface ducting, the deep sound channel and factors such as water temperature and terrain slope may decide the sub vs ship duel. Thick clouds or rain can render your fancy laser-guided bombs useless. Stealth may help you avoid detection, or a jamming barrage may tip the scales when you are out of options. Command’s battle environment is as unforgiving as the real thing – and as rewarding for those who understand and use it.

Your war machines are (almost always) not robots; they are crewed by humans. People trained with varied proficiency (from novice to ace), operating under custom doctrine and rules of engagement (when to do what, how to decide, how to react etc.), most of the time making the rational decision, and sometimes making a brilliant call or a mistake. These people often matter far more than the hardware. The very same surface-to-air missile battery that is a worthless toy when staffed by Iraqi or Libyan crews turns to a deadly weapon even against ultra-modern aircraft under the expert hand of Egyptian, Serbian or Russian operators. The deadliest combat units are only as sharp as their crews.

Korea. Colonial wars. Vietnam. Middle East. Cuba. Falklands. Iran-Iraq. World War 3. Desert Storm. India & Pakistan. The Arctic circle. Past and future conflicts in the Pacific, Norwegian Sea, Russian periphery and more. Experience conflict from post-WW2 all the way to 2020+ and beyond. Test your mettle against lethal land-based missile batteries, air regiments, naval fleets or pirate groups. Face off against threats of the past, present and future. How do you measure up against the challenges of modern warfare?

Realistic modern combat with all its technicalities scaring you away? Your staff & tactical AI sweat the details so you don’t have to. Airbase crews shuffle aircraft around on land facilities to prepare them for the next mission. Aircraft position themselves to deliver their payloads optimally, and refuel on their own if they have to; Ships and subs maneuver on their own to reach out and touch the enemy (including winding their way around islands, landmasses and even known mines) – and everyone tries very hard to save his skin when bullets are flying. Manage the big decisions and let your virtual crews get to the details – and still intervene whenever you want.

Think you can build a better conflict? Prove it! Command’s integrated scenario editor offers unparalleled functionality for making your own scenarios or editing existing ones. Create and share with other players detailed, exact-down-to-the-meter land installations from all over the world – from airbases to port complexes to ICBM fields. Customize unit icons, sound effects, even platform weapons and sensors (Aegis on the USS Iowa – click and done). Create multiple sides with variable, complex alliances and postures and different proficiency ratings. Assign forces to detailed missions with custom behaviors and inheritable doctrines. Script complex interactive events with the advanced event editor. Assign variable success thresholds – from triumph to utter defeat. From a gunboat duel all the way to global thermonuclear warfare – the possibilities are endless.


Command MANO includes 42 scenarios (3 tutorials) and hundreds of community scenarios available


  • Powerful, detailed 3D-globe (Google Earth-style) with multiple map layers
  • Intuitive, point-and-click user interface for beginners backed up by a vast array of hotkeys for power users
  • Aircraft, surface ships, submarines, land units, strategic & space forces and all their real-life sensors, weapons and other systems are at your disposal
  • Extensive, detailed simulation databases modeling faithfully the capabilities & limitations of each unit
  • More then 40 included scenarios covering multiple historic and hypothetical conflicts.
  • Integrated scenario editor - make and share your own battles or modify existing scenarios
  • Integrated database viewer - browse through the stats for every platform, sensor and weapon in the game
  • Tremendous flexibility of scale: From counter-piracy skirmishes to strategic nuclear war
  • Detailed modeling of air (including near-space) and naval operations, both surface and underwater, supported by high-quality physics, sensor/EW, terrain and weather, weapon and damage models
  • Focused modeling of land-based forces relevant to air/naval/space operations
  • Mine and mine-countermeasure operations
  • Nuclear operations and other special-weapon categories
  • Recorder & replay ability

System Requirements

    • OS: Windows XP SP3 / Vista / 7 / 8
    • Processor: 1 GHz (Dual-core Pentium and above recommended)
    • Memory: 1 GB RAM
    • Graphics: Video/Graphics: DirectX 9.0c compatible video card with 16 MB RAM
    • Storage: 10 GB available space
    • Sound Card: Compatible sound card
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Most Helpful Reviews  Overall
181 of 195 people (93%) found this review helpful
55 people found this review funny
129.3 hrs on record
Posted: May 12, 2015
+ Insane complexity.
+ Size of the database.
+ Gameplay.
+ LOTS of automated processes, no need for micro-management.
+ Relatively easy to 'jump in' if you have played Harpoon series before.
+ Excellent support by developpers (last patch had changelog of 40+ A4 pages).
+ Watching map full of half circles fighting rombs.

- Hard to explain to your girlfriend what you are doing in the middle of the night.
- Sometimes unintuitive UI (due to complexity and large variety of possibilities).
- Larger scenarios can need quite a powerful computer.
- NOT FOR EVERYONE. You need to find some military geek in you to play this.

First of all, take a look at the screenshots. This is all you will see. No fancy graphics, but a map full of symbols...

I bet you get excited, didn't you?

This is not a game, it's a simulation. Very complex. Difficult. With steep learning curve.
But once you get into it, you will LOVE IT.

UI is good, but _sometimes_ unintuitive and you need to get used to it.

Complexity is mind blowing. Well, for example - algorithm that calculates radar reflectivity, besides many other factors, takes into an account speed of rotation of aircraft's jet engine fans plus angle of reflection from it. And everything is happening on your desktop computer. In real time.

No words can describe the emotions when you try to hunt down this bloody Sovremenny-class destroyer with your Kobben class submarines. Then, your girlfriend comes in and asks what you are doing. Well... how can you explain to her, in simple words, that you are ambushing Baltic Fleet with 4 Kobben-class submarines? (This is probably the biggest flaw of the game)

I spent most of my time in the scenario editor. And it is not what you think. You can turn on time flow and play the scenario against yourself within the editor, switching sides from time to time. This is more like your sandbox and playground.

I researched military power in my region, replicated all squadrons and units. Read dozens of wiki pages, followed twitter and facebook accounts of military units. And had lots of fun checking out my 'what if' scenario.

I payed full price for this game and I would pay for it again.
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206 of 232 people (89%) found this review helpful
8 people found this review funny
1,302.3 hrs on record
Posted: July 15, 2015
*Updated to September 2016.*

The most advanced videogame , simulator ever conceived off by the human mind.

Who is this simulator meant for?

  • Active or retired naval or aviation military personnel. (Especially commissioned officers)
  • Active or retired military intelligence officers.
  • Individuals that are intellectually curious and possess a great deal of specific knowledge about modern military tactics/strategies and technologies. (Knowing how to play ARMA or Battlefield does not qualify!) You should at the very least, have a fairly detailed understanding of the modern fixed-wing combat aircraft utilized by the USAF, USN and the VVS along with their constituent weapon systems. TRUST ME, the more specific knowledge you have, the better
Every prospective player must have a keen attention for detail, in terms of being intellectually curious about and willing to understand very arcane data.


Money means different things to different people. If you are one of these people that has a hectic work life, with at most, one hour of free time every day, then I would recommend waiting several months for a sale. If you know that you can afford to spend several hours a day playing this game, don't mind spending close to 90 USD, know a lot about its incipient material and salivate at the prospect of playing it, then I think you might want to consider getting it sooner rather than later.

If you find yourself intrigued by this product, but don't have the highly detailed knowledge necessary to competently understand it, then I would recommend you do the following: spend the next few weeks or months reading up on as many fixed-wing combat aircraft, naval surface combatant warships and Soviet/Russian SAM systems as possible on the Internet or your local library. I would recommend that you use this research to better understand the game in the interim so that you can then purchase it at a later date when it goes on sale.

History of Steam sales

60% Off- May 2016
50% Off- Feb.& Jun. 2016, Jun. Nov. Dec. 2015
45% Off – Feb. 2016

Gameplay Dynamics

This game is 90% planning and 10% doing. You will in all likelihood, spend an inordinate amount of time looking at very minute data (ex - the maximum range of your aircraft's Fire Control Radar, the differences in your warship’s fuel consumption at Cruise as opposed to Flank speed, or the height of a mountain range’s slope at a point that is near a Mission Objective) in order to develop a proper attack plan. Once you’ve sent out your aircraft/ships/submarines, the suspense you will experience is unlike anything you will ever imagine. (This might seem counterintuitive judging by how simple the map icons look) Be prepared to feel drama, frustration, relief and suspense as the engagement of your forces vis-à-vis enemy combatant forces take abrupt twists and turns that will go either in your favor, or against you!

Learning how to play this game is one thing, learning how to master it, is quite another. The amount of tactics one could devise by making minute changes to your force’s plotted course, speed, altitude/depth and the effect that will have on the outcome of a battle, are almost infinite. It is not an exaggeration to suggest that you could spend hours trying out different tactics on just one engagement alone.

**The oft-mentioned database has arguably the most extensive non-governmental repository of data on almost every conceivable weapon of war designed by man since the conclusion of the Second World War.** Enough said.


Important Update - The developers either: a) Do not think there is anything wrong with the UI and/or b) Make constant excuses for these self-evidant shortcomings! Do not expect any attempt on their part to fix them.

This is where most of the simulator's weaknesses lie. To put it succinctly, you will spend a lot of time 'clicking, clicking, clicking'. Allow me to give you an example. The Weapon Allocation Window is used to fire weapons at hostile targets, but it is absolutely useless… Once inside the window, you have to click on a top right tab entitled 'To anyone' just to get a sense of which plane/ship/sub your selected unit is shooting at and then click on the bottom right tab entitled 'By anyone' just to get a sense of how many weapons all of your forces are using on a particular hostile unit. You have to repeat this process EVERY single time on EVERY enemy missile, plane, ship or sub just to get a sense of what your using against them. Couldn't they have found a more efficient way of delivering this info to me? Trying to manage massive battles using this process, becomes tedious and ultimately frustrating.

At no point are the shortcomings of this game made more obvious than when one considers its lack of streamlining. When you launch a naval or air attack, there is no way of pulling up a 'master display' that aggregates activity data from all of your forces. (Where are my forces going? What is their speed or altitude/depth? What radar(s) have they activated?) The end result is, that you are quite literally forced to either remember all of this information 'off the top of your head' or manually click on each of your ships/aircraft and ascertain this information yourself. This becomes almost impossible if you have dozens of units in a scenario.

Final Thoughts

All things considered, even with its flaws, I believe this game will give its very small target audience (service members and hardcore military enthusiasts) hours of enjoyment and learning. I would therefore be happy to recommend it.
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222 of 259 people (86%) found this review helpful
4 people found this review funny
46.4 hrs on record
Posted: September 27, 2014
Firstly, let's get the elephant in the room dealt with, this game is expensive. If you have any doubt as to whether this is your sort of game, don't moan about the price, watch some of the Baloogan Campaign videos to decide whether it's for you or just don't buy it. In context, it's less than the price of two new AAA games (or one AAA game plus DLC), and unlike AAA games you won't be done with them in 15 hours apiece, you could happily sink a thousand hours into this and never run out of things to do.

CMANO is the spiritual successor to the Harpoon series, the grand daddy of modern naval command sims. That means while the graphics are limited to maps and NATO symbology, the breadth and detail of units and capabilities represented is second to none, CMANO is capable of simulating pretty much any naval conflict from 1945 to near future hypothetical flashpoints. This is at heart a serious minded simulation toolbox, rather than a balanced and scripted game. If that appeals to you, then there is no finer product available, period.

I bought this shortly after the first patch (1.01) about a year ago and since release there has been ongoing support from the devs, who seem to be in this for the long haul and it hs come on in leaps and bounds. The long term future for this game is looking bright!

What I like
-Breadth of units, every post-WW2 unit I can think of is in the game, or will be
-Global coverage, simulate any naval conflict post WW2 in any location
-Community created scenarios pop up regularly
-Ongoing dev support

What I hope is improved
-Beginners are somewhat left to their own devices, small scale scenarios are limited
-Air combat is less well developed than naval combat (though this is improving)
-Interface is definitely an acquired taste!
-Sound is glitchy
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97 of 111 people (87%) found this review helpful
5 people found this review funny
527.0 hrs on record
Posted: October 24, 2015
BLUF: This is not a "game" in so much as it is the best simulator of modern air and naval combat I've ever come across.

You may want this game if:

you seek the highest realism and detail possible in a warfare simulation.
you enjoy commanding huge forces and using them in complex actions.
you enjoyed reading Janes encyclopedias as a kid (or adult).

Do your research before buying this. This is not for anyone that is a casual gamer, or thinks they can easily transition from an RTS or grand strategy game to this. This may as well be running on a pentagon computer as a simulation to game out attack strategies for the next major war. There is no "gameyness" here. Everything is modelled to the Nth degree. Radars, radar signiature, electronic countermeasures, nukes, weapon systems, sonar and sound propogation including CZ's, effects of weather... literally untold effort over years was poured into this, and not a minute was wasted on 3D modeling and lighting effects. The end result: You are the commander. You know what your ships and planes look like, you've spent decades around them. You've spent years training for a war you hoped would never come. Now, it is time to put the forces of your nation into action. This is the command center, and it looks like one.

I can't reccommend this program enough.

This is the one game I cannot live without. I played the harpoon series since I was a teenager and this definately is better by a landslide.
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107 of 129 people (83%) found this review helpful
41.8 hrs on record
Posted: January 1, 2015
This game is fun! Really fun! Right off the bat, after downloading the game, CMANO has monopolized most of my game time.

This game though is probably not for everyone.

It's for people who love simulations and RTS games. Those who are into action games, platformers, and shoot-em-ups would probably want to avoid this. If you enjoyed Warcraft, Starcraft, the Total War games, Civilization, Warhammer, the Wargame series (EE, ALB and Red Dragon), then this game would be worth considering.

AND, if you are an old geezer like me and have sneakily played Harpoon on the office PC during the late 80s/early 90s then this one is a no brainer.

Watch Baloogan's YouTube videos on this game. I have spent hours watching his games and have learned a lot from it. His videos are what gave me the final push to get this game.

For some reason, Steam has a problem tracking my game time. My guess is that the initial loading screen is what it tracks (that screen stays on after loading the game screen which I turn off the first few times) and not the game screen itself.

The learning curve is a bit high but not too high that it becomes frustrating. For me, the difference between frustrating and challenging is that frustrating is when you just want to get it over with in order to move on and challenging is doing it again and again until you are satisfied while enjoying it each time.

This game is challenging.

Graphics are basically limited to the unit symbols and the terrain map.. basically its your imagination (best to dl the image mods to have a mental picture of the units) that drives what you're seeing on screen. Reminds me of old Infocom ads in the 80s, how the brain is the best graphical processor around.

There are a lot of mission scenarios. The page says 40 but after downloading the community pack, I have another 177 (!!!) scenarios that cover engagements all around the world! And there is an editor where you can even make up your own scenario.

To give you an idea of the missions, the first tutorial mission was to bomb a couple of land targets that are protected by SAM installations. I launched a couple of F14s to patrol the area, set up Prowlers and Hawkeyes to monitor the area and jam enemy radar, then set up my strike force.

I still haven't got a major victory (only a minor one; ran out of ordinance and had one bldg still standing). But I'll get back to this mission later. Going back to this mission and repeating it didn't feel like a chore to me.

In the second tutorial, I had to micromanage one submarine through 4 stages sub v sub, sub v boat, sub v boat with a helicopter patrolling the area seeking you out, and finally sub v land target.

Units are intelligent. Just send out the mission order, define the conditions and send them off. You can have them do the mission automatically or manually control and guide them.

Much has been talked about the price. I got it on sale but still it was a bit high for me that I really had to think five times whether I should or should not. I'm glad I did.

I think about it this way, I have spent much more on games I haven't played yet and some that I never will play again.

Just to set expectations:

1. The first thing you'll notice is that the game rests above Windows UI (similar to how Excel or Word launches). This took me by surprise since I initially thought that it was a subpar game because of it. But don't let it fool you, the game is top notch regardless. Plus using dual monitors is easy because of this.
2. The graphics. Much has been talked about it but to quote Cypher from the movie The Matrix, "But there's way too much information to decode the Matrix. You get used to it. I...I don't even see the code. All I see is blonde, brunette, red-head"
3. Sound. There is none to talk about. It's really basic that I just play it without my headphones on.
4. The pacing closely resembles how the pacing would be in real life. Missiles takes minutes to hit targets. Your planes need time to be loaded up, taxi to the runway, and launch.
5. Planning and strategy. When a scenario loads up, a pop up with mission details come up. It's best to read it and familiarize with the scenario. The overall strategy is laid out with some helpful tips but you must still have to plan out how to execute it
6. The Database. Much has been written about its extensive database and boy, it really is. It's like a big technical manual of every weapon, vehicle, and even installations around; complete with its history, and the different versions and iterations around.
7. No multiplayer. I really can't comment on this because I'm happy already with the way its set up but some would want to try this out in MP but sadly it isn't an option.
8. UI comes out clunky and there's no immediate accessible keyboard control guide. After awhile though like most games you'll get the hang of it. But if I have to complain, it's the UI really.

Command: Modern Air / Naval Operations is 100% really about the gameplay.

Anyway, not sure if this review makes much sense but I wholeheartedly recommend this for people who love the genre and are deciding whether to get it or not.
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95 of 114 people (83%) found this review helpful
12 people found this review funny
7.6 hrs on record
Posted: December 13, 2014
So if you're thinking of buying this game, I beg you to get it on sale. If you're anything like me, if you want the game you'll ignore my review entirely and buy it at the ridiculously steep price of almost $90 it's offered at at the moment, but this review is coming from someone who bought it on sale for the low low price of $54.

Now, I really can't recommend this game, but I'm not going to actively discourage anyone from buying it either. It feels more like a super-precise military combat simulator rather than a game, like something NATO uses to figure out if they could plausibly declare war on russia.

However, the fact of the matter is, it's so expensive because it covers so much. I have yet to actually find a post-WWII military unit I can't build in the game. The search function may lead you astray because it *sucks*, but if you know exactly what you're looking for you can find the precise unit built in the exact year that you're looking for. And it doesn't stop there. If you pick a unit (This is most prominent with aircraft) it will let you select the onboard loadout. And I mean there are a *ton* of loadouts for every unit that carry every very specific missile made in a very specific year by a very specific company, and they have loadouts with 4, 5 and 6 of them onboard. I mean this game (simulator?) is seriously detailed.

After you've spawned a unit, you can go into a screen showing you very detailed information about the unit. The game (Again, simulator?) feels like they had 200 people working 24/7 finding out literally as much information as they could get their hands on, and supplied these people with an IV injecting caffiene directly into their bloodstream. There is a mind-boggling amount of detail in this ame, as in more than you could find if you wrote a doctorate thesis about every one of these military units.

Now, I do have some concerns about this game:

- This is very trivial, however I have not yet found a way to turn down the ingame music volume so I can play (simulate?) while lisening to music.

- It seems like they put waaaaay too much effort into detail and not enough into sound, because if you have a couple destroyers firing on an enemy all you hear coming through your speakers is the same monotone boomboomboomboomboomboomboomboomboomboomboom. I haven't checked, but in the game files I'm pretty sure there's boom.ogg and aircraft.ogg, because this game has like 2 sounds.

- The game (simulator?) gets really boring, really fast. I can't really take this game in high dosage without getting bored of whatever I'm doing. Everything goes so slowly it gets very annoying after a while.

- If you're not a military expert with several four-year degrees, this game is going to confuse the ever-loving hell out of you. You'll boot it up, find the only plane you know (Which is probably the F-18 or F-22), try to spawn one, and then sit there trying to figure out which convoluted loadout is best, and then just clicking one at random and finding out the one you picked has no guns.

So, to summarise my review for those who don't want to waste their time reading the entire thing:


- NATO (Revising my review to note that BAE Systems actually uses this for actual, real-deal military applications)
- People who are serious military geeks and don't think Wargame: Red Dragon is enough of an intellectual challenge
- People who want to become serious military geeks and *really* like reading
- People who kinda like military stuff with some money to burn


- People who play Supreme Commander and think this game is exactly like SupCom (It's not, in any imaginable way. Don't ask why, it's just not the same).
- People who know nothing about military anything and have no desire to learn
- People who want to play this game and not simulate this simulator.
- People who have trouble paying attention for a long period of time.

I'll reccomend some alternatives for people who want a casual-ish military simulator without having to alt-tab to wikipedia every 3 minutes:

- Wargame: Red Dragon
- Supreme Commander (Not the second one. The second sucks. Get the original)
- Command and Conquer
- StarCraft
- SuperPower 2 (Good if you like running a country, but it does not have nearly as many units as C:MANO)

TL;DR: Read the review.
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113 of 142 people (80%) found this review helpful
42.5 hrs on record
Posted: September 27, 2014
This game is complex, has a steep learning curve and is a niche game, but if you want to understand the evolution of moden naval warfare - there is no better choice in any form of media. There are lots of online video tutorials to help with the learning curve. It is a virtual naval war college and it is managed by a team that is dedicated to its constant improvement (I've never seen such dedication to supporting any game in my 25 years of playing them). They have improved the game non-stop over the last year, It is insightful, flexible, versatile, and has a database that rivals the most expensive reference books like Combat Fleets or Janes. I served in the USN for 24 years, and I can tell you that this game is priceless for understanding how navies operate and how modern air/naval warfare works. It is the best simulation I have seen in or out of the service - and a useful tool for taxpayers who want to understand where their hard earned money goes. It gives you 65 years of naval warfare across the entire globe with a multitude of realistic and challenging scenarios, and a scenario editor that is relatively easy to use and which has generated an impressive amount of user content. If you have any interest in naval warfare you should buy it - I doubt we will ever see a game this good on naval warfare for the foreseeable future. Hope you give it a try....

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71 of 93 people (76%) found this review helpful
79.5 hrs on record
Posted: September 29, 2014
I would like to say Bravo! to the developers. You have an impressive system here. I call it a "system" and not just a game...I'll explain:

First, if you are looking for fancy graphics and ultra-fast unrealistic action, this game is not for you. This is a complex, battle simulation on an Operational and Tactical level of war. It uses the NTDS symbology to plot unit positions on a map, much as you see on real world battle systems.

(I feel like I am back in the Command room that I worked in years ago...only much improved.)

Second, I don't have to dig out my Jane's books to look up a range or specs on a particular weapons platform. With a click or two you have that information available almost instantly. The weapons database is one of the other reasons I call it a "system"

Third, you must plan your attacks, or defenses with attention. This is not the run in and gun type of game. This requires thought and planning, considering terrain, resources and unknowns.

Fourth, you can create your own scenarios with units from the Korean War era to the near future. Your imagination is not limited by the by the system but enhanced by it. Oh, and by the way, there already is a large user community out there making scenarios for download.

My fifth and final positive point is that the developers are very engaged in this project. Both fixing bugs and adding functionality.

Some minor negatives:
1. Don't bother with the sound. Turn it off and use your imagination. There's no sound effects in the Command Room either, (Unless you count loud Lieutenants)

2. Some users have reported blocking bugs, but realtively few and the devs are actively working on it. I have encountered none so far myself.

3. Currently no Steam Workshop support, but installing scenarios is no more complicated than unzipping and placing in the correct folder.

A definate buy for the wargame enthusiast, but it is not for everyone. If you have qualms about buying, do some research first.

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44 of 51 people (86%) found this review helpful
2 people found this review funny
34.8 hrs on record
Posted: September 15, 2015
At $80 I am relunctant to recommend this game but I will. I paid full price for the game and I am satisfied. It took me a few months to convince myself to purchase the game at full price so now I am committed to getting my money out of it.


Price - It is very expensive for a game. They are going to limit who buys or even considers this game because of the price... but maybe that's what the developers of the game want.

Land Units - The game is called Command: Modern Air/Naval operations. It's not called Command: Modern Air, Land and Naval operations, I get that. BUT, really... you can't have marines, navy seals and other infantry units in the game and then put almost no programming to make the units useful in a scenario. You can add marines or seals to an aircraft for deployment but you have no easy way to get them off the aircraft. You have russian, UK paratroopers that you can select for a scenario but no US AB units. You can't add specific infantry units to an aircraft for deployment. The land units move around the battle field like aircraft in some cases. Land unit gameplay could be better with a little tweaking.


The air and naval side of the game is detailed to insanity. You have to know your unit capabilities and weapon load capability to make it work. If your jets fly over the enemy airfield and nothing goes BOOM... you did something wrong. Check your weapon and load specifications. If you are at 1000 feet but the weapon requires 10000 feet to be released.... it won't fire (lesson learned). The game requires more then just a point and shoot mentaility. You need to plan it out, understand your unit and weapon capability to be successful.

I won't go into submarine warfare part of the game because at this point I don't know what I am doing with it. The details of the submarine gameplay are again, INSANE.

Scenario editor - I love messing with the scenario editor and trying differnt event triggers and actions. It's also a great way to learn more about units and weapons capability in the game. The editor is what makes the game for me. Most of my time in the game has been messing with the editor. You can literaly build any operation or battle in this game. The only limitation is your imagination and time. Somene posted the game is 60% research, 30% scenario creation, 10% gameplay and that is about right.

This game makes you want to learn more about operations, units and weapons. It's required.

Support - I had an issue with one of the scenarios and support was there to help. I'm always relunctant to contact support for any game because I know in most cases customer support is not a reality... but in my case the technician gave me a solution to my problem immediately.

This game has a dedicated development group that is constantly updating the game and listens to the players.

The game overall is a fun game to play. As I learn more I'm sure it will get even better. There is a learning curve and it will take a lot of gameplay to really understand all the mechanics in the game, I just hope I have the time to commit to it.

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39 of 44 people (89%) found this review helpful
3 people found this review funny
231.7 hrs on record
Posted: February 17
Ok, so I picked this up since I was curious as to what a £70 game should contain - especially since the poor graphics are pretty self-evident.

So having logged just over a full planetary rotation in it I can tell you now that there is a two questions you need to answer: are you fascinated by military hardware, to the extent of being interested with minutiae level of detail. If yes to that, then answer: would you like to see what that stuff can do in a particular setting. If yes to the first, but not the second, just buy a copy of Jane's. If yes to both, then buy this.

For me, I was able to justify the cost, but in hindsight, I would have paid the full price (although who ever does that on Steam?! Oh, wait, me with Fallout 4) considering the sheer quantity of information available.

The gameplay is actually more intuitive than the UI might lead you to believe; although there are elements (probably whole swathes) I've yet to even discover. Imagine the fidelity of submarine control from Silent Hunter, combined with strategic nuking of DEFCON, combined with data reading of Papers, Please! combined with the field positioning of the Total War series (though with far inferior graphics - they really are poor, though you will soon see how irrelevant this is; chess didn't endure due to graphics!). Visually, watching a battleship bombardment closeup looks not dissimilar to a game of Missile Command - lines and expanding circles.

What I have found most amazing is the way the "Friendly AI" keeps everything coherent and cohesive. Whilst a great deal of care must be used with mission loadouts etc, the game plays units smartly when you aren't tending to them.

There is a wealth of community stuff available - but the real gold isn't to be found on Steam. If you do pick this up Google for "Baloogan Campaign" and watch his YouTube video's - this guy takes it seriously and I ended up glued to his tutorial videos.

Do I recommend? yes. Should you listen to my "recommendation" - with this title even I would urge caution; only a very specific mindset will appreciate it (it makes EVE look very simplistic by comparison for example). But yes, I would.
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Recently Posted
Hara Surya
0.4 hrs
Posted: October 10
Calling this game a "hardcore" military simulator is underestimating the scope and difficulty of this game. This is less the nice, clean cookie-cutter American hardcore where everyone is smiling and having fun and more "A Siberian Movie."

This isn't so much a game and more the civilian version of a teaching aide a military academy might use to train naval officers. (And I believe it is exactly that because I've heard the British Royal Navy uses a special version in the classrooms.) yes the price is high (and like an idiot I bought it at full price) but it goes on sale often and, again, it's not really a game but a teaching tool for military tactics.

Command is the spiritual decendant of the game Harpoon, which I played on paper with dice on my friend's living room floor because his house was bigger and we could lay out the scenario properly. Harpoon was developed by Larry Bond, a US Naval Academy instructor, friend and co-author of Tom Clancy and author of a few technothrillers himself.

The computer version was a brick wall of complexity. Command is more like that meme about the learning curve of Eve Online where it turns into a cliff with bodies piled up at the bottom, people crucified at the top and bulldozers pushing more over the side. Make one mistake in the first ten minutes and you could lose a four hour scenario.
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0.6 hrs
Posted: October 10
How come it is so expensive?...Do they have to pay royalties to someone?
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14.5 hrs
Posted: October 5
Very steep learning curve. Very satisfying dropping a nuclear depth charge on a sub.
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163.1 hrs
Posted: September 17
In my opinion this is currently the best naval/air battle simulator that you can get on the market
It has a ginormous database that includes all the ships, aircrafts, weapons, sensors, submarines, and missiles ranging from the beginning of the cold war to modern day.
There are a lot of scenarios made by the community and if you want to, you can easily make your own.

Some features that this game lacks:
Ground battle

In conclusion this would be the best game ever if you are a fan of military simulators
It might take a while to get used to it, but once you start playing, you wouldn't stop
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1.1 hrs
Posted: September 14
First, I purchased this game from Matrix. I realize that my review will not count toward Command's overall rating. Steam might think that makes me a fan somehow, but not at all.

Is it a good game?

The bottom line is NO. It's painful to play. Others might have you believe it's complicated and difficult. It's not at all--although looking at a database table or spreadsheet might seem disorienting at first.

This product, however, is simply and poorly designed.

I personally don't care about the windows interface or freely available NASA map (with ugly NATO icons), but simple player tasks are difficult/awkward and the responsiveness overall is choppy. Even simple map panning is awkward. The devs clearly bring the intricacies of the database to the forefront at the expensive of usability and realism.

How could realism suffer in such a "hardcore" game?

Because it is solely focused on equipment and technology (their beloved database/OOB), so the realism (and fun) of how strategy, operational art, and tactics synchronize is totally missing from the game.

The front end of the game provides no realistic (or intuitive) simulation of the needed tools and controls. The "mission editor" is about as close as they get, but even that comes off poorly considering other games.

Want to fight a modern Korean War in a theater-level air/sea campaign? You can't.

Want to implement your own Silent Hawk helicopter into a special ops raid scenario? No. You can't touch the locked database without making an approved, licensed, paid, DLC product for them.

Add to that, every single unit in the game acts with the same level of morale, surprise, training, competence, leadership, etc. The devs focus entirely on a tech database which works exclusively to model equipment traits via connected tables.

If 2 Greek F-16 Falcons go up against 2 Turkish F-16 Falcons, the outcome is a roll of the dice.

Want to setup waypoints/steerpoint for your aircraft with timing, altitude and posture settings. How about an ATO with packages and supporting flights? There is nothing like that is in this game. You can only set a reference point(s) on the ground for a unit to move to or to define an area -- in the same way you can in any simple rts. That's nowhere near professional quality planning and control for a sophisticated wargame.

The game actually plays like a really bad rts game; that has terrible mouse and keyboard commands. At this point, rts player control is ubiquitous. The devs could have at least followed the best practices already established by those folks.

Despite a basic 25-year old windows interface, you can't remap a single hotkey. They think they know best for you.

What's the real deal with this game?

As you are fighting the game's controls instead of focused on your opponent, you can be confident that the jumbled icons on the map are meticulously replicating minuscule radar band calculations for you.

To be blunt, I see a group of Harpoon modders who focus almost exclusively on milking the old Harpoon game's database with their changes. Meanwhile, they lock their database version down so that someone else can't do the same thing they did -- without working licensed/paid content through them. Their Inferno and LIVE products are proof of this strategy. Yes, you can hobble together a scenario, but only given strict areas of control and extremely limited scope... a single battle with no external influencers.

When asked by a new player just a few days ago (on the Matrix forum) about modding, Sunburn (listed as a dev) responded with one line only, "Will you pay for this?"

Interesting and telling response from a group of Harpoon hackers.

For $80 you should expect a lot more from a GAME you plan to play, particularly one that released beta tester created scenarios as paid content. Moments after I purchased the game, I made the mistake of pressing the Campaign button at the top of the opening menu screen. I was greeted with an advertisement to buy some more content. My verbal response to that would violate Steam's terms.

I think these guys are a lot better at business development than game development.
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A developer has responded on Oct 4 @ 2:26am
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Dr. Strangelove
158.2 hrs
Posted: September 12
Summary - The best modern Air/Naval warfare simulator on the market.

1. A huge variety of different planes, ships, subs, and equipment of all sorts. All very carefully researched and detailed.
2. Quite realistic behavior of different vehicles and systems.
3. Great variety of different scenarios, thanks to a thriving community. You can fight nearly everywhere from 1940s to the near future.
4. Great scenario editor.
5. I like the graphics. They feel like commander's display. I genuinely prefer it to 3D graphics.
6. Devs are still adding new features and the game is nicely supported.
7. Stability - crashes are very rare, although do happen.

1. Lack of ground combat.
2. Lack of true amphibious operations, although you can make them using scripts.
3. No downed pilots except for those created by scripts.

Anyway, done with the nitpicking. This game is really good.
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10.1 hrs
Posted: September 4
Maybe a little late, but here is an extract from C:MANO FAQ about the speed treshold of 925 kt.

Warplanes never fly at their theoretic maximum speeds operationally. Over a fighter aircraft’s 6000-8000hrs life span, less than 10% is spent at supersonic speeds. Most airframes will never even go beyond Mach 2, and certainly not while flying a combat sortie. Aircraft use a lot of fuel accelerating and maintaining those speeds, and going beyond 925kt (Mach 1.6) offers no real tactical advantages and may even be impossible simply due to the long time it takes to accelerate to those speeds and the insane amounts of fuel needed to get there. Furthermore, in many cases getting to those speeds will be physically impossible due to weapon and drop tank drag, weapon release envelope limitations, and the possibility of damaging or even detonating external stores. For instance, the special 500kg bombs carried by the MiG-25 recon/bomber variant were given a thermal protection coating to prevent the explosives from over-heating at Mach 2.35.

And let us not forget that ejection at high speeds is extremely dangerous. For most ejection seats, the chance of survival drops dramatically above 600kt or ca Mach 1.0. Even if the pilot survives he is likely seriously injured and may be grounded for good. So although the airframe and engines can push it to Mach 2.0 and beyond, the pilot simply won’t. Especially not in a shooting war.

Command takes aim at simulating a modern battlefield and therefore uses practical operational aircraft speed limitations. Theoretical specs are left out. That means most modern combat aircraft will not fly faster than Mach 1.6 in the simulator. The fuel burn rates are adjusted accordingly, and for example the F-14D Tomcat can fly 230nm Deck Launched Intercept (DLI) missions at Mach 1.6 dash. There are of course numerous exceptions and fighters like F-22A Raptor, MiG-25 Foxbat and MiG-31 Foxhound can easily fly faster. The same goes for aircraft like the SR-71 which can cruise at Mach 3.2. The MiG-25/31 series can perform intercepts at speeds up to Mach 2.35 in the simulator, and F-111s can do an amazing 800kt dash on target at sea level for delivering iron bombs. F-104 Starfighters and English Electric Lightnings have a 1150kt TAS (Mach 2.0) maximum speed to reflect their unique capabilities.
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20.4 hrs
Posted: August 31
If you want an extremely hardcore strategic mil-sim then this is your game. Be warned though if you want pretty graphics then you're not going to find them here.
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99.1 hrs
Posted: August 24
This game - simulator is amazing and worth every euro... cheers !
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3.2 hrs
Posted: August 20
The ultimate air and naval stratagy simulator. this "game" is so close to reality that the US Navy and the British Royal Navy use it.
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