Naval strategy · Strait of Hormuz · 2026

Keep the oil moving.
Keep the price down.

The northern shore has closed the Strait of Hormuz. Mines are in the shipping lanes, drones are in the air and a fifth of the world's oil is stuck in port. You command the coalition task force. The only score that matters is the price of a barrel.

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  • 20 mb/d through the Strait
  • 11 sea zones
  • 14 nations with their own agendas
  • 120 days to hold the line
The campaign

You can't shoot your way out of a supply crisis.

A one-way attack drone costs about $35,000. The missile that stops it costs up to $2 million, and your destroyers have to leave station to reload. Every choice trades firepower, money, time and the patience of the public at home.

The real map

The traffic separation scheme between Larak and Musandam, the Tunbs, Kharg, Ras Tanura, Fujairah and Yanbu. Every lane is checked against real coastlines.

An oil market that answers back

Lost barrels, emergency stocks, spare capacity, insurance premiums and demand that falls as prices rise. Lose 13 million barrels a day and you'll see $120 inside two weeks.

Supply chains on both sides

Your interceptors, fuel and mine hunters are finite. So are the enemy's missiles, boats and mines, and their launch sites can be found and struck.

Owners decide whether to sail

Tankers don't move because you say so. They move when the risk falls and the escorts are there. Reinsure the war risk and more of them will try.

Plan it in the pause

Stop the clock and build a joint strike: carrier aircraft, fighters from partner bases, stealth bombers out of Diego Garcia, cruise missiles and a special-forces raid. See the odds, then set H-hour.

Diplomacy with a price

The Kingdom wants air defence for its terminal. The Great Eastern Importer wants its own deal. The Sultanate offers talks. Each one costs you something.

The watch floor

Formal radio traffic from your ships and the operations centre, a modern score that tightens as the crisis escalates, and the hum of the room behind it all.

Escorts and tankers in the Strait of Hormuz, with the risk overlay on the shipping lanes
Escorts on station in the Strait. Lane colour shows the risk owners see.
The oil market panel with the price chart and the flows behind it
The scoreboard: Gulf crude, and every barrel behind it
A diplomatic decision card from the Kingdom
Diplomacy arrives on your desk with a deadline
Forces

Ships that behave like the real thing.

Class names are fictional. The numbers aren't. Magazine sizes, speeds, interceptor ranges, kill chances and costs are close to the real systems each class stands in for, taken from public sources. The full catalogue is in the game.

Carrier strike group

About 65 aircraft for strikes ashore and fleet defence. Your most powerful asset and the one you can least afford to lose.

Air-defence destroyers

96 missile cells each. Two long-range interceptors go up for every incoming missile, so magazines empty faster than you'd think.

Mine countermeasures

Wooden-hulled, slow and vulnerable. They're also the only way to make the lanes safe again, ceasefire or not.

Partner navies

Bring in the partners.

Optional packs add partner ships as reinforcements: the Western Allies Naval Group, the Island Economies Escort Flotilla with its mine-hunting helicopter carrier, and the Subcontinent Task Group. Each class trades a strength for a weakness. None of them is a shortcut.

The first three weeks of the campaign are free. The full campaign is a one-time unlock, with no ads and nothing that buys an advantage.

The in-game unit catalogue
What it isn't

Honest limits.

It's a strategy game, not a simulator. The oil market is a simplified model tuned to behave plausibly, not a forecast. Combat is resolved statistically rather than shot by shot. The conflict that inspired it was still going on when the game was made, so every faction, nation, person and ship in it is fictional.

Take command