Sea Power

Sea Power

184 ratings
OPERATION: SWIFT TIDE (Updated)
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Timeframe and Location: 1980s, Fictional, Middle East
Alignment: NATO
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Posted
Updated
838.885 KB
7 Mar @ 7:16am
2 Apr @ 10:57am
2 Change Notes ( view )

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OPERATION: SWIFT TIDE (Updated)

In 1 collection by Pax
Pax's Sea Power scenarios
3 items
Description
OPERATION SWIFT TIDE
⭐⭐⭐

Mediterranean Sea, Off the Coast of Libya
JUNE 26, 1985 LOCAL TIME ZULU 0530

Mission briefing
Tensions have escalated in the central Mediterranean as Iran-backed Libyan naval forces threaten vital humanitarian operations. A convoy carrying critical aid is en route from Malta to Benghazi, and its safe passage is paramount. The USS Enterprise (CVN-65), along with its battlegroup, has been tasked with securing the corridor and ensuring the convoy reaches its destination unscathed.

Intel reports indicate that Iranian proxies are mobilizing in Libyan waters, with potential air and naval assets prepared to intercept and disrupt the mission. In addition, satellite reconnaissance from MEDCOM has identified Admiral Al-Farjani setting sail toward the convoy.

📡 Command has issued a direct ⚠️ hunt-and-kill order — Al-Farjani must be neutralized before he poses a threat.

🎯 Mission Objectives
✅ Escort the humanitarian convoy to Benghazi.
✅ Protect the USS Enterprise at all costs.
✅ Do not lose more than one ship from the convoy.
✅ Locate and eliminate Al-Farjani before it can engage.

⚠️ Threat Assessment
🔴 The enemy is well-armed and emboldened by Iranian support.
🚀 Expect air and naval resistance throughout the operation.
⚓ The success of this mission will determine the safety of hundreds in need

Failure is not an option. Good Luck Commander.

Mission update 1.1

  • The UN convoy will take half of the previous time to reach its destination (flank speed) prev time: 2235 actual time: 1400 circa.
  • MEDCOM now sends intelligence to you and you can keep track in the intelligence window.
  • There is one side objective available to complete.
  • Fixed wrong livery showing for cobra helicopters.
  • Shuffled the starting formations a little bit.
93 Comments
ChadSimpKing 4 Aug @ 1:23am 
what submarines are you talking about there are noone in this mission
Shephard 7 Jul @ 1:03pm 
This campaign REALLY taught me how unbelievably annoying American Submarines are haha. Firing torpedoes at my entire fleet and 100+ Sonobuoys aren't enough to detect it lol
Thorn 11 Jun @ 9:29pm 
Excellent scenario — almost no complaints about realism or the overall experience.
The only suggestion: it would be great to add a victory trigger when all enemy surface forces are destroyed, because it takes way too long to sail to the destination point, even at 50x or 100x speed.
Pax  [author] 29 May @ 11:17am 
It is a standalone map without any dependency so it should not matter where you place it
hal3p0 29 May @ 9:25am 
do you have any notes on load order for this mod? everytime i try it the game just crashes. no error msg. just crash to desktop. thanks
Pax  [author] 24 May @ 6:21am 
Thanks for the heads up
Radeghast 24 May @ 12:37am 
I think its the Tomcats problem that I see being worked on they are blocking up the lifts, said there should be a fix soon
IceWalloh 23 May @ 12:19pm 
Is anyone else getting horrible performance right at mission start? I can run relatively heavy missions but this one is stuck at 4fps right at the start and there doesn't seem to be that much going on. Unless there's 1,000 objects that aren't detected, somethings up
cowpooflyby 23 May @ 7:59am 
yo its a problem with the Saratoga with F-4s
if you change carrier and keep its complement of planes it should work
Pax  [author] 19 May @ 2:22pm 
Sorry to hear that I would assume it's a new bug related to CV, make sure to report it to dev team via the menu option