01Simultaneous-turn naval tactics
A hit is only
the beginning.
Your fleet moves. So does theirs. Search the ocean, read the wake, predict the escape—and finish what you started.
20 × 20 ocean · 11 ships · 3 AP · no pay-to-win
Read the tactical briefing↓Tactical briefing
Ships may touch · 3 AP · simultaneous turns
×- 01
20 × 20, 11 ships. Hulls may touch by a side or corner; they cannot overlap or cross the ocean edge.
- 02
Plan up to 3 AP. Fire, Move and Turn cost 1 AP; Sonar costs 2 AP.
- 03
READY locks your queue. Plans resolve together when both sides are ready or the timer closes: Turn → Move → Sonar → Fire.
- 04
Sonar scans 5 × 5 and reports size, not exact cells. Moving or turning may leave temporary wake—not a guaranteed current position.
- 05
Hits stay on hull segments as ships move. Damaged ships can still maneuver, but class-specific damage may slow or immobilize them. Destroy all 30 enemy hull segments to sink the fleet and win. If both fleets are destroyed in the same resolved turn, the battle is a draw.