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. Sink all 30 segments; otherwise the tactical score decides at turn 60.