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
INTEL / 05

Tactical briefing

Ships may touch · 3 AP · simultaneous turns

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  1. 01

    20 × 20, 11 ships. Hulls may touch by a side or corner; they cannot overlap or cross the ocean edge.

  2. 02

    Plan up to 3 AP. Fire, Move and Turn cost 1 AP; Sonar costs 2 AP.

  3. 03

    READY locks your queue. Plans resolve together when both sides are ready or the timer closes: Turn → Move → Sonar → Fire.

  4. 04

    Sonar scans 5 × 5 and reports size, not exact cells. Moving or turning may leave temporary wake—not a guaranteed current position.

  5. 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.