WAKE∕∕TACTICS
Campaign · Chapters 1–5
First Shots / Maneuvers / Search & Response / Fleet Systems / Reconnaissance & Electronic Warfare

Guided command school / twenty live exercises

Command School

Learn to fire and maneuver, read radar contacts and wakes, survive class reactions, command different weapon geometries, assemble an exact-budget fleet, configure mastery and reaction priority, trigger a real reflector mine, expose a submarine's Fire and Withdraw decoy, distinguish empty water from a jammed unknown sector, and repair a living allied hull without reviving a sunk ship. Complete the trophy chain by capturing a weakened Battleship, securing that exact hull in reserve, rebuilding an exact 24-cell mission fleet around it, firing the trophy's own artillery first, and winning its first battle. Loan ships never enter your collection, and every result comes from the real battle engine.

Campaign stars0 / 600 / 20 missions complete

Connecting to the authoritative Fleet Alpha service…

Chapter 1 · First Shots

01
5 × 5 ocean · 2 hull cells · 1 AP

One clean shot

Fire at the marked segment. The training opponent holds fire until your first order resolves.

READY
02
5 × 5 ocean · 2 hull cells · 1 AP

Finish the hull

Hit both marked segments across two rounds while the opponent begins returning fire.

LOCKED
03
5 × 5 ocean · 3 hull cells · 1 AP

Three contacts

Neutralize three one-cell patrol boats. Every round still gives exactly one action.

LOCKED
04
5 × 5 ocean · 4 hull cells · 1 AP

Independent command

No marked targets. Read the shot history, choose coordinates yourself and destroy the full enemy fleet.

LOCKED

Chapter 2 · Maneuvers

05
8 × 8 ocean · 6 hull cells · 2 AP

Leave the impact

Your loan frigate begins with a confirmed hit. Move it away and watch the old impact remain a historical coordinate, not its current position.

LOCKED
06
8 × 8 ocean · 6 hull cells · 2 AP

Turn the hull

Preview and resolve a valid rotation on an 8 × 8 ocean, then finish the opposing training fleet.

LOCKED
07
8 × 8 ocean · 8 hull cells · 3 AP

Three-point plan

Build one legal 3 AP queue containing movement, rotation and fire before resolving the simultaneous round.

LOCKED
08
8 × 8 ocean · 9 hull cells · 3 AP

Independent withdrawal

Win without guided coordinates. Maneuver at least one ship and remember that movement and rotation resolve before gunfire.

LOCKED

Chapter 3 · Search & Response

09
10 × 10 ocean · 12 hull cells · 3 AP

Contact area

Scan the marked 5 × 5 sector with a Radar Frigate. The report counts contacts by size, but never reveals an exact ship cell.

LOCKED
10
10 × 10 ocean · 12 hull cells · 3 AP

Age of intelligence

Compare an old hit with a fresh wake. Read when each marker was observed, then hunt the moving fleet instead of firing at stale information.

LOCKED
11
10 × 10 ocean · 15 hull cells · 3 AP

First reaction

Trigger one clearly labelled 100% training reaction, then finish the battle under the normal 10% opponent reaction profile.

LOCKED
12
10 × 10 ocean · 15 hull cells · 3 AP

Three attack shapes

Resolve a cell shot, a torpedo line and an air-strike route. Aircraft are part of the action, not persistent units on the ocean.

LOCKED

Chapter 4 · Fleet Constructor

13
12 × 12 ocean · 18 hull cells · 3 AP

Exact-fit fleet

Build an exact 18-cell fleet from the mission loan catalog, then place every hull on the 12 × 12 ocean without overlap before command begins.

LOCKED
14
12 × 12 ocean · 18 hull cells · 3 AP

Mastery & loadout

Fit one implemented readiness bonus to a specific loan ship, inspect the complete chance calculation and lock the order for the fleet’s single reaction check.

LOCKED
15
12 × 12 ocean · 18 hull cells · 3 AP

Reflector mine

Strike the declared training mine and verify that its blast returns to the exact same coordinate in your own ocean before finishing the full battle.

LOCKED
16
12 × 12 ocean · 18 hull cells · 3 AP

Fire and withdraw

Hit the declared submarine, observe its scripted counter-torpedo and valid one-cell withdrawal, then hunt through the temporary unidentified contact and finish the battle.

LOCKED

Chapter 5 · Trophy Operation

17
15 × 15 ocean · 24 hull cells · 3 AP

Reconnaissance and jamming

Compare a fully readable empty scan with a sector denied by electronic warfare, then rescan after the interference expires and neutralize the complete enemy fleet.

LOCKED
18
15 × 15 ocean · 24 hull cells · 3 AP

Repair and support

Restore one damaged segment of a living allied ship, then prove that a late repair cannot revive a sunk target or consume the preserved repair stock before neutralizing the complete enemy fleet.

LOCKED
19
15 × 15 ocean · 24 hull cells · 3 AP

Guided capture

Board the disclosed, weakened battleship over two separate rounds, keep it neutralized as a wreck, then defeat the entire enemy fleet to receive that exact hull in reserve.

LOCKED
20
15 × 15 ocean · 24 hull cells · 3 AP

Trophy's first battle

Select the exact Battleship captured in Exercise 19, rebuild a mission-only fleet to exactly 24 cells without cloning ships or consuming reserve, resolve that trophy's Artillery Salvo as the first required order, then neutralize the entire enemy fleet.

LOCKED