WAKE//TACTICS

Maneuver doctrine

A Grid Naval Game Where Ships Can Move

Ships in WAKE TACTICS do not remain on their deployment cells. They advance, reverse and turn before sonar and fire resolve, turning every coordinate into a prediction about where a hull will be next.

1–2 cells
base movement by class
90°
each turn command
Move before Fire
fixed resolution order

Movement is a command, not a free adjustment

A Move command sends one living ship forward or backward along its current heading. A Turn command rotates the hull ninety degrees around its anchor cell. Either command costs one of the three action points available that turn. The base distance comes from the ship class: Carriers, Battleships and Cruisers move one cell, while Destroyers and Patrol Boats can move up to two before damage changes their mobility.

Every intermediate position is checked. The complete hull must remain inside the 20 × 20 ocean, and another live ship or a wreck can block the route. A maneuver cannot jump through an occupied cell. If you need exact class counts, lengths and wake durations, use the fleet classes reference.

Why a correct shot can still miss

Both captains lock their plans without seeing the other queue. The engine then resolves every Turn command, every Move command, all sonar scans and finally all fire. Fire is aimed at a grid coordinate, not attached to an enemy ship. If that ship reaches a new legal position during the movement phases, the projectile still lands on the original coordinate.

01Turn02Move03Sonar04Fire

Evasion is therefore a calculated trade. Spending AP to move may avoid a likely strike, but it leaves fewer points for scanning or firing and may create a temporary wake. An attacker can aim ahead of the old position, cover a constrained route or use sonar after movement to narrow the target area. The strategy guide develops those choices into complete turn plans.

Damage follows the hull and eventually restricts it

A hit marks a specific hull segment. When the ship moves or turns, that damage stays attached to the same segment instead of remaining painted on an old ocean cell. This preserves the hidden position while giving both captains a consistent damage model. Accumulated hits can cripple a ship, reduce its effective speed or make it immobile before every segment has been destroyed. A completely destroyed ship becomes a visible wreck that still obstructs routes.

Movement is strongest when it changes the opponent's prediction without trapping your own fleet. Before committing, inspect the destination, the cells the hull crosses and the wake the maneuver may reveal. A long trail tells the enemy where you were; nearby edges and wrecks tell them where you could have gone. Smaller ships have more room to misdirect, while large hulls must plan escape lanes several turns ahead.

Practice these interactions in the free Training Patrol, then create a code room through Play with friends when you are ready to test the same rules against another captain.

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Take command of a fleet that refuses to stay still.

Train against the fair AI, find an online rival, or open a private room for a friend.

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