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Naval Strike

How to Play

Overview

Naval Strike is a two-player tactical naval game played on a fog-of-war grid. Both players plan their moves simultaneously, then the turn resolves all at once. You can only see what your ships can see — everything else is fog.

In Search & Destroy, the default mode, you win by sinking every enemy ship. Other scenarios add objectives like protecting convoys or holding key map positions.

Play solo against the AI, or online with a friend using a six-character room code. No account required.

Units

Each side fields a fixed fleet. Strength bars are relative within each category.

Unit Role Move Radar Guns range / dmg Missiles CMs Aircraft

Default fleet: Destroyer + Frigate + Cruiser. Carrier and Airport appear in scenarios and campaigns.

Ports

Friendly ports appear in some scenarios. A ship within 1 cell can use port actions instead of its normal action for that turn.

Lighthouse / Port

Port Repair: restore hull (vs at sea).
Resupply Missiles: restore % of inventory.
Resupply CMs: restore % of inventory.

Neutral Units

Neutral units appear in scenarios and campaigns. They are not controlled by either player.

Merchant / Convoy

Slow cargo ships that follow fixed routes. In convoy scenarios one side must escort them to safety while the other tries to sink them. They do not fight back.

City

Neutral land structures. Some scenarios make cities into objectives — hold, capture, or destroy them to score. Cities can be damaged by gun fire and aircraft strikes.

Actions

Each ship may take one action per turn. Plan all your ships, then end the turn.

Move M

Move up to the ship's speed rating in cells. Use islands and fog to stay hidden.

Fast Move F

Cover up to cells in one action, but take hull damage and risk disabling a system.

Radar R

Sweep a cone. Narrow cones reach further; wide cones cover more area. Returns are ambiguous — land and ships look the same.

Guns G

Fire at a target within range. Accuracy is % at close range, falling to % at maximum. Misses leave a visible splash.

Missile L

Launch a homing missile. It travels cells/turn (minimum turns) and activates its seeker on the last leg. Countermeasure clouds can decoy it.

Countermeasure C

Deploy chaff clouds in the 8 surrounding cells. Clouds last turns, decoy incoming missiles, and block radar line-of-sight.

Launch Aircraft A

Send an aircraft on a strike or recon mission. Set the target area; the aircraft searches on arrival and strikes if it finds a target, then returns.

Repair Hull H

Restore hull points. Can also clear one disabled system. Slow but costs nothing.

Port: Repair D

While docked in port, restore hull points — more effective than at-sea repair.

Port: Resupply U / I

Restore % of missile or countermeasure inventory from a friendly port.

Turn Resolution Order

When both players end their turn, actions resolve in a fixed order regardless of when each player submitted:

Damage & Systems

Hull is measured on a 0–100 scale. Every hit also randomly disables one of the ship's action systems.

A disabled system locks out that action until repaired. The Repair action restores hull and can clear one disabled system per use.

Fog of War & Intelligence

Aircraft

Tips

Spread your fleet. A tight formation is easy to hit with a single wide radar sweep or a missile that seeker-locks at the last moment.
Use countermeasures proactively. Deploy clouds before an enemy missile arrives, not after. Clouds also blind enemy radar.
Radar ambiguity is a weapon. Keep sweeping different angles so your opponent can't pinpoint which returns are ships vs. terrain.
Fast Move is a trade-off. self-damage and a disabled system is a steep price — use it to escape, not for marginal range gains.
Missile timing matters. Missiles take at least turns to arrive. Fire early when you have a firm contact.
EW bearings are gold. A radar ping tells you the enemy is somewhere along a bearing line. Cross two bearings from different ships to triangulate.