Naval Strike
How to Play
A quick guide to units, actions and the simultaneous turn system.
Overview
Naval Strike is a two-player tactical naval game played on a fog-of-war grid. Both players plan their moves at the same time, 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. Values below are the raw stats for each class.
| Unit | Health | Move | Radar | Guns range | Guns dmg | Missiles | CMs | Aircraft | |
|---|---|---|---|---|---|---|---|---|---|
| Patrol BoatScout | 20 | 3 | — | 4 | 10 | — | — | — | |
| DestroyerEscort | 60 | 2 | 16 | 6 | 20 | — | 2 | — | |
| FrigateMulti-role | 60 | 2 | 24 | 8 | 15 | 3 | 2 | — | |
| CruiserHeavy hitter | 100 | 1 | 16 | 12 | 30 | 2 | 4 | — | |
| CarrierAir power | 40 | 1 | 16 | — | — | — | 4 | 1 | |
| AirportFixed base | 20 | — | 20 | — | — | — | — | 3 | |
| AircraftStrike / Recon | — | 3 cells/turn | up to 6 radius | — | — | — | — | 60 dmg on strike |
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 of a port can use port actions in place of its normal action that turn.
Lighthouse / Port
HP 80
Port Repair: restore hull to full (100%).
Resupply Missiles: restore missiles to full.
Resupply CMs: restore countermeasures to full.
Neutral Units
Neutral units appear in scenarios and campaigns. They are not controlled by either player.
Merchant / Convoy
HP 40
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
HP 60
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 3 cells in one action, but take 30 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 90% at close range, falling to 30% at maximum. Misses leave a visible splash.
Missile L
Launch a homing missile. It travels 4 cells/turn (minimum 2 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 2 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 10 hull points. Can also clear one disabled system. Slow but costs nothing.
Port: Repair D
While docked in port, restore hull to 100% — fully repairs the ship in one action.
Port: Resupply U / I
Restore missiles or countermeasures to full 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:
- Move — all movement resolves first. Ships that collide are both destroyed.
- Radar — scans run after movement so you see where ships moved to.
- Countermeasures — clouds deploy before weapons fire.
- Guns — gun fire resolves. Both sides shoot at the same time; a ship can be killed by guns and still have fired its own guns that turn.
- Missiles — newly launched missiles enter flight. In-flight missiles from previous turns advance.
- Repair — hull repairs apply last.
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
- Visual range: every ship passively sees 3 cells in all directions at all times. Terrain is permanently charted once seen.
- Radar returns: show a contact in the swept cone but don't distinguish ships from islands. A return on previously charted open water is flagged as suspicious.
- Radar fade: returns persist for 4 turns before clearing.
- EW — radar ping: if an enemy radar sweeps one of your ships, you learn the bearing toward the enemy radar source.
- EW — missile launch: any missile launch (yours or theirs) triggers an alert. No bearing or count — just a warning.
- Countermeasures block radar line-of-sight in addition to decoying missiles.
Aircraft
- Aircraft are launched by Carriers (1 aircraft) and Airports (3 aircraft).
- Speed is 3 cells/turn. Total round-trip fuel budget is 48 cells, so max one-way range is 24 cells.
- Search radius at the target area is up to 6 cells but shrinks the further out you send the plane.
- A successful strike deals 60 hull damage.
- CIWS defence: ships with CIWS fire on aircraft passing within 1 cell. Each intercept roll has a 50% hit chance and deals 20 damage. Multiple ships can fire at the same aircraft.
- A downed aircraft is lost. Surviving aircraft return to base and are available again next launch.