tencubed game studio
← Back to Naval Strike

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:

Damage & Systems

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

0–24 · Intact 25–49 · Light damage 50–74 · Heavy damage 75–99 · Critical 100 · Sunk

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. 30 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 2 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.