How to play Fleet Hunt

Hunt down the computer's hidden fleet grid by grid before it sinks yours — classic naval guesswork with a sharp AI.

Fleet Hunt is naval battle by deduction. Two ten-by-ten grids, two hidden fleets, and one shot a turn.

The fleets

Each side has the same five ships, seventeen cells in total on a hundred-cell grid:

The Carrier is five cells, the Battleship four, the Cruiser three, the Submarine three, and the Destroyer two. Ships are placed horizontally or vertically, never diagonally, and never overlapping. You can randomise your own layout as many times as you like before you start.

Firing

Take turns firing one shot at a single cell of the enemy grid. A hit is marked in red, a miss with a splash. When every cell of a ship has been hit it sinks, and you are told which ship it was.

That last detail matters more than it looks. Being told the Cruiser has sunk tells you three cells are accounted for, so any further hits nearby belong to a different ship — and it tells you the Submarine, also three cells, is still out there somewhere.

You win by sinking all five enemy ships before yours go under.

Hunting properly

Random shooting is close to the worst way to play. Two ideas do nearly all the work.

The first is parity. The smallest ship is two cells long, so it must cover one cell of every pair. That means you never need to shoot every square to find something — firing on a checkerboard of every other square is guaranteed to touch every ship on the board, and it halves the number of shots the search takes. Once the two-cell Destroyer has sunk, the smallest remaining ship is three cells, and you can spread your search out to every third square.

The second is target mode. The moment you get a hit, stop searching. Fire at the four cells around the hit until you get a second one, then you know the ship's direction — carry on along that line in both directions until it sinks. Going back to random shooting after a single hit throws away the most valuable information in the game.

Defending

The computer fires back and it uses exactly the ideas above: it sweeps efficiently while hunting, and locks on the moment it lands a hit, working outward and then along the line until the ship is gone.

So how you lay your own fleet matters. Ships flush against each other are dangerous, because a lock-on that finishes one ship immediately finds the next. Edges feel safe and are not especially — but they do cut the number of directions an attacker has to check after a hit, which slightly favours the defender. Spreading the fleet with gaps between ships is the reliable choice.

Track the computer's shots on your own grid as they come in. Once you can see it has switched into target mode on one of your ships, you know which of your ships is about to go, and you know roughly which of your other ships are still safe.

Controls

During setup, tap Randomise to reshuffle your fleet, then Start battle.

  • In battle, tap a square on the enemy grid to fire at it.
  • Your own grid below shows where the computer has fired at you.

Strategy tips

  • Search on a checkerboard, not at random. The smallest ship covers two adjacent cells, so firing at every other square is guaranteed to find every ship in half the shots.
  • The moment you land a hit, stop searching and start hunting. Fire the four cells around it until you find the ship's direction.
  • Once you have two hits in a line, commit to that line in both directions. The ship is along it, and probing elsewhere wastes the tempo you just earned.
  • Use the sinking announcement. Knowing which ship went down tells you how many cells are accounted for, and which lengths are still hiding.
  • Widen your search once the Destroyer has sunk. With the two-cell ship gone, the smallest target is three cells and every third square is enough.
  • Aim your search at open water. Big ships need long unbroken runs, so a five-cell Carrier cannot be hiding in a region already broken up by misses.
  • Spread your own fleet out with gaps. Ships laid end to end let a lock-on roll straight from one kill into the next.
  • Watch the pattern of shots against you. When the computer switches from sweeping to probing around a hit, you know exactly which of your ships it has found and how long you have.

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