How to Play Fleet Command: Battleship with Islands, Salvos and Ship Powers
Fleet Command is battleship, modernized. Like classic Sea Battle, each admiral hides five ships on a 10ร10 grid and fires at the enemy's grid. Sink all five enemy ships to win. Three things make it different: rock islands, salvo turns and a special power for every ship.
Your fleet and the islands
Every match has 5 rock islands in new spots, the same for both players. Ships can't sit on a rock, and nobody can shoot one. Your five ships are a Carrier (5 squares), a Battleship (4), a Cruiser (3), a Submarine (3) and a Destroyer (2). Drag a ship to move it and tap it to rotate. Green means it fits, red means it doesn't. Press Shuffle for a random layout, then Ready.
Salvo turns
On your turn you fire one shot for every ship you still have afloat: 5 shots while your whole fleet floats, 4 after you lose a ship, and so on. The dots next to "Enemy waters" show how many shots you have left this turn. Losing ships slows you down, so protecting your fleet matters as much as attacking.
The five ship powers
Each ship has one power. You can use it once per game, only while that ship is still afloat, and using it costs one shot of your turn. Tap the power on the left of the enemy grid, then tap where to use it.
- โ๏ธ Scout (Carrier): a scout plane flies over a 3ร3 area and marks every enemy ship square in it with ๐. Then you can shoot those squares without guessing.
- ๐ฅ Broadside (Battleship): fires at 3 squares in a row at once, for the price of one shot.
- ๐ก Radar (Cruiser): pick a square and radar tells you how many squares away the nearest enemy ship is (counting across and down). A ๐ก badge stays on the grid as a reminder.
- ๐ Dive (Submarine): tap your own waters and your submarine moves there, fully repaired. Perfect when the enemy has found it but not sunk it yet. It can't surface on rocks, other ships or squares that were already shot.
- ๐ญ Decoy (Destroyer): tap an open square in your own waters to hide a fake ship there. When the enemy hits it, it shows as a hit, so they waste shots looking for a ship that isn't there.
When a ship sinks, its power is gone for good. That's the heart of the strategy: sink the enemy's submarine before it can dive, and their carrier before it scouts.
Playing online
Challenge a friend with a link, or post an open challenge anyone can accept. You have 30 seconds per shot. If time runs out, your gun fires at a random square. If a player stops playing for several shots in a row, the other admiral wins. Boards are secret: spectators can't see either fleet.
Daily Fleet
Every day there's one hidden enemy fleet, the same for everyone. There's no enemy firing back: just sink all five ships in as few shots as you can, then share your score. Sink it in 45 shots or fewer for +3 ๐ช, 60 for +2 and 75 for +1. A new fleet appears at midnight.
Tips
- Use islands as cover: ships next to rocks are harder to pin down.
- Save Dive until your sub has been hit, so the enemy's hits go to waste.
- Place your decoy early, before the enemy starts hunting.
- Radar is strongest early: combine two readings to narrow down where ships are.
- When hunting, shoot every other square in a checkerboard pattern: every ship is at least 2 long, so you can't miss one entirely.
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