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Sea Battle Strategy: Place and Hunt Smartly

How to win the ship-hiding grid game: fleet placement that resists hunting, chequerboard search, hunt and target mode, late-game odds and the robot levels.

By the DailyGameClub teamUpdated 4 min read

Sea Battle hides five ships on each player's 10 × 10 sea; players take turns calling one square of the enemy sea, and the first to sink every ship wins. Both players get the same number of shots (a hit does not earn another), so a game is never decided by one lucky run; it is decided by how you place your fleet and how you search for the other one. Both halves have real technique.

The fleet

A carrier of five squares, a cruiser of four, a frigate and a submarine of three each, and a patrol boat of two: 17 ship squares in a sea of 100. Ships lie across or down and never overlap. Online, the server keeps both seas secret and sends each player only their own fleet and the shots they have fired; on one device, a curtain between turns hides each sea while the phone changes hands.

Placement: make the hunt expensive

A searching player finds ships by pattern and then finishes them by probing the neighbours of a hit. Placement should work against both:

  • Do not touch. Ships placed next to each other let one hit lead straight to the next ship. Leave at least one square between ships.
  • Use the edges and corners for some ships. Many searchers neglect the margins, and a ship along an edge has fewer neighbours to probe.
  • Do not be predictable. All ships on edges is as readable as all ships in the middle. Mix.
  • Break the chequerboard. The standard search hits every second square, which always finds ships of length two or more. You cannot defeat it, but a ship placed so that its squares alternate between "early" and "late" squares in a typical sweep delays discovery.
  • Hide the patrol boat well. The two-square boat is the hardest to find and often decides the endgame. Put it where probes are unlikely: a corner or an isolated edge spot.

Auto-place gives a random legal layout, which is a fair default; a thoughtful hand placement is slightly better against the Hard robot.

Hunting: the chequerboard

Every ship covers at least two squares, so it covers at least one dark square and one light square of a chequerboard. Firing only at squares of one colour therefore finds every ship, with at most 50 shots instead of 100. Start in the middle of the sea, where more ship placements are possible, and work outward along the chequerboard.

Targeting: finishing a ship

When you hit, switch from hunting to targeting:

  1. Fire at the four neighbours of the hit until you get a second hit.
  2. With two hits in a line, fire along the line in both directions until the ship sinks.
  3. When the game reports a ship sunk, return to hunting. If the hits do not add up to a sunk ship's length, two ships are adjacent; keep probing around the remaining hits.

Targeting in practice

You hit at E5. Fire E4: miss. Fire E6: hit; the ship runs along row E. Fire E7: hit, and the game announces a ship of three sunk (E5 to E7). Back to hunting. Had E7 been a hit with nothing sunk, the ship would be the cruiser or the carrier, so you would continue to E8. And had E8 then missed with still nothing sunk, two ships would be touching: one of the hits belongs to a ship running up or down. In that case probe above and below the hits, D5 to D7 and F5 to F7, until the picture makes sense.

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Late game: think in probabilities

With few ships left and many misses on the board, the ships can only fit in certain places. Look for runs of unknown squares long enough to hold the remaining ships; a two-square boat can hide in many gaps, but the carrier needs five in a line. Fire at squares that lie in the most possible placements, which are usually in the middle of the longest unknown stretches. This is exactly what the Hard robot does, and it is why it finds the last ship quickly.

The robot levels

Easy fires at random. Normal hunts, then targets a hit until the ship sinks. Hard counts where the remaining ships can still fit and fires at the most likely squares, so against it the placement advice above matters: isolated ships and a well-hidden patrol boat cost it the most shots.

Common mistakes

  1. Placing ships side by side. One hit finds two ships.
  2. Hunting every square. Use the chequerboard; half the shots.
  3. Leaving a hit unfinished. A found ship is the cheapest ship to sink.
  4. Probing diagonally. Ships lie across or down; diagonal neighbours are never part of the same ship.
  5. Forgetting the remaining lengths. If only the carrier is left, do not fire into gaps of four.

Glossary

  • Hunt mode: searching for a ship with no current hit.
  • Target mode: finishing a ship after a hit.
  • Chequerboard search: firing at every second square so that no ship can hide.
  • Sunk: every square of a ship has been hit; the game announces it.

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Questions and answers

Does a hit give me another shot in Sea Battle?

No. Players alternate one shot at a time, so both get the same number of shots and a game is never decided by one lucky run.

Which ships are there?

A carrier of five squares, a cruiser of four, a frigate and a submarine of three, and a patrol boat of two: seventeen squares in all.

Can ships touch each other?

Yes, the rules allow it, but it is poor placement: a hit on one ship leads straight to its neighbour. Leave a gap.

Can the other player see my sea online?

No. The server sends each player only their own fleet and the shots they have fired. A sunk ship is shown once it is sunk.

Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.

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