Battleship strategy: search, then target.

On a standard 10 × 10 Battleship board, begin with a spaced hunt pattern. When you score a hit, switch to nearby squares and follow the ship’s line. Use misses and sunk ships to rule out impossible placements.

Start with a checkerboard hunt

Use alternating squares as a mental search pattern to space out early guesses. Every ship in this game covers at least two consecutive squares, so any straight horizontal or vertical ship spans both colors. This makes the pattern useful for avoiding shots in gaps too short to hold a ship, though it cannot guarantee a win.

One color at a time. The blue squares are one half of a checkerboard search pattern. This is a practical way to space shots, not a guaranteed win or a claim that one pattern beats every fleet.

Use the pattern for broad searching while you have no unresolved hits. When a shot hits, pause the sweep and check unshot squares directly above, below, left, and right. Follow the line revealed by additional hits, then return to broad searching after that ship is sunk and no other hit remains unresolved.

After a hit, find the ship’s direction

A hit means a ship passes through that square. Check unshot squares directly above, below, left, and right. Diagonal squares cannot continue a straight ship. When a second hit reveals a line, keep firing along that line until the ship is sunk or a miss rules out one end.

For example, suppose C3 is a hit and B3 is a miss. The ship cannot extend from C3 toward B3, so check unshot squares at C2, C4, and D3. A hit at C4 would show a vertical line; follow that line while checking the next untried square beyond it.

A small board example: continue along the row or column, never diagonally.
ABCDE
1
2·?
3MH?
4?
5

Once the game reports a ship sunk, return to the hunt pattern only if no other hit remains unresolved. A nearby hit may belong to a different ship, because ships may touch. Use the sunk message and your shot history rather than assuming every adjacent hit belongs to the same vessel.

Use misses and ship lengths

Before firing, ask whether an unshot stretch is long enough for any ship still afloat. A run of three empty squares cannot hold a remaining four-cell battleship, for example. Misses remove candidate placements; hits make placements crossing those cells more likely. This helps you avoid spending shots in gaps too short to hide a ship.

Battleship’s computer opponents use different levels of this idea: Easy mostly explores, Medium follows up on nearby unsunk hits, and Hard gives more weight to legal placements of the remaining ships. The same clues can help you make your own next shot.

Make your own fleet harder to read

Ships may touch, but they cannot overlap. Avoid placing every ship in the same familiar corner or repeating a predictable pattern from game to game. Vary the mix of horizontal and vertical placements and spread ships across the board. These choices do not make a fleet impossible to find; they make it less predictable to a person who is guessing from habit.