Do you want to learn how to play sea battle so that you always win? Look for a description of the tricks in the article.
Sea battle is a game everyone knows from childhood. If you want to not only spend time, but also win, in the article below we have provided some practical tips.
Read another article on our website on the topic: “The best outdoor games for a fun company . You will find interesting outdoor games with children.
So, want to learn some tricks on how to win a naval battle? Read on.
Rules of the game in sea battle
Game Sea Battle
In a sea battle there must be:
- 4 - single-deck ships
- 3 - double-deck
- 2 - three-deck
- One - four-deck
All ships can be displayed horizontally or vertically. Here is a description of more rules for playing sea battle:
- Players must place their ships on a playing field of 10x10 cells , which is designated on one line by letters from A to K (except E, J), and on the other by numbers from 1 to 10 .
- The players take turns shooting, voicing the coordinates.
- If the ship is hit, the person can fire the next shot.
The point of the game is to sink all the enemy ships before he sinks yours.
Line formation in action
Canvas by I. Aivazovsky “Battle of Sinop”. The Battle of Sinop (November 18, 1853) became one of the episodes of the Crimean War. The Russian squadron under the command of naval commander Nakhimov won a brilliant victory over the Turkish squadron near Sinop. The painting depicts a battle between two wake lines of battleships. They can be distinguished by their flags: ships with the Russian white and blue St. Andrew's standard (1) destroy ships under the red flag with the Islamic crescent of the Turkish squadron (2).
How can you not place ships in a naval battle?
The rules for setting up boats in the game are very simple. How can you not place ships in a naval battle?
- It is forbidden for them to touch each other with their sides or corners.
- There must be a line of at least one cell between the vessels.
- You can lean ships against the fields.
- It is forbidden to place vessels diagonally and tear them apart.
- A ship is made up of consecutive cells.
- There is no need to change the composition of the courts or the size of the playing field.
- It is also unacceptable to distort the coordinates and hide the hit.
is allowed to bend vessels into the shape of the letter L. To avoid disagreements, you should discuss this point with the other player before the start of the game.
Summary
- Authors: Vasily Lazarenko, Help Desk
- Creation date: 2013-05-27 09:45
- Tags: sea battle, game, how to shoot, how to place ships, game rules
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Optimal shooting: how is it done?
On a field of 100 cells, let's count how many cells our ships occupy:
- 1 ship of 4, 2 of 3, 3 of 2, and 4 of 1 – 20 cells out of 100 .
- This is a 20% chance that in an unbroken map we will hit an enemy ship.
As you open up the enemy's map, your likelihood of hitting their ships will increase. This is optimal shooting. That is, you need to learn the strategy of breaking through enemy ships, and the correct placement of your ships.
Ending
After we added 10 lines to the original empty configuration, we ended up with a list of 1,053,612 classes, each with its own map. To get a map of all field configurations, we need to go through all these classes, “finish” the unfinished ships, count the number of resulting ships of each size, and if it is correct, then add the class map to the total.
For an empty 10x10 field, there are 1855545978831780 configurations, and the filling map looks like this (all numbers divided by 109):
438487 418064 475795 466986 459000 459000 466986 475795 418064 438487 418064 273993 311381 287231 287065 287065 287231 311381 273993 418064 475795 311381 378334 357367 361127 361127 357367 378334 311381 475795 466986 287231 357367 330652 334756 334756 330652 357367 287231 466986 459000 287065 361127 334756 338709 338709 334756 361127 287065 459000 459000 287065 361127 334756 338709 338709 334756 361127 287065 459000 466986 287231 357367 330652 334756 334756 330652 357367 287231 466986 475795 311381 378334 357367 361127 361127 357367 378334 311381 475795 418064 273993 311381 287231 287065 287065 287231 311381 273993 418064 438487 418064 475795 466986 459000 459000 466986 475795 418064 438487
The fact that it is symmetrical indirectly confirms that there are no gross errors in the program. The most filled cell is C1, the least filled is B2. After the move to C1, the map will look like this:
334039 316782 362205 354834 348680 348723 354859 362278 316825 334105 316847 204441 234170 214857 214919 214952 214721 234125 204338 316830 362174 234066 286949 270246 273421 273609 270199 287338 234109 362286 354993 215372 270082 249099 252049 252445 248433 270251 214694 354875 347443 215675 272189 252807 255040 256554 252272 273744 214941 348764 344351 216423 272030 253365 252114 255722 251441 273431 214746 348625 351029 226597 265572 262005 251178 255339 249502 271093 215027 354867 347356 238783 245635 276238 258889 268837 266947 286297 234182 362174 342552 273993 227511 287231 237138 226857 216325 233431 204620 316794 292453 231475 0 269650 316361 349490 359545 360275 316193 333632
The sequence of “best moves” with constant misses looks like this (see figure): C1, J8, A8, H1, A4, J4, D10, G10, E1, D2, B3, A2, C9, B10, H9, I10, I7, J6, I5, H6, J2, I3, H4, G5, G2, F3, E4, B7, A6, B5, C6, C3, D4, D5, F6. It is clear that the program is in no hurry to catch battleships. By the 24th move, when the “diagonal” algorithm has the last move left before a guaranteed hit, the number of remaining ship positions is approximately 240*109, while for the “diagonal” algorithm it is 260*109. The difference is small. It will be necessary to arrange a tournament between these algorithms to find out how significant it is.
How to win a naval battle - the trick: break through the diagonals
Many people wonder: how to win a naval battle? There is one trick - breaking through diagonals:
- Most often, enemy ships are positioned so that the deck of a ship, or several, will lie on the diagonals.
- Of course, no one gives a 100% guarantee . Especially if the enemy knows this himself and expects you to break through the diagonals first. In this case, he can place ships outside the diagonals.
But it's worth a try.
Finish rationally and mark the fields around
Finish off rationally and mark the fields around.
If you hit an enemy ship, but did not “sink” it, but simply wounded it, then finish off rationally. Mark the boxes around. We also conclude that this is not one of the four single-deck ships, which means either a double-decker, or a three-decker, or a four-decker.
Next we have to make a choice where to shoot. We have options, since it is prohibited to place ships diagonally:
- Mark the cells around those ships that have already sunk. This is necessary in order not to waste a move.
- After all, based on the rules of the game, there must be a distance of at least one square between the ships.
- That is why a shot down ship must be finished off.
- It’s not even worth mentioning what advantage the flooding of a four-deck ship will give us - these are 4 cells of the ship itself, and another 14 around . The card will automatically be opened to 18 cells .
Now we will tell you how to find a 4-deck ship. Read on.
Tactics of sailing fleets: the emergence of linear tactics
Linear tactics during naval battles have been used from time to time by European fleets since the beginning of the 16th century. But there were significant obstacles to this advanced method of naval combat, which were resolved by the British and Dutch only in the second half of the 17th century.
In search
The first instructions on tactics for the English fleet were written personally by King Henry VIII in 1540. This, quite unsurprisingly, was the usual translation of the Spanish work of the Spanish admiral Alonso de Chavez of Castile "Quatri partitu en cosmographia pratica i por otro nombre llamado Espeio de Navegantes"
, written three years earlier. The fact that the British took the tactics of the Spanish fleet as a basis is not surprising, because at that time the Spaniards were trendsetters at sea.
The main difference between the English fleet and the Spanish one in the 16th century is the relatively small number of state (royal) ships. At the same time, the English fleet had a large number of private or chartered ships for the military campaign. That is why, since the time of Elizabeth, the search has begun for ways to organize the best interaction in battle between armed merchants and professional sailors.
As noted in the previous article, John Hawkins's experiment in preparing the fleet for artillery battle did not justify itself. In open battle, the British had nothing to oppose the Spaniards, and the Armada calmly, like a knife through butter, passed the entire Channel from the Isles of Scilly to Calais. Only the attack of the fireships, the unpreparedness of Farnese and the inconvenient wind prevented the Spaniards from completing the landing operation in England.
Further measures to improve the new tactics of the English fleet were associated with the period of the English Revolution and Oliver Cromwell. But even a little earlier, during the time of Charles I, the First Lord of the Admiralty, the Earl of Northumberland, in his explanatory note addressed to the king, proposed a creative reworking of Hawkins' approach. The British still considered artillery battles to be the main method of conducting naval combat, but decided to take into account the lessons of the clashes with the Invincible Armada on August 1–8, 1588. Then the British used tactics of shelling the Spaniards from long and medium distances, and as a result they simply could not inflict significant losses on the Spaniards. It turned out that the large calibers of the lower decks simply did not reach the enemy, and the small calibers of the upper decks were completely useless at long distances. As a result, a very large amount of medium caliber ammunition was wasted.
The 100-gun battleship "Sovereign of the Seas" and the famous English ship designer Phineas Pett
Northumberland proposed to rely on close combat, but artillery, and not boarding, should have decided its outcome. This was a very important moment. Now the ships, unlike the ships of Drake and Hawkins, had to boldly approach the enemy, but deliver the main blow not by landing boarding parties, but by artillery, from a lethal minimum distance. This tactic was called in the French manner - mêlée
(
“cutting, fighting”
is how knights in the Middle Ages called close combat).
Based on the needs of such a battle, under Charles I, lightweight cannons, “drakes,” were introduced into the naval artillery
), shorter and with rather thin walls, and their charge was reduced to two-thirds compared to usual. The muzzle velocity of the cannonball dropped from 1,300 feet (about 400 meters) per second to 900 feet (about 270 meters) per second. The cores of such guns at close range did not penetrate, but broke through the sides of enemy ships, which generated a whole cloud of wood chips and hull fragments that wounded and maimed the enemy’s servants and crew. At the same time, the main goal of a naval battle was declared to be the sinking of an enemy ship, so now they tried to fire at the hull, and not at the mast and rigging. True, cases of sinking by artillery fire remained very rare. Usually, after receiving severe damage and large losses in personnel, the ship lowered its flag.
The guns were placed on the ships until a distance of one meter remained from the water level to the lower ports. In Charles's time, cannons were divided into large (64, 42 and 32 pounds), medium (18 pounds) and small (5.25, 4 and 3 pounds) calibers. According to the admirals, when approaching, long medium-caliber guns were used, and in close combat, short large and small guns came into play, which completed what had been started. By the beginning of the Civil War, 64-pound guns were no longer used. Only a small number of short-barreled stone throwers remained, corresponding to the caliber of the 64-pounder cannons, but firing 24-pound stone cannonballs. Seven-inch 42-pounder guns were available in small numbers in the fleet, mainly on the Royal Sovereign.
The boarding tactics were rejected irrevocably by the British, since the islanders could not compete with the quality of the Spanish, French and Dutch marines.
And so, under Cromwell, it was decided to transfer to the fleet three land generals completely far from the sea - John Monk, Anthony Dean and Robert Blake. Their tasks were to creatively rethink all previous experience and create new tactics, using which the English fleet could defeat any of its competitors. It seems that he was the first to express the brilliant and simple idea that a ship has guns located on the sides, and therefore the most ideal formation of ships in battle is a line, “General of the Sea” Anthony Dean. Naturally, it is in this case that the maximum possible number of ship guns will be involved in the battle at the same time.
“Innovation” is a century and a half old
It was absolutely logical. Moreover, the idea was not new at all. The first widely known battle fought by a European fleet in line was Vasco da Gama's battle with the Egyptians and Indians at Malabar in 1502. In 1583, off the island of San Miguel, the Spanish admiral Don Alonso de Bazan staged “Trafalgar in reverse” for the Anglo-French squadron, meeting it in the battle line and completely defeating it. In 1628, at the Battle of Abrolhos Island, the Dutch and Spanish-Portuguese fleets operated in lines. During the fighting in the Strait of Hormuz in 1624–1630 between the Spaniards and Portuguese, on the one hand, and the British and the Dutch, on the other, both sides tried to hold the column. Finally, during the Thirty Years' War of 1618–1648. Dutch Admiral Maarten Tromp shared his thoughts on the advantage of fighting in a line with British Admiral Pennington. So why did the bulk of the fleets until the 1650s persistently use “swarm tactics” rather than the battle line?
To find the answer to this question, here is an excerpt from the book “A Fight of Two Lions: The Anglo-Dutch Wars of the 17th Century”:
“In
1665, York issued instructions “On the best construction of His Majesty’s fleet.” There, "no ship of His Majesty's fleet shall pursue any small group of ships until the bulk of the enemy fleet has been suppressed or put to flight," "keep a distance of 100 yards between matelots." Each ship received a clearly defined place in the line.
A four-day battle between the English and Dutch fleets. 1–4 June 1666
Two days later, Duke James issues an “Order to the captains of fireships, small frigates and ketches,” which determined the procedure and amount of remuneration for the crews and commanders of the fireships.
However, at sea it often happened that things did not go as written on paper. For example, in the battle on St. James Day or in the Four Days Battle, when some of the ships simply could not stay in line, creating large gaps. Entire squadrons of ships in these battles cut through the enemy line back and forth during the battle, and of course, there could be no talk of concentrating fire.
Before the battle of St. James's Day, Rupert and Monck published Additional Instructions for Battle, which took a looser view of the enemy's attack in the battle line. It indicated that “the enemy must be kept to the leeward”, that “if the fleets lined up opposite each other, the vanguard of our fleet should lead to the wind and delay until the entire corps de battalion approaches the same distance from the enemy’s vanguard.” Studying the battle itself, we can say that the instructions remained only good wishes. The point here is not in orders, but in the training of the crews and the competence of the captains. Until a year-round system of training and exercises was introduced, while approximately a quarter of the fleet consisted of chartered merchant ships, there could be no talk of any order.”
That is, the problem was actually obvious. While there were not enough trained crews, the fleet simply did not know how to act as a whole. Because the ships were unable to hold the line. It just didn't work out. Just as it was impossible to maintain the rate of fire.
And in 1665, two powerful navies in the world - English and Dutch - switched to year-round training and exercises in peacetime. The fleet finally became a permanent, all-season combat unit. It was from this time that we can confidently speak about the existence of linear tactics as the main type of combat, and not about the tactical technique of a separate well-trained squadron.
Advantages and disadvantages
The problem of the English fleet continued to be the large number of merchant marine vessels hired for a campaign or war. Their captains and crews had no idea about discipline, complex formations and changes. That is why the battles of the second and third Anglo-Dutch wars most often just began in line, and then moved into the mêlée
, “close combat”, where there could be no talk of any order, and general control of the flotilla was lost almost completely.
Battle of Scheveningen, August 10, 1653
Individual ships, and even entire divisions, cut back and forth through the enemy line several times. The battle constantly broke up into several separate skirmishes, and mutual understanding between the vanguard, center and rearguard was very often simply lost. The cannon smoke that covered the battlefield made invisible not only the orders of the fleet commander, but also the squadron commanders.
But, unlike the same Dutch, the British were constantly saved by the heavier artillery of their ships. As mentioned above, the British ships were armed with the expectation of winning an artillery duel at short range. Accordingly, if the Dutch were unable to concentrate large forces against an individual English ship, it successfully fought off even two opponents.
However, this tactic suddenly stopped working against the French during the time of Louis XIV. The fact is that the French ships were better armed than the English ones. Accordingly, in close combat the British could no longer count on a qualitative advantage in weapons, which had so helped them in battles with the Dutch. That is why the battle of Beachy Head was completely lost by the Anglo-Dutch fleet, and in the battle of Barfleur, 44 French ships fought successfully and without losses all day long with 82 ships and 13 frigates of the British and Dutch. Only later, at La Hogue and Cherbourg, the British managed to block and burn 13 damaged French ships with fireships.
Battle of Barfleur, May 19, 1692
Only by the beginning of the 18th century did the British seem to have found an antidote to the French fleet. In the battle of Malaga in 1704 (41 English and 12 Dutch ships against 51 French), English admiral George Rook ordered to hold the line with all forces and means and not enter into close combat. In this battle, it was the French who attacked, the British adhered to defensive tactics.
The Battle of Malaga was characterized by a large consumption of ammunition on the English side. And if the French had resumed the battle the next day, the twenty-five English ships would simply have nothing to shoot with, they would have run out of gunpowder and cannonballs. According to Rook's instructions, these ships were supposed to fire a final salvo and go on board - an extreme and suicidal measure against well-armed French battleships! However, the Fleet of Louis XIV did not continue the battle, and strategically the Battle of Malaga ended in victory for the British.
Battle of Malaga, August 24, 1704. The French attacking detachments and the Anglo-Dutch ships fighting back in the line are clearly visible
This battle and its result were of utmost importance for the subsequent development of tactics in Royal Nevi. Admirals and captains were divided into two camps. Proponents of close combat used the Anglo-Dutch wars as an example, and they were nicknamed “meleists” (we remember about mêlée
). They were opposed by “formalists,” that is, supporters of combat at medium and long distances, in line, without loss of command and “cutting through” enemy columns. The “formalists,” completely forgetting about the state of Ruka’s squadron after the battle, cited Malaga as an example as the result of a tactically competent battle, in defiance of the dumps of the wars with Holland.
But this dispute will be discussed in the third article of the series.
Literature:
- S. P. Makhov, E. B. Sozaev. "A fight between two lions. Anglo-Dutch wars of the 17th century"
Sergey Makhov
/
Capture of Washington
In 1814, the British army captured the American capital and burned the Capitol with the unfinished White House
- until the twentieth century
- USA
- Great Britain
How to find a four-decker ship in a naval battle: knight move, through 3, diagonal, locator
First of all, we need to make it impossible for the ship to hide. To do this, fire at the entire grid, and leave room for 3 cells , into which a four-decker ship certainly will not fit. How to find a four-decker ship in a naval battle? Here are three ways you can do this:
KNOWN MOVE - try shooting at the squares like this:
- Take one shot.
- Then two more shots forward, and the fourth - diagonally to the side.
- A bit like how a knight moves on a chessboard.
IN 3 - try shooting like this:
- You can start from the top left corner.
- Count down two squares and fire a shot.
- Then count down 3 squares and fire a shot.
- The remaining 3 cells are beyond suspicion.
- Then go back up, but to the second column. Count down 3 squares and shoot.
- Then count 3 squares again and shoot.
- There will be 2 cells left, which are also beyond suspicion.
- Go back up again and go right to the third column, skip one square, make a shot, skip 3, shoot, skip 3 more and make a shot.
- Now go back up and go to the 4th column and take a shot in the top cell.
- Count down three, shoot, and count 3 again - down and shoot.
- There will be one cell left at the bottom.
At this point, a layout has emerged that needs to be followed. As you move to the right, it will repeat. Then get up again, go to table 5 and repeat everything from the beginning according to the list.
DIAGONALS - following the previous example, we can start from the upper left corner:
- Count down three squares and fire a shot.
- Ots
Defensive play
Further, the spread of linear tactics became widespread. The problem was different: this strategy was essentially defensive. It was difficult to attack using it. And that's why.
Let's say two fleets sailing in lines meet at sea. The fleet that is in the wind should have attacked, but... how to do this? To maintain formation, the lead ship should be the first to turn toward the enemy. The helmsman of the second ship had to wait until the flagship was on its combat course, the helmsman of the third ship had to wait even longer - and so on. As a result, instead of fighting on parallel courses, the opposing fleets formed something like the letter V, with an angle at the head of the column.
Thus, the lead ships of the attackers were of limited combat effectiveness. After all, the main artillery of sailing ships is on the sides, and they could only use bow guns or those close to the bow guns in batteries to fire at the enemy.
In turn, the defenders hit the enemy with full force. No wonder Royal Navy Admiral John Jervis said: “Two fleets of equal strength will never fight a decisive battle unless both are determined to fight, or one of the commanders is so stupid as to break his formation.”
As a result, an attempt from the line - that is, a purely defensive formation - to carry out an attack led the British to two high-profile failures. These are the battle of Toulon (1744) and the battle of Minorca (1756).
Map of the Battle of Toulon
On the same topic
Frigate battles: “Flora” vs. “Nymphe”
At the same time, the French - the main opponents of the British - were not asleep, and in 1771 they developed new tactics that completely stopped the English attack from the wake column.
The French idea was simple: give the British the initiative when approaching and begin shelling from a long distance, keeping a closed line - often the bowsprit (a beam protruding obliquely in front of the bow of the ship. - Ed.) of one ship practically lay on the stern of the other. Because the enemy was closing in at an angle, he was unable to use all of his artillery, which further favored the French. As soon as the British approached at a distance closer than average, the signal “Tack” and/or “Jib” followed (most importantly, away from the enemy), and the French squadron turned towards the enemy with the side not involved in the battle. Thus, during the turn, the pennants again moved to a long distance and again began firing at the English ships approaching them.
This is a kind of “stick over T” tactic in the sailing fleet. The ships stay very closely together here and retreat all the time, giving the initiative to approach the enemy. Yes, this tactic is also defensive, but the French, who almost always played number two, were quite happy with this.
How to place ships to win?
We place ships in a cluster to win a naval battle.
It seems that it is more profitable to place ships scattered evenly throughout the entire field. So, how to place ships to win?
- Arrange them in a heap.
Place them as densely as possible so that the ships occupy some part of the map. This makes it more likely that the enemy will waste his moves for a long time without hitting our ships. But this is not 100% probability . Therefore, it is better to hide two single-deck ships in other parts of the map. Thus, the enemy will have 60 cells, and only two of them contain ships. This means 58 opportunities to miss .
- Don't place diagonally
If the second player shoots diagonally first, position the ships so that his shots do not hit you.
- Place ships on the edges
As we wrote above, if you kill a four-decker ship, the enemy will automatically clear another 14 cells. But if you place such a ship on the very edge, you can narrow the handicap for the enemy to 6.
Destroying the enemy
There are also several tactics for destroying an opponent’s flotilla. Some of them have something in common with ship deployment tactics.
"Diagonals"
Many people will place at least one vessel on this periphery. Therefore, we arm ourselves with patience and methodically shoot diagonally, alternating shooting directions for variety.
The player in the picture neglected the correct positioning tactics and paid for it with the loss of a battleship and a boat.
When the diagonals are shot, you can continue shooting in a checkerboard pattern.
"Chess"
From the name it is clear how to “clear” the enemy’s field. The good thing about this tactic is that it allows you to quickly find battleships, destroyers and cruisers. However, you will have to work hard to find boats.
"Locator"
The tactics are a bit similar to “Chess”, however, with its own twist. To use this tactic, in the corners of the field, mentally or directly with a pen, mark four squares measuring 4 by 4 cells.
You need to fire at them diagonally. As a result, the field will be divided by a white cross. Considering the number of ships that have already been sunk, finding the rest will not be difficult. In the picture, the player discovered six ships thanks to the Locator tactic.
Tips to win and win in sea battles
Above we described several tricks that will help you quickly remove ships from the enemy grid and win. Below you will find some more tips to help you win the game.
- It is worth considering the skill and experience of the second player. Beginners often start firing at the corner square. Therefore, you should not place your ships there. But if you are playing a game with an experienced opponent, he will expect that you will not put your ships in the corner, so it is worth hiding a couple there.
- Watch the second player's shooting tactics . If you notice some pattern of actions on his part, try following the same pattern by shooting at another person’s ships.
- Vary your attack strategy each time.
- If all the enemy's small ships are destroyed , concentrate on those places on the map where large ships could fit. It is unreasonable to look for three-decker ships where only a two-decker would fit.
- Please note: an unscrupulous player may cheat . In the process, he can place the last one-deck ship in the last square. To avoid this, draw the reticle and ships with a pen of the same color, and the shots and misses with a different shade. After the court placement stage, agree with your opponent to put down the pens of that color.
- Make sure your opponent doesn't see your field.
- Draw another empty field and mark your shots there on the opponent's field so as not to name the same coordinates a second time. After the game, you can check the fields to avoid conflicts and errors.
Follow all the tips, use tricks, practice and play more. and after some time, you will be able to win and win. Battleship is an interesting game, and if you know the tricks, it becomes more fun. Have a nice and fun time!
Gaming strategies and tactics
Often large units are placed on one half of the field, and small ones on the other. Although cruisers, battleships and destroyers will be easy to spot, it will be difficult for the enemy to sink a boat. It is better if single-deck ships are located far from each other. This way, the opponent will spend a lot of time searching for them, which will give them the opportunity to win back.
Shooting diagonally is also effective. With their help, large ships are found. Experienced fans of naval combat take this into account when placing their own flotilla.
The player can place all units on the edges. Then the enemy will have to spend a lot of shots checking the empty territory inside the square.
Opponent tactics must be taken into account when placing your ships. If the enemy is new, it is better to refrain from placing combat units in corner cells. Beginner players often check them out first. If you are playing with an experienced player, you can hide 1-2 small ships in the corners. Because of the formed pattern, the corners will be the last to be checked.
Examples of ship locations.
Any moves by the opponent should be recorded on your own field. Indicate each of your actions on the second. Not only hits are noted, but also unsuccessful moves. This will prevent you from shooting again at an empty square and will prevent mistakes and possible disagreements.
You need to carefully hide your field from the second player so that he cannot peek and cheat.
When the enemy ship is sunk, you should mark the cells surrounding it with dots as if they had already been fired upon. According to the rules of the game, it is prohibited to place ships in them, so there is no need to spend turns checking. It is most profitable to sink a battleship, since this will open 18 cells at once. If you place a large ship near a wall, the number of open cells will be reduced to 10.