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STRATEGY, TESTED

SALVO Strategy: Placement, Salvos and Specials

The best SALVO strategy, tested in 166,000 simulated games: aim each salvo by probability and spread its shots, fire around every hit, keep your ships apart, and use your specials. A captain who aimed by probability beat SALVO's computer in 74.8% of games.

THE SHORT VERSION

Six rules, each tested.

  1. Aim by probability, and spread each salvo. Fire where the ships still afloat could lie in the most ways: 74.8% of games won against SALVO's computer.
  2. Fire around every hit. Random fire took 19.3 rounds on average to sink a fleet; following up hits cut that to 13.8 and lifted wins against the computer from 0.2% to 48.8%.
  3. Spread your fleet out. No ship touching another, even at a corner: 62.2% won against the computer, 48.6% with the shuffle.
  4. Never cluster. When every ship touched another, wins fell to 30.6% against the computer and 13.4% against a probability aimer.
  5. Use your specials. The computer won 57.1% of games against an identical computer that never used them.
  6. Facing a probability aimer, use the edges. 53.0% won, against 24.7% with the shuffle.

METHOD

How we tested

Computer captains played SALVO with the game's own rules code, the code the game server enforces: both salvos land together, one shot per ship afloat, loot in every ocean, a special for every ship. Each captain knows only what you would: where it fired, which shots hit, which ships sank and where. The runs are seeded and repeatable.

In all: 166,000 whole games, 64,000 aiming runs (full salvos at a fleet that never fires back), and 200,000 fleets dealt by SALVO's shuffle for the heat map. The limits:

  • These are computer captains, not people. Real rivals adapt; the numbers show what a habit is worth against a consistent one.
  • Unless a test says otherwise, every captain played its specials like SALVO's computer: a dive once its submarine is hit, the heavy shell and depth charges next to a hit. Nobody used recon or sonar, and nobody here uses radar contacts.
  • Every captain fired a full salvo every round.
  • Each matchup ran 5,000 to 20,000 games, so a gap of a point or two can be chance.

PLACEMENT

Place your fleet.

Spread your fleet so no ship touches another, not even at a corner, unless your rival aims by probability: then use the edges. Never cluster.

LayoutAgainst SALVO's computerAgainst a probability aimer
WonLostWonLost
Random (SALVO's shuffle)48.6%50.3%24.7%74.1%
Spread out62.2%36.6%34.7%63.8%
Clustered30.6%68.7%13.4%85.8%
Along the edges50.4%48.6%53.0%45.3%

In each row, one side placed its fleet that way and aimed like SALVO's computer; draws make up the rest.

  • Against SALVO's computer and other hunt-and-target players, spread out. They fire around every hit; when ships touch, those shots find the next ship.
  • Against probability-minded players, use the edges. They search the middle first, so edge ships are found last. Against the computer, which hunts at random, edges were barely better than the shuffle. And a rival who expects the edges will look there first.
  • Never cluster. It was the worst layout against both.

In the 60 seconds of deployment, press SHUFFLE until no two ships touch (as the simulation did), or drag apart the ones that do.

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Spread out

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Clustered

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Along the edges

Spread out: no two ships touch, even at a corner. Clustered: every ship shares a side with another. Edges: every ship lies lengthwise in row 1 or 10, or column A or J.

THE ODDS

Where ships tend to be

In a fleet dealt by SALVO's shuffle, a middle square holds a ship about 3 times as often as a corner: 22.3% at E5, 7.3% at A1. A ship can lie across a middle square in many more ways.

How often each square held a ship (%), across 200,000 fleets dealt by SALVO's shuffle.
ABCDEFGHIJ
1711141516161514117
211141718191918171411
314171920212120191714
415182021222221201815
516182122222222211916
616182122222222211816
715182021222221201815
814171920212120191714
911141718191918171411
10711141516161514117
  • Attacking: against a shuffled fleet, the middle pays first; a probability aimer opens there.
  • Defending: keep the shuffle and your ships sit where such a rival looks first: the shuffle won 24.7% against one, the edges 53.0%. SALVO's computer ignores these odds.

The map describes the shuffle, not fleets placed by hand.

AIMING

Aim your salvo

Aim by probability and spread each salvo's shots: it sank a fleet fastest and won 74.8% of games against SALVO's computer.

MethodHow it aimsRounds to sink (average)Middle 80%Won against the computer
RandomAny open square19.318 to 200.2%
Hunt and target (SALVO's computer)At random until a hit, then the four squares around it13.810 to 1748.8%
Checkerboard and targetOne checkerboard color until a hit, then the same12.910 to 1556.9%
ProbabilityWhere the ships afloat could lie in the most ways11.89 to 1474.8%

Rounds: full salvos at a fleet that never fires back. Wins: whole games against the computer.

The checkerboard, a salvo at a time

Every SALVO ship is at least two squares long, so it covers at least one square of each checkerboard color. Until you have a hit, put your whole salvo on one color: its 50 squares find every ship. That alone lifted wins against the computer from 48.8% to 56.9%.

Probability aiming in plain words

For each square you haven't fired at, count the ways the ships still afloat could lie across it without crossing a miss or a sunk ship; fire at the square with the most. While a ship is wounded, count only the ways through your hits, weighting those through more hits.

A salvo's shots can't learn from each other, so our probability captain recounted after each pick, as if the squares already chosen had missed. That spreads the salvo: side-by-side shots mostly test the same ship positions.

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Checkerboard

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Probability

Left: a salvo on one checkerboard color. Right: a typical first probability salvo, which averages 1.06 hits against a shuffled fleet; five random shots average 0.85 and hit at least once 61.4% of the time.

TARGETING

After a hit

Put several shots of your next salvo around every hit. A hit doesn't say which ship it struck, and your shots land together, so cover the four squares next to it at once: one holds more of the ship. The rest keep hunting.

Then read the line. Below, the misses beside E5 show its ship runs down column E. Still afloat after two hits, it isn't the Destroyer, so E7 is part of it.

When a ship sinks, SALVO shows all of it. A hit outside it belongs to another ship: keep firing around that one.

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This round

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Next round

Left: a hit at E5; four shots surround it, one keeps hunting. Right: the next round, two shots down column E and three hunting.

SPECIALS

Use your specials

SALVO's computer won 57.1% of 20,000 games against an identical computer that never used its specials, with only the dive, heavy shell and depth charges in play. Specials cost shots from your salvo and sink with their ship: use each one while you can. The SALVO rules detail how each works.

SpecialCostWhen it pays
Recon flight (Carrier)1 shotWhile hunting: counts the unhit ship squares in a 3 × 3 area; a 0 clears nine. Aim it at open water away from the edge.
Heavy shell (Battleship)2 shotsNext to a hit: up to five squares for two shots. Squares already fired at, or past the edge, are wasted.
Sonar sweep (Cruiser)1 shotWhile hunting: counts the unhit ship squares in a whole row; a 0 clears ten. Sweep a row you've barely fired into.
Dive (Submarine)1 shotThe round after your submarine is hit, when rivals fire around the hit.
Depth charges (Destroyer)1 shotThree squares of a row for one shot, next to a hit. They also find a diving submarine.

Heavy shell and depth charges on a wounded ship

Once you know which way a wounded ship lies, aim the heavy shell two squares past your last hit: the plus covers the next three squares of the line. Depth charges, a row of three, suit a ship lying across.

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Aimed at E8, the heavy shell covers E7, E8 and E9 (and D8, F8) for two of the five shots; three keep hunting.

The submarine dive

A dive costs one shot and, for one round, lets every shot but depth charges pass over your submarine. Dive the round after it is hit, as the computer does; a shot that passes over still gives it away. When yours passes over theirs, fire there again: it can dive only once.

FIREPOWER

Loot and salvo size

Every ship you lose takes a shot off every later salvo, so the side that loses ships first falls further behind. In computer-against-computer games, the winner had a median of 2 of its 5 ships left.

  • Sink, don't just wound. A ship with four hits still adds its shot and keeps its special.
  • Every ship is one shot. Two hits on the Destroyer cut your rival's salvo as much as five on the Carrier.
  • Aim every shot. Shots not aimed when the 25 seconds run out are lost.

Your misses find loot in your rival's open water: 3 supply crates (+1 shot next salvo), 2 mines (−1, never below one) and 2 radar buoys. A buoy reveals one unhit ship square, a contact: fire at it next salvo, then around it. The simulated captains ignored contacts, an edge these numbers leave out.

THE COMPUTER

Beat SALVO's computer.

SALVO's computer plays hunt and target the same way every game. It fires at random until it hits, then at the four squares around each hit on a ship it hasn't sunk. It brings its heavy shell and depth charges down on a ship it has wounded, dives its submarine once the submarine is hit, and never uses recon or sonar. What that means:

  • It hunts at random, so the edges don't hide you (50.4%); spreading out does (62.2%).
  • It fires around every hit, not along the line, so ships beside a wounded one get hit too.
  • Copying its aim wins about half the time (48.8%); a checkerboard (56.9%) or probability aiming beats it.

QUICK ANSWERS

Captain’s
questions.

What is the best strategy in SALVO?

Aim each salvo by probability and spread its shots, fire around every hit, keep your ships from touching, and use your specials. In simulated games, aiming by probability beat SALVO's computer 74.8% of the time.

Where should I place my ships in SALVO?

Spread them out so no two ships touch, even at a corner: that won 62.2% of simulated games against SALVO's computer, against 48.6% for the shuffle. Against a probability aimer, the edges did best (53.0%). Never cluster.

How should I aim my first salvo?

Spread five shots across the middle, no two side by side, such as D7, E5, F6, G4 and G8. Against a fleet dealt by SALVO's shuffle, that salvo averages 1.06 hits; five random shots average 0.85.

Are specials worth using in SALVO?

Yes. SALVO's computer won 57.1% of 20,000 simulated games against an identical computer that never used its specials. Use each one before the ship carrying it sinks, or it is lost.

How long is a game of SALVO?

In 20,000 simulated games of SALVO's computer against itself, the median game lasted 17 rounds; the middle 80% took 11 to 28. Draws, both fleets sunk in the same round, came to 1.0%.

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