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|-
 
|-
 
! CVL
 
! CVL
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}<br>{{BluePlane}}/{{RedPlane}} & {{LandingCraft}}{{LandingCraft}}
+
| {{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}}{{Fighter}}<br>{{Torpedo Bomber}}/{{Dive Bomber}} & {{LandingCraft}}{{LandingCraft}}
 
| As no air power is required, this setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors.
 
| As no air power is required, this setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors.
 
*Using {{LandingCraft}} capable CVL is also a viable option to maximize gains.
 
*Using {{LandingCraft}} capable CVL is also a viable option to maximize gains.
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|-
 
|-
 
! CVL
 
! CVL
| {{BluePlane}}/{{RedPlane}}<br>{{BluePlane}}/{{RedPlane}} & {{LandingCraft}}{{LandingCraft}}
+
| {{Torpedo Bomber}}/{{Dive Bomber}}<br>{{Torpedo Bomber}}/{{Dive Bomber}} & {{LandingCraft}}{{LandingCraft}}
 
| As no air power is required, this setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors.
 
| As no air power is required, this setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors.
 
*Using {{LandingCraft}} capable CVL is also a viable option to maximize gains.
 
*Using {{LandingCraft}} capable CVL is also a viable option to maximize gains.
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! rowspan=2|CA(V)/CL/DD
 
! rowspan=2|CA(V)/CL/DD
 
| {{WildCard}}{{WildCard}}{{Radar}}
 
| {{WildCard}}{{WildCard}}{{Radar}}
| The {{WildCard}} should be whatever brings the most combat/AA power to the ship, being {{Green Gun}} for an [[AACI]] setup, or {{SPF}} for air power.
+
| The {{WildCard}} should be whatever brings the most combat/AA power to the ship, being {{HA Gun}} for an [[AACI]] setup, or {{SPF}} for air power.
 
|-
 
|-
 
| {{LandingCraft}}/{{Amphibious Tank}} {{WildCard}}
 
| {{LandingCraft}}/{{Amphibious Tank}} {{WildCard}}
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|-
 
|-
 
! CV
 
! CV
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}<br>{{BluePlane}}{{BluePlane}}{{RedPlane}}{{Radar}}
+
| {{Torpedo Bomber}}{{Dive Bomber}}{{Fighter}}{{Radar}}<br>{{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}}{{Radar}}
 
| At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
 
| At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
 
*It is recommended to use carriers with at least "'''[[Range|medium range]]'''", so that their attack takes priority over the other ships. ''See [[Range]] for more details.
 
*It is recommended to use carriers with at least "'''[[Range|medium range]]'''", so that their attack takes priority over the other ships. ''See [[Range]] for more details.
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|-
 
|-
 
! DD
 
! DD
| {{GreenGunDP}}{{GreenGunDP}}{{Air Radar}}
+
| {{HA Gun}}{{HA Gun}}{{Air Radar}}
 
| Standard setup for DD, with some AA emphasis, with at least one [[AACI]] being recommended.  
 
| Standard setup for DD, with some AA emphasis, with at least one [[AACI]] being recommended.  
 
*Putting more CL and CA in the fleet would still work, but at a greater cost.
 
*Putting more CL and CA in the fleet would still work, but at a greater cost.
 
|-
 
|-
 
! CL
 
! CL
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
+
| {{Med Gun}}{{Med Gun}}{{Seaplane}}
 
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar.
 
| Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar.
 
|-
 
|-
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! rowspan=2|CA(V)/CL/DD
 
! rowspan=2|CA(V)/CL/DD
 
| {{WildCard}}{{WildCard}}{{Radar}}
 
| {{WildCard}}{{WildCard}}{{Radar}}
| The {{WildCard}} should be whatever brings the most combat/AA power to the ship, being {{Green Gun}} for an [[AACI]] setup, or {{SPF}} for air power.
+
| The {{WildCard}} should be whatever brings the most combat/AA power to the ship, being {{HA Gun}} for an [[AACI]] setup, or {{SPF}} for air power.
 
|-
 
|-
 
| {{LandingCraft}}/{{Amphibious Tank}} {{WildCard}}
 
| {{LandingCraft}}/{{Amphibious Tank}} {{WildCard}}
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|-
 
|-
 
! CV/L
 
! CV/L
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}<br>{{BluePlane}}{{BluePlane}}{{RedPlane}}{{Radar}}
+
| {{Torpedo Bomber}}{{Dive Bomber}}{{Fighter}}{{Radar}}<br>{{Torpedo Bomber}}{{Torpedo Bomber}}{{Dive Bomber}}{{Radar}}
 
| At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
 
| At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
 
*It is recommended to use carriers with at least "'''[[Range|medium range]]'''", so that their attack takes priority over the other ships. ''See [[Range]] for more details.
 
*It is recommended to use carriers with at least "'''[[Range|medium range]]'''", so that their attack takes priority over the other ships. ''See [[Range]] for more details.
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|-  
 
|-  
 
| rowspan=2| DD
 
| rowspan=2| DD
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
+
| {{Light Gun}}{{Light Gun}}{{WildCard}}
 
| Because this map has no air power, the guns can be whatever is best on each DD. The wildcard can be anything that does not interfere with the double attack setup, usually a [[Radar]].
 
| Because this map has no air power, the guns can be whatever is best on each DD. The wildcard can be anything that does not interfere with the double attack setup, usually a [[Radar]].
 
*This setup can alternatively be swapped with other [[Night Cut-In]] setup if available.
 
*This setup can alternatively be swapped with other [[Night Cut-In]] setup if available.
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