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| | | | |
| | Planes that participate in this phase: | | Planes that participate in this phase: |
| − | * {{YellowPlane}}{{Large Recon}} [[:Category:Carrier-based Reconnaissance Aircraft|Carrier Recons]] | + | * {{Carrier Recon}}{{Large Recon}} [[Carrier Recon]]s |
| − | * {{SPR}} [[SPR|Seaplane Recons]] | + | * {{SPR}}/{{Night Recon}} [[Seaplane Recon]]s |
| − | ** {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}
| + | * {{SPB}}/{{Night SPB}} [[Seaplane Bomber]]s |
| − | * {{SPB}} [[SPB|Seaplane Bombers]]
| + | * {{LFB}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}} |
| − | * {{Large Flying Boat}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}} | |
| | | | |
| | In case the fleet fails to detect the enemy fleet, the fleet will not participate in the [[Aerial Combat|Aerial Combat Phase]]. | | In case the fleet fails to detect the enemy fleet, the fleet will not participate in the [[Aerial Combat|Aerial Combat Phase]]. |
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| | With: | | With: |
| | * <math>\text{LoS}_\text{Ship}</math> the base {{LOS}} of the ship. | | * <math>\text{LoS}_\text{Ship}</math> the base {{LOS}} of the ship. |
| − | * <math>\text{LoS}_\text{Equipment}</math> the sum of the {{LOS}} of all equipment of the ship. | + | * <math>\text{LoS}_\text{Equipment}</math> the sum of the {{LOS}} of all participating planes of the ship. |
| | *<math>\text{Mod}_\text{order}</math> depends on the ship position in the fleet: | | *<math>\text{Mod}_\text{order}</math> depends on the ship position in the fleet: |
| | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" |
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| | |} | | |} |
| | | | |
| − | * <math>\text{Recon}_\text{power} = \sum^{\text{All Recon}}\big( \text{Plane}_\text{Count} + \text{Mod}_\text{proficiency} \big) + \text{Mod}_\text{Carrier}</math> | + | * <math>\text{Recon}_\text{power} = \sum^{\text{All Recon}}\big( \text{Count}_\text{Plane} + \text{Mod}_\text{proficiency} \big) + \text{Mod}_\text{Carrier}</math> |
| | With: | | With: |
| − | :* <math>\text{Plane}_\text{Count}</math> is the plane slots for planes that participate in Detection. | + | :* <math>\text{Count}_\text{Plane}</math> the current plane count for planes that participate in Detection. |
| − | :* <math>\text{Mod}_\text{proficiency}</math> the plane [[proficiency]] bonus (not applied if <math>\text{Plane}_\text{Count}</math> is '''0'''): | + | :* <math>\text{Mod}_\text{proficiency}</math> the plane [[proficiency]] bonus (not applied if <math>\text{Count}_\text{Plane}</math> is '''0'''): |
| | | | |
| | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" |
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| | <math>\text{Shotdown}_\text{val} = \text{Recon}_\text{power} - \lfloor \text{Def}_\text{fighter} \times \text{Rand} \rfloor</math> | | <math>\text{Shotdown}_\text{val} = \text{Recon}_\text{power} - \lfloor \text{Def}_\text{fighter} \times \text{Rand} \rfloor</math> |
| | With: | | With: |
| − | * <math>\text{Def}_\text{fighter} = f(\sum^{\text{All Fighters}} \text{Plane}_\text{Count})</math> with: | + | * <math>\text{Def}_\text{fighter} = f(\sum^{\text{All Fighters}} \text{Count}_\text{Plane})</math> with: |
| − | **<math>\text{Plane}_\text{Count}</math> the plane counts of the '''opposing''' fleet | + | **<math>\text{Count}_\text{Plane}</math> the plane counts of the '''opposing''' fleet |
| | **<math>f(x)</math> a function defined as: | | **<math>f(x)</math> a function defined as: |
| | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" |
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| | | | |
| | {|class="wikitable" style="text-align:center; margin:auto" | | {|class="wikitable" style="text-align:center; margin:auto" |
| − | !Form!!Common name!!Damage Modifier!!Chance | + | !Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|link=C6N|text=Saiun}} |
| | |- | | |- |
| | |Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}} | | |Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}} |
| | |{{color|green|'''Green T'''}} | | |{{color|green|'''Green T'''}} |
| − | |120%||15% | + | |120%||15%||15% |
| | |- | | |- |
| | |Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}} | | |Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}} |
| | |'''Parallel''' | | |'''Parallel''' |
| − | |100%||45% | + | |100%||45%||45% |
| | |- | | |- |
| | |Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}} | | |Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}} |
| | |'''Head-on''' | | |'''Head-on''' |
| − | |80%||30% | + | |80%||30%||40% |
| | |- | | |- |
| | |Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} | | |Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} |
| | |{{color|red|'''Red T'''}} | | |{{color|red|'''Red T'''}} |
| − | |60%||10% | + | |60%||10%||0% |
| | |} | | |} |
| | | | |
| − | * Engagement modifier affects all aspects of Shelling Phases, as well as the Battle Opening and Closing Torpedo Salvos. | + | * Engagement modifier affects the [[Shelling]] Phase, as well as the [[Battle Opening]]s, the [[Closing Torpedo Salvo]], and [[Support Expedition]]s. |
| − | * All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage). | + | ** All engagement forms '''affect both sides equally''', including {{color|green|'''Green T'''}} and {{color|red|'''Red T'''}}. |
| − | * Equipping a {{YellowPlane}}{{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''' engagements instead. | + | ** The exception are some [[Special Attacks]]. |
| | + | * [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''. |
| | + | * Equipping a {{YellowPlane}}{{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|link=C6N|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''' engagements instead. |
| | ** This mechanic does not work if the Saiun is in a zero plane slot or on "air nodes". | | ** This mechanic does not work if the Saiun is in a zero plane slot or on "air nodes". |
| | + | ** It can be useful to not take a Saiun in order to get more Red T, as it can also hamper the enemy from damaging the fleet. |
| | + | |
| | + | ===Smoke Screen=== |
| | + | {{Category:Smoke Generators}} |
| | + | |
| | + | Effects may be updated in a later update. |
| | | | |
| | =Shelling Phase= | | =Shelling Phase= |
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| | | | |
| | Some rules are applied for shelling attacks: | | Some rules are applied for shelling attacks: |
| − | * Standard and Light Aircraft Carriers (CV and CVL) are unable to shell if they are {{color|orange|'''moderately damaged (中破)'''}} or {{color|red|'''heavily damaged (大破)'''}}. This includes Installations that are of the Aircraft Carrier (CV) and Aviation Battleship (BBV) types. | + | * Standard and Light Aircraft Carriers (CV and CVL) are unable to shell if they are '''{{Chuuha}}''' or '''{{Taiha}}'''. This includes Installations that are of the Aircraft Carrier (CV) and Aviation Battleship (BBV) types. |
| − | ** Armored Aircraft Carriers (CVB) are only unable to shell when {{color|red|'''heavily damaged (大破)'''}} instead. | + | ** Armored Aircraft Carriers (CVB) are only unable to shell when '''{{Taiha}}''' instead. |
| | * Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie. | | * Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie. |
| − | * Ships that are able to attack submarines are '''forced''' to attack submarines as long there's at least one submarine alive. | + | * Ships that are able to attack submarines are '''forced''' to attack submarines as long there is at least one submarine alive (''see [[Anti-Submarine Warfare#Attack Behavior|here]]). |
| | ** Exceptions being [[Suzuya Kou Kai Ni]] and [[Kumano Kou Kai Ni]]. | | ** Exceptions being [[Suzuya Kou Kai Ni]] and [[Kumano Kou Kai Ni]]. |
| | * Ships may perform special attacks denominated '''[[Artillery Spotting]]''' and '''[[Special Attacks]]''', if applicable. | | * Ships may perform special attacks denominated '''[[Artillery Spotting]]''' and '''[[Special Attacks]]''', if applicable. |
| | | | |
| − | The firing order is defined when each of the Shelling Phase subphases starts, and will skip over sunk and retreated ships, or ships that have no means of attacking under any circumstances, such as a carrier with no bombers ''equipped'', a submarine, or a Wa-Class Transport Ship, for example. | + | The firing order is defined when each of the Shelling Phase subphases starts, and skips over ships unable to attack, such as damaged/deplaned carriers, or sunk/[[Evacuation|evacuated]] ships. |
| | | | |
| − | If a ship would normally be able to attack but currently is unable to, such as a carrier that is {{color|orange|'''moderately damaged (中破)'''}} or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns. | + | If a ship would normally be able to attack but currently is unable to, such as a carrier that is '''{{Chuuha}}''' or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns. |
| | | | |
| | ==First Shelling Phase== | | ==First Shelling Phase== |
| − | *In this phase, both fleets will take turns shelling the opposing fleet, with the turn order defined by each ship's [[Range]] {{range}} stat. It is possible to increase a ship's range with proper equipment. | + | *In this phase, both fleets will take turns shelling the opposing fleet, with the [[Shooting Order]] defined by each ship's [[Range]] {{range}} stat. It is possible to increase a ship's range with proper equipment. |
| | *The shelling order is '''Longest''' > '''Very Long''' > '''Long''' > '''Medium''' > '''Short''' > '''None'''. | | *The shelling order is '''Longest''' > '''Very Long''' > '''Long''' > '''Medium''' > '''Short''' > '''None'''. |
| | **If two or more ships tie for range, the order between them is random. | | **If two or more ships tie for range, the order between them is random. |
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| | =Closing Torpedo Salvo= | | =Closing Torpedo Salvo= |
| | | | |
| − | After the Shelling Phase, any ship with a {{Torpedo}} torpedo stat higher than 0 that is no more than {{color|gold|'''lightly damaged (小破)'''}} will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over. | + | After the Shelling Phase, any ship with a base {{Torpedo}} torpedo stat higher than 0 that is no more than '''{{Shouha}}''' will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over. |
| | * Submarines and Installations cannot be targeted. | | * Submarines and Installations cannot be targeted. |
| | * Ships must have a base {{Torpedo}} stat greater than 0 to attack. {{Torpedo}} stats from equipment do not count. | | * Ships must have a base {{Torpedo}} stat greater than 0 to attack. {{Torpedo}} stats from equipment do not count. |