Changes

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When referring to "supporting equipment", the following are counted:
 
When referring to "supporting equipment", the following are counted:
 
*{{FCF}} [[Command Facilities]],
 
*{{FCF}} [[Command Facilities]],
*Day only: {{Smoke}} [[Smoke Generator]]s, {{Sonar}}/{{DepthCharge}} ASW equipment,
+
*Day only: {{Smoke}} [[Smoke Generator]]s, {{Sonar}}/{{Depth Charge}} ASW equipment,
*Night only: {{Night Recon}} [[Night Recon]]s, {{Searchlight}} [[Searchlight]]s, {{StarShell}} [[Star Shell]]s,
+
*Night only: {{Night Recon}} [[Night Recon]]s, {{Searchlight}} [[Searchlight]]s, {{Star Shell}} [[Star Shell]]s,
 
*RE only: {{AA Gun}} [[AA Gun]]s & {{AAFD}} [[AAFD]] are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
 
*RE only: {{AA Gun}} [[AA Gun]]s & {{AAFD}} [[AAFD]] are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
   Line 58: Line 58:  
It also have all the damage bonuses for [[Special Attacks]].
 
It also have all the damage bonuses for [[Special Attacks]].
 
|-
 
|-
| {{Large Gun}} {{Large Gun}} {{Green Gun}} {{Seaplane}} {{AP Shell}}+{{Radar}}
+
| {{Large Gun}} {{Large Gun}} {{HA Gun}} {{Seaplane}} {{AP Shell}}+{{Radar}}
 
| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion. This setup should also '''only be used in a main fleet''' of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 
| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion. This setup should also '''only be used in a main fleet''' of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 
|-
 
|-
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| {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}}
 
| {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}}
 
| This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high {{Armor}}.
 
| This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high {{Armor}}.
If applicable, on {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA.
+
If applicable, one {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA.
 
|-
 
|-
 
| {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}}
 
| {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}}
 
| This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
 
| This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
 
|-
 
|-
| {{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}} {{WildCard}}
+
| {{Torpedo Weapon}} {{Torpedo Weapon}} {{WildCard}} {{WildCard}}
| This is the standard CA setup for [[TCI]]. The wild cards can be anything that does not interfere with this setup, usually be a mix of {{TorpedoWeapon}}/{{Med Gun}} to increase the damage output, or {{SurfaceShipPersonnel}}/{{StarShell}} to increase the trigger rate.
+
| This is the standard CA setup for [[TCI]]. The wild cards can be anything that does not interfere with this setup, usually be a mix of {{Torpedo Weapon}}/{{Med Gun}} to increase the damage output, or {{Lookout}}/{{Star Shell}} to increase the trigger rate.
 
|}
 
|}
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!Notes
 
!Notes
 
|-
 
|-
| {{Med Gun}} {{Green Gun}} {{Radar}} {{Seaplane}}+{{AA Gun}}
+
| {{Med Gun}} {{HA Gun}} {{Radar}} {{Seaplane}}+{{AA Gun}}
| This is a unique setup for [[Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a {{Med Gun}} for a {{Green Gun}} will let her focus more on anti-air at the expense of artillery spotting. If having two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, it is possible to maintain artillery spotting and AACI.
+
| This is a unique setup for [[Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a {{Med Gun}} for a {{HA Gun}} will let her focus more on anti-air at the expense of artillery spotting. If having two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, it is possible to maintain artillery spotting and AACI.
 
|-
 
|-
| {{Med Gun}} {{SPF}} {{SPF}} {{SPF}}+{{Green Gun}}
+
| {{Med Gun}} {{SPF}} {{SPF}} {{SPF}}+{{HA Gun}}
 
| This setup is for the {{Class|Mogami|Kai Ni}}. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.  
 
| This setup is for the {{Class|Mogami|Kai Ni}}. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.  
 
|-
 
|-
| {{Med Gun}} {{Minisub}} {{SPB}} {{WildCard}}+{{Green Gun}}
+
| {{Med Gun}} {{Minisub}} {{SPB}} {{WildCard}}+{{HA Gun}}
| This setup is for [[Mogami Kai Ni]], allowing for oTorp, artillery spiting, and DA.  
+
| This setup is for [[Mogami Kai Ni]], allowing for oTorp, artillery spotting, and DA.  
 
The wild card is typically a {{SPF}}, but can be other night equipment.
 
The wild card is typically a {{SPF}}, but can be other night equipment.
 
|}
 
|}
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*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
 
*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
 
*For CAV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 
*For CAV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
+
*When applicable, {{HA Gun}} are good options, as they allow to have AS/DA with one less main slot.
    
|-|CL/CT=
 
|-|CL/CT=
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| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.  
 
| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.  
 
|-
 
|-
| {{Green Gun}} {{Green Gun}} {{Air Radar}}
+
| {{HA Gun}} {{HA Gun}} {{Air Radar}}
 
| The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI.
 
| The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI.
 
|-
 
|-
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}}
+
| {{IconText|{{Torpedo Weapon}}|Torpedo|8}} {{IconText|{{Torpedo Weapon}}|Torpedo|8}} {{Torpedo Weapon}}
 
| This setup is the standard [[TCI]] setup.
 
| This setup is the standard [[TCI]] setup.
One {{TorpedoWeapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
+
One {{Torpedo Weapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{Torpedo Weapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
|}
 
|}
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* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 
|-
 
|-
| {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{Green Gun}}
+
| {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{HA Gun}}
 
| A setup for [[Yura Kai Ni]] and [[Yahagi Kai Ni B]] that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a [[RE]] to fit the gun.
 
| A setup for [[Yura Kai Ni]] and [[Yahagi Kai Ni B]] that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a [[RE]] to fit the gun.
 
In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.
 
In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.
 
|-
 
|-
| {{Minisub}} {{Radar}} {{WildCard}}+{{Green Gun}}
+
| {{Minisub}} {{Radar}} {{WildCard}}+{{HA Gun}}
 
| An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun.
 
| An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun.
 
The wildcard should preferably be a {{Med Gun}} to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
 
The wildcard should preferably be a {{Med Gun}} to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
 
|-
 
|-
| {{Med Gun}} {{Seaplane}} {{WildCard}} {{WildCard}}+{{Green Gun}}
+
| {{Med Gun}} {{Seaplane}} {{WildCard}} {{WildCard}}+{{HA Gun}}
 
| This is a setup to take advantage of [[Ooyodo]]/{{Class|Agano|Kai Ni}}/[[CT]] reinforcement expansion.  
 
| This is a setup to take advantage of [[Ooyodo]]/{{Class|Agano|Kai Ni}}/[[CT]] reinforcement expansion.  
By placing a {{Green Gun}} in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a [[Fleet Command Facility]].
+
By placing a {{HA Gun}} in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a [[Fleet Command Facility]].
 
|-
 
|-
 
| {{Med Gun}} {{Med Gun}} {{Minisub}} {{WildCard}} {{Radar}}
 
| {{Med Gun}} {{Med Gun}} {{Minisub}} {{WildCard}} {{Radar}}
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| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 
|-
 
|-
| {{Medium Green}} {{Medium Green}} {{Air Radar}}
+
| {{Medium HA Gun}} {{Medium HA Gun}} {{Air Radar}}
 
| The AACI setup for {{Class|Atlanta}}, the only viable setup for them, and the best AACI in the game.
 
| The AACI setup for {{Class|Atlanta}}, the only viable setup for them, and the best AACI in the game.
 
|}
 
|}
    
[[RE]] recommendations:
 
[[RE]] recommendations:
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
+
*In most cases, using {{Lookout}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
+
*When applicable, {{HA Gun}} are good options, as they allow to have AS/DA with one less main slot.
 
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 
*When applicable, {{Radar}} are good options.
 
*When applicable, {{Radar}} are good options.
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* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 
|-
 
|-
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}}  
+
| {{IconText|{{Torpedo Weapon}}|Torpedo|8}} {{IconText|{{Torpedo Weapon}}|Torpedo|8}} {{Minisub}}  
 
| This setup is the standard [[TCI]] setup.
 
| This setup is the standard [[TCI]] setup.
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
+
Two {{Torpedo Weapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
|-
 
|-
 
| {{WildCard}} {{WildCard}} {{Minisub}}
 
| {{WildCard}} {{WildCard}} {{Minisub}}
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[[RE]] recommendations:
 
[[RE]] recommendations:
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
+
*In most cases, using {{Lookout}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
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!Notes
 
!Notes
 
|-
 
|-
|{{Green Gun}} {{Green Gun}} {{WildCard}}
+
|{{HA Gun}} {{HA Gun}} {{WildCard}}
 
|This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.  
 
|This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.  
 
|-
 
|-
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|This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
 
|This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
 
|-
 
|-
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{TorpedoWeapon}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}} {{Torpedo Weapon}}
 
|This setup is the standard [[TCI]] setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
 
|This setup is the standard [[TCI]] setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
 
|-
 
|-
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}} {{WildCard}}
|This setup is an alternative TCI setup. This setup is typically used for either destroyers with powerful yasen (how can reach the night cap with 2 torpedoes), or low luck (<30 {{Luck}}) destroyers.  
+
|This setup is an alternative TCI setup. This setup is typically used for low luck (<30 {{Luck}}) destroyers.  
In the case of powerful destroyers, the wild card can be night battle equipment or a utility one like a radar or sonar. For low-luck destroyers, the wild card should be a {{SurfaceShipPersonnel}}. This will help increase their trigger rate somewhat.
+
The wild card should be a {{Lookout}} or a {{Star Shell}}. This will help increase their trigger rate somewhat.
 
|-
 
|-
|{{Small Green}} {{Small Green}} {{Air Radar}} + {{AA Gun}}/{{AAFD}}
+
|{{Small HA Gun}} {{Small HA Gun}} {{Air Radar}} + {{AA Gun}}/{{AAFD}}
|This is the best destroyer AACI setup. The {{Small Green}} must have 8+ AA and the {{AA Gun}} 9+ AA, in order to unlock the best AACI.
+
|This is the best destroyer AACI setup. The {{Small HA Gun}} must have 8+ AA and the {{AA Gun}} 9+ AA, in order to unlock the best AACI.
 
For ships with their own [[AACI]], like the {{Class|Akizuki}} and {{Class|Fletcher}} notably, those setups have to be tweaked in order to meet the right conditions.
 
For ships with their own [[AACI]], like the {{Class|Akizuki}} and {{Class|Fletcher}} notably, those setups have to be tweaked in order to meet the right conditions.
 
|}
 
|}
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!Notes
 
!Notes
 
|-
 
|-
|{{RedGunLight}} {{TorpedoWeapon}} {{Surface Radar}}+{{SurfaceShipPersonnel}}
+
|{{Light Gun}} {{Torpedo Weapon}} {{Surface Radar}}+{{Lookout}}
 
|The "[[GTRL]]", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 
|The "[[GTRL]]", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 
The gun should ideally be a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 
The gun should ideally be a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 
|-
 
|-
|{{Drum}} {{TorpedoWeapon}} {{Surface Radar}}+{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
+
|{{Drum}} {{Torpedo Weapon}} {{Surface Radar}}+{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 
|The "[[GTRL|DTRL]]", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 
|The "[[GTRL|DTRL]]", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 
This setup should only be utilized for routing reasons.
 
This setup should only be utilized for routing reasons.
 
|-
 
|-
|{{RedGunLight}} {{RedGunLight}} {{TorpedoWeapon}}+{{Surface Radar}}
+
|{{Light Gun}} {{Light Gun}} {{Torpedo Weapon}}+{{Surface Radar}}
 
|The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
 
|The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
 
*The guns should ideally be the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or/and the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 
*The guns should ideally be the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or/and the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
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[[RE]] recommendations:
 
[[RE]] recommendations:
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
+
*In most cases, using {{Lookout}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 
*When applicable, {{Radar}} are great options.
 
*When applicable, {{Radar}} are great options.
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!Notes
 
!Notes
 
|-
 
|-
| {{Green Gun}} {{Green Gun}} {{WildCard}}
+
|{{HA Gun}} {{HA Gun}} {{WildCard}}
 
|DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate at least AACI 5.  
 
|DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate at least AACI 5.  
 
|}
 
|}
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!Notes
 
!Notes
 
|-  
 
|-  
|{{TorpedoWeapon}} {{TorpedoWeapon}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}}
|This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}.
+
|This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another {{Torpedo Weapon}} or utility equipment like {{Submarine Radar}} or {{Seaplane}}.
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
+
Two {{Torpedo Weapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
|-
 
|-
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}}
+
|{{IconText|{{Torpedo Weapon}}|Sub_LM}} + {{IconText|{{Torpedo Weapon}}|Sub_LM}}
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above.
+
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{Submarine Radar}} or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above.
 
|-
 
|-
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}}
+
|{{IconText|{{Torpedo Weapon}}|Sub_LM}} + {{Submarine Radar}}
 
|}
 
|}
    
[[RE]] recommendations:
 
[[RE]] recommendations:
*In most cases, using {{SubmarineRadar}} is enough, giving fit bonuses and {{LOS}}.
+
*In most cases, using {{Submarine Radar}} is enough, giving fit bonuses and {{LOS}}.
    
|-|AV=
 
|-|AV=
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|-|Anti-PT=
 
|-|Anti-PT=
 
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
 
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
*DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do benefit as much from them.
+
*DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do not benefit as much from them.
 
{{Anti-PT Imp Setups}}
 
{{Anti-PT Imp Setups}}
   Line 410: Line 410:  
!Notes
 
!Notes
 
|-
 
|-
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
+
| {{HA Gun}} {{HA Gun}}+{{AA Gun}}/{{Lookout}}
 
| The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks.
 
| The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks.
 
|-
 
|-
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
+
| {{HA Gun}} {{HA Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{Lookout}}
 
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
 
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
 
This setup has also some effectiveness against [[Installation]]s.
 
This setup has also some effectiveness against [[Installation]]s.
Line 483: Line 483:  
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 2 Depth Charge|size=50px}}||27||72||A base synergy setup, using early obtainable equipment only.
 
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 2 Depth Charge|size=50px}}||27||72||A base synergy setup, using early obtainable equipment only.
 
|-
 
|-
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||61||39||The best 3 slot synergy setup with obtainable equipment
+
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||51||49||The best 3 slot synergy setup with obtainable equipment
 
|-
 
|-
|{{Equipment/Card|HF/DF + Type144/147 ASDIC|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||64||36||The best 3 slot synergy setup
+
|{{Equipment/Card|HF/DF + Type144/147 ASDIC|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||54||46||The best 3 slot synergy setup
 
|}
 
|}
 
*Those setups are further improved by:
 
*Those setups are further improved by:
 
**Using better ASW gears,
 
**Using better ASW gears,
 
**A 4th ASW gear for 4 slots ships,
 
**A 4th ASW gear for 4 slots ships,
**Using other equipment giving {{ASW}} stat, notably {{SurfaceShipPersonnel}} [[Lookout]]s on IJN ships.
+
**Using other equipment giving {{ASW}} stat, notably {{Lookout}} [[Lookout]]s on IJN ships.
    
|-|CL/CLT/CT/DD=
 
|-|CL/CLT/CT/DD=
Line 505: Line 505:  
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 
|-
 
|-
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Small Sonar}} {{WildCard}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}} {{Small Sonar}} {{WildCard}}
 
| A setup keeping a TCI, while unlocking OASW for ships with enough ASW.
 
| A setup keeping a TCI, while unlocking OASW for ships with enough ASW.
 
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
Line 533: Line 533:  
|When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present.
 
|When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present.
 
|-
 
|-
|{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}+{{ASWPlane}}/{{Autogyro}}
+
|{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}+{{Liaison}}/{{Autogyro}}
 
|When the right OASW conditions are not met, using an additional [[ASW Aircraft]] just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown.
 
|When the right OASW conditions are not met, using an additional [[ASW Aircraft]] just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown.
 
|-
 
|-
|{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
+
|{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{Liaison}}/{{Sonar}}/{{Depth Charge}}
 
|When focusing on submarines only, using an assortment of [[ASW Aircraft]]/[[Sonar]]/[[Depth Charge]] is enough, as a CVCI cannot trigger against submarines.
 
|When focusing on submarines only, using an assortment of [[ASW Aircraft]]/[[Sonar]]/[[Depth Charge]] is enough, as a CVCI cannot trigger against submarines.
 
|}
 
|}
Line 549: Line 549:  
The {{Autogyro}} must be an '''{{EquipmentLink|S-51J|S-51J Kai|text=Helicopter|link_category=Helicopters}}''', and should be placed in the smaller plane slot when other planes are used.
 
The {{Autogyro}} must be an '''{{EquipmentLink|S-51J|S-51J Kai|text=Helicopter|link_category=Helicopters}}''', and should be placed in the smaller plane slot when other planes are used.
 
|-
 
|-
|{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
+
|{{Dive Bomber}}/{{Autogyro}}/{{Liaison}}/{{Sonar}}/{{Depth Charge}}
 
|Setup for {{Ship/Link|Yamashio Maru Kai}} to allows her to do an [[OASW]], while keeping some utilities by using {{Fighter}} or {{Supplies}}.
 
|Setup for {{Ship/Link|Yamashio Maru Kai}} to allows her to do an [[OASW]], while keeping some utilities by using {{Fighter}} or {{Supplies}}.
 
|}
 
|}
Line 568: Line 568:  
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
 
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
   −
*Regarding {{AntiGroundArtillery}} [[Anti-Ground Rocket]]s:
+
*Regarding {{Anti-Ground Rocket}} [[Anti-Ground Rocket]]s:
 
**If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
 
**If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
 
**Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
 
**Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
**{{DepthCharge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Rockets when lacking those.
+
**{{Depth Charge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Rockets when lacking those. They can be equipped in the [[RE]] of most auxiliaries, being valuable options in those circumstances.
    
*Regarding [[Shell]]s:
 
*Regarding [[Shell]]s:
Line 627: Line 627:  
*A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness.
 
*A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness.
 
|-
 
|-
|{{Large Gun}} {{Amphibious Tank}} {{Amphibious Tank}} {{AntiGroundArtillery}}+{{Green Gun}}
+
|{{Large Gun}} {{Amphibious Tank}} {{Amphibious Tank}} {{Anti-Ground Rocket}}+{{HA Gun}}
 
|[[Haruna Kai Ni C]] & [[Yamato Kai Ni Juu]] only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness.
 
|[[Haruna Kai Ni C]] & [[Yamato Kai Ni Juu]] only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness.
 
|-
 
|-
 
!colspan=2|Anti-installation-like warships setups
 
!colspan=2|Anti-installation-like warships setups
 
|-
 
|-
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Amphibious Tank}} {{Amphibious Tank}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}} {{Amphibious Tank}} {{Amphibious Tank}}
 
|[[Haruna Kai Ni C]] only.
 
|[[Haruna Kai Ni C]] only.
 
|-
 
|-
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}} {{Anti-Ground Rocket}} {{Anti-Ground Rocket}}
 
|{{Class|Kongou|Kai Ni B/C}} & [[Conte di Cavour Nuovo]] only.
 
|{{Class|Kongou|Kai Ni B/C}} & [[Conte di Cavour Nuovo]] only.
 
|}
 
|}
Line 668: Line 668:  
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 
*Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]).
 
*Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]).
*The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{ASWPlane}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation.
+
*The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{Liaison}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation.
 
|}
 
|}
   Line 690: Line 690:  
|{{Class|Zara|Kai/Due}} Only, with the SPB/SPF providing additional bonuses.
 
|{{Class|Zara|Kai/Due}} Only, with the SPB/SPF providing additional bonuses.
 
|-
 
|-
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}}+{{AA Shell}}
+
|{{Med Gun}} {{Med Gun}} {{Anti-Ground Rocket}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Anti-Ground Rocket}}+{{AA Shell}}
 
|This is an alternative setup only for CAV.
 
|This is an alternative setup only for CAV.
 
*If no [[RE]] is available, it removes the ability to artillery spot, but for much more powerful damage at night.  
 
*If no [[RE]] is available, it removes the ability to artillery spot, but for much more powerful damage at night.  
 
|-
 
|-
|{{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}} {{AA Shell}}+{{Green Gun}}
+
|{{Med Gun}} {{Seaplane}} {{Anti-Ground Rocket}} {{AA Shell}}+{{HA Gun}}
 
|For the {{Class|Mogami|Kai Ni}} with an RE, this setup additionally maintains the artillery spotting.
 
|For the {{Class|Mogami|Kai Ni}} with an RE, this setup additionally maintains the artillery spotting.
 
|-
 
|-
|{{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}+{{Green Gun}}
+
|{{Med Gun}} {{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Anti-Ground Rocket}}+{{HA Gun}}
 
|For the {{Class|Mogami|Kai Ni}} with an RE, a DA pseudo-nuke.
 
|For the {{Class|Mogami|Kai Ni}} with an RE, a DA pseudo-nuke.
 
|-
 
|-
|{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
+
|{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{HA Gun}}
|This setup is for [[Mogami Kai Ni Toku]], allowing for oTorp, artillery spiting, and DA with anti-installation bonuses.
+
|This setup is for [[Mogami Kai Ni Toku]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses.
 
*The seaplane can be a {{SPB}}/{{SPF}} for further bonuses.
 
*The seaplane can be a {{SPB}}/{{SPF}} for further bonuses.
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Med Gun}} {{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Med Gun}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}<br>{{Med Gun}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
+
|{{Med Gun}} {{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Med Gun}} {{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}}+{{HA Gun}}<br>{{Med Gun}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{HA Gun}}
 
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 
*Uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack.
 
*Uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack.
 
|-
 
|-
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}}
+
|{{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 
*Not recommended as it loses the DA.
 
*Not recommended as it loses the DA.
Line 725: Line 725:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}}
+
|{{Med Gun}} {{Med Gun}} {{Anti-Ground Rocket}}
 
|The most basic DA setup for cruisers who cannot carry landing craft.
 
|The most basic DA setup for cruisers who cannot carry landing craft.
 
|-
 
|-
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{AntiGroundArtillery}}
+
|{{Med Gun}} {{Med Gun}} {{Anti-Ground Rocket}} {{Anti-Ground Rocket}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{Anti-Ground Rocket}}
 
|A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
 
|A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
 
*Using the {{SPR}} is less effective but maintains the day DA for normal combat.
 
*Using the {{SPR}} is less effective but maintains the day DA for normal combat.
Line 735: Line 735:  
|The most basic DA setup for cruisers who can carry landing craft.
 
|The most basic DA setup for cruisers who can carry landing craft.
 
|-
 
|-
|{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
+
|{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{HA Gun}}
|This setup is for [[Yahagi Kai Ni B]], allowing for oTorp, artillery spiting, and DA with anti-installation bonuses
+
|This setup is for [[Yahagi Kai Ni B]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}  
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}  
 
|-
 
|-
|{{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
+
|{{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}+{{HA Gun}}
 
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} for CL that can equip guns in their [[RE]].
 
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} for CL that can equip guns in their [[RE]].
 
|}
 
|}
Line 758: Line 758:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Light Gun}} {{Light Gun}} {{AntiGroundArtillery}}
+
|{{Light Gun}} {{Light Gun}} {{Anti-Ground Rocket}}
 
|The most basic DA setup for destroyers who cannot carry landing craft.
 
|The most basic DA setup for destroyers who cannot carry landing craft.
 
|-
 
|-
Line 764: Line 764:  
|A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet.
 
|A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet.
 
|-
 
|-
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
+
|{{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Anti-Ground Rocket}}
 
|This setup can be better than some basic CA in some cases.
 
|This setup can be better than some basic CA in some cases.
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
+
*All 3 {{Anti-Ground Rocket}} should be different to maximize the bonus.
 
|-
 
|-
 
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Amphibious Tank}}
Line 776: Line 776:  
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|-
 
|-
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}}
+
|{{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Anti-Ground Rocket}} {{Landing Craft}} {{Landing Craft}}
 
|{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles.
 
*Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles.
Line 782: Line 782:  
!colspan=2|Anti-installation-like warships / mixed fleet setups
 
!colspan=2|Anti-installation-like warships / mixed fleet setups
 
|-
 
|-
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}
+
|{{Torpedo Weapon}} {{Torpedo Weapon}} {{Landing Craft}}/{{Amphibious Tank}}
 
|TCI + anti-installation setup  
 
|TCI + anti-installation setup  
 
*Adding a {{Skilled Lookout}} in the RE increases the trigger rate.
 
*Adding a {{Skilled Lookout}} in the RE increases the trigger rate.
 
|-
 
|-
|{{Light Gun}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}+{{Surface Radar}}
+
|{{Light Gun}} {{Torpedo Weapon}} {{Landing Craft}}/{{Amphibious Tank}}+{{Surface Radar}}
 
|Only for Lv80+ high-luck DD that can carry radar in RE.
 
|Only for Lv80+ high-luck DD that can carry radar in RE.
 
*GTR + anti-installation setup  
 
*GTR + anti-installation setup  
Line 799: Line 799:  
!Notes
 
!Notes
 
|-
 
|-
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
+
|{{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Anti-Ground Rocket}}
 
|Against SDP only, this setup can be better than some basic CA.
 
|Against SDP only, this setup can be better than some basic CA.
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
+
*All 3 {{Anti-Ground Rocket}} should be different to maximize the bonus.
 
|}
 
|}
   Line 813: Line 813:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Amphibious Tank}} / {{AntiGroundArtillery}}
+
|{{Amphibious Tank}} / {{Anti-Ground Rocket}}
 
|Equipping either is required for SS/V to attack installations during shelling.  
 
|Equipping either is required for SS/V to attack installations during shelling.  
 
*SSV can also equip {{SPB}}/{{SPF}} for further bonuses.
 
*SSV can also equip {{SPB}}/{{SPF}} for further bonuses.
Line 836: Line 836:  
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
 
*4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
Line 863: Line 863:  
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}<br>{{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Anti-Ground Rocket}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*LHAs can carry some of the strongest 4 slots nuke configurations.
 
*LHAs can carry some of the strongest 4 slots nuke configurations.
 
|-
 
|-
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}+{{Landing Craft}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Landing Craft}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}+{{Landing Craft}}<br>{{Anti-Ground Rocket}} {{Anti-Ground Rocket}} {{Landing Craft}} {{Amphibious Tank}}+{{Landing Craft}}
 
|{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only.
 
|{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only.
 
*Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup.
 
*Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup.
 
*The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness.
 
*The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness.
 
|-
 
|-
|{{Landing Forces}} {{Landing Forces}} {{Amphibious Tank}}
+
|{{Landing Forces}} {{Landing Forces}} {{Amphibious Tank}}+{{DCother}}
 
|{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 
|{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 
*Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s.
 
*Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s.
 +
*For maximum efficacy use:
 +
** Use a {{Amphibious Tank}}{{Equipment/Link|Special Type 2 Amphibious Tank|text=Ka-Mi}}
 +
** Use a pair one {{Landing Forces}} {{Equipment/Link|Army Infantry Corps|Army Infantry Corps + Chi-Ha Kai|text=Infantry}} and one {{Landing Forces}} {{Equipment/Link|Type 97 Medium Tank (Chi-Ha)|Type 97 Medium Tank New Turret (Chi-Ha Kai)|text=Chi-Ha}}
 
|-
 
|-
|{{Green Gun}} {{Landing Forces}} {{Landing Forces}}+{{Green Gun}}
+
|{{HA Gun}} {{Landing Forces}} {{Landing Forces}}+{{HA Gun}}
 
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 
*Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night.
 
*Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night.
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|-|Aux=
 
|-|Aux=
 
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
 
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
 +
 +
</tabber>
 +
 +
=Land-base=
 +
<tabber>
 +
|-|Introduction=
 +
{{details|Land-Based Air Squadron}}
 +
 +
This section covers how to correctly setup the land base. There are two types of LBAS, the '''attack LBAS''' and the '''defense LBAS'''.
 +
The steps to setup an attack LBAS are the following
 +
#Range
 +
#Air power
 +
#Attack power
 +
These steps are explained in the corresponding tabs.
 +
*Regarding cost:
 +
**LBAS setups need careful planning because each plane changes the bauxite {{bauxite}} cost.
 +
**Also, when a plane is removed from an LBAS, it becomes unavailable for 12 min (or down to 6 min if the LBAS is leveled).
 +
*Regarding carrier-based planes:
 +
**Due to some innate bonuses, a land-based plane will be superior to a carrier-based plane with similar stats. Also, due to complex calculations, relying on displayed stats alone to judge a plane's land-base performance is tricky. So it is recommended to compare planes using the attack power and fighter power calculated on the table summary at the end of the [[LBAS#Plane Stats Summary|LBAS]] page.
 +
*Regarding plane order:
 +
**Considering that, enemy air raids can destroy planes on the first two slots, the weakest plane should be put on these slots, generally the recon and/or the fighter.
 +
*Regarding air power:
 +
**Be carefull the {{Color|tomato|'''sortie air power'''}} is different that the {{Color|yellow|'''defense air power'''}}.
 +
**A plane can be good at one but bad at the other.
 +
**The difference between the two is the ''weight'' of each stat.
 +
**It is recommended to check the table at the end of the [[LBAS]] page with both air power calculated.
 +
**Note that only {{ToolTip|'''[[Interceptor|Land-Based Fighters/Interceptors]]'''|{{LB Fighter 1}}{{LB Fighter 2}}{{LB Fighter Jet}}{{LB Shinden}}}} have "interception" {{Interception}} and "Anti-bomber" {{Anti-Bomber}} stats.
 +
{|class='wikitable'
 +
|+Stat weight
 +
|-
 +
!Stats !!style="color:tomato"|Sortie<br>Air Power !!style="color:yellow"|Defense<br>Air Power
 +
|-
 +
|Fighter Power {{AA}} ||1 ||1
 +
|-
 +
|Interception {{Interception}} ||1.5 ||1
 +
|-
 +
|Anti-Bomber {{Anti-Bomber}} ||0 ||2
 +
|}
 +
 +
|-|Range=
 +
The first constraint is to have an LBAS that can reach the target.
 +
 +
Indeed, maps with land-bases have a '''range''' attributed to each node, which is a representation of the distance between the land-base and the node. On the other end, the LBAS has a '''combat radius''' which is the minimum combat radius of the planes equipped in the LBAS.
 +
 +
===Example with 6-5===
 +
<div class="mw-collapsible mw-collapsed">
 +
Here is the range of every node on [[6-5]]. It can be observed that the farther a node is from the land base marked by a "AB" cross, the higher the "range" of the node is. To reach the boss, the LBAS needs a combat radius of 5 or more.{{Clear}}
 +
[[File:World 6 6-5 Map LBAS Range.png|500px]]
 +
</div>
 +
 +
The combat radius can be extended by equipping a [[recon]] plane on the LBAS. The extension depend of the combat radius of the recon, consequently the most used are the {{Flying Boat}} [[Type 2 Large Flying Boat]] and the {{Flying Boat}} [[PBY-5A Catalina]] because they are the recon with the highest combat radius. On the other hand {{Land-Based Recon}} {{Equipment/Link|Type 2 Land-based Reconnaissance Aircraft|Type 2 Land-based Reconnaissance Aircraft (Skilled)|Mosquito PR Mk.IV|text=Land-based Recons|link_category=Land-based Reconnaissance Aircraft}} while having less combat radius mitigate the loss of an attack plane by giving an attack and air power bonus.
 +
 +
The choice to use or not a recon is a complex one, which depends on the situation and the plane available. As LBAS have only 4 slots, losing one for a recon is a huge loss in attack power, so the trade off must be consequent like:
 +
*Allowing the use of more powerful attackers (with some notable ones having very short combat radius),
 +
*Allowing the use of fighters to mitigate the plane shot down (fighters have at most a combat radius of 7),
 +
*Allowing to reach nodes with very high ranges (11+).
 +
 +
;Note
 +
*Having a recon on the LBAS also allows the [[contact]] to trigger.
 +
*On some event maps, the land-base position may change, and with it the range of every node.
 +
*Not to be confused with the [[Range]] {{Range}} stat for ship.
 +
 +
|-|Air power=
 +
Each LBAS plays a complete [[Aerial Combat|Air Battle]], which includes the battle for air superiority that uses {{Color|tomato|'''sortie air power'''}}. As such, it is recommended to try to achieve at least {{Color|red|'''AD'''}} on every LBAS, bringing the following benefit:
 +
*Reduced LBAS proportional plane shot down,
 +
**Note that attack power is proportional to slot size, so reducing the plane shot down increases attack power,
 +
*Increased enemy fighters shot down, which eases the air state requirement for the following LBAS waves and the fleet,
 +
*Allowed [[contact]] to trigger if a [[recon]] is present (except in '''AP''').
 +
 +
For that purpose, one or two [[fighter]]s may be equipped in the LBAS. Also, choosing attack planes with higher air power (which increases with improvement) can make the difference.
 +
 +
;Notes
 +
*Full fighter LBAS can be used to help a fleet achieve {{Color|green|'''AS'''}} for event gimmick.
 +
*The LBAS are sent in order, and each LBAS wave reduces the enemy air power, so LBAS 1 needs more air power than LBAS 2, which needs more than LBAS 3.
 +
*To fine-tune air power, use the ''[https://noro6.github.io/kc-web/#/aircalc air simulator]''.
 +
 +
|-|Attack power=
 +
The choice of the attack planes depends on the target's nature.
 +
 +
;Surface LBAS
 +
Usually, the goal of an LBAS on a boss node is to clear the escort, especially if it includes abyssals capable of [[opening|opening attacks]].
 +
As a general rule for [[Land Based Bomber]]s, the {{Torpedo}} stat is used against surface ships and the {{Dive}} stat is used against [[installation]].
 +
<br>
 +
Do mind the "[[LBAS#LBAS Special Bombers|special bomber bonuses]]" and other moddifiers, especially:
 +
*{{IconText|{{LB Fighter 2}}|bomber}} {{Equipment/Link|Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)}}, which despite having low stats, has unmatched attack power against [[DD]] at the cost of doing basically nothing against everything else.
 +
*{{LB Attacker}} {{Equipment/Link|B-25}}, which despite having a low {{torpedo}} stat, has different bonuses for each ship type, which makes it powerful, notably against DD and CL.
 +
*{{Large Land-based Aircraft}} {{Equipment/Link|Shinzan|Shinzan Kai|link=Heavy Bomber|text=Land-Based Heavy Bombers}} which despite high stat are {{Color|red|'''extremely weak'''}} due to multiple reasons.
 +
 +
The other elements that affect the choice of the attack planes are:
 +
*The plane [[Anti-Air Resistance]]
 +
*As previously mentioned, the plane air power {{AA}}
 +
*The event map bonuses
 +
 +
{|class="wikitable"
 +
!colspan=9|Example of LBAS setup
 +
|-
 +
!A !!rowspan=5| !!B !!rowspan=5| !!C !!rowspan=5| !!D !!rowspan=5| !!E
 +
|-
 +
|{{LB Attacker}} ||{{LB Fighter 2}} ||{{LB Fighter 2}} ||{{Flying Boat}} ||{{Flying Boat}}
 +
|-
 +
|{{LB Attacker}} ||{{LB Attacker}} ||{{LB Fighter 2}} ||{{LB Attacker}} ||{{LB Fighter 2}}
 +
|-
 +
|{{LB Attacker}} ||{{LB Attacker}} ||{{LB Attacker}} ||{{LB Attacker}} ||{{LB Attacker}}
 +
|-
 +
|{{LB Attacker}} ||{{LB Attacker}} ||{{LB Attacker}} ||{{LB Attacker}} ||{{LB Attacker}}
 +
|}
 +
With
 +
*{{LB Attacker}} any {{ToolTip|'''[[Land-Based Attacker]]'''|{{LB Attacker}}{{IconText|{{LB Fighter 2}}|bomber}}{{LB Assault}}{{LB ASW}}}},
 +
*{{LB Fighter 2}} any [[Interceptor]] (or [[Fighter]]),
 +
*{{Flying Boat}} any [[Large Flying Boat]] or a {{Land-Based Recon}} {{Equipment/Link|Type 2 Land-based Reconnaissance Aircraft|Type 2 Land-based Reconnaissance Aircraft (Skilled)|Mosquito PR Mk.IV|text=Land-based Recon|link_category=Land-based Reconnaissance Aircraft}}.
 +
 +
It is recommended to:
 +
*Use '''A''' when possible
 +
*Against node with high air power use '''B''' or '''E'''
 +
*Against node with very high air power use '''C'''
 +
*Against far node use '''D''' or '''E'''
 +
<br>
 +
;ASW LBAS
 +
Just use {{LB ASW}} {{Equipment/Link|Prototype Toukai|Toukai (901 Air Group)|text=Toukai}}.
 +
 +
|-|Defense LBAS=
 +
The purpose of a defense LBAS is to protect the land base from [[LBAS#Land Base Air-Raid|enemy air raid]], which costs resources. Also, achieving {{Color|green|AS}} during an air raid is often used as a gimmick during events.<br>
 +
<br>
 +
Setuping a defense LBAS is straightforward. First, having 2 [[:Category:High Altitude Interceptors|High Altitude Interceptors]] is almost mandatory for medium and hard modes in events. Then put the interceptor with the best {{Color|yellow|'''defense air power'''}} in the remaining slots.
 +
{{Category:High Altitude Interceptors}}
    
</tabber>
 
</tabber>
Line 923: Line 1,051:  
* For Medium and Large caliber [[Hidden Fit Bonuses]] plays a major role when choosing a gun
 
* For Medium and Large caliber [[Hidden Fit Bonuses]] plays a major role when choosing a gun
 
|-
 
|-
|{{Green Gun}}
+
|{{HA Gun}}
 
|[[High-Angle Gun]]
 
|[[High-Angle Gun]]
 
|{{AA}}  
 
|{{AA}}  
Line 937: Line 1,065:  
* Having an good [[AACI]] takes priority over stats
 
* Having an good [[AACI]] takes priority over stats
 
|-
 
|-
|rowspan=2|{{TorpedoWeapon}}
+
|rowspan=2|{{Torpedo Weapon}}
 
|[[Torpedo]]
 
|[[Torpedo]]
 
|rowspan=2|{{Torpedo}}
 
|rowspan=2|{{Torpedo}}
 
|rowspan=2|{{Firepower}} {{Hit}}
 
|rowspan=2|{{Firepower}} {{Hit}}
|rowspan=2| For [[:Category:Submarine Torpedoes|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]]
+
|rowspan=2| For [[Submarine Torpedo|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]]
 
|-
 
|-
 
|[[Midget Submarine]]
 
|[[Midget Submarine]]
 
|-
 
|-
|{{Sonar}} {{DepthCharge}}
+
|{{Sonar}} {{Depth Charge}}
 
|[[:Category:Anti-submarine Weaponry|Anti-submarine Weaponry]]
 
|[[:Category:Anti-submarine Weaponry|Anti-submarine Weaponry]]
 
|{{ASW}}
 
|{{ASW}}
Line 961: Line 1,089:  
!Note
 
!Note
 
|-
 
|-
|rowspan=2|{{Dive Bomber}} {{JetFighterBomber1}}
+
|rowspan=2|{{Dive Bomber}} {{Night Dive Bomber}} {{Jet Keiun}}
 
|[[Dive Bomber]]  
 
|[[Dive Bomber]]  
 
|{{Dive}}  
 
|{{Dive}}  
Line 977: Line 1,105:  
|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
 
|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
 
|-
 
|-
|{{Fighter}} {{Night Fighter Aircraft}}
+
|{{Fighter}} {{Night Fighter}}
 
|[[Fighter]]
 
|[[Fighter]]
 
|{{AA}}
 
|{{AA}}
Line 983: Line 1,111:  
|
 
|
 
|-
 
|-
|{{YellowPlane}}
+
|{{Carrier Recon}}
 
|[[Carrier Recon]]
 
|[[Carrier Recon]]
 
|{{LOS}} {{Hit}}
 
|{{LOS}} {{Hit}}
Line 989: Line 1,117:  
|Equipping a {{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''', see ''[[Combat/Day Battle#Engagement|here]]''
 
|Equipping a {{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''', see ''[[Combat/Day Battle#Engagement|here]]''
 
|-
 
|-
|{{Seaplane}} {{Night Recon}}
+
|{{SPR}} {{Night Recon}}
 
|[[Seaplane Recon]]
 
|[[Seaplane Recon]]
 
|rowpsna=2|{{LOS}} {{Hit}}
 
|rowpsna=2|{{LOS}} {{Hit}}
 
|{{Firepower}}
 
|{{Firepower}}
|
+
|[[Night Seaplane Recon]]s also unlock the [[Night Contact]]
 
|-
 
|-
|{{SPB}}
+
|{{SPB}} {{Night SPB}}
 
|[[Seaplane Bomber]]
 
|[[Seaplane Bomber]]
 
|{{LOS}} {{Dive}}
 
|{{LOS}} {{Dive}}
 
|{{Double Chevron}} [[AAR]]
 
|{{Double Chevron}} [[AAR]]
|[[Night Seaplane Bomber]]s also unlock the night SPB CI.
+
|[[Night Seaplane Bomber]]s also unlock the night SPB CI
 
|-
 
|-
 
|{{SPF}}
 
|{{SPF}}
|[[SPF|Seaplane Fighter]]
+
|[[Seaplane Fighter]]
 
|{{AA}}  
 
|{{AA}}  
 
|{{Double Chevron}}
 
|{{Double Chevron}}
 
|
 
|
 
|-
 
|-
|{{Autogyro}} {{ASWPlane}}
+
|{{Autogyro}} {{Liaison}}
 
|[[ASW Aircraft]]
 
|[[ASW Aircraft]]
 
|{{ASW}}
 
|{{ASW}}
Line 1,025: Line 1,153:  
|{{LOS}}  
 
|{{LOS}}  
 
|{{Hit}} {{AA}}  {{Firepower}}  
 
|{{Hit}} {{AA}}  {{Firepower}}  
|Because of [[AACI]] priority, radar without {{AA}} may be choosed
+
|
 
|-
 
|-
 
|[[Air Radar]]
 
|[[Air Radar]]
 
|{{AA}}  
 
|{{AA}}  
 
|{{Hit}} {{LOS}}
 
|{{Hit}} {{LOS}}
|
+
|A minimum amount of {{AA}} is needed for most [[AACI]]
 
|-
 
|-
|{{Landing Craft}} {{Amphibious Tank}} {{Army Units}} {{AntiGroundArtillery}}
+
|{{Landing Craft}} {{Amphibious Tank}} {{Army Units}} {{Anti-Ground Rocket}}
 
|[[Anti-Installation Equipment]]
 
|[[Anti-Installation Equipment]]
 
|[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]]
 
|[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]]
Line 1,048: Line 1,176:  
|{{Speed}}
 
|{{Speed}}
 
|{{Evasion}}
 
|{{Evasion}}
|{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''.
+
|{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''
 
|-
 
|-
 
|colspan=2|All Other Equipment
 
|colspan=2|All Other Equipment
Line 1,055: Line 1,183:     
;Notes
 
;Notes
 +
*See [[Combat/Anti-Installation#Equipment Performance|here]] for anti-installation gears ranking.
 
*{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]].
 
*{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]].
  
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