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Difference between revisions of "Help:Equipment Setup"
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**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. | ||
| − | **{{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. | + | **{{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 743: | Line 743: | ||
|{{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}}+{{HA | + | |{{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 872: | Line 872: | ||
*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 | + | *For maximum efficacy use: |
| − | ** Use a | + | ** Use a {{Amphibious Tank}}{{Equipment/Link|Special Type 2 Amphibious Tank|text=Ka-Mi}} |
| − | ** Use a pair | + | ** 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}} |
|- | |- | ||
|{{HA Gun}} {{Landing Forces}} {{Landing Forces}}+{{HA Gun}} | |{{HA Gun}} {{Landing Forces}} {{Landing Forces}}+{{HA Gun}} | ||
| Line 890: | Line 890: | ||
|-|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 1,028: | Line 1,153: | ||
|{{LOS}} | |{{LOS}} | ||
|{{Hit}} {{AA}} {{Firepower}} | |{{Hit}} {{AA}} {{Firepower}} | ||
| − | | | + | | |
|- | |- | ||
|[[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}} {{Anti-Ground Rocket}} | |{{Landing Craft}} {{Amphibious Tank}} {{Army Units}} {{Anti-Ground Rocket}} | ||
Latest revision as of 13:38, 31 January 2026
|
|
There is no such thing as a "perfect" or "universal" setup. Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others. |
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.
- See here for a breakdown of all equipment types and their related mechanics.
- For more details on some mechanics, please see each relevant page.
- Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.
- In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise).
- If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules.
Standard Combat
"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.
- For more information on this topic, see Combat.
- For more information on this topic, see Day Battle.
- For more information on this topic, see Aerial Combat.
- For more information on this topic, see Night Battle.
Command Facilities,- Day only:
Smoke Generators,
/
ASW equipment, - Night only:
Night Recons,
Searchlights,
Star Shells, - RE only:
AA Guns &
AAFD are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
Battleships (BB) notably utilize
Large Caliber Main Guns,
Recon Seaplane Recons, and
AP Shells, having heavy firepower
and armor
, but lacking torpedo & ASW stats. They:
- Are required to unlock the "Second Shelling Phase".
- Must be "Fast+" to be placed in the Escort of a Combined Fleet.
| Equipment Setup | Notes |
|---|---|
| This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time. | |
| This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.
This setup is also good to maximize Special Attacks damage. | |
| This is the most basic combat setup for BBVs, with the seaplane mix that can be adapted by using more of less SPB or SPF | |
| The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high |
Misc
| Equipment Setup | Notes |
|---|---|
| This is a setup for the Yamato-class Kai Ni and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). 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.
It also have all the damage bonuses for Special Attacks. | |
| This is a setup for the Yamato-class 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 Ise-class Kai Ni, having artillery spotting and DA, with great fighter power.
The | |
| This is a setup for the Ise-class Kai Ni, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting). | |
| This is a setup for the Kongou-class Kai Ni B/C Touch.
The radar must have 8+ |
RE recommendations:
- In most cases, using
is enough, especially the Kai & Kai 2 varainat that brings 
- For BBV, the
RoSa K2
is also a viable option. - When applicable,
are better options.
Standard Aircraft Carriers (CV) notably utilize
Dive Bombers,
Torpedo Bombers,
Fighters, required to take part in both Aerial Combat and regular Combat, with their "plane slot"
stat being the most important. They:
- Must equip
/
bombers to be able to carry any attack. - Must not be more than Shouha Lightly Damaged (小破) in order to attack.
- Cannot attack during Night Battle without the right equipment.
- Bombers in top slots,
- Torpedo bomber in largest slot,
- Fighters in the smaller slots,
- Recons and mics equipment in the smallest slots.
| Equipment Setup | Notes |
|---|---|
| This is the basic setup for CV(B/L). It balances striking power with fighter power. One | |
| This is the basic setup for CV(B/L) that maximize damage. | |
| A setup to use when enemy fighter power is almost non-existent/annihilated. |
Misc
| Equipment Setup | Notes |
|---|---|
| This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAP | |
| This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The |
RE recommendations:
Extra Armor in most cases,- The
RoSa K2
when facing air power, - The
SDP SDP+
to increase carrier damage output.
Heavy Cruisers (CA) are relatively flexible, utilizing
Medium Caliber Main Guns,
Torpedoes, and
Recon Seaplane Recons, and having strong firepower
, torpedo
, and "night attack power
" stats, but no ASW.
In addition, for night battle only, all IJN 20.3 cm guns![]()
![]()
![]()
give special Hidden Fit Bonuses.
| Equipment Setup | Notes |
|---|---|
| This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks.
The wild card can be anything that does not interfere with the double attack setup, usually a | |
| 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 If applicable, one | |
| 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 the standard CA setup for TCI. The wild cards can be anything that does not interfere with this setup, usually be a mix of |
Misc
| Equipment Setup | Notes |
|---|---|
| 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 | |
| This setup is for the Mogami-class 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 Mogami Kai Ni, allowing for oTorp, artillery spotting, and DA.
The wild card is typically a |
RE recommendations:
- In most cases, using
is enough, especially the Kai & Kai 2 varainat that brings 
- For CAV, the
RoSa K2
is also a viable option. - When applicable,
are good options, as they allow to have AS/DA with one less main slot.
Light Cruisers (CL) are very flexible, utilizing
Medium Caliber Main Guns,
Torpedoes,
Recon Seaplane Recons, and ![]()
ASW equipment, and having strong torpedo
, ASW
, and "night attack power
" stats.
- 4 slots CL can mostly follow CA setups.
- Also applicable to CT to some extent for standard combat and ASW.
| Equipment Setup | Notes |
|---|---|
| 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. | |
| 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. | |
| This setup is the standard TCI setup.
One |
Misc
| Equipment Setup | Notes |
|---|---|
The "cheat CLT setup" for
| |
| 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. | |
| An AACI setup for Yura Kai Ni. This requires a RE to fit the gun.
The wildcard should preferably be a | |
| This is a setup to take advantage of Ooyodo/Agano-class Kai Ni/CT reinforcement expansion.
By placing a | |
| This is a unique setup for Yuubari Kai Ni Toku when she isn't running the full TCI setup.
The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW. | |
| 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. | |
| The AACI setup for Atlanta-class, the only viable setup for them, and the best AACI in the game. |
RE recommendations:
- In most cases, using
is enough, giving fit bonuses and increasing Cut-in trigger rate. - For AACI setups, using
/
are great, increasing the provided AA and adding more AACI to be triggered. - When applicable,
are good options, as they allow to have AS/DA with one less main slot. - When applicable (very specific), the
ETSCF ETSCF
is a good choice. - When applicable,
are good options.
Torpedo Cruisers (CLT) have a very high torpedo
stat, having the strongest "night attack power
" in the game. They:
- Can equip
Minisub Midget Submarines and carry out Opening Torpedo Salvo, - Should utilize
Torpedoes or
Secondary Guns.
| Equipment Setup | Notes |
|---|---|
This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
| |
| This setup is the standard TCI setup.
Two | |
| 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. |
RE recommendations:
Destroyers (DD) are very versatile, utilizing
Small Caliber Main Guns,
Torpedoes, and ![]()
ASW equipment, and having high torpedo
, ASW
, and evasion
, and good "night attack power
" stats, to the detriment of firepower and armor. They:
- Have lower resource consumption,
- Very permissive Routings.
- Have access to special Night Cut-Ins.
| Equipment Setup | Notes |
|---|---|
| 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 | |
| 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 setup is the standard TCI setup. It should only be used on destroyers with at least 50 | |
| This setup is an alternative TCI setup. This setup is typically used for low luck (<30 The wild card should be a | |
| This is the best destroyer AACI setup. The For ships with their own AACI, like the Akizuki-class and Fletcher-class notably, those setups have to be tweaked in order to meet the right conditions. |
For Lv80+ DD only:
| Equipment Setup | Notes |
|---|---|
| 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 12.7 cm Mod D K2 | |
| The "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. | |
The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
|
RE recommendations:
Coastal Defense Ships (DE) are weak ships with high ASW
stat, utilizing ![]()
ASW equipment. They:
- Can perform special OASW with lower ASW
stat, - Provide
HP Modernization,
Luck Modernization, or
ASW Modernization, - Cannot equip
Engine Improvements, and so cannot be Speed Modded.
RE recommendations:
Submarines (SS) have high torpedo
stats, and are limited to the Opening Torpedo Salvo, the Closing Torpedo Salvo, and Night Battle. They:
- Are only vulnerable to ASW only.
- Utilize
Sub Submarine Torpedoes and
Submarine Equipment. - Can inately trigger Opening Torpedo Salvos after reaching level 10.
- Have access to special Night Cut-Ins.
| Equipment Setup | Notes |
|---|---|
| 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 Two | |
| By combining Late Model Submarine Torpedoes with | |
RE recommendations:
Seaplane Tenders (AV) notably utilize
Recon/
Bomber/
seaplane Recons/Bombers/Fighters, as well as some Main Guns and
Minisub Midget Submarines, participating in most Combat stages, given the correct setup.
They can also be used for an Anti-Installation role, as they can carry most Anti-Ground Equipment.
| Equipment Setup | Notes |
|---|---|
| This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
AV that cannot equip | |
This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.
| |
| 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. |
RE recommendations:
Extra Armor in most cases,- The
RoSa K2
is also a viable option.
Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
- They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible.
Submarine Tenders (AS) are very weak, mostly used for certain Routings
- They can perform a powerful but limited special attack with SS(V).
Fleet Oilers (AO) can notably refuel ships mid-sortie using
Underway Replenishment
.
- They can also carry various support equipment, which can be useful for Resource Farming.
Repair Ships (AR) have the ability to perform "Anchorage Repairs" outside of sorties, when equipped with
Ship Repair Facility
, synergizing when several AR are used.
- On Kai, when equipped with
Ship Repair Facility
, they gain the ability to perform "Emergency Anchorage Repairs" during sorties on certain nodes.
Amphibious Assault Ships (LHA) are mostly used for an Anti-Installation role, notably utilizing "Landing Equipment".
| Equipment Setup | Notes |
|---|---|
| A unique setup for Hayasui Kai, Yamashio Maru Kai, Kumano Maru Kai to allow them to do carrier stricks. |
Exotic Setups
Other setups that are used in specific situations and/or on specific ships.
- Usually, only a few ships in a fleet would use such setups.
- Those setups would not be discarded.
When a very high amount of Fighter Power is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
- As many as the best
/
fighters have to be used on a single ship. - Such setup should not be used in the escort fleet of a combined fleet.
| Equipment Setup | Notes |
|---|---|
| A setup reserved for CV/CVB/CVL and other A | |
| A setup reserved for BBV/CAV/SSV/AV and other |
Special setups are required to counter the massive accuracy penalties against PT boats.
- 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 boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack ) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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| Equipment Setup | Notes |
|---|---|
| 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 | |
| Utilises the same principles as above, with the greater bonus of the This setup has also some effectiveness against Installations. |
Transport Operations requires to bring as much "TP points" as possible per run to be completed:
- Notes
- The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
- CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
- Even so the
Underway Replenishment
icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
Anti-Submarine
- For more information on this topic, see Anti-Submarine Warfare.
- The first priority is to have an OASW, even at the expense of damage synergy (see the 2nd tab).
Sonars are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases.- To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup".
- This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1
Small Small Sonar, 1
DCP Depth Charge Projector, and 1
DCR Depth Charge Rack.
- This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1
- Do note that DE also have an armor penetration bonus when using Depth Charges.
| ASW Damage Synergy | |||
|---|---|---|---|
Small Sonars |
|||
Large Sonars |
|||
Depth Charge Projectors (DCP) |
AP AP | ||
Depth Charge (Racks) (DCR) |
AP AP AP AP AP | ||
ASW Mortars |
|||
| ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math] | |||
| [math]\displaystyle{ {Mod}_\text{1} }[/math] | (Any Sonar + Any Depth Charge) |
1.15 | |
| [math]\displaystyle{ {Mod}_\text{2} }[/math] | 1.1 | ||
| 1.25 | |||
| Examples | |||
| [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] | 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math] | ||
| 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math] | |||
| Armor Penetration | |||
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.
The flat armor penetration value is calculated as follows:
| |||
As already stated, in most cases, having a ship triggering an "opening ASW" takes priority over having the best damage setup. When putting aside the "special OASW" that each have other characteristics (see OASW), the mains OASW are the:
- "Shelling OASW", where DD, CL, CLT, CT, and AO needs to reach 100
while carrying a
Sonar.
- "Carrier OASW", where a CVL, but more commonly a CVE is equipped with at least one ASW Aircraft.
- Other setups variations do exist but are detrimental to the regular carrier role.
- Because
increase with levels, using high-level ships will help reach the required stat threshold,
- Many ships do notably reach 100+ ASW at higher levels once married.
- Those setups are further improved by:
- Using better ASW gears,
- A 4th ASW gear for 4 slots ships,
- Using other equipment giving
stat, notably
Lookouts on IJN ships.
| Equipment Setup | Notes |
|---|---|
| Best ASW damage setup utilizing synergy.
Do note that reaching the OASW threshold takes precedence over everything, and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead. | |
| A setup keeping a DA, 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. | |
| 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. |
| Equipment Setup | Notes |
|---|---|
| Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable. |
RE recommendations:
DCR Depth Charge Racks can be used to increase the damage output,
Only CVE & Kaga Kai Ni Go should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats.
- The use of ASW Aircraft is recommended or even mandatory, in order to unlock certain OASW.
| Equipment Setup | Notes |
|---|---|
| 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 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 focusing on submarines only, using an assortment of ASW Aircraft/Sonar/Depth Charge is enough, as a CVCI cannot trigger against submarines. |
| Equipment Setup | Notes |
|---|---|
Setup unique to Hyuuga Kai Ni which allows her to do an OASW with a decent base ASW, while keeping some surface combat capabilities like Artillery Spotting.
The | |
Setup for Yamashio Maru Kai to allows her to do an OASW, while keeping some utilities by using |
Anti-Installation
- For more information on this topic, see Anti-Installation.
- Regarding
Landing Equipment:
- These provide on average the highest flat/multiplier damage bonus against all installations.
- As Landing Craft, Amphibious Vehicles, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect.
- Only the following ships can equip those equipment, and so are particularly valuable in those situations:
| Ships that can equip Landing Craft / Amphibious Vehicles | |||||
|---|---|---|---|---|---|
| Type | Landing Craft |
Both |
Amphibious Vehicle | ||
| DD | |||||
| CL | |||||
| CAV | |||||
| (F)BB(V) | |||||
| CVL | |||||
| AV | |||||
| AO | |||||
| LHA | |||||
| SS(V) | All | ||||
| RE |
| ||||
| [edit] | |||||
- Regarding
Anti-Ground Rockets:
- 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.
ASW Mortar
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 Shells:
Nuke Setup describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").
- Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
- Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
- The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
All "surface" anti-installation setups can be further enhanced by using them in Special Attacks, especially the Nelson-class's Touch.
In addition to the regular "supporting equipment" can also be added the
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
| "Best of both worlds", one of the best setups for 4+RE or 5 slot battleships, being both good in regular combat a well as against most installations. | |
Haruna Kai Ni C, Nagato-class Kai Ni, & Yamato Kai Ni Juu only.
| |
| Anti-hard skins setups | |
| The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet. | |
| Ise-class Kai Ni only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB. | |
| Anti-soft skins setups | |
| This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types. | |
| Anti-SDP setups | |
Nuke Setup , Yamato Kai Ni Juu only.
| |
| 4-5 x |
Mega Nuke Setup , Haruna Kai Ni C, Nagato-class Kai Ni, & Yamato Kai Ni Juu only.
|
| Haruna Kai Ni C & Yamato Kai Ni Juu only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness. | |
| Anti-installation-like warships setups | |
| Haruna Kai Ni C only. | |
| Kongou-class Kai Ni B/C & Conte di Cavour Nuovo only. | |
RE recommendations:
In most situations, it is advisable to use regular setups on carriers (with no anti-installation dive bombers), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations:
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
| This is only to be used when having anti-installation dive bombers. It will allow the carrier to still perform CVCI against other targets. | |
A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets.
| |
| Anti-SDP setups | |
CV-Nuke Setup , Gambier Bay Mk.II & Unyou Kai/Ni only.
| |
Nuke Setup , Houshou Kai Ni Sen, Gambier Bay Mk.II & Unyou Kai/Ni only.
| |
RE recommendations:
Extra Armor in most cases,- The
RoSa K2
when facing air power, - The
SDP SDP+
to increase carrier damage output.
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but Pillboxes, and very effective against soft-skinned installations.
| |
| Zara-class Kai/Due Only, with the SPB/SPF providing additional bonuses. | |
This is an alternative setup only for CAV.
| |
| For the Mogami-class Kai Ni with an RE, this setup additionally maintains the artillery spotting. | |
| For the Mogami-class Kai Ni with an RE, a DA pseudo-nuke. | |
| This setup is for Mogami Kai Ni Toku, allowing for oTorp, artillery spotting, and DA with anti-installation bonuses. | |
| Anti-SDP setups | |
DA Nuke Setup , Mogami Kai Ni Toku only.
| |
Nuke Setup , Mogami Kai Ni Toku only.
| |
RE recommendations:
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
| The most basic DA setup for cruisers who cannot carry landing craft. | |
| A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power. | |
| The most basic DA setup for cruisers who can carry landing craft. | |
| This setup is for Yahagi Kai Ni B, allowing for oTorp, artillery spotting, and DA with anti-installation bonuses | |
| Anti-SDP setups | |
| Nuke Setup | |
| DA Nuke Setup for CL that can equip guns in their RE. | |
CLT should not engage in anti-installation warfare.
- They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...).
DE should not engage in anti-installation warfare.
- They should serve a support purpose (oasw, balloon, smoke, ...).
| Equipment Setup | Notes |
|---|---|
| Against SDP only, this setup can be better than some basic CA. |
SS/SSV should not engage in anti-installation warfare.
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
| Equipping either is required for SS/V to attack installations during shelling. | |
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
| Basic setup maintaining a DA at both day and night. | |
| General night DA | |
| When artillery spotting is unavailable | |
| Anti-SDP setups | |
Nuke Setup
| |
Double Nuke Setup
| |
| Equipment Setup | Notes |
|---|---|
| General anti-installation setups | |
| Basic setup maintaining a DA at both day and night. | |
| General night DA | |
| When artillery spotting is unavailable | |
| Anti-SDP setups | |
Nuke Setup
| |
Mega-Nuke Setup , Shinshuu Maru Kai only.
| |
Omega-Nuke Setup , No.101 Transport Ship Kai only.
| |
DA Nuke Setup , No.101 Transport Ship Kai only.
| |
Double Nuke Setup
| |
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
Land-base
- For more information on this topic, see Land-Based Air Squadron.
- Range
- Air power
- Attack power
- Regarding cost:
- 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 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 sortie air power is different that the 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 Land-Based Fighters/Interceptors



have "interception"
and "Anti-bomber"
stats.
| Stats | Sortie Air Power |
Defense Air Power |
|---|---|---|
| Fighter Power |
1 | 1 |
| Interception |
1.5 | 1 |
| Anti-Bomber |
0 | 2 |
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
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
Type 2 Large Flying Boat and the
PBY-5A Catalina because they are the recon with the highest combat radius. On the other hand
LB Land-based Recons![]()
![]()
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
Each LBAS plays a complete Air Battle, which includes the battle for air superiority that uses sortie air power. As such, it is recommended to try to achieve at least 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).
- Notes
- Full fighter LBAS can be used to help a fleet achieve 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 air simulator.
The choice of the attack planes depends on the target's nature.
- Surface LBAS
Do mind the "special bomber bonuses" and other moddifiers, especially:
bomber 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.
B-25
, which despite having a low
stat, has different bonuses for each ship type, which makes it powerful, notably against DD and CL.
Land-Based Heavy Bombers
which despite high stat are extremely weak due to multiple reasons.
- The plane Anti-Air Resistance
- As previously mentioned, the plane air power

- The event map bonuses
| Example of LBAS setup | ||||||||
|---|---|---|---|---|---|---|---|---|
| A | B | C | D | E | ||||
With
any Land-Based Attacker
bomber
,
any Interceptor (or Fighter),
any Large Flying Boat or a
LB Land-based Recon

.
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
- ASW LBAS
The purpose of a defense LBAS is to protect the land base from enemy air raid, which costs resources. Also, achieving AS during an air raid is often used as a gimmick during events.
Setuping a defense LBAS is straightforward. First, having 2 High Altitude Interceptors is almost mandatory for medium and hard modes in events. Then put the interceptor with the best defense air power in the remaining slots.
- High Altitude Interceptors multiply the total air power of all land bases in Air Defense mode, when defending against enemy High-Altitude Bombers. The multiplier depends on the number of high altitude interceptors equipped and which difficulty the event map is played on:
| Airpower modifier against high altitude raids: | ||||
|---|---|---|---|---|
| Event Map Difficulty |
Number of High Altitude Interceptors Defending | |||
| 0 | 1 | 2 | 3+ | |
| Casual/Easy: | 1x | 1.1x | 1.2x | |
| Medium/Hard: | 0.5x | 0.8x | ||
Equipment Selection
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
Equipment of a same type are mainly differentiated by their "Stats" (
,
,
, ...), including Fit Bonuses (both visible and invisible) and Improvements (
) stats, as well as some more specific attributes, like:
- Modifiers brought in certain mechanics, ranging from combat to routing,
- Special mechanics induced by certain equipment,
- Map "historical bonuses".
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
Here, equipment stats are dispatched into 3 categories:
- Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
- Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
- Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
| Equipment Stats Category | |||||
|---|---|---|---|---|---|
| Main Armament | |||||
| Icon | Equipment Types | Primary Stats | Secondary Stats | Notes | |
| Main Gun & Secondary Gun |
| ||||
| High-Angle Gun | Having an good AACI takes priority over stats | ||||
| AA Gun |
| ||||
| Torpedo | For Sub torps, Late model ones unlock a better Cut-in | ||||
| Midget Submarine | |||||
| Anti-submarine Weaponry |
| ||||
| Aircraft | |||||
| Icon | Equipment types | Primary stats | Secondary stats | Note | |
| Dive Bomber | AAR ❱❱ |
If the main purpose of the ship is ASW then naturally | |||
| Fighter-Bomber and Jets | |||||
| Torpedo Bomber | AAR ❱❱ |
If the main purpose of the ship is ASW then naturally | |||
| Fighter | ❱❱ |
||||
| Carrier Recon | Equipping a Saiun | ||||
| Seaplane Recon | Night Seaplane Recons also unlock the Night Contact | ||||
| Seaplane Bomber | ❱❱ AAR | Night Seaplane Bombers also unlock the night SPB CI | |||
| Seaplane Fighter | ❱❱ | ||||
| ASW Aircraft | |||||
| Other Equipment | |||||
| Icon | Equipment types | Primary stats | Secondary stats | Note | |
| Surface Radar | |||||
| Air Radar | A minimum amount of | ||||
| Anti-Installation Equipment | Anti-installation modifiers | The best equipment can change depending on the enemy installation | |||
| Extra Armor | The | ||||
| Engine Improvement | |||||
| All Other Equipment | Are chosen on a case-by-case basis, being often bounded to some specific mechanics | ||||
- Notes
- See here for anti-installation gears ranking.
Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.
See Also
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