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# Combined Fleet

(Redirected from Combined Formation)
A combined fleet during battle (aerial phase).

Combined Fleets were first introduced during the Summer 2014 Event.

During events, "Combined Fleets" may be introduced to sortie, combining two fleets at a time. Combined Fleets are only usable during events on some event maps. A Combined Fleet is formed out of the 1st and 2nd fleets, and so requires both fleets to be unlocked.A combined fleet is formed by clicking and dragging the flag icon for the 2nd fleet over to the flag icon for the 1st fleet in the Composition menu, then selecting a type of fleet to form from the "Combined Fleet pop-up menu".

The three different fleets are detailed below, but they are:

# General Information

1. If the flagship of the 1st or 2nd fleet is Moderately Damaged (中破) or worse, the Combined Fleet cannot be sortied.
2. The accuracy of shelling and carrier attacks during daytime combat is reduced. Please see Accuracy for more details.
3. Both flagships cannot be sunk.
• The fleet will be retreated if the 1st fleet flagship is Heavily Damaged (大破) unless she has damage control equipped.
• It is possible to continue the sortie if the 2nd fleet flagship is Heavily Damaged (大破).
4. Aerial combat works differently.
• When contesting the air control state:
• Against single fleets, only the fighter power of the main fleet is taken into account.
• 'Against combined fleets, the fighter power of both fleets is taken into account.
• This means that versus single fleets, planes in the 2nd fleet aren't considered for triggering contact.
• Anti-air shoot down is calculated using the sum of both fleets.
• Ships of both fleets are eligible to perform anti-air cut-ins.
• Ships in the 2nd fleet are eligible targets for enemy bombers.
5. Torpedo attacks, Opening Anti-Submarine Warfare, and night battles, are only performed by the 2nd fleet.
6. When encountering a maelstrom node, there are two types of supply loss reductions at play. Which version applies depends on the node and is fixed.
• The first only considers the amount of radars in the 1st fleet and the 2nd fleet does not lose any supplies.
• The second considers the amount of radars in both fleets independently. This means that having no radars in the 1st fleet but radars in the 2nd fleet would cause only the 1st fleet to lose supplies.
7. The Combined Fleet will automatically be disbanded if the composition requirements for that fleet type are no longer met.
8. It is possible to bring duplicate ships as long as they are in separate fleets.

## Special Mechanics

### Fleet Command Facility

Combined Fleet evacuation screen translated for convenience

The Fleet Command Facility (FCF), is used to evacuate Heavily Damaged (大破) ships mid-sortie instead of retreating.

• It works for Combined Fleets.
• This can help increase your pass rate to the boss node.
Requirements for using FCF are
• FCF equipped on the flagship on the Main Fleet,
• At least one ship is heavily damaged,
• Cannot be the flagship of either fleet.
• At least one destroyer in the 2nd fleet that is not Lightly Damaged (小破) or worse.
• The destroyer must not be the 2nd fleet flagship.

If a ship can be evacuated, after the battle a prompt will ask to choose to evacuate "退避" or not evacuate "退避せず" the damaged ship from the fleet for the remainder of the sortie.

• The damaged ship to evacuate will be shown.
• It is not possible to choose which ship to evacuate when multiple ships are damaged.
• The selection is based on fleet order, the ships higher in the order coming first.
Notes
• Only one ship can be evacuated per battle.
• An additional Healthy DD will be evacuated alongside the damaged ship, counting both as evacuated.
• If more than one ship are heavily damaged, retreat should be considered instead.
• Evacuated ships will:
• Lose all of their morale, all their remaining fuel and ammo.
• Not count towards ships lost for determining victory conditions.
• Count towards routing requirements.
• It is possible to fail routing requirements like LoS checks.
• The damage the ship suffered may become worse during the evacuation, but she will never sink.
• See this video for a better explanation.

### Combined Fleet Night Battle

In Combined vs Combined engagements, only a single fleet will participate in night battle. So the game will determine if the escort fleet engages the enemy escort or main fleet.

The fleet must obtain less than 3 points in order to fight the enemy main fleet.

• Escort flagship alive - 1 point
• For every ship in the escort above moderate damage - 1 point
• This means the escort flagship can count for 2 points if she is above moderate damage.

The following are also exceptions to Combined Fleet night battles.

• ASW damage and accuracy is not reduced.
• Night battle equipment on the main fleet does not count.

# Combined Fleet Types

Composition requirements
Main Fleet (1st Fleet): Escort Fleet (2nd Fleet):
Minimum
requirement
• 2 CVL/CV/CVB
• 1 CL
• 2 DD
Maximum
limitation
• 4 CVL/CV/CVB
• 2 FBB/BB/BBV
• 1 CVL
• 1 AV
• 2 CA/CAV
• 2 FBB/BB/BBV being:
• FBB (including slow).
• "Fast" for .
• "Fast+" for other BB/BBV (see speed modding).
Forbidden
• SS/SSV cannot be the flagship
• SS/SSV cannot be the flagship
• any CV/CVB
• any BB/BBV being:
• "Slow" for .
• "Fast or Slow" for other BB/BBV (see speed modding).
Notes
• This is the easiest type to obtain air supremacy thanks to the number of carriers allowed.
• The powerful airstrike can take out multiple enemies before shelling begins.
• Because the escort fleet attacks first, it can leave vulnerable ships exposed.
• It does mean that the escort has a chance to take out the weaker ships so that the main fleet can focus on the tougher targets.

Composition requirements
Main Fleet (1st Fleet): Escort Fleet (2nd Fleet):
Minimum
requirement
• 2 CL/CLT/CA/CAV/FBB/BB/BBV
• 1 CL
• 2 DD
Maximum
limitation
• 4 BB/FBB/BBV
• 4 CA/CAV
• Either:
• 1 CV/CVB
• 2 CVL
• 2 CA/CAV
• Either:
• 1 AV
• 1 CVL
• 2 FBB/BB/BBV being:
• FBB (including slow).
• "Fast" for .
• "Fast+" for other BB/BBV (see speed modding).
Forbidden
• SS/SSV cannot be the flagship
• SS/SSV cannot be the flagship
• any CV/CVB
• any BB/BBV being:
• "Slow" for .
• "Fast or Slow" for other BB/BBV (see speed modding).
Notes
• This fleet typically has the highest pass rate because the heavy main fleet faces the enemy first. This spares the light escort from the brunt of enemy attacks.
• It can be difficult to secure air superiority because of a lack of fighter power.

Combined Fleet icon: Transport Escort Fleet
Composition requirements
Main Fleet (1st Fleet): Escort Fleet (2nd Fleet):
Minimum
requirement
• 4 DD/DE
• 1 CL/CT Flagship
• 3 DD/DE
Maximum
limitation
• 2 CL/CT/CAV/BBV/AV/LHA/AS/AO
• 1 CVE
• 1 AR
• 2 CL/CT
• 2 CA/CAV
Forbidden
• any FBB/BB/BBV/CV/CVB/CVL (but CVE)/CA/CLT/SS/SSV
• any FBB/BB/BBV/CV/CVB/CVL/CLT/SS/SSV/AR/AV/LHA/AS/AO
Notes
• The lightest of all the Combined Fleets, making it the most vulnerable to attacks.
• It is typically only used for Transport Operations or for Anti-Installation.
• It can be very hard to secure air superiority because of a lack of carriers.

# Combat Flow

### Formation Selection

Combined Fleets have special formations that differ from the standard single fleet formations. The following formations can be selected.

Formation Formation Icon Fleet Shelling[1] Torpedo ASW AA Flagship Protection Notes
Dmg Acc Eva Dmg Acc Eva Dmg Acc Eva

Main 0.8 ? ? - 1.3 ? ? 1.1 Yes Moderate shelling and torpedo accuracy.

Similar to Line Abreast.

Escort 0.8 0.7 ? 1.0 1.3 No

Main 1.0 1.0 1.3 - 1.1 ? ? 1.0 Yes Higher shelling and torpedo accuracy than Formation 1.

Similar to Double Line without the accuracy bonus.

Escort 1.0 0.9 1.0 ? 1.1 No
Cruising Formation 3 (Ring Formation)

Main 0.7 0.8 1.1 - 1.0 ? ? 1.5 Yes Requires 5 or more ships in the 2nd fleet. Very low shelling and torpedo accuracy.

Similar to Diamond.

Escort 0.7 0.6 0.4? 1.0 1.0 No
Cruising Formation 4 (Battle Formation)

Main 1.1 1.1 1.0 - 0.7 ? ? 1.0 Yes Requires 4 or more ships in the 2nd fleet. Highest shelling and torpedo accuracy.

Escort 1.1 1.0 1.2 1.0 0.7 No

### Oposing Fleets

Depending on what fleet type is engaging what other fleet type, some combat phases may be altered compared to standard single vs single fleet engagements.

Detection Same as single fleet with only the main fleet participating.[1]
Land-based Jet Assault Same as single fleet.
Fleet's Jet Assault Same as single fleet with only the main fleet participating.[2]
Land-based Bombing Same as single fleet.
Aerial Combat Same as single fleet with only the main fleet participating.
Support Expedition Same as single fleet.
Battle Opening Same as single fleet with only the escort fleet participating.
Engagement Same as single fleet
1st Shelling Escort Main Escort
Closing Torpedo Escort N/A Escort
2nd Shelling[3] Main
3rd Shelling Main Escort Main
Closing Torpedo N/A Escort N/A
Night Battle Same as single fleet with only the escort fleet participating.
1. Untested as no escort ship can equip jets.
2. 2nd and 3rd shelling phases only occur when there is a Battleship or similar in the 1st fleet or enemy fleet.

Detection Same as single fleet.
Land-based Jet Assault
Fleet's Jet Assault
Land-based Bombing
Aerial Combat Same as single fleet with both fleets participating.
Support Expedition Same as single fleet.
Battle Opening Same as single fleet with only the escort fleet participating.
Engagement Same as single fleet
1st Shelling[1] Main vs Main
2nd Shelling[2] Escort vs Escort Main vs Both Fleets Escort vs Escort
Closing Torpedo Escort vs Both Fleets N/A Escort vs Both Fleets
3rd Shelling Main vs Both Fleets Escort vs Escort Main vs Both Fleets
Closing Torpedo N/A Escort vs Both Fleets N/A
Night Battle Same as single fleet with only the escort fleet participating. [3]
1. The 1st round of shelling for each fleet is in range order and the 2nd round for the main fleets is in position order.
2. The 2nd round of shelling for the main fleets only happens when there is a battleship or similar in either main fleet.
3. There is an additional check to see whether the fleet will fight the enemy escort or main fleet.

Combat Phase Action
Detection Same as single fleet.
Land-based Jet Assault
Fleet's Jet Assault
Land-based Bombing
Aerial Combat
Support Fleet
Battle Opening
Engagement
1st Shelling[1] Vs Escort
Closing Torpedo Vs Both Fleets
2nd Shelling Vs Main
3rd Shelling[2] Vs Both Fleets
Night Battle Same as single fleet[3].
1. 1st and 2nd shelling is in range order.
2. In position order. Only occurs if a battleship or similar is present in the fleet or the enemy's main fleet.
3. There is an additional check to see whether the fleet will fight the enemy escort or main fleet.

### Special Nodes

Some Nodes with exceptions to the usual combat flow are:

• "Aerial Combat Nodes" that are similar to the ones in 1-6 consist of two aerial combat phases with only the main fleet participating.
• "Enemy Air Raid Nodes" that are similar to the ones in 6-5 just consist of a single aerial combat phase with only the main fleet participating.
• "Submarine Combat Nodes" will skip the aerial combat phase.
• "Night Battle Nodes" that are similar to the ones in 5-3 work the same way as a single fleet.
• "Night to Day Battle Nodes" that can be found on some event maps begin with a normal single fleet night battle and then shifts to a combined fleet battle in the day. Because selection is from a single fleet formation, the fleet will shift to the equivalent combined fleet formation at day.
• Line Abreast → Cruising Formation 1
• Double Line → Cruising Formation 2
• Diamond → Cruising Formation 3
• Line Ahead → Cruising Formation 4

# Damage Calculations

Basic attack power in a Combined Fleet has slightly different formulas for shelling, carrier attacks, and torpedo attacks. Damage is otherwise calculated the same way as a single fleet. Please see Damage Calculations for more details on the pre and post-cap modifiers applicable. The new basic attack power formulas are as follows:

$\displaystyle{ \text{Shelling Power}_\text{CF} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5 }$

$\displaystyle{ \text{Power}_\text{carrierCF} = \left[ \left[ \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right] \times 1.5 \right] + 55 }$

$\displaystyle{ \text{Torpedo Power}_\text{CF} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5 }$

• $\displaystyle{ \text{Mod}_\text{CF} }$ is the combined fleet modifier based on the tables below:

Combat Phase Forces Carrier Task Force Surface Task Force Transport Escort Force
Main Fleet Shelling Allies +2 +10 -5
Enemy +10 +5 +10
Escort Fleet Shelling Allies +10 -5 +10
Enemy +5 -5 +5
Torpedo Allies -5 -5 -5
Enemy -5 -5 -5

Combat Phase Forces Carrier Task Force Surface Task Force Transport Escort Force
Main Fleet Shelling Allies +2 +2 -5
Enemy +10 +10 +10
Escort Fleet Shelling Allies -5 -5 -5
Enemy -5 -5 -5
Torpedo Allies +10 +10 +10
Enemy +10 +10 +10

Combat Phase Forces Bonus
Vs Main Fleet Allies +5
Enemy +10
Vs Escort Allies +5
Enemy -5
Torpedo Allies +10
Enemy +10