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# Introduction

In certain maps, Land-Based Air Squadrons (LBAS) are available to support fleets. land-based planes, carrier-based planes, and seaplanes can be assigned to these bases. Autogyros and liaison aircraft cannot be assigned. These squadrons can then be used to attack selected nodes or defend the base.

Currently, LBAS are only available in 7-4, 6-4, 6-5, and events.

# Overview

LBAS is available in W6-5. Clicking on the highlighted boxed areas will open the LBAS menu
LBAS in Spring 2016 event. Event page can be accessed by clicking on the yellow boxed island
Land Base Tab of Base 3. The first and third slots are occupied, the 4th is currently being relocated. Slot 2 is empty

1. Maps where LBAS are available for use, are marked with a blue banner labeled "Land-Based Air Squadron Available" (基地航空隊運用).

• How many bases are available for use on the map is indicated under this as "Available for Sortie x# Squadrons" (出撃可能 x# 飛行隊).
• Even if a base is not available for use during the sortie, it is still available for use as base defense.

2. On relevant worlds, an LBAS group is composed of up to 3 LBAS, each having 4 planes slots.

• On W6, each LBAS needs to be unlocked.
• On events, the number of LBAS available is managed mapwise.

3. All slots in the airbase are fixed at size 18.

• The exceptions are reconnaissance planes that are fixed at size 4 and the "Large Land-based Aircrafts" that are at 9.

4. When a plane is removed from the airbase, there is a base 12 min cooldown while they are "Relocating" (配置転換中), which can be reduced down to 6 min.

• The screen needs to be reloaded to complete the relocation,
• This timer can be lowered if the LBAS group is upgraded.

5. It costs bauxite to assign a plane to the base. The cost depends on the type of plane. Please see below for details.

• Moving planes around in the same base does not cost anything (they can be dragged and drop them between the slots).
• Removing planes do not cost anything.

6. Each LBAS groups are independent. This means planes need to removed from a group to be relocated to another and vice versa.

7. Attacks made by the LBAS occur before aerial combat, support, and opening attacks. Please see Combat for more details.

## Unlocking

### World 6

In order to use the LBAS at World 6, the quest F43 has to be cleared. are then needed to open the 2nd and 3rd LBAS of world 6.

Quest info Rewards
F43

Begin the Preparations to "Build the Air Base"!

0

0

0

0
Discard 2 Drum Canisters and prepare 1,200 fuel, 3,000 bauxite and a "Construction Corps".

World 6 LBAS
Notes Requires: F38, B62
Resources and the Construction Corps will be consumed upon completion.

### World 7

In order to use the LBAS at World 7, the quest B175 has to be cleared. are then needed to open the 2nd and 3rd LBAS of world 7.

Quest info Rewards
B175

Southwestern Waters "Land Base Air Squadron" Established!

0

0

300

300
Destroy enemy fleets near the Nansei Islands Patrol Area, Bashi Strait, the Eastern Orel Sea, and Deep off the coasts of Penang Island in the South Western Waters! Reach the port at Taiwan on the Shonan mainland route. Prepare a "Construction Corps" x1 and deploy the "Land Base Air Squadron" in the southwestern sea area that covers the area!

World 7 LBAS
Choose between:
Type 1 Land-based Attack Aircraft
Type 3 Fighter Hien
2x
Improvement Material
5x

Notes Requires: B113, B131
Construction Corps will be consumed upon completion.

### Events

LBAS unlocking during events is straightforward. Airbases are accessible from the first map when it is available. More bases may be unlocked as progressing through the event.

• Please note that although additional bases may be unlocked as proceeding through the event, if an early event map has a limit of say 1 LBAS then only 1 can be used. The other bases will be on standby even if set to sortie.

## How to Use

The different types of Missions a Landbase can be set to with their distinctive colored glow.

To deploy an LBAS on a given map, it is needed to : 1. Click on the blue LBAS banner to bring up the LBAS menu.

• LBAS for events are located in a different section, please refer to the examples shown on this page.

2. Click on any slot to bring up a list of all available planes.

• Planes assigned to other LBAS groups will be greyed out and unavailable for assignment.
• Planes assigned to other LBAS within the same group will be labeled as such to be swapped (only 2 planes can be swapped, not one plane and an empty slot).

3. Change the Deployment Mode notice by clicking on it on each available LBAS. It will rotate through:

• Standby (待機) (default mode and is locked to this for empty bases)
• Sortie (出撃)
• Air Defense (防空)
• Evacuation (退避)
• Rest (休息)
• If are using a KC viewer, the status of the LBAS will only be updated when exiting the LBAS menu.

4. When having at least 1 base set to sortie, there will be a green bar underneath the sortie button telling "Land-Based Air Squadron Ready to Sortie" (基地航空隊出撃準備中).

5. On the map, before the sortie begins, it will be asked to select up to two nodes per active base.

• A base can be sent to the same node twice or be split.
• Note that the LBAS strikes will proceed in the order of the airbases, so if all are sent to the same node, LBAS 1 will arrive first followed by 2 and 3.

6. Once the targets are selected, click the green "Ready for Takeoff" (発進準備完了) button.

• If a mistake is made, click the red "Cancel" (解除) button to reset targets for that base, or just double click on the node currently selected.

7. Repeat steps 5 and 6 for every active base.

8. When the fleet reaches the targeted node, the LBAS attack will trigger.

## Assignment Cost

The bauxite cost of assigning a plane to the base is:

$\displaystyle{ \text{Assignment Cost} = \text{Cost}_\text{plane} \times \text{size}_\text{slot} }$

• $\displaystyle{ \text{Cost}_\text{plane} }$ is the deployment cost of the plane. Please refer to the tables below for costs.
• $\displaystyle{ \text{size}_\text{slot} }$ is the size of the slot. It is $\displaystyle{ 4 }$ for reconnaissance planes, $\displaystyle{ 9 }$ for large land-based aircrafts, and $\displaystyle{ 18 }$ for everything else.

# Deployment Modes

This is the default mode of all bases.

• The morale recovery rate is increased but the rate is lower than Rest.
• Damage from raids is similar to Sortie.
• If the airbase is not used, it is typically better to leave it in Evacuation or Rest instead.

The Second Land base is sent to attack the 6-5 Boss with both waves
Type 96 LBAA attacking Enemy Fleet

This enables the base to be sent out to attack targeted nodes.

• Up to two nodes can be targeted per base.
• In maps that do not allow all three bases, the first one or two bases set to sortie will be used for the attack.
• E.g If Base 1 is set to not sortie but Base 2 is, Base 2 will be dispatched.
• Only nodes within the combat radius of the base can be targeted. Please see "Combat Radius" for details.
• When multiple bases are sent to a node, they attack in order of bases.
• E.g Base 1 Wave 1, Base 1 Wave 2, Base 2 Wave 1, etc.
• LBAS attacks are subject to all aerial combat phases. Please see Aerial Combat for more details.
• Although air control is contested, the result will not be displayed.
• The enemy plane losses for the air control phase of LBAS can reduce the fighter-power values of the node.
• It is possible to trigger contact.
• There are several messages that are displayed when the planes in the base take heavy losses.
• Many LBAS planes did not return! (基地航空隊 攻撃機未帰還機多数!): 60% loss
• LBAS planes have suffered heavy losses! (基地航空隊 攻撃隊被害甚大!): 75% loss
• LBAS planes annihilated! (基地航空隊 攻撃隊全滅!): 100% loss
• Plane losses are not finalized until the results screen for the battle appears.
• Plane counts are reset between waves so every wave attacks at full strength.
• Note that sending one base to separate nodes can make that base weaker at the 2nd node.
• The base can be sent to any node. This includes nodes where the LBAS cannot appear.
• It is possible to use LBAS to weaken enemy air wings at air-raid nodes to help mitigate damage.
• The damage state of the base from air raids does not affect airstrike damage.

The Combat Radius determines the furthest node that a base can attack. This is displayed over the picture in the LBAS menu.

• The distance of the nodes varies from map to map. Please refer to the LBAS range maps in World 6 or for each event.
• Nodes will glow blue or yellow on mouseover with LBAS active. Yellow indicates nodes at the maximum range of the current base.
• It is not possible to sortie if the range of the LBAS is unable to reach any node.

$\displaystyle{ \text{Max Range} = \text{Range}_\text{min} + \sqrt{\text{Range}_\text{max} - \text{Range}_\text{min}} }$

• $\displaystyle{ \text{Range}_\text{min} }$ is the minimum range of planes in the base.
• $\displaystyle{ \text{Range}_\text{max} }$ is the maximum range of planes in the base.
• The maximum range increase is capped at 3.

Following the above formula, it is possible to extend the range of a base only by using reconnaissance planes.

Range Extenders
Name Combat Radius Minimum Range and Extended Range
1 2 3 4 5 6 7 8 9 10
20 4 5 6 7 8 9 10 11 12 13
10 4 5 6 6 7 8 9 9 10 -
9 4 5 5 6 7 8 8 9 - -

8 4 4 5 6 7 7 8 - - -

7 4 4 5 6 6 7 - - - -
6 3 4 5 5 6 - - - - -
5 3 4 4 5 - - - - - -

## Attack Power

Depending on the target, there are three different attack power formulas used. Please see the stats summary below for calculated attack power values.

Anti-Ship:

$\displaystyle{ \text{Attack}_\text{anti-ship} = \left[ \text{Mod}_\text{type} \times \left( \text{DB/TP} \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \right] \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBAA} \times \text{Mod}_\text{LBR} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{CF} }$

• $\displaystyle{ \text{Mod}_\text{type} }$ is the type modifier.
• $\displaystyle{ 0.8 }$ for land-based attack aircraft.
• $\displaystyle{ 1.0 }$ for carrier-based bombers and seaplane bombers.
• $\displaystyle{ 0.7071 }$ for jet fighter-bombers.
• $\displaystyle{ \text{DB/TP} }$ is the dive bombing or torpedo stat of the plane.
• Land-based attackers will use their torpedo stat for anti-ship.
• $\displaystyle{ \text{Plane Count} }$ is the remaining planes in the slot.
• It will usually be $\displaystyle{ 18 }$ unless the base has been used elsewhere in the map.
• $\displaystyle{ \text{Mod}_\text{crit} }$ is the critical multiplier of $\displaystyle{ 1.5 }$.
• $\displaystyle{ \text{Mod}_\text{proficiency} }$ is the proficiency critical multiplier of $\displaystyle{ 1.2 }$ for maxed proficiency planes.
• $\displaystyle{ \times \text{Mod}_\text{Contact} }$ is the contact bonus. Please see contact for more details on the bonus.
• $\displaystyle{ \text{Mod}_\text{LBAA} }$ is the bonus for land-based attack aircraft. It is $\displaystyle{ 1.8 }$ for LBAA and $\displaystyle{ 1.0 }$ otherwise.
• $\displaystyle{ \text{Mod}_\text{LBR} }$ is the bonus for having a land-based reconnaissance present in the base.
• $\displaystyle{ 1.125 }$ for .
• $\displaystyle{ 1.15 }$ for .
• $\displaystyle{ \text{Mod}_\text{boss} }$ is a bonus when attacking certain Princess and Demon-type enemies. Currently the exact bonus for each boss is unknown.
• $\displaystyle{ \text{Mod}_\text{CF} }$ is the bonus when attacking combined fleets. It is $\displaystyle{ 1.1 }$ vs combined fleets and $\displaystyle{ 1.0 }$ otherwise.

Anti-Ground:

$\displaystyle{ \text{Attack}_\text{anti-ground} = \lbrace \left[ \left( \text{Mod}_\text{type} \times \left( \text{DB/TP} \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \right) \times \text{Mod}_\text{AIpre} \right] \times \text{Mod}_\text{AIpost1} + \text{Mod}_\text{AIpost2} \rbrace \times \text{Mod}_\text{AIpost3} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBAA} \times \text{Mod}_\text{LBR} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{CF} }$

• $\displaystyle{ \text{DB/TP} }$ is the dive bombing or torpedo stat of the plane.
• Land-based attackers will use their dive-bombing stat for anti-ground.
• $\displaystyle{ \text{Mod}_\text{AIpre} }$ is the pre-cap anti-installation multiplier.
• Everything before this is capped at 170. Please see Damage Calculations for how the cap works.
• $\displaystyle{ 1.6 }$ versus Artillery Imps
• $\displaystyle{ 1.18 }$ versus Isolated Island Demon
• $\displaystyle{ \text{Mod}_\text{AIpost1} }$ is the first post-cap anti-installation multiplier.
• $\displaystyle{ 2.1 }$ versus Supply Depot Princess
• $\displaystyle{ \text{Mod}_\text{AIpost2} }$ is the post-cap anti-installation additive bonus.
• $\displaystyle{ 100 }$ versus Supply Depot Princess
• $\displaystyle{ \text{Mod}_\text{AIpost3} }$ is the second post-cap anti-installation multiplier.
• $\displaystyle{ 1.55 }$ versus Artillery Imps
• $\displaystyle{ 1.7 }$ versus Isolated Island Demon
• Other variables are the same as for anti-ship.

ASW:

$\displaystyle{ \text{Attack}_\text{anti-sub} = \left[ \left( \text{A} + \text{B} \right) \times \left( \text{ASW} \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \right] \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBAA} \times \text{Mod}_\text{LBR} }$

• $\displaystyle{ \text{A} }$ is a constant based on the base ASW of the plane.
• $\displaystyle{ 0.35 }$ for 7-9 ASW.
• $\displaystyle{ 0.7 }$ for 10+ ASW.
• $\displaystyle{ \text{B} }$ is a random number based on the base ASW of the plane. It is between $\displaystyle{ 0 }$ and:
• $\displaystyle{ 0.45 }$ for 7-9 ASW.
• $\displaystyle{ 0.3 }$ for 10+ ASW.
• Other variables are the same as for anti-ship.

Notes:

• All attack power before the critical bonus is capped at 170.
• Carrier-based planes and seaplane bombers also gain the anti-installation multipliers and bonuses.
• Only "ASW Aircrafts" (7+ ASW aircrafts) are able to perform ASW attacks.
• If no aircraft in the base can perform ASW attacks, the base will not show at submarine-only nodes.
• Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.

## Sortie Fighter-Power

Please see the stats summary below for calculated sortie fighter-power values.

$\displaystyle{ \text{Fighter-Power}_\text{sortie} = \left( \sum_{\text{All Slots}} \left[ \left(\text{AA} + 1.5 \times \text{Intercept} \right) \times \sqrt{\text{Plane Count}} + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{LBR} }$

• $\displaystyle{ \text{AA} }$ is the Anti-Air stat of the plane.
• $\displaystyle{ \text{Intercept} }$ is the Interception stat of the plane.
• $\displaystyle{ \text{Plane Count} }$ is the remaining planes in the slot.
• It will usually be $\displaystyle{ 18 }$ unless the base has been used elsewhere in the map.
• $\displaystyle{ \text{Mod}_\text{Proficiency} }$ is the fighter-power proficiency bonus. For maxed proficiency planes it is:
• $\displaystyle{ 25.464 }$ for land-based fighters, land-based interceptors, carrier-based fighters and seaplane fighters.
• $\displaystyle{ 9.464 }$ for seaplane bombers.
• $\displaystyle{ 3.464 }$ for all other planes.
• $\displaystyle{ \text{Mod}_\text{LBR} }$ is the land-based reconnaissance bonus.

Notes:

• Contesting air control works exactly the same as normal aerial combat.
• A better air control state can reduce the losses taken by the LBAS.
• It also weakens the enemy fighter-power by more.
• Be mindful not to compromise attack power by too much in order to reduce losses. Getting AD or AP is good enough.
1. Assuming 18 planes at max proficiency.

## Sortie Cost

There is a flat cost associated when sending the LBAS on a sortie. This is separate from the resupply costs detailed below.

Land-Based Attack Aircraft

$\displaystyle{ \text{Fuel} = \text{Plane Count} \times 1.5 }$

$\displaystyle{ \text{Ammo} = \text{Plane Count} \times 0.7 }$

Other Planes

$\displaystyle{ \text{Fuel} = \text{Plane Count} \times 1.0 }$

$\displaystyle{ \text{Ammo} = \text{Plane Count} \times 0.6 }$

• $\displaystyle{ \text{Plane Count} }$ is the remaining planes in the slot.
• $\displaystyle{ 4 }$ for reconnaissance planes.
• $\displaystyle{ 18 }$ for all other planes.

Notes:

• This cost is calculated per squadron.
• Empty slots do not cost anything.
• The resources are deducted when the sortie is started.
• Costs are rounded up except for the land-based ammo cost which is rounded down.

## PBY-5A Catalina rescue function

3 bubbles Catalina rescue

placed in LBAS have the ability to rescue fallen pilots that lose their planes in Land-Based Air Operations.

• The rescue function will not trigger if :
• a too large amount of Catalina is shot down
• no planes are lost
• a 2nd wave does not occur due to all enemies dying.
• The rescue can happen if the 2 LBAS attacks are split on different nodes, the rescue happening on both nodes.
• Rescue only applies to bases with a Catalinas equipped.
• There 3 types of rescue that can trigger depending on the setup :
• Type 1, with 1 bubble, saving 1 slot
• Type 2, with 2 bubbles, saving 2 slots
• Type 3, with 3 bubbles, saving 3 slots.
• Aircraft rescued by the Catalina will be restored :
• it saves some bauxite when resupplying,
• it doesn't prevent any loss of Plane Proficiency.
• The number of Catalina used to rescue affects the rescue ratio.
• Catalina ranks do not affect the rescue ratio.
• Losses are reduced per rescued slot (the final resupply value is about ~60% of what should be lost in battle). This doesn't carry over bases that are splitted.

In 6-5 and some event maps, the enemy will raid the bases during the sortie. A base on air defense will attempt to intercept those raids to mitigate the damage done.

• When intercepting enemy bombers, the first slot in the base will intercept the first slots on the enemy attackers and so on.
• Planes with a higher anti-bomber stat should be deployed in slots with opposing bombers to minimize the damage taken.

## Defense Fighter-Power

Please see the stats summary below for calculated defense fighter-power values.

$\displaystyle{ \text{Fighter-Power}_\text{defense} = \left( \sum_{\text{All Slots}} \left[ \left(\text{AA} + \text{Intercept} + 2 \times \text{Anti-Bomber} \right) \times \sqrt{\text{Plane Count}} + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{recon} }$

• $\displaystyle{ \text{AA} }$ is the Anti-Air stat of the plane.
• $\displaystyle{ \text{Intercept} }$ is the Interception stat of the plane.
• $\displaystyle{ \text{Anti-Bomber} }$ is the Anti-Bomber stat of the plane.
• $\displaystyle{ \text{Plane Count} }$ is the remaining planes in the slot.
• It will usually be $\displaystyle{ 18 }$ unless the base has been used elsewhere in the map.
• $\displaystyle{ \text{Mod}_\text{Proficiency} }$ is the fighter-power proficiency bonus. For maxed proficiency planes it is:
• $\displaystyle{ 25.464 }$ for land-based fighters, land-based interceptors, carrier-based fighters and seaplane fighters.
• $\displaystyle{ 9.464 }$ for seaplane bombers.
• $\displaystyle{ 3.464 }$ for all other planes.
• $\displaystyle{ \text{Mod}_\text{recon} }$ is the land-based reconnaissance bonus. Refer to the table below for details.
Reconnaissance Defense Bonus
LoS Seaplane Carrier-based Land-Based
≥9 1.16 1.3 ??
8 1.13 - 1.18
≤7 1.1 1.2 -

Unlike normal aerial combat, the shootdown for base defense is based on the anti-bomber stat of the plane. This is determined on a slot-by-slot basis as opposed to the whole air wing basis of aerial combat.

Base Defense Shootdown %
Anti-Bomber AP Shootdown % AS Shootdown %
0[1] 6~60 52~80
0 60~81 80~108
1 63.5~88 83.5~115
2 67~95 87~122
3 70.5~102 90.5~129
4 74~109 94~136
5 77.5~116 97.5~143
6 81~123 101~150
7 84.5~130 104.5~157
8 88~137 108~164
9 91.5~144 101.5~171
1. Carrier-based fighters

Notes:

• Planes with interception and anti-bomber stats are much more effective.
• Obtaining air superiority reduces the chances to take no damage with planes that have 6 or more .
1. Assuming 18 planes at max proficiency.

## Land Base Air Raid

During a sortie, an alert will say "Enemy formation approaching! Enemy aircraft are approaching our base" (敵編隊接近中！我が航空基地に敵機接近中。).

• The chance that this happens is random but increases when approaching the boss.
• At the boss node, the chance is 100%.
• The damage dealt will not destroy the base.
• Either fuel or bauxite will be randomly lost for any damage done to the base. It is calculated as follows:
• $\displaystyle{ \text{Resource Loss} = \text{Damage} \times 0.9 + 0.1 }$
• $\displaystyle{ \text{Damage} }$ is the damage taken by the base.
• The resource loss is rounded down.
• The maximum cost is 179 fuel/bauxite.
• Only 1-4 planes in the first slot are lost due to damage.
• Reconnaissance planes can only lose 1 plane per raid.
• If a slot only has 1 plane remaining, the loss will be applied to the slot below.
LBAS Raid Losses
Result Notice Losses Notes
No Damage The base has suffered no losses.

(空襲による基地の損害はありません。)

None
• Chance of occurring increases the better the air control state.
• This message is also displayed if fuel or bauxite is 0.
<50 Damage The air raids have reduced our resource stockpiles!

(空襲により備蓄資源に損害を受けました！)

Resource loss
>50 Damage The air raid has reduced our resource stockpiles, and our land-based air squadron has suffered losses on the ground!

(空襲により備蓄資源に損害を受け、基地航空隊にも地上撃破の損害が発生しました！)

Resource and plane loss.
• Bases that are "evacuated" will suffer only resource loss.
• Bases set to defense that take more than 50 damage will still lose planes but the display message will only indicate resources have been lost.

Notes:

• Because the plane losses are not that high and the resource loss is limited, it is recommended to focus all available bases on attack instead, unless getting LBAS AS is needed.

## High Altitude Air Raid

This is a special air-raid where the LBAS is attacked by "high-altitude bombers". The defense power of the base is severely reduced unless one or more are present.

• 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:
High Altitude Interceptors
Me 163B
Prototype Shuusui
Shuusui
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
• At least 2 "High Altitude Interceptors" are needed to remove the defense penalty.
• The multiplier is calculated based on the number of rocket interceptors in all bases.
• Damage works the same way as normal base raids.

## Heavy Land-Based Bomber Air Raid sequence

Unlike previous mechanics in the game, this mechanic is a "Quick Time Event" (QTE), and requires monitoring and timing of releasing the LBASs to successfully intercept the enemy air-raid by pressing a button at the right time.

• This means that the player is required to pay attention while the fleet is on the map screen.
• The heavy air raid will occur at random at any given point during sorties on E5 and may even sometimes not happen at all.
The location of the first bomber indicates the timing of when to press the button

When the LBAS sequence occurs, the screen will turn darker with 1 to 3 abyssal bomber(s) flying toward the land base point, and a button will appear on screen:

• When this button is pressed during the QTE, the exact moment it is clicked on, directly affects the amount of defending land bases that can participate in air-raid combat.
• No LBAS will be able to appear if this button is not pressed at all, no matter how many land bases are set to Air Defense.
• Pressing the button before 2.5 seconds or after 3 seconds after it appears will result in fewer (1~2) land bases appearing to provide defense.
• Pressing between 2.5 s and 3 s will result in maximal 3 land bases appearing to provide defense, depending on how many defense bases are set.
• While there is no visual indicator given, the best result may be achieved when the first bomber reaches the area marked on the picture to the right.
• Heavy Land Base Air Raid will consist of several waves of abyssal bombers appearing once the sequence starts with:
• 1 wave in Casual and Easy
• 2 waves in Medium
• 3 waves in Hard
• When multiple waves occur (Medium/Hard), plane losses of abyssal bombers will be reset for every wave, but losses of player's LBAS will NOT be reset.
• Therefore, map unlocks requiring air superiority can be fulfilled with the result of any wave, mostly the 1st wave, that can differ from the result of the final wave which is actually displayed in-game.
• The LBAS group needs to be armed in "Air Defense" mode with planes that can provide "high altitude interceptions" or are armed with "diagonal upward guns" to be more effective against those bombers. Interception fighter power bonus formula is: [1]

$\displaystyle{ \text{Bonus multiplier} = \biggl ( \text{Group A} + \text{Group B} + \text{Group C} \biggl ) \times \text{Group D}_\text{Multiplier} + \text{Group D}_\text{Flat} }$

Group Planes [2] Effects (Hard) [3]
A
Raiden
Reppuu Kai
Type 3 Fighter Hien (244th Air Combat Group)
Type 2 Two-seat Fighter Toryuu
• +0.07 per plane
• stacks 6 times
B
Shiden Kai (343 Air Group) 301st Fighter Squadron
Fw 190 D-9
• +0.11 for 1 plane
• +0.14 for 2 planes
• +? for 3 planes
C
Reppuu Kai (352 Air Group/Skilled)
Type 2 Two-seat Fighter Toryuu Model C
Ki-96
• +0.177 for 1 plane
• +0.287 for 2 planes
• +0.397 for 3 planes
D
Me 163B
Prototype Shuusui
Shuusui
• Multiplier: 0.5/0.95/1.0?/1.0/1.0 for 0/1/2/3/4 planes
• Flat: 0.3/0.55/0.85/1.0/1.07 for 0/1/2/3/4 planes
1. Dispite also having "diagonal upward guns", the do not have any bonus here.
2. On lower difficulties, different multipliers may be applied, being proportionally easier.

Bases set to "evacuate" will not lose planes to damage from "air raids".

• Resources will still be lost to damage.
• Evacuated planes will recover morale slower.
• Bases that have been evacuated will not cost resources on sortie.
Notes:
• Can be used to preserve planes in bases not currently used.
• It can also save on sortie costs if a particular base is not currently needed on the sortie.
• E.g. a base with bombers when focusing on air defense.

During rest, the morale of the planes will recover faster.

• The natural regeneration of bauxite is severely reduced when a base is being rested.
• It is halved for one base and reduced to 1/6 for two bases.
• It can be further reduced by increasing the LBAS group's level (see here).
• It takes about 24 min to recover from 0 fatigue in rest mode on level 0.
• It's reduced down to 18 min at level 2+.
Notes:
• Because the only disadvantage of rest applies when being below the resource soft-cap, it can be freely used to recover bases faster when being above the soft-cap.

# Resupplying

Planes can be resupplied by clicking the green "Resupply" (補充) button at the LBAS menu after a sortie. It is possible to either resupply one plane (航空機補充) or resupply the entire base (全中隊補充).

The resupply costs are:

$\displaystyle{ \text{Fuel} = \text{Plane Loss} \times 3 }$

$\displaystyle{ \text{Baux} = \text{Plane Loss} \times 5 }$

• $\displaystyle{ \text{Plane Loss} }$ is the number of planes lost.

# Morale

Squadrons will experience fatigue when sent on repeated sorties. Orange and red faces will be displayed on each individual squadron similar to ship girls.

Morale Value Indication
30-46 No mark
20-29 Orange face
0-19 Red face
• Planes have their morale set to 40 when deployed.
• Unlike ships, there is no "sparkle" morale.
• Each sortie decreases morale by 6 when deployed to one node and 8 when deployed to separate nodes.
• The result of the battle does not change the morale loss.
• The distance of the node does not affect morale loss.
• Morale recovers every 3 min, the amount recovered depends on the mode of the base, and the recovery is improved when the LBAS level is increased (see Land Base Maintenance menu):
LBAS mode amount recovered LBAS LV effects
Standby 4 faster at LV 2
Sortie 1 faster at LV 3
Air Defense 2 faster at LV 2
Evacuation 3 faster at LV 2
Rest 8 faster for LV 1 & 2, up to +50%
• Changing the mode before the 3 min timer is up will not change the amount recovered.
• Morale recovery from 40 to 46 is +1 per 3 min no matter the mode.
• The exact effect of fatigue hasn't been fully tested, but it is known to cause an accuracy drop

Above any world menu for LBAS, can be found the button to access the general Land Base Maintenance menu. This menu gives access to the general level for each LBAS groups, including in this order:

• The "Limited time Land Base" (general Events LBAS group)
• The "Southwestern Land Base" (world 7 LBAS group)
• The "Southern Land Base" (world 5 LBAS group, currently not available)
• The "Central Land Base" (world 6 LBAS group).

This menu is common to all world's LBAS groups. An additional menu is also found in the admiral's information menu, displaying a brief view of each LBAS group level.

For each group, can be seen (from top to bottom) :

• the LBAS group name
• the current level of this group
• the current mode of the group
• the total number of LBAS opened for the group
• the total amount of each type of plane in the group with a scheme of the current layout in each LBAS, with in order:
• LBAS bombers
• LBAS interceptors
• Fighters
• Bombers
• Seaplanes and recons aircraft.

Every group is initially at level 0, and can be upgraded up to level 3 using 1 each time. In the bottom right corner is showed how many Construction Corps are currently owned.

The effect for each level are the following:

Level Swapping
cooldown
Morale recovery
Standby Sortie Air Defense Evacuation Rest
0 12 min 4 1 2 3 8
1 10 min 4 1 2 3 10
2 8 min 5 1 3 4 12
3 6 min 5 2 3 4 12
• Having an LBAS at LV 3 allows to make as many sorties as wished without worrying about morale in "sortie" mode, as long as at least 9 min are waited between sorties.

In the case of the 1st group, all level improvements will carry over into future events.

From the 2021/09/29 update to the 2021/11/19 update, Event's LBAS maintenance menu could no longer be accessed, and so cannot be improved.

# Troubleshooting

Q: Does the plane order in the base matter?

A: Yes. When taking damage from air raids, the plane in the top slot takes losses first. Therefore, you should try to put reconnaissance planes on top if you're running them. Otherwise, fighters or your weakest bomber go on top.

Q: Does it matter which base my planes are on?

A: Yes. Because the first base goes first, you want your best fighter if you are running any in the first base to help reduce enemy airpower. If running all bombers, you want to order your bombers by fighter power so the highest goes into the first base and so on. This helps reduce the losses taken by subsequent bases.

Q: How do I lock LBAS equipment?

A: There are two ways. You can lock them from the ship girl equipment menu. Interceptors and fighters can be found under Others (...) and bombers can be found under the large plane icon at the bottom. You can also lock them from the LBAS equipment menu.

Q: How do I unequip planes on my LBAS?

A: Click and drag them out of the slot. Note that this blocks out the slot until the plane is redeployed. If you wish to place a new plane in the slot, it is better to just replace it with a new one.

Q: Can I move my planes between bases directly?

A: Yes, though only between bases located in the same world (can't swap a plane between World 6 and Event Land Bases). The slot you're selecting from must also already have a plane in it (can't be empty, it swaps the planes rather than taking it).

Q: How long does it take to redeploy?

A: 12 minutes. Land Base upgrades will reduce this time. See Land Base Maintenance

Q: Why can't I send my planes to X node?

A: Double-check to see that the node is within your base's combat radius.

Q: How can I make my planes reach X node?

A: Use flying boats or other reconnaissance planes to extend the range of your other planes. See combat radius.

Q: Why are my planes deranked even though they've only taken minimal losses?

A: Due to the way the planes are brought back to full strength for each wave, your plane was wiped during the first wave but got lucky during the second wave.

Q: How do I rank my planes?

A: By sending them on sorties. Please note that planes must participate in the sortie to gain experience. If previous waves sink all the enemies and planes in that base do not appear, they will not gain experience. This just wastes your resources. The best place to rank planes outside of events is 7-4.

Q: Why are my planes not ranking up?

A: Double check that the planes in that base actually participated in the airstrike. They will not gain experience if they do not. If they did, please note that different planes have different leveling speeds. Check Plane Proficiency for details.

Q: How is my base taking damage?

A: Your base is being attacked by air raids. You need to set a base on defense with fighters or interceptors to mitigate that damage. It is generally not worth it to defend your land bases because the maximum you can lose per base is 179 fuel/bauxite and 4 planes from the top slot. Remember that reconnaissance planes take limited losses from air raids.

Q: I can't find my planes!?

A: Any plane currently deployed to a base or is being "Redeployed" cannot be viewed from the ship girl equipment menu. They can only be viewed in the LBAS equipment menu.

Q: Why are my planes listed as deployed when they aren't?

A: Normal maps and event maps are not the same base. Check to see if those planes aren't being deployed elsewhere.

Q: Will it cost anything to shift my planes around?

A: No, moving planes around in the same base does not incur a deployment cost. Be careful when dragging them around so you don't accidentally redeploy them.

Q: What happens in a night battle?

A: Although the game allows you to select night battle nodes, there will be no LBAS attack performed. The exception to this is night-day nodes where the LBAS will perform the attack as usual once the battle shifts into day.

Q: What happens to event LBAS after the event ends?

A: They will all be unequipped. There will be no additional resource loss even if you haven't resupplied your planes before the event ends.

Q: Is it worth it to open the 3rd base in World 6?

A: * The 3rd base will pay for itself in fuel and bauxite savings in roughly 3 months of 6-5 clears. Assuming that your bases regularly get knocked to moderate damage. It will take longer to pay for itself if your bases take less damage. This also assumes you have good enough fighters and interceptors to negate damage. Otherwise, the payback period gets longer. It can be a good long-term investment.

Q: Is it worth it to open the 2nd & 3rd bases in World 7?

A: * For now, there is only 7-4 with LBAS access in world 7, and there is only one LBAS available to sortie, and there is no air raid on this map, so opening any LBAS is useless.

Q: Is it worth it to upgrade LBAS groups?

A: * Upgrading LBAS groups decrease the swapping cooldown and increase the morale recovery, something which can be invaluable during events where time is counted, but on the contrary, something almost meaningless on regular maps.

• Upgrading the 4th LBAS group (W6) can be useful if you are used to clear 6-5 late in the month.
• Upgrading the 2nd LBAS group (W7) is almost useless.

*NOTE: It is possible to unlock Construction Corps through quests, without paying any money (800 ¥).

# Plane Stats Summary

The following assumptions apply:

• Maxed proficiency (>>)
• Versus single fleet
• No contact
• No critical
• No anti-installation bonus factored in.

In addition, Anti-Air Resistance works for any relevant plane.

## Land-Based Planes

Attack/Assault/Bomber/ASW Aircraft
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter Power
Anti-Ship Anti-Ground ASW
10 180 8 100.8 117 - 7
12 216 9 117 133.2 - 11
12 216 9 133.2 142.2 - 16
12 216 10 126 133.2 - 16
12 216 8 126 133.2 - 20
13 234 9 149.4 149.4 - 16
4 72 5 36 () 100.8 - 28
9 162 8 36 52.2 102.6 ~ 145.8 3
9 162 8 36 52.2 109.8 ~ 156.6 3
13 234 4 36 126 -
15 270 4 142.2 216 -
17 306 4 165.6 232.2 -
14 252 5 149.4 158.4 -
★+10 14 252 5 -
14 252 5 149.4 165.6 -
15 270 5 158.4 199.8 -
11 198 7 108 142.2 -
13 234 8 133.2 149.4 -
14 252 8 142.2 149.4 -
20 180 10 73 76 -
21 189 11 76 82 -
13 234 7 158.4 158.4 -
9 162 4 126 190.8 -
12 216 3 149.4 199.8 -
Interceptors/Fighters
Name Deployment Cost Assignment Cost Combat Radius Sortie Fighter-Power Defense Fighter-Power
6 108 2 63 101
7 126 3 78 80
★+10 7 126 3 86 89
7 126 4 89 106
7 126 4 82 93
6 108 3 65 72
★+10 6 108 3 74 80
6 108 4 82 84
7 126 5 74 80
4 72 6 63 59
★+10 4 72 6 72 67
4 72 6 74 76
★+10 4 72 6 82 84
4 72 7 78 80
4 72 7 103 101
5 90 4 61 76
★+10 5 90 4 70 84
5 90 5 76 97
6 108 4 93 101
6 108 4 97 106
9 162 4 80 127
9 162 4 91 144
4 72 1 33 110
4 72 1 33 101
4 72 1 38 114
8 144 3 95 114
★+2 4 72 7 97 99
★+2 4 72 7 92 95
★+4 4 72 7 94 96
★+2 4 72 5 103 103
★+3 4 72 5 104 104
Recons
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
7 28 8 16
7 28 9 16

## Carrier-Based Planes

Fighters
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
3 54 3 38
★+10 3 54 3 46
4 72 7 46
★+10 4 72 7 55
5 90 6 50
★+10 5 90 6 59
7 126 5 67
8 144 5 76
6 108 3 63
9 162 2 89
4 72 7 59
★+10 4 72 7 67
5 90 6 63
★+10 5 90 6 72
7 126 5 72
★+10 7 126 5 80
5 90 6 63
★+10 5 90 6 72
5 90 6 67
★+10 5 90 6 76
4 72 7 63
5 90 6 72
★+10 5 90 6 80
6 108 6 76
★+10 6 108 6 84
6 108 2 59
6 108 3 67
4 72 5 46
★+10 4 72 5 55
4 72 5 59
★+10 4 72 5 67
6 108 4 50
★+10 6 108 4 59
6 108 3 72
5 90 4 42
★+10 5 90 4 50
6 108 4 46
★+10 6 108 4 55
8 144 5 59
★+10 8 144 5 67
8 144 5 67
★+10 8 144 5 76
3 54 4 42
5 90 4 38
6 108 4 63
9 162 5 59
9 162 5 67
7 126 4 67
10 180 4 67
10 180 5 80
?? ?? 6 84
11 198 5 72
11 198 6 76
7 126 4 72
Torpedo Bombers
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
5 90 4 53 - 3
★+10 5 90 4 64 - 3
6 108 5 64 - 3
7 126 6 81 - 3
8 144 6 98 - 3
5 90 4 59 22 ~ 51 3
★+10 5 90 4 70 26 ~ 60 3
6 108 5 76 24 ~ 56 3
5 90 4 87 - 7
6 108 5 104 - 7
5 90 4 70 - 3
6 108 5 81 - 3
7 126 6 98 - 3
5 90 4 93 - 7
6 108 5 110 - 7
6 108 3 47 - 20
6 108 4 53 - 3
3 54 3 42 - 3
3 54 3 53 - 3
4 72 3 70 28 ~ 65 3
10 180 6 76 - 7
11 198 6 76 24 ~ 56 7
5 90 4 70 26 ~ 60 3
9 162 6 104 - 11
9 162 6 110 22 ~ 51 16
6 108 4 64 - 3
★+10 6 108 4 76 - 3
6 108 4 76 22 ~ 51 3
Dive Bombers
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
4 72 4 53 - 3
5 90 4 70 - 3
6 108 5 81 - 3
5 90 4 47 - 20
★+10 5 90 4 47 - 31
6 108 4 76 - 3
4 72 4 64 - 7
4 72 4 81 - 3
5 90 5 98 - 7
5 90 5 87 - 3
9 162 5 87 - 7
5 90 5 47 - 33
★+10 5 90 5 47 - 43
5 90 4 59 - 11
6 108 4 53 - 24
★+10 6 108 4 53 - 35
9 162 6 64 - 33
4 72 4 47 - 11
6 108 4 36 - 28
5 90 5 87 - 7
5 90 6 83 - 11
8 144 4 76 26 ~ 60 3
8 144 4 81 28 ~ 65 3
6 108 3 59 - 20
5 90 5 93 - 16
6 108 5 87 - 3
Jets
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
14 252 3 78 - 28
13 234 2 61 - 54
Recons
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter Power
9 36 8 3
6 24 5 7
12 48 8 3
9 36 8 3
9 386 7 11

## Seaplanes

Fighters
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
4 72 3 33
★10 4 72 3 42
5 90 4 38
★10 5 90 4 46
4 72 3 38
★10 4 72 3 46
5 90 4 46
★10 5 90 4 55
6 108 3 46
★10 6 108 3 55
Bombers
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
6 108 5 47 - 11
★10 6 108 5 59 - 11
10 180 4 87 - 3
6 108 5 59 - 11
★10 6 108 5 70 - 11
7 126 5 64 - 16
7 126 5 76 - 16
7 126 4 53 - 7
6 108 5 64 - 7
10 180 4 93 - 3
6 108 5 76 - 20
★10 6 108 5 87 - 20
8 144 5 81 - 20
★10 8 144 5 93 - 20
8 144 5 87 22 ~ 51 24
Recons [1]
Name Deployment Cost Assignment Cost Combat Radius ASW Sortie/Defense Fighter-Power
5 20 7 - 11
6 24 3 - 11
8 32 6 - 3
5 20 3 - 7
9 36 4 - 3
4 16 3 - 7
6 24 3 - 7
5 20 7 15 ~ 35 7
5 20 7 16 ~ 37 7
3 12 3 - 7
Flying Boats
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
25 100 20 3
13 52 10 3
1. Upgraded variants not included because it only increases LoS.