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LandBased Air Squadron
Introduction
In certain maps, LandBased Air Squadrons (LBAS) are available to support fleets. landbased planes, carrierbased 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 74, 64, 65, and events.
Overview
1. Maps where LBAS are available for use, are marked with a blue banner labeled "LandBased 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 Landbased 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.
 It works the same way in a Combined Fleet.
Unlocking
World 6
In order to use the LBAS at World 6, the quest F43 has to be cleared. Construction Corps are then needed to open the 2nd and 3rd LBAS of world 6.
Quest info  Rewards  

F43 中部海域「基地航空隊」展開！
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. Construction Corps are then needed to open the 2nd and 3rd LBAS of world 7.
Quest info  Rewards  

B175 南西海域「基地航空隊」開設！
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:  
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
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 "LandBased 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:
[math]\displaystyle{ \text{Assignment Cost} = \text{Cost}_\text{plane} \times \text{size}_\text{slot} }[/math]
 [math]\displaystyle{ \text{Cost}_\text{plane} }[/math] is the deployment cost of the plane. Please refer to the tables below for costs.
 [math]\displaystyle{ \text{size}_\text{slot} }[/math] is the size of the slot. It is [math]\displaystyle{ 4 }[/math] for reconnaissance planes, [math]\displaystyle{ 9 }[/math] for large landbased aircrafts, and [math]\displaystyle{ 18 }[/math] 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.
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 fighterpower 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 airraid nodes to help mitigate damage.
 The damage state of the base from air raids does not affect airstrike damage.
Combat Radius
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.
[math]\displaystyle{ \text{Max Range} = \text{Range}_\text{min} + \sqrt{\text{Range}_\text{max}  \text{Range}_\text{min}} }[/math]
 [math]\displaystyle{ \text{Range}_\text{min} }[/math] is the minimum range of planes in the base.
 [math]\displaystyle{ \text{Range}_\text{max} }[/math] 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  
Type 2 Large Flying Boat  20  4  5  6  7  8  9  10  11  12  13 
PBY5A Catalina  10  4  5  6  6  7  8  9  9  10   
Type 2 Landbased Recon (Skilled)  9  4  5  5  6  7  8  8  9     
Type 2 Landbased Recon 
8  4  4  5  6  7  7  8       
Type 0 Recon Type 0 Recon Mod 11B 
7  4  4  5  6  6  7         
Type 98 Night Recon  6  3  4  5  5  6           
Type 2 Carrier Recon  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.
AntiShip:
[math]\displaystyle{ \text{Attack}_\text{antiship} = \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} }[/math]
 [math]\displaystyle{ \text{Mod}_\text{type} }[/math] is the type modifier.
 [math]\displaystyle{ 0.8 }[/math] for landbased attack aircraft.
 [math]\displaystyle{ 1.0 }[/math] for carrierbased bombers and seaplane bombers.
 [math]\displaystyle{ 0.7071 }[/math] for jet fighterbombers.
 [math]\displaystyle{ \text{DB/TP} }[/math] is the dive bombing or torpedo stat of the plane.
 Landbased attackers will use their torpedo stat for antiship.
 [math]\displaystyle{ \text{Plane Count} }[/math] is the remaining planes in the slot.
 It will usually be [math]\displaystyle{ 18 }[/math] unless the base has been used elsewhere in the map.
 [math]\displaystyle{ \text{Mod}_\text{crit} }[/math] is the critical multiplier of [math]\displaystyle{ 1.5 }[/math].
 [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the proficiency critical multiplier of [math]\displaystyle{ 1.2 }[/math] for maxed proficiency planes.
 [math]\displaystyle{ \times \text{Mod}_\text{Contact} }[/math] is the contact bonus. Please see contact for more details on the bonus.
 [math]\displaystyle{ \text{Mod}_\text{LBAA} }[/math] is the bonus for landbased attack aircraft. It is [math]\displaystyle{ 1.8 }[/math] for LBAA and [math]\displaystyle{ 1.0 }[/math] otherwise.
 [math]\displaystyle{ \text{Mod}_\text{LBR} }[/math] is the bonus for having a landbased reconnaissance present in the base.
 [math]\displaystyle{ 1.125 }[/math] for Type 2 Landbased Reconnaissance Aircraft.
 [math]\displaystyle{ 1.15 }[/math] for Type 2 Landbased Reconnaissance Aircraft (Skilled).
 [math]\displaystyle{ \text{Mod}_\text{boss} }[/math] is a bonus when attacking certain Princess and Demontype enemies. Currently the exact bonus for each boss is unknown.
 [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] is the bonus when attacking combined fleets. It is [math]\displaystyle{ 1.1 }[/math] vs combined fleets and [math]\displaystyle{ 1.0 }[/math] otherwise.
AntiGround:
[math]\displaystyle{ \text{Attack}_\text{antiground} = \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} }[/math]
 [math]\displaystyle{ \text{DB/TP} }[/math] is the dive bombing or torpedo stat of the plane.
 Landbased attackers will use their divebombing stat for antiground.
 [math]\displaystyle{ \text{Mod}_\text{AIpre} }[/math] is the precap antiinstallation multiplier.
 Everything before this is capped at 170. Please see Damage Calculations for how the cap works.
 [math]\displaystyle{ 1.6 }[/math] versus Artillery Imps
 [math]\displaystyle{ 1.18 }[/math] versus Isolated Island Demon
 [math]\displaystyle{ \text{Mod}_\text{AIpost1} }[/math] is the first postcap antiinstallation multiplier.
 [math]\displaystyle{ 2.1 }[/math] versus Supply Depot Princess
 [math]\displaystyle{ \text{Mod}_\text{AIpost2} }[/math] is the postcap antiinstallation additive bonus.
 [math]\displaystyle{ 100 }[/math] versus Supply Depot Princess
 [math]\displaystyle{ \text{Mod}_\text{AIpost3} }[/math] is the second postcap antiinstallation multiplier.
 [math]\displaystyle{ 1.55 }[/math] versus Artillery Imps
 [math]\displaystyle{ 1.7 }[/math] versus Isolated Island Demon
 Other variables are the same as for antiship.
ASW:
[math]\displaystyle{ \text{Attack}_\text{antisub} = \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} }[/math]
 [math]\displaystyle{ \text{A} }[/math] is a constant based on the base ASW of the plane.
 [math]\displaystyle{ 0.35 }[/math] for 79 ASW.
 [math]\displaystyle{ 0.7 }[/math] for 10+ ASW.
 [math]\displaystyle{ \text{B} }[/math] is a random number based on the base ASW of the plane. It is between [math]\displaystyle{ 0 }[/math] and:
 [math]\displaystyle{ 0.45 }[/math] for 79 ASW.
 [math]\displaystyle{ 0.3 }[/math] for 10+ ASW.
 Other variables are the same as for antiship.
Notes:
 All attack power before the critical bonus is capped at 170.
 Carrierbased planes and seaplane bombers also gain the antiinstallation 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 submarineonly nodes.
 Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.
Sortie FighterPower
Please see the stats summary below for calculated sortie fighterpower values.
[math]\displaystyle{ \text{FighterPower}_\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} }[/math]
 [math]\displaystyle{ \text{AA} }[/math] is the AntiAir stat of the plane.
 [math]\displaystyle{ \text{Intercept} }[/math] is the Interception stat of the plane.
 [math]\displaystyle{ \text{Plane Count} }[/math] is the remaining planes in the slot.
 It will usually be [math]\displaystyle{ 18 }[/math] unless the base has been used elsewhere in the map.
 [math]\displaystyle{ \text{Mod}_\text{Proficiency} }[/math] is the fighterpower proficiency bonus. For maxed proficiency planes it is:
 [math]\displaystyle{ 25.464 }[/math] for landbased fighters, landbased interceptors, carrierbased fighters and seaplane fighters.
 [math]\displaystyle{ 9.464 }[/math] for seaplane bombers.
 [math]\displaystyle{ 3.464 }[/math] for all other planes.
 [math]\displaystyle{ \text{Mod}_\text{LBR} }[/math] is the landbased reconnaissance bonus.
 [math]\displaystyle{ 1.15 }[/math] for Type 2 Land Based Reconnaissance Aircraft.
 [math]\displaystyle{ 1.18 }[/math] for Type 2 Landbased Reconnaissance Aircraft (Skilled).
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 fighterpower by more.
 Be mindful not to compromise attack power by too much in order to reduce losses. Getting AD or AP is good enough.
 ↑ 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.
LandBased Attack Aircraft
[math]\displaystyle{ \text{Fuel} = \text{Plane Count} \times 1.5 }[/math]
[math]\displaystyle{ \text{Ammo} = \text{Plane Count} \times 0.7 }[/math]
Other Planes
[math]\displaystyle{ \text{Fuel} = \text{Plane Count} \times 1.0 }[/math]
[math]\displaystyle{ \text{Ammo} = \text{Plane Count} \times 0.6 }[/math]
 [math]\displaystyle{ \text{Plane Count} }[/math] is the remaining planes in the slot.
 [math]\displaystyle{ 4 }[/math] for reconnaissance planes.
 [math]\displaystyle{ 18 }[/math] 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 landbased ammo cost which is rounded down.
PBY5A Catalina rescue function
PBY5A Catalina placed in LBAS have the ability to rescue fallen pilots that lose their planes in LandBased 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 65 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.
Defense FighterPower
Please see the stats summary below for calculated defense fighterpower values.
[math]\displaystyle{ \text{FighterPower}_\text{defense} = \left( \sum_{\text{All Slots}} \left[ \left(\text{AA} + \text{Intercept} + 2 \times \text{AntiBomber} \right) \times \sqrt{\text{Plane Count}} + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{recon} }[/math]
 [math]\displaystyle{ \text{AA} }[/math] is the AntiAir stat of the plane.
 [math]\displaystyle{ \text{Intercept} }[/math] is the Interception stat of the plane.
 [math]\displaystyle{ \text{AntiBomber} }[/math] is the AntiBomber stat of the plane.
 [math]\displaystyle{ \text{Plane Count} }[/math] is the remaining planes in the slot.
 It will usually be [math]\displaystyle{ 18 }[/math] unless the base has been used elsewhere in the map.
 [math]\displaystyle{ \text{Mod}_\text{Proficiency} }[/math] is the fighterpower proficiency bonus. For maxed proficiency planes it is:
 [math]\displaystyle{ 25.464 }[/math] for landbased fighters, landbased interceptors, carrierbased fighters and seaplane fighters.
 [math]\displaystyle{ 9.464 }[/math] for seaplane bombers.
 [math]\displaystyle{ 3.464 }[/math] for all other planes.
 [math]\displaystyle{ \text{Mod}_\text{recon} }[/math] is the landbased reconnaissance bonus. Refer to the table below for details.
Reconnaissance Defense Bonus  

LoS  Seaplane  Carrierbased  LandBased 
≥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 antibomber stat of the plane. This is determined on a slotbyslot basis as opposed to the whole air wing basis of aerial combat.
Base Defense Shootdown %  

AntiBomber  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 
 ↑ Carrierbased fighters
Notes:
 Planes with interception and antibomber stats are much more effective.
 Obtaining air superiority reduces the chances to take no damage with planes that have 6 or more .
 ↑ 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:
 [math]\displaystyle{ \text{Resource Loss} = \text{Damage} \times 0.9 + 0.1 }[/math]
 [math]\displaystyle{ \text{Damage} }[/math] is the damage taken by the base.
 The resource loss is rounded down.
 The maximum cost is 179 fuel/bauxite.
 [math]\displaystyle{ \text{Resource Loss} = \text{Damage} \times 0.9 + 0.1 }[/math]
 Only 14 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 

<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 landbased 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. 

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 airraid where the LBAS is attacked by "highaltitude bombers". The defense power of the base is severely reduced unless one or more Landbased rocket interceptors
are present.
 High Altitude Interceptors multiply the total air power of all land bases in Air Defense mode, when defending against enemy HighAltitude Bombers. The multiplier depends on the number of high altitude interceptors equipped and which difficulty the event map is played on:
High Altitude Interceptors  

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 LandBased 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 airraid 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.
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 airraid 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 ingame.
 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]}
[math]\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} }[/math]
Group  Planes ^{[2]}  Effects (Hard) ^{[3]} 

A 
 
B 
 
C 
 
D 

 ↑ Source: https://twitter.com/yukicacoon/status/1507242405841432576
 ↑ Dispite also having "diagonal upward guns", the Reppuu Kai (Prototype Carrierbased Model) do not have any bonus here.
 ↑ 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.
 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+.
 Because the only disadvantage of rest applies when being below the resource softcap, it can be freely used to recover bases faster when being above the softcap.
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:
[math]\displaystyle{ \text{Fuel} = \text{Plane Loss} \times 3 }[/math]
[math]\displaystyle{ \text{Baux} = \text{Plane Loss} \times 5 }[/math]
 [math]\displaystyle{ \text{Plane Loss} }[/math] 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 

3046  No mark 
2029  Orange face 
019  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 Construction Corps 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: Doublecheck 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 74.
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 nightday 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 65 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 longterm investment.
Q: Is it worth it to open the 2nd & 3rd bases in World 7?
A: * For now, there is only 74 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.
 For most admirals, Upgrading the 1st LBAS group (event) may be helpful.
 Upgrading the 4th LBAS group (W6) can be useful if you are used to clear 65 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:
 Full strength squadron
 Maxed proficiency (>>)
 Versus single fleet
 No contact
 No critical
 No antiinstallation bonus factored in.
In addition, AntiAir Resistance works for any relevant plane.
LandBased Planes
Name  Deployment Cost  Assignment Cost  Combat Radius  Attack Power  Sortie/Defense Fighter Power  

AntiShip  AntiGround  ASW  
Type 96 Landbased Attack Aircraft  10  180  8  100.8  117    7 
Type 1 Landbased Attack Aircraft  12  216  9  117  133.2    11 
Type 1 Landbased Attack Aircraft (Nonaka Squadron)  12  216  9  133.2  142.2    16 
Type 1 Landbased Attack Aircraft Model 22A  12  216  10  126  133.2    16 
Type 1 Landbased Attack Aircraft Model 34  12  216  8  126  133.2    20 
Ginga  13  234  9  149.4  149.4    16 
Bombcarrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)  4  72  5  36 (239.4against abyssal DD)  100.8    28 
Prototype Toukai  9  162  8  36  52.2  102.6 ~ 145.8  3 
Toukai (901 Air Group)  9  162  8  36  52.2  109.8 ~ 156.6  3 
Do 17 Z2  13  234  4  36  126    
Do 217 E5 + Hs293 Initial Model  15  270  4  142.2  216    
Do 217 K2 + FritzX  17  306  4  165.6  232.2    
Type 4 Heavy Bomber Hiryuu  14  252  5  149.4  158.4    
Type 4 Heavy Bomber Hiryuu ★+10  14  252  5    
Type 4 Heavy Bomber Hiryuu (Skilled)  14  252  5  149.4  165.6    
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile  15  270  5  158.4  199.8    
SM.79  11  198  7  108  142.2    
SM.79 bis  13  234  8  133.2  149.4    
SM.79 bis (Skilled)  14  252  8  142.2  149.4    
Shinzan  20  180  10  73  76    
Shinzan Kai  21  189  11  76  82    
Ginga (Egusa Squadron)  13  234  7  158.4  158.4    
Ki102 B  9  162  4  126  190.8    
Ki102 B Kai + No.1 Model 1B Guided Missile  12  216  3  149.4  199.8   
Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense FighterPower 

Type 2 Landbased Reconnaissance Aircraft  7  28  8  16 
Type 2 Landbased Reconnaissance Aircraft (Skilled)  7  28  9  16 
CarrierBased Planes
Name  Deployment Cost  Assignment Cost  Combat Radius  Attack Power  Sortie/Defense FighterPower  

AntiShip/Ground  ASW  
Jet Keiun Kai  14  252  3  78    28 
Kikka Kai  13  234  2  61    54 
Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense Fighter Power 

Saiun  9  36  8  3 
Type 2 Reconnaissance Aircraft  6  24  5  7 
Prototype Keiun (Carrierbased Reconnaissance Model)  12  48  8  3 
Saiun (Eastern Caroline Air Group)  9  36  8  3 
Saiun (4th Recon Squad)  9  386  7  11 
Fulmar (Reconnaissance Fighter/Skilled) 
Seaplanes
Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense FighterPower 

Ro.44 Seaplane Fighter  4  72  3  33 
Ro.44 Seaplane Fighter ★10  4  72  3  42 
Type 2 Seaplane Fighter Kai  5  90  4  38 
Type 2 Seaplane Fighter Kai ★10  5  90  4  46 
Ro.44 Seaplane Fighter bis  4  72  3  38 
Ro.44 Seaplane Fighter bis ★10  4  72  3  46 
Type 2 Seaplane Fighter Kai (Skilled)  5  90  4  46 
Type 2 Seaplane Fighter Kai (Skilled) ★10  5  90  4  55 
Kyoufuu Kai  6  108  3  46 
Kyoufuu Kai ★10  6  108  3  55 
Name  Deployment Cost  Assignment Cost  Combat Radius  Attack Power  Sortie/Defense FighterPower  

AntiShip/Ground  ASW  
Zuiun  6  108  5  47    11 
Zuiun ★10  6  108  5  59    11 
Prototype Seiran  10  180  4  87    3 
Zuiun (634 Air Group)  6  108  5  59    11 
Zuiun (634 Air Group) ★10  6  108  5  70    11 
Zuiun Model 12  7  126  5  64    16 
Zuiun Model 12 (634 Air Group)  7  126  5  76    16 
Laté 298B  7  126  4  53    7 
Zuiun (631 Air Group)  6  108  5  64    7 
Seiran (631 Air Group)  10  180  4  93    3 
Zuiun (634 Air Group/Skilled)  6  108  5  76    20 
Zuiun (634 Air Group/Skilled) ★10  6  108  5  87    20 
Zuiun Kai Ni (634 Air Group)  8  144  5  81    20 
Zuiun Kai Ni (634 Air Group) ★10  8  144  5  93    20 
Zuiun Kai Ni (634 Air Group/Skilled)  8  144  5  87  22 ~ 51  24 
Swordfish (Seaplane Model)  
Swordfish Mk.III Kai (Seaplane Model)  
Swordfish Mk.III Kai (Seaplane Model/Skilled) 
Name  Deployment Cost  Assignment Cost  Combat Radius  ASW  Sortie/Defense FighterPower 

Type 0 Reconnaissance Seaplane  5  20  7    11 
Type 0 Observation Seaplane  6  24  3    11 
Type 98 Reconnaissance Seaplane (Night Recon)  8  32  6    3 
Ar196 Kai  5  20  3    7 
Shiun  9  36  4    3 
Ro.43 Reconnaissance Seaplane  4  16  3    7 
OS2U  6  24  3    7 
Type 0 Reconnaissance Seaplane Model 11B  5  20  7  15 ~ 35  7 
Type 0 Reconnaissance Seaplane Model 11B (Skilled)  5  20  7  16 ~ 37  7 
S9 Osprey  3  12  3    7 
Swordfish Mk.II Kai (Reconnaissance Seaplane Model)  
Fairey Seafox Kai  
SOC Seagull  
SO3C Seamew Kai 
Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense FighterPower 

Type 2 Large Flying Boat  25  100  20  3 
PBY5A Catalina  13  52  10  3 
 ↑ Upgraded variants not included because it only increases LoS.
See Also
