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LandBased Air Squadron
Introduction
In certain maps, you are able to access LandBased Air Squadrons(LBAS) to support your fleets. You can assign landbased planes, carrierbased planes and seaplanes to these bases. Autogyros and liaison aircraft are exceptions and may not be assigned. These squadrons can then be used to attack selected nodes or defend the base.
Currently LBAS is only available in 64, 65 and events.
Overview
1. Maps which have LBAS available for use are marked with a blue banner labelled "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. All slots in the air base are fixed at size 18.
 The exceptions are reconnaissance planes which are fixed at size 4.
3. When a plane is removed from the air base, there is a 12 minute cooldown while they are "Relocating" (配置転換中).
 You need to go to the home screen after the 12 minutes are up to complete the relocation.
4. 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( You can drag and drop them between the slots).
 Removing planes do not cost anything.
5. The LBAS available in World 6 is independent to event LBAS. This means you'll need to remove planes from world 6 to use them in events and vice versa.
6. 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, you need to complete quest F43. The Construction Teams required for the quest can either be obtained from quests B80 and B81 or bought from the cash shop for 700y. Upon completing F43, you will be given access to one air base. Up to three air bases can be unlocked using Construction Teams. This means that you should buy at maximum one additional Team from the cash shop.
Events LBAS unlocking in events is straightforward. You are given access to an air base from the first map when it is available. As you progress through the event, you may unlock more bases.
 Please note that although additional bases may be unlocked as you proceed through the event, if a 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
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 bases will be greyed out and unavailable for assignment.
3. Change the Deployment Mode notice by clicking on it. It will rotate through:
 Standby (待機)  Default mode and is locked to this for empty bases.
 Sortie (出撃)  Red
 Air Defense (防空)  Yellow
 Evacuation (退避)  Blue
 Rest (休息)  Green
 Note if you are using a KC viewer, the status of the LBAS will only be updated when you exit the LBAS menu.
4. When you have at least 1 base set to sortie, there will be a green bar underneath the sortie button telling you "LandBased Air Squadron Ready to Sortie" (基地航空隊出撃準備中). 5. Before the sortie begins, you will be asked to select up to two nodes per active base.
 You can send a base to the same node twice.
 Note that the LBAS strikes will proceed in the order of the airbases, so if all sent to the same node, LBAS 1 will arrive first followed by 2 and 3.
6. Once you have selected your targets, click the green "Ready for Takeoff" (発進準備完了) button.
 If you make a mistake, click the red "Cancel" (解除) button to reset targets for that base.
7. Repeat steps 5 and 6 for every active base.
8. When your 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 and [math]\displaystyle{ 18 }[/math] for everything else.
Deployment Modes
Standby
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 you aren't using the air base, it is typically better to leave it in Evacuation or Rest instead.
Sortie
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.
 You can only target nodes within the combat radius of the base. 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 your 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 finalised 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.
 You are able to send the base 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.
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 mouse over with LBAS active. Yellow indicates nodes at the maximum range of the current base.
 You will be unable to sortie if the range of your 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.
Plane Name  Combat Radius  Minimum Range and Extended Range  

1  2  3  4  5  6  7  8  9  10  
Type 2 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 Reconnaissance Aircraft (Skilled)  9  4  5  5  6  7  8  8  9     
Type 2 Land Based Reconnaissance Aircraft 
8  4  4  5  6  7  7  8       
Type 0 Recon Seaplane Type 0 Recon SeaPlane Model 11 B 
7  4  4  5  6  6  7         
Type 98 Recon Seaplane (Night Scout)  6  3  4  5  5  6           
Type 2 Recon Aircraft  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 Land Based 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 dive bombing 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.
AntiSub
[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.
Important Notes
 All attack power before the critical bonus is capped at 170.
 Carrierbased planes and seaplane bombers also gain the antiinstallation multipliers and bonus.
 Only planes with 7+ ASW are able to perform ASW attacks.
 If no plane 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 Fighter Power
Please see the stats summary below for calculated sortie fighter power values.
[math]\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} }[/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 fighter power 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).
Important Notes
 Contesting air control works exactly the same as normal aerial combat.
 A better air control state can reduce the losses taken by your 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.
 ↑ 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 Planes
[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.
Important Notes
 This cost is calculated persquadron.
 Empty slots do not cost anything.
 The resources are deducted when you start the sortie.
 Costs are rounded up except for the landbased ammo cost which is rounded down.
Air Defense
In 65 and some event maps, the enemy will raid your 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 Fighter Power
Please see the stats summary below for calculated defense fighter power values.
[math]\displaystyle{ \text{Fighter Power}_\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 fighter power 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.
LoS  Seaplane  Carrierbased  LandBased 

≥9  1.16  1.3  ?? 
8  1.13    1.18 
≤7  1.1  1.2   
Unlike normal aerial combat, the shoot down for base defense is based off the antibomber stat of the plane. This is determined on a slot by slot basis as opposed to the whole air wing basis of aerial combat.
AntiBomber  AP Shootdown %  AS Shootdown % 

0^{[1]}  36~60  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  11.5~171 
 ↑ Carrierbased fighters
Important Notes
 Planes with interception and antibomber stats are much more effective.
 Obtaining air superiority means you are near guaranteed to take no damage with planes that have 6 or more .
 ↑ Assuming 18 planes at max proficiency.
Land Base Air Raid
During a sortie, you will receive an alert saying "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 as you get closer to the boss.
 At the boss node, the chance is 100%.
 The damage dealt will not destroy the base.
 You will randomly lose either fuel or bauxite for any damage done to your 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 your base.
 The resource loss is rounded down.
 The maximum you can lose 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.
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 have 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. 

Important Notes
 Because the plane losses are not that high and the resource loss is limited, it is recommended that you focus all available bases on attack instead.
High Altitude Air Raid
This is a special air raid where the enemy attacks using high altitude bombers. The defense power of the base is severely reduced unless one or more rocket interceptors are present.
No. of Rocket Interceptors  Defense Multiplier 

0  0.5 
1  0.8 
2  1.1 
3+  1.2 
Important Notes
 At least 2 rocket interceptors are needed to remove the penalty and allow your other fighters and interceptors to operate at their full potential.
 The multiplier is calculated based on the number of rocket interceptors in all bases.
 Damage works the same way as normal base raids.
Evacuation
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.
Important Notes
 You can use evacuation to preserve planes in bases you are not currently using.
 It can also save on sortie costs if you do not currently need a particular base on the sortie.
 E.g. a base with bombers when you are focusing on air defense.
Rest
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 takes about 24 minutes to recover from 0 fatigue in rest mode.
Important Notes
 Because the only disadvantage of rest applies if you are below the resource softcap, you can freely use it to recover your bases faster if you are above the softcap.
Resupplying
You can resupply planes by clicking the green "Resupply" (補充) button at the LBAS menu after a sortie. You can choose 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  Notes 

3046  No mark  
2029  Orange face  
019  Red face 
 Planes have their morale set to 40 when deployed.
 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 minutes, the amount recovered depends on the mode of the base.
 Standby: +4
 Sortie: +1
 Air Defense: +2
 Evacuation: +3
 Rest: +8
 Changing the mode before the 3 minute timer is up will not change the amount recovered.
 Morale recovery from 40~46 is +1 per 3 minutes no matter the mode.
 The exact effect of fatigue hasn't been fully tested, but it is known to cause a drop in accuracy.
Above any world menu for LBAS, you can find the button to access the general Land Base Maintenance menu. This menu give you access to the general level for each of your LBAS groups, including in this order the "Limited time Land Base" (general events LBAS group), the "Southeast Land Base" (world 7 LBAS group, currently not available), the "Southern Land Base" (world 5 LBAS group, currently not available), and the "Central Land Base" (world 6 LBAS group). This menu is common to all world's LBAS groups.
For each group, you can see (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 attack aircraft,
 Fighters,
 Bombers,
 Seaplanes and recon aircrafts.
Every group are initially at level 0, and can be upgraded up to level 3 using 1 bulldozer each time. You can see how many bulldozers you currently possess in the bottom right corner. The effect for each level are the following:
 Level 1: Reduced plane swapping cooldown timer & faster morale recovery when set to "Rest",
 Level 2: Plane swapping cooldown timer reduced even further & faster morale recovery when set to anything except "Sortie",
 Level 3: Plane swapping cooldown timer almost halved in total & faster morale recovery regardless of selected squad state (but "Rest" still ca. 50% more effective).
In the case of the 1st group, all level improvements will carry over into future events.
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 air power. 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 65B.
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 are 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 buy the 3rd base in World 6?
A: For the cost of 700y, 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. If you have money to spare, it is a good long term investment.
Plane Stats Summary
The following assumptions apply:
 Full strength squadron
 Maxed proficiency (>>)
 Versus single fleet
 No contact
 No critical
 No antiinstallation bonus factored in.
LandBased Planes
Plane Name  Deployment Cost  Assignment Cost  Combat Radius  Attack Power  Sortie/Defense Fighter Power  

AntiShip  AntiGround  AntiSub  
Type 96 Land Attacker  10  180  8  100.8  117    7 
Type 1 Land Attacker  12  216  9  117  133.2    11 
Type 1 Land Attacker (Nonaka Squadron)  12  216  9  133.2  142.2    16 
Type 1 Land Attacker Model 22A  12  216  10  126  133.2    16 
Type 1 Land Attacker 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 (55th Squadron)  4  72  5  36  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 
Plane Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense Fighter Power 

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

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

Saiun  9  36  8  3 
Type 2 Recon Aircraft  6  24  5  7 
Prototype Keiun  12  48  8  3 
Saiun (East Caroline Air Group)  9  36  8  3 
Saiun (4th Recon)  9  386  7  11 
Seaplanes/Flying Boats
Plane Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense Fighter Power 

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 
Plane Name  Deployment Cost  Assignment Cost  Combat Radius  Attack Power  Sortie/Defense Fighter Power  

AntiShip/Ground  AntiSub  
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 
Plane Name  Deployment Cost  Assignment Cost  Combat Radius  AntiSub Power  Sortie/Defense Fighter Power 

Type 0 Recon Seaplane  5  20  7    11 
Type 0 Observation Seaplane  6  24  3    11 
Type 98 Recon Seaplane (Night Scout)  8  32  6    3 
Ar196 Kai  5  20  3    7 
Shiun  9  36  4    3 
Ro.43 Recon Seaplane  4  16  3    7 
OS2U  6  24  3    7 
Type 0 Recon SeaPlane Model 11 B  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 
 ↑ Upgraded variants not included because it only increases LoS.
Plane Name  Deployment Cost  Assignment Cost  Combat Radius  Sortie/Defense Fighter Power 

Type 2 Flying Boat  25  100  20  3 
PBY5A Catalina  13  52  10  3 
