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Line 133: Line 133:  
=Deployment Modes=
 
=Deployment Modes=
   −
<tabber>
+
==Standby==
|-|Standby=
+
<div class="mw-collapsible mw-collapsed">
    
This is the default mode of all bases.
 
This is the default mode of all bases.
Line 140: Line 140:  
* Damage from raids is similar to [[Land-Based Air Squadron#Sortie|Sortie]].
 
* Damage from raids is similar to [[Land-Based Air Squadron#Sortie|Sortie]].
 
* If the airbase is not used, it is typically better to leave it in [[Land-Based Air Squadron#Evacuation|Evacuation]] or Rest instead.
 
* If the airbase is not used, it is typically better to leave it in [[Land-Based Air Squadron#Evacuation|Evacuation]] or Rest instead.
 +
</div>
 +
 +
==Sortie==
 +
<div class="mw-collapsible mw-collapsed">
   −
|-|Sortie=
   
[[file:LBAS_Sortie.png|thumb|right|The Second Land base is sent to attack the 6-5 Boss with both waves]]
 
[[file:LBAS_Sortie.png|thumb|right|The Second Land base is sent to attack the 6-5 Boss with both waves]]
 
[[File:LBAS_Attack.png|thumb|right|Type 96 LBAA attacking Enemy Fleet]]
 
[[File:LBAS_Attack.png|thumb|right|Type 96 LBAA attacking Enemy Fleet]]
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* The damage state of the base from Land Base air-raids does not affect airstrike damage.
 
* The damage state of the base from Land Base air-raids does not affect airstrike damage.
   −
==Combat Radius==
+
===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 Combat Radius determines the furthest node that a base can attack. This is displayed over the picture in the LBAS menu.  
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Following the above formula, it is possible to extend the range of a base '''only by using reconnaissance planes'''.  
 
Following the above formula, it is possible to extend the range of a base '''only by using reconnaissance planes'''.  
   −
See '''[[#Range Extenders]]'''.
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align: center;"
 +
!colspan=12|Range Extenders
 +
|-
 +
!rowspan=2|Name
 +
!rowspan=2|Combat Radius
 +
!colspan=10|Minimum Range and Extended Range
 +
|-
 +
!style="width:50px"|1
 +
!style="width:50px"|2
 +
!style="width:50px"|3
 +
!style="width:50px"|4
 +
!style="width:50px"|5
 +
!style="width:50px"|6
 +
!style="width:50px"|7
 +
!style="width:50px"|8
 +
!style="width:50px"|9
 +
!style="width:50px"|10
 +
|-
 +
!{{Equipment/Link|Type 2 Large Flying Boat}}
 +
|20||4||5||6||7||8||9||10||11||12||13
 +
|-
 +
!{{Equipment/Link|PBY-5A Catalina}}
 +
|10||4||5||6||6||7||8||9||9||10
 +
| -
 +
|-
 +
!{{Equipment/Link|Type 2 Land-based Reconnaissance Aircraft (Skilled)|text=Type 2 Land-based Recon (Skilled)}}
 +
|9||4||5||5||6||7||8||8||9|| -|| -
 +
|-
 +
!{{Equipment/Link|Type 2 Land-based Reconnaissance Aircraft|text=Type 2 Land-based Recon}}<br>
 +
{{Equipment/Link|Prototype Keiun (Carrier-based Reconnaissance Model)|text=Prototype Keiun}}<br>
 +
{{Equipment/Link|Saiun (Eastern Caroline Air Group)|text=Saiun (East Caroline Squad)}}<br>
 +
{{Equipment/Link|Saiun}}
 +
|8||4||4||5||6||7||7||8|| -|| -|| -
 +
|-
 +
!{{Equipment/Link|Type 0 Reconnaissance Seaplane|text=Type 0 Recon}}<br>
 +
{{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B|text=Type 0 Recon Mod 11B}}<br>
 +
{{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B (Skilled)|text=Type 0 Recon Mod 11B (Skilled)}}<br>
 +
{{Equipment/Link|Saiun (4th Recon Squad)|text=Saiun 4th Squad}}
 +
|7||4||4||5||6||6||7|| -|| -|| -|| -
 +
|-
 +
!{{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}}
 +
|6||3||4||5||5||6|| -|| -|| -|| -|| -
 +
|-
 +
!{{Equipment/Link|Type 2 Reconnaissance Aircraft|text=Type 2 Carrier Recon}}
 +
|5||3||4||4||5|| -|| -|| -|| -|| -|| -
 +
|-
 +
|}<references/>
   −
==Attack Power==
+
===Attack Power===
 
Depending on the target, there are three different attack power formulas used. Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated attack power values.
 
Depending on the target, there are three different attack power formulas used. Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated attack power values.
   Line 335: Line 384:  
<references/>
 
<references/>
   −
==Sortie Fighter-Power==
+
===Sortie Fighter-Power===
 
Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated sortie fighter-power values.
 
Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated sortie fighter-power values.
   Line 366: Line 415:  
* Be mindful not to compromise attack power by too much in order to reduce losses. Getting AD or AP is good enough.
 
* Be mindful not to compromise attack power by too much in order to reduce losses. Getting AD or AP is good enough.
   −
See '''[[#Sortie Fighter-Power Ranking]]'''.
  −
  −
==Sortie Cost==
  −
  −
There is a flat cost associated to LBAS sorties. This is separate from the [[Land-Based_Air_Squadron#Resupply|resupply]] costs detailed above.
  −
  −
'''Land-Based Attack Aircraft'''
  −
  −
<math>\text{Fuel} = \text{Plane Count} \times 1.5</math>
  −
  −
<math>\text{Ammo} = \text{Plane Count} \times 0.7</math>
  −
  −
'''Other Planes'''
  −
  −
<math>\text{Fuel} = \text{Plane Count} \times 1.0</math>
  −
  −
<math>\text{Ammo} = \text{Plane Count} \times 0.6</math>
  −
  −
* <math>\text{Plane Count}</math> is the remaining planes in the slot.
  −
** <math>4</math> for reconnaissance planes.
  −
** <math>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 land-based ammo cost which is '''rounded down'''.
  −
  −
==[[PBY-5A Catalina]] rescue function==
  −
[[File:Catalina rescue.png|thumb|right|3 bubbles Catalina rescue]]
  −
{{Equipment/Link|PBY-5A Catalina}} 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 Catalina 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 '''does not''' 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.
  −
  −
|-|Air Defense=
  −
  −
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 {{Anti-Bomber}} stat should be deployed in slots with opposing bombers to minimize the damage taken.
  −
  −
==Defense Fighter-Power==
  −
Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated defense fighter-power values.
  −
  −
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
  −
!Defense Fighter-Power
  −
|-
  −
|
  −
<math>\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}_\text{Count}} + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{recon}</math>
  −
  −
* <math>\text{AA}</math> is the Anti-Air {{AA}} stat of the plane.
  −
* <math>\text{Intercept}</math> is the Interception {{Interception}} stat of the plane.
  −
* <math>\text{Anti-Bomber}</math> is the Anti-Bomber {{Anti-Bomber}} stat of the plane.
  −
  −
* <math>\text{Plane}_\text{Count}</math> is the curent planes count in the slot.
  −
** It will be '''18''' for fully resupplied bases on their 1st attack.
  −
  −
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{TextGlow|'''❱❱'''|black|text-colour=gold|glow-size=2px}} planes it is:
  −
** '''25.464''' for {{Interceptor Fighter}}{{Interceptor Fighter2}}[[Interceptor]]s, {{GreenPlane}}carrier-based [[Fighter]]s, and {{SeaplaneFighter}}[[SPF|seaplane fighters]].
  −
** '''9.464''' for {{Seaplane}}[[SPB|seaplane bombers]].
  −
** '''3.464''' for all other planes.
  −
  −
* <math>\text{Mod}_\text{recon}</math> is the land-based reconnaissance bonus. Refer to the table below for details.
  −
  −
{|class="wikitable" style="text-align: center;"
  −
!colspan=4|Reconnaissance Defense Bonus
  −
|-
  −
!LoS
  −
!{{Seaplane}}Seaplane
  −
!{{YellowPlane}}Carrier-based
  −
!{{YellowPlane}}Land-Based
  −
|-
  −
|≥9||1.16||1.3||1.24
  −
|-
  −
|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 {{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.
  −
  −
{|class="wikitable mw-collapsible mw-collapsed" style="text-align: center;"
  −
!colspan=3|Base Defense Shootdown %
  −
|-
  −
!style="width:64px"|Anti-Bomber
  −
!style="width:128px"|AP Shootdown %
  −
!style="width:128px"|AS Shootdown %
  −
|-
  −
|0<ref>Carrier-based fighters</ref>||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
  −
|-
  −
|}
  −
<references/>
  −
|}
  −
  −
'''Notes:'''
  −
* Planes with interception {{Interception}} and anti-bomber {{Anti-Bomber}} stats are much more effective.
  −
* Obtaining air superiority reduces the chances to take no damage with planes that have 6 or more {{Anti-Bomber}}.
  −
  −
See '''[[#Defense Fighter-Power Ranking]]'''.
  −
  −
==Land Base Air-Raid==
  −
  −
During a sortie, an alert will say {{color|red|"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>\text{Resource Loss} = \text{Damage} \times 0.9 + 0.1</math>
  −
*** <math>\text{Damage}</math> 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.
  −
  −
{|class="wikitable mw-collapsible mw-collapsed"
  −
|-
  −
!colspan=4|LBAS Raid Losses
  −
|-
  −
!style="width:128px"|Result
  −
!style="width:256px"|Notice
  −
!style="width:256px"|Losses
  −
!style="width:512px"|Notes
  −
|-
  −
|style="text-align: center; | No Damage
  −
|style="text-align: center; | The base has suffered no losses.<br>
  −
(空襲による基地の損害はありません。)
  −
|style="text-align: center; | None
  −
|
  −
* Chance of occurring increases the better the air control state.
  −
* This message is also displayed if fuel or bauxite is 0.
  −
|-
  −
|style="text-align: center; | <50 Damage
  −
|style="text-align: center; color:orange;"| The air-raids have reduced our resource stockpiles!<br>
  −
(空襲により備蓄資源に損害を受けました!)
  −
|style="text-align: center; | Resource loss
  −
|
  −
|-
  −
|style="text-align: center; | >50 Damage
  −
|style="text-align: center; color:red;"| The air raid has reduced our resource stockpiles, and our land-based air squadron has suffered losses on the ground!<br>
  −
(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!)
  −
|style="text-align: center;| 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 {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Land-based rocket interceptors}} are present.
  −
  −
{{Category:High Altitude Interceptors}}
  −
  −
* 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.
  −
  −
==Superfortress Air-Raid Sequence==
  −
  −
A special air-raid performed by Abyssal's '''[[Abyssal Sky Super Fortress|Superfortress]] ([[Abyssal Sky Super Fortress Kai|Kai]])''' on certain maps.
  −
  −
'''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.
  −
  −
[[file:LBAS_new_raid_guide.jpg|thumb|right|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: <ref>Source: https://twitter.com/yukicacoon/status/1507242405841432576</ref>
  −
<math>\text{Bonus}_\text{Multiplier} = \biggl ( \text{A}_\text{Multiplier} + \text{B}_\text{Multiplier} + \text{C}_\text{Multiplier} \biggl ) \times \text{D}_\text{Multiplier} + \text{D}_\text{Flat}</math>
  −
  −
{| class="wikitable" style="text-align: center; margin: auto;"
  −
|-
  −
!rowspan=2| Group
  −
!rowspan=2| Planes <ref>Dispite also having "diagonal upward guns", the {{EquipmentLink|Reppuu Kai (Prototype Carrier-based Model)}} do not have any bonus here.</ref>
  −
!colspan=8| Effects (Hard) <ref>On lower difficulties, different multipliers may be applied, being proportionally easier.</ref>
  −
|-
  −
! planes
  −
| 0|| 1|| 2|| 3|| 4|| 5|| 6
  −
|-
  −
| A
  −
| {{QuestRewardEquip|Raiden}}{{QuestRewardEquip|Reppuu Kai}}{{QuestRewardEquip|Type 3 Fighter Hien (244th Air Combat Group)}}{{QuestRewardEquip|Type 2 Two-seat Fighter Toryuu}}
  −
! Multiplier
  −
| 0|| 0.07|| 0.14|| 0.21|| 0.28|| 0.35|| 0.42
  −
|-
  −
| B
  −
| {{QuestRewardEquip|Shiden Kai (343 Air Group) 301st Fighter Squadron}}{{QuestRewardEquip|Fw 190 D-9}}
  −
! Multiplier
  −
| 0|| 0.11|| 0.14|| ?|| ?|| ?|| ?
  −
|-
  −
|style="text-align: center;"| C
  −
|style="text-align: center;"| {{QuestRewardEquip|Reppuu Kai (352 Air Group/Skilled)}}{{QuestRewardEquip|Type 2 Two-seat Fighter Toryuu Model C}}{{QuestRewardEquip|Ki-96}}
  −
!Multiplier
  −
| 0|| 0.177|| 0.287|| 0.397|| ?|| ?|| ?
  −
|-
  −
|rowspan=2| D
  −
|rowspan=2| {{QuestRewardEquip|Me 163B}}{{QuestRewardEquip|Prototype Shuusui}}{{QuestRewardEquip|Shuusui}}
  −
!Multiplier
  −
| 0.5|| 0.95|| 1.0?|| 1.0|| 1.0|| ?|| ?
  −
|-
  −
!Flat
  −
| 0.3|| 0.55|| 0.85|| 1.0|| 1.07|| 1.11|| ?
  −
|}
  −
<references/>
  −
  −
|-|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.
  −
  −
'''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.
  −
  −
|-|Rest=
  −
During rest, the morale of the planes will recover faster.
  −
* The natural regeneration of bauxite {{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 [[Land-Based Air Squadron#Land_Base_Maintenance_menu|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.
  −
  −
</tabber>
  −
  −
===Range Extenders===
  −
{|class="wikitable mw-collapsible mw-collapsed" style="text-align: center;"
  −
!colspan=12|Range Extenders
  −
|-
  −
!rowspan=2|Name
  −
!rowspan=2|Combat Radius
  −
!colspan=10|Minimum Range and Extended Range
  −
|-
  −
!style="width:50px"|1
  −
!style="width:50px"|2
  −
!style="width:50px"|3
  −
!style="width:50px"|4
  −
!style="width:50px"|5
  −
!style="width:50px"|6
  −
!style="width:50px"|7
  −
!style="width:50px"|8
  −
!style="width:50px"|9
  −
!style="width:50px"|10
  −
|-
  −
!{{Equipment/Link|Type 2 Large Flying Boat}}
  −
|20||4||5||6||7||8||9||10||11||12||13
  −
|-
  −
!{{Equipment/Link|PBY-5A Catalina}}
  −
|10||4||5||6||6||7||8||9||9||10
  −
| -
  −
|-
  −
!{{Equipment/Link|Type 2 Land-based Reconnaissance Aircraft (Skilled)|text=Type 2 Land-based Recon (Skilled)}}
  −
|9||4||5||5||6||7||8||8||9|| -|| -
  −
|-
  −
!{{Equipment/Link|Type 2 Land-based Reconnaissance Aircraft|text=Type 2 Land-based Recon}}<br>
  −
{{Equipment/Link|Prototype Keiun (Carrier-based Reconnaissance Model)|text=Prototype Keiun}}<br>
  −
{{Equipment/Link|Saiun (Eastern Caroline Air Group)|text=Saiun (East Caroline Squad)}}<br>
  −
{{Equipment/Link|Saiun}}
  −
|8||4||4||5||6||7||7||8|| -|| -|| -
  −
|-
  −
!{{Equipment/Link|Type 0 Reconnaissance Seaplane|text=Type 0 Recon}}<br>
  −
{{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B|text=Type 0 Recon Mod 11B}}<br>
  −
{{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B (Skilled)|text=Type 0 Recon Mod 11B (Skilled)}}<br>
  −
{{Equipment/Link|Saiun (4th Recon Squad)|text=Saiun 4th Squad}}
  −
|7||4||4||5||6||6||7|| -|| -|| -|| -
  −
|-
  −
!{{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}}
  −
|6||3||4||5||5||6|| -|| -|| -|| -|| -
  −
|-
  −
!{{Equipment/Link|Type 2 Reconnaissance Aircraft|text=Type 2 Carrier Recon}}
  −
|5||3||4||4||5|| -|| -|| -|| -|| -|| -
  −
|-
  −
|}<references/>
  −
  −
===Sortie Fighter-Power Ranking===
   
{|class="wikitable mw-collapsible mw-collapsed"  
 
{|class="wikitable mw-collapsible mw-collapsed"  
 
!colspan=5|Sortie Fighter-Power Ranking
 
!colspan=5|Sortie Fighter-Power Ranking
Line 957: Line 677:  
|}<references/>
 
|}<references/>
   −
===Defense Fighter-Power Ranking===
+
===Sortie Cost===
 +
 
 +
There is a flat cost associated to LBAS sorties. This is separate from the [[Land-Based_Air_Squadron#Resupply|resupply]] costs detailed above.
 +
 
 +
'''Land-Based Attack Aircraft'''
 +
 
 +
<math>\text{Fuel} = \text{Plane Count} \times 1.5</math>
 +
 
 +
<math>\text{Ammo} = \text{Plane Count} \times 0.7</math>
 +
 
 +
'''Other Planes'''
 +
 
 +
<math>\text{Fuel} = \text{Plane Count} \times 1.0</math>
 +
 
 +
<math>\text{Ammo} = \text{Plane Count} \times 0.6</math>
 +
 
 +
* <math>\text{Plane Count}</math> is the remaining planes in the slot.
 +
** <math>4</math> for reconnaissance planes.
 +
** <math>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 land-based ammo cost which is '''rounded down'''.
 +
 
 +
===[[PBY-5A Catalina]] rescue function===
 +
[[File:Catalina rescue.png|thumb|right|3 bubbles Catalina rescue]]
 +
{{Equipment/Link|PBY-5A Catalina}} 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 Catalina 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 '''does not''' 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.
 +
</div>
 +
 
 +
==Air Defense==
 +
<div class="mw-collapsible mw-collapsed">
 +
 
 +
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 {{Anti-Bomber}} stat should be deployed in slots with opposing bombers to minimize the damage taken.
 +
 
 +
===Defense Fighter-Power===
 +
Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated defense fighter-power values.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
 +
!Defense Fighter-Power
 +
|-
 +
|
 +
<math>\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}_\text{Count}} + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{recon}</math>
 +
 
 +
* <math>\text{AA}</math> is the Anti-Air {{AA}} stat of the plane.
 +
* <math>\text{Intercept}</math> is the Interception {{Interception}} stat of the plane.
 +
* <math>\text{Anti-Bomber}</math> is the Anti-Bomber {{Anti-Bomber}} stat of the plane.
 +
 
 +
* <math>\text{Plane}_\text{Count}</math> is the curent planes count in the slot.
 +
** It will be '''18''' for fully resupplied bases on their 1st attack.
 +
 
 +
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{TextGlow|'''❱❱'''|black|text-colour=gold|glow-size=2px}} planes it is:
 +
** '''25.464''' for {{Interceptor Fighter}}{{Interceptor Fighter2}}[[Interceptor]]s, {{GreenPlane}}carrier-based [[Fighter]]s, and {{SeaplaneFighter}}[[SPF|seaplane fighters]].
 +
** '''9.464''' for {{Seaplane}}[[SPB|seaplane bombers]].
 +
** '''3.464''' for all other planes.
 +
 
 +
* <math>\text{Mod}_\text{recon}</math> is the land-based reconnaissance bonus. Refer to the table below for details.
 +
 
 +
{|class="wikitable" style="text-align: center;"
 +
!colspan=4|Reconnaissance Defense Bonus
 +
|-
 +
!LoS
 +
!{{Seaplane}}Seaplane
 +
!{{YellowPlane}}Carrier-based
 +
!{{YellowPlane}}Land-Based
 +
|-
 +
|≥9||1.16||1.3||1.24
 +
|-
 +
|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 {{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.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align: center;"
 +
!colspan=3|Base Defense Shootdown %
 +
|-
 +
!style="width:64px"|Anti-Bomber
 +
!style="width:128px"|AP Shootdown %
 +
!style="width:128px"|AS Shootdown %
 +
|-
 +
|0<ref>Carrier-based fighters</ref>||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
 +
|-
 +
|}
 +
<references/>
 +
|}
 +
 
 +
'''Notes:'''
 +
* Planes with interception {{Interception}} and anti-bomber {{Anti-Bomber}} stats are much more effective.
 +
* Obtaining air superiority reduces the chances to take no damage with planes that have 6 or more {{Anti-Bomber}}.
 +
 
 
{|class="wikitable mw-collapsible mw-collapsed"
 
{|class="wikitable mw-collapsible mw-collapsed"
 
!colspan=5| Defense Fighter-Power Ranking
 
!colspan=5| Defense Fighter-Power Ranking
Line 1,264: Line 1,115:  
|-
 
|-
 
|}<references/>
 
|}<references/>
 +
 +
 +
===Land Base Air-Raid===
 +
 +
During a sortie, an alert will say {{color|red|"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>\text{Resource Loss} = \text{Damage} \times 0.9 + 0.1</math>
 +
*** <math>\text{Damage}</math> 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.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed"
 +
|-
 +
!colspan=4|LBAS Raid Losses
 +
|-
 +
!style="width:128px"|Result
 +
!style="width:256px"|Notice
 +
!style="width:256px"|Losses
 +
!style="width:512px"|Notes
 +
|-
 +
|style="text-align: center; | No Damage
 +
|style="text-align: center; | The base has suffered no losses.<br>
 +
(空襲による基地の損害はありません。)
 +
|style="text-align: center; | None
 +
|
 +
* Chance of occurring increases the better the air control state.
 +
* This message is also displayed if fuel or bauxite is 0.
 +
|-
 +
|style="text-align: center; | <50 Damage
 +
|style="text-align: center; color:orange;"| The air-raids have reduced our resource stockpiles!<br>
 +
(空襲により備蓄資源に損害を受けました!)
 +
|style="text-align: center; | Resource loss
 +
|
 +
|-
 +
|style="text-align: center; | >50 Damage
 +
|style="text-align: center; color:red;"| The air raid has reduced our resource stockpiles, and our land-based air squadron has suffered losses on the ground!<br>
 +
(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!)
 +
|style="text-align: center;| 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 {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Land-based rocket interceptors}} are present.
 +
 +
{{Category:High Altitude Interceptors}}
 +
 +
* 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.
 +
 +
===Superfortress Air-Raid Sequence===
 +
 +
A special air-raid performed by Abyssal's '''[[Abyssal Sky Super Fortress|Superfortress]] ([[Abyssal Sky Super Fortress Kai|Kai]])''' on certain maps.
 +
 +
'''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.
 +
 +
[[file:LBAS_new_raid_guide.jpg|thumb|right|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: <ref>Source: https://twitter.com/yukicacoon/status/1507242405841432576</ref>
 +
<math>\text{Bonus}_\text{Multiplier} = \biggl ( \text{A}_\text{Multiplier} + \text{B}_\text{Multiplier} + \text{C}_\text{Multiplier} \biggl ) \times \text{D}_\text{Multiplier} + \text{D}_\text{Flat}</math>
 +
 +
{| class="wikitable" style="text-align: center; margin: auto;"
 +
|-
 +
!rowspan=2| Group
 +
!rowspan=2| Planes <ref>Dispite also having "diagonal upward guns", the {{EquipmentLink|Reppuu Kai (Prototype Carrier-based Model)}} do not have any bonus here.</ref>
 +
!colspan=8| Effects (Hard) <ref>On lower difficulties, different multipliers may be applied, being proportionally easier.</ref>
 +
|-
 +
! planes
 +
| 0|| 1|| 2|| 3|| 4|| 5|| 6
 +
|-
 +
| A
 +
| {{QuestRewardEquip|Raiden}}{{QuestRewardEquip|Reppuu Kai}}{{QuestRewardEquip|Type 3 Fighter Hien (244th Air Combat Group)}}{{QuestRewardEquip|Type 2 Two-seat Fighter Toryuu}}
 +
! Multiplier
 +
| 0|| 0.07|| 0.14|| 0.21|| 0.28|| 0.35|| 0.42
 +
|-
 +
| B
 +
| {{QuestRewardEquip|Shiden Kai (343 Air Group) 301st Fighter Squadron}}{{QuestRewardEquip|Fw 190 D-9}}
 +
! Multiplier
 +
| 0|| 0.11|| 0.14|| ?|| ?|| ?|| ?
 +
|-
 +
|style="text-align: center;"| C
 +
|style="text-align: center;"| {{QuestRewardEquip|Reppuu Kai (352 Air Group/Skilled)}}{{QuestRewardEquip|Type 2 Two-seat Fighter Toryuu Model C}}{{QuestRewardEquip|Ki-96}}
 +
!Multiplier
 +
| 0|| 0.177|| 0.287|| 0.397|| ?|| ?|| ?
 +
|-
 +
|rowspan=2| D
 +
|rowspan=2| {{QuestRewardEquip|Me 163B}}{{QuestRewardEquip|Prototype Shuusui}}{{QuestRewardEquip|Shuusui}}
 +
!Multiplier
 +
| 0.5|| 0.95|| 1.0?|| 1.0|| 1.0|| ?|| ?
 +
|-
 +
!Flat
 +
| 0.3|| 0.55|| 0.85|| 1.0|| 1.07|| 1.11|| ?
 +
|}
 +
<references/>
 +
</div>
 +
 +
==Evacuation==
 +
<div class="mw-collapsible mw-collapsed">
 +
 +
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.
 +
</div>
 +
 +
==Rest==
 +
<div class="mw-collapsible mw-collapsed">
 +
 +
During rest, the morale of the planes will recover faster.
 +
* The natural regeneration of bauxite {{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 [[Land-Based Air Squadron#Land_Base_Maintenance_menu|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.
 +
</div>
    
=Morale=
 
=Morale=
35,489

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