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----
 
----
 
{{Category:Submarine Tenders}}
 
{{Category:Submarine Tenders}}
   
----
 
----
 
{{Category:Fleet Oilers}}
 
{{Category:Fleet Oilers}}
   
----
 
----
 
{{Category:Repair Ships}}
 
{{Category:Repair Ships}}
   
----
 
----
 
{{Category:Amphibious Assault Ships}}
 
{{Category:Amphibious Assault Ships}}
 +
----
 +
 +
</tabber>
 +
 +
 +
=Exhautic Setups=
 +
<tabber>
 +
|-|Introduction=
 +
Other setups that are used in specific situations and/or on specific ships.
 +
*Usually, only a few ships in a fleet would use such setups.
 +
*Those setups would not be discarded.
 +
 +
|-|Fighter Mule=
 +
When a very high amount of [[Fighter Power]] is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
 +
*As many as the best {{Fighter}}/{{SPF}} fighters have to be used on a single ship.
 +
*Such setup should not be used in the escort fleet of a combined fleet.
 +
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}}
 +
| A setup reserved for CV/CVB/CVL and other {{Fighter}} capable ships.
 +
A {{Fighter}} can be replaced by a [[Saiun]] for red-T avoidance.
 +
|-
 +
| {{SPF}} {{SPF}} {{SPF}} {{SPF}}
 +
| A setup reserved for BBV/CAV/SSV/AV and other {{SPF}} capable ships.
 +
|}
 +
 +
|-|Anti-PT=
 +
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
 +
*DD and smaller ships in general should be fitted with such setups, as bigger ships do benefit as much from them.
 +
{{Anti-PT Imp Setups}}
 +
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
 +
| The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks.
 +
|-
 +
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
 +
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
 +
This setup has also some effectiveness against [[Installation]]s.
 +
|}
 +
 +
|-|TP phases=
 +
[[Transport Operation]]s requires to bring as much "TP points" per run to be completed:
 +
;Notes
 +
*The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
 +
*DD should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
 +
*Even so the {{Supplies}} {{EquipmentLink|Underway Replenishment}} icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
 +
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|CAV/CL/DD/AV/LHA/AO
 +
|-
 +
|{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}}
 +
|As much of those equipment must be equipped in the fleet.
 +
{{Landing Craft}} should be utilized as much as possible as they
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}}
 +
|The main setup that still keeps a DA for boss clearing.
 +
|-
 +
|''Any "normal" setup''
 +
|In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.
 +
|}
    
</tabber>
 
</tabber>
Line 672: Line 738:  
|-|Aux=
 
|-|Aux=
 
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
 
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
  −
</tabber>
  −
  −
=Exhautic Setups=
  −
<tabber>
  −
|-|Introduction=
  −
Other setups that are used in specific situations and/or on specific ships.
  −
  −
  −
|-|Fighter Mule=
  −
When a very high amount of [[Fighter Power]] is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
  −
*As many as the best {{Fighter}}/{{SPF}} fighters have to be used on a single ship.
  −
*Such setup should not be used in the escort fleet of a combined fleet.
  −
  −
{|class="wikitable" width=100%
  −
!width=250px|Equipment Setup
  −
!Notes
  −
|-
  −
| {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}}
  −
| A setup reserved for CV/CVB/CVL and other {{Fighter}} capable ships.
  −
A {{Fighter}} can be replaced by a [[Saiun]] for red-T avoidance.
  −
|-
  −
| {{SPF}} {{SPF}} {{SPF}} {{SPF}}
  −
| A setup reserved for BBV/CAV/SSV/AV and other {{SPF}} capable ships.
  −
|}
  −
  −
|-|Anti-PT=
  −
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
  −
*DD and smaller ships in general should be fitted with such setups, as bigger ships do benefit as much from them.
  −
{{Anti-PT Imp Setups}}
  −
  −
{|class="wikitable" width=100%
  −
!width=250px|Equipment Setup
  −
!Notes
  −
|-
  −
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
  −
| The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks.
  −
|-
  −
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
  −
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
  −
This setup has also some effectiveness against [[Installation]]s.
  −
|}
  −
  −
|-|TP phases=
  −
[[Transport Operation]]s requires to bring as much "TP points" per run to be completed:
  −
;Notes
  −
*The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
  −
*DD should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
  −
*Even so the {{Supplies}} {{EquipmentLink|Underway Replenishment}} icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
  −
  −
{|class="wikitable"
  −
!width=250px|Equipment Setup
  −
!Notes
  −
|-
  −
!colspan=2|CAV/CL/DD/AV/LHA/AO
  −
|-
  −
|{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}}
  −
|As much of those equipment must be equipped in the fleet.
  −
{{Landing Craft}} should be utilized as much as possible as they
  −
|-
  −
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}}
  −
|The main setup that still keeps a DA for boss clearing.
  −
|-
  −
|''Any "normal" setup''
  −
|In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.
  −
|}
      
</tabber>
 
</tabber>
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