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− ** When LOS requirements are important, the Secondary Gun can be replaced with a RADAR to get a Day and Night Double Attack setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}).+
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→Common Setups: I made the mistake of actually reading this section.
** A Mixture of [[List of Anti-Submarine Equipment by stats|SONAR and Depth Charges]] ({{Template:Sonar}}{{Template:DepthCharge}}) make your destroyers effective, accurate sub killers when enemy fleets contain Submarines.
** A Mixture of [[List of Anti-Submarine Equipment by stats|SONAR and Depth Charges]] ({{Template:Sonar}}{{Template:DepthCharge}}) make your destroyers effective, accurate sub killers when enemy fleets contain Submarines.
** On destroyers with high luck ([[Ayanami]], [[Shigure]], [[Yukikaze]]), 2 or 3 pieces of [[List of Torpedoes by stats|Torpedo Equipment]] ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) will often trigger a potent Torpedo Cut-In attack in Night Combat.
** On destroyers with high luck ([[Ayanami]], [[Shigure]], [[Yukikaze]]), 2 or 3 pieces of [[List of Torpedoes by stats|Torpedo Equipment]] ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) will often trigger a potent Torpedo Cut-In attack in Night Combat.
** When facing maps with many enemy fleets with carriers, destroyers can provide a considerable amount of fleet AA support using [[10cm Twin High-angle Mount|10cm High-Angle Guns]] {{Template:GreenGunDP}}or dedicated [[List of Anti-Air Guns by stats|Anti-Air guns]]{{Template:GreenGunMG}} to reduce incoming bomber damage to your bigger ships.
** When facing maps with many enemy fleets with carriers, destroyers can provide a considerable amount of fleet AA support using [http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats#Light_Guns high-angle mounts] {{Template:GreenGunDP}} and [http://kancolle.wikia.com/wiki/Combat#Anti-Air_Cut-In anti-air cut-in] setups to reduce incoming bomber damage.
* '''Light Cruisers'''
* '''Light Cruisers'''
** Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
** Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
** For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night combat.
** For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night combat.
** The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped to maximize their torpedo damage or accuracy with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes) and other [[List of Torpedoes by stats|Torpedo Equipment]].
** For fleets without air power, one [http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats#Medium_Guns medium main gun] and two [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] ({{RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}) will maximize firepower while maintaining double attacks in night battle
** The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
*** Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) to make the most of their preemptive attack.
* '''Heavy Cruisers'''
* '''Heavy Cruisers'''
** Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
** Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
** The go-to setup for most situations will be the 2 Main, 1 Secondary gun, 1 seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:YellowGun}}{{Template:Seaplane}}) which provides a mixed attack pattern of double and cut-in attacks with a high activation chance during Artillery Spotting as well as a shelling cut-in during night combat.
** The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}) which provides day and night double attack potential.
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the RADAR for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be effective against such targets (see [[Airfield Princess]]).
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the secondary gun for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be an effective pocket battleship against such targets (see [[Airfield Princess]]).
** In the case of a battle occurring with Night Combat first, one option is to replace the RADAR and seaplane with two torpedoes {{RedGunMedium}}{{RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}, which will lose the day combat special attacks but give the chance for powerful two-torpedo cut-in attacks.
** In the case of a battle occurring with Night Combat first, one option is to replace the seaplane with and additional gun, lose the day combat special attacks to double down on the shelling cut-in damage at night ({{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Template:YellowGun}})
* '''Battleships'''
* '''Battleships'''
** Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
** Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
** The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:RedAmmo}}{{Template:Seaplane}}) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
** The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:RedAmmo}}{{Template:Seaplane}}) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
** Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (IE: Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.) The effects haven't been noticeable enough to make any concrete statements.
** Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (''I.e.'' Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
** As with Heavy Cruisers, the [[Type 3 Shell]] setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:GreenAmmo}}{{Template:Seaplane}}) is effective against installation-type/land base enemies.
* '''Carriers'''
* '''Carriers'''
** Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
** Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
** Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
** Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
** It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
** It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
** To save bauxite (especially in exercises against other fleets), a combination of two [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] and/or [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] with a [[Saiun]] and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency ({{Template:YellowGun}}{{Template:YellowGun}}{{YellowPlane}}{{RedPlane}}).
===Full Setup List===
===Full Setup List===