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As always, the flagship receives bonus experience. Thus, it makes sense to place a ship you wish to level in the flagship slot.
 
As always, the flagship receives bonus experience. Thus, it makes sense to place a ship you wish to level in the flagship slot.
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Running carriers in exercises is not recommended. Any competent Admiral will equip their fleet with lots of anti-air, which can utterly decimate your planes. A fleet equipped with type-3 ammunition can easily cost you 200-300 bauxite in planes. If you wish to level a carrier in exercises, consider equipping guns on them instead of planes.
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Running carriers in exercises is not recommended. Any competent Admiral will equip their fleet with lots of anti-air, which can utterly decimate your planes. A fleet equipped with type-3 ammunition can easily cost you 200-300 bauxite in planes. If you wish to level a carrier in exercises, consider equipping high angle guns on them instead of planes.
    
Battleships should form the backbone of your fleet. Their high HP and armor means that they can take a beating, and their firepower makes them effective against all ship types. The number of battleships you use should depend on the number of battleships and carriers in the enemy fleet.
 
Battleships should form the backbone of your fleet. Their high HP and armor means that they can take a beating, and their firepower makes them effective against all ship types. The number of battleships you use should depend on the number of battleships and carriers in the enemy fleet.
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If the enemy has many light carriers, light cruisers, or destroyers, consider using a sub. As in sorties, anything that can target the sub, will, so you can effectively divert a significant portion of the enemy's firepower to the sub. Light cruisers and destroyers will continue to target the sub (if it is still alive) in night combat, so use this to your advantage.
 
If the enemy has many light carriers, light cruisers, or destroyers, consider using a sub. As in sorties, anything that can target the sub, will, so you can effectively divert a significant portion of the enemy's firepower to the sub. Light cruisers and destroyers will continue to target the sub (if it is still alive) in night combat, so use this to your advantage.
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===Facing Submarines===
    
If the enemy fleet has a sub supported by a fleet, consider running Kitakami and Ooi. Their initial torpedo attack will prioritize enemy ships over the sub, and they have reasonably high ASW. Adding another good ASW ship such as Isuzu Kai 2 is not a bad idea as well. If the enemy fleet has two subs, this strategy still applies, but you may need some luck to get an S rank.
 
If the enemy fleet has a sub supported by a fleet, consider running Kitakami and Ooi. Their initial torpedo attack will prioritize enemy ships over the sub, and they have reasonably high ASW. Adding another good ASW ship such as Isuzu Kai 2 is not a bad idea as well. If the enemy fleet has two subs, this strategy still applies, but you may need some luck to get an S rank.
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Fleets composed of 2-4 subs are not uncommon in PvP after the Fall 2013 event. To combat these fleets, use the ships with the highest ASW in your fleet. Stacking ASW equipment on these ships is highly recommended. Add in any battleship to enable the second round of attacks. Finally, take a light carrier equipped with a Saiun recon plane. The Saiun will ensure that the ''Crossing the T (Disadvantageous)'' formation is avoided, which is very important, as this particular formation significantly hinders your ability to kill subs.
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