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===Superfortress Air-Raid Sequence===
 
===Superfortress Air-Raid Sequence===
 
+
[[file:LBAS_new_raid_guide.jpg|thumb|right|The location of the first bomber indicates the timing of when to press the button]]
 
A special air-raid performed by Abyssal's '''[[Abyssal Sky Super Fortress|Superfortress]] ([[Abyssal Sky Super Fortress Kai|Kai]])''' on certain maps.
 
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.'''
 
'''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.
 
* 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.
+
* This air raid will occur at random at any given point during sorties on relevant maps 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:
+
Those raids are "night attacks", so when it happens, the screen turns darker and searchlights animation is played before enemy bombers appear.
* 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.
+
* 1 to 3 abyssal bombers will fly toward the land base point, and a button will appear on screen:
** 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.
+
* 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 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.
 
** 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.
 
** 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:
+
* Superfortress Air-Raid Sequences consist of waves of abyssal bombers appearing with:
** 1 wave in Casual and Easy
+
** 1 wave in Casual and Easy,
** 2 waves in Medium
+
** 2 waves in Medium,
** 3 waves in Hard
+
** 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.
 
** 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.
 
** 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.
Line 1,247: Line 1,246:
 
<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>
 
<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;"
+
{|class="wikitable" style="text-align:center; margin:auto"
|-
 
 
!rowspan=2| Group
 
!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>
 
!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>
Line 1,266: Line 1,264:
 
| 0|| 0.11|| 0.14|| ?|| ?|| ?|| ?
 
| 0|| 0.11|| 0.14|| ?|| ?|| ?|| ?
 
|-
 
|-
|style="text-align: center;"| C
+
| C
|style="text-align: center;"| {{QuestRewardEquip|Reppuu Kai (352 Air Group/Skilled)}}{{QuestRewardEquip|Type 2 Two-seat Fighter Toryuu Model C}}{{QuestRewardEquip|Ki-96}}
+
| {{QuestRewardEquip|Reppuu Kai (352 Air Group/Skilled)}}{{QuestRewardEquip|Type 2 Two-seat Fighter Toryuu Model C}}{{QuestRewardEquip|Ki-96}}
!Multiplier
+
! Multiplier
 
| 0|| 0.177|| 0.287|| 0.397|| ?|| ?|| ?
 
| 0|| 0.177|| 0.287|| 0.397|| ?|| ?|| ?
 
|-
 
|-
 
|rowspan=2| D
 
|rowspan=2| D
 
|rowspan=2| {{QuestRewardEquip|Me 163B}}{{QuestRewardEquip|Prototype Shuusui}}{{QuestRewardEquip|Shuusui}}
 
|rowspan=2| {{QuestRewardEquip|Me 163B}}{{QuestRewardEquip|Prototype Shuusui}}{{QuestRewardEquip|Shuusui}}
!Multiplier
+
! Multiplier
 
| 0.5|| 0.95|| 1.0?|| 1.0|| 1.0|| ?|| ?
 
| 0.5|| 0.95|| 1.0?|| 1.0|| 1.0|| ?|| ?
 
|-
 
|-
!Flat
+
! Flat
 
| 0.3|| 0.55|| 0.85|| 1.0|| 1.07|| 1.11|| ?
 
| 0.3|| 0.55|| 0.85|| 1.0|| 1.07|| 1.11|| ?
 
|}
 
|}

Revision as of 07:56, 27 July 2022

On certain maps, Land-Based Air Squadrons (LBAS) are available to support fleets. These squadrons can then be used to attack selected nodes or defend the base.

  • Land-based planes, carrier-based planes, and seaplanes can be assigned to these bases.
  • Rotorcraft and liaison aircraft cannot be assigned.

Currently, LBAS are only available in 7-4, 6-4, 6-5, and events.

Overview

LBAS is available in W6-5. Clicking on the highlighted boxed areas will open the LBAS menu
LBAS in Spring 2016 event. Event page can be accessed by clicking on the yellow boxed island
Land Base Tab of Base 3. The first and third slots are occupied, the 4th is currently being relocated. Slot 2 is empty
  1. Maps where LBAS are available for use, are marked with a blue banner labeled "Land-Based 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. On relevant maps, an LBAS group is composed of up to 3 LBAS, each having 4 plane slots.
    • On W6 & W7, each LBAS needs to be unlocked.
    • On events, the number of LBAS available is managed mapwise.
  3. All slots in the airbase are fixed at size 18.
    • The exceptions are reconnaissance planes fixed at size 4 and Land-Based Heavy Bombers at 9.
  4. When a plane is removed from the airbase, there is a base 12 min cooldown while they are "Relocating" (配置転換中).
    • The screen needs to be reloaded to complete the relocation,
    • This timer can be reduced down to 6 min if the LBAS group is upgraded.
  5. 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 (they can be dragged and drop them between the slots).
    • Removing planes do not cost anything.
  6. Each LBAS group is independent to each other. This means planes need to be removed from a group to be relocated to another and vice versa.
  7. Attacks made by the LBAS occur before aerial combat, support, and opening attacks. Please see Combat for more details.

Unlocking

World 6

In order to use the LBAS at World 6, the quest F43 has to be cleared. Construction CorpsConstruction Corps are then needed to open the 2nd and 3rd LBAS of world 6.

Quest info Rewards
F43
中部海域「基地航空隊」展開!
Begin the Preparations to "Build the Air Base"!
Fuel
0
Ammunition
0
Steel
0
Bauxite
0
Discard 2 Drum Canisters and prepare 1,200 fuel, 3,000 bauxite and a "Construction Corps". World 6 LBAS
World 6 LBAS
Notes Requires: F38, B62
Resources and the Construction Corps will be consumed upon completion.

World 7

In order to use the LBAS at World 7, the quest B175 has to be cleared. Construction CorpsConstruction Corps are then needed to open the 2nd and 3rd LBAS of world 7.

Quest info Rewards
B175
南西海域「基地航空隊」開設!
Southwestern Waters "Land Base Air Squadron" Established!
Fuel
0
Ammunition
0
Steel
300
Bauxite
300
Destroy enemy fleets near the Nansei Islands Patrol Area, Bashi Strait, the Eastern Orel Sea, and Deep off the coasts of Penang Island in the South Western Waters! Reach the port at Taiwan on the Shonan mainland route. Prepare a "Construction Corps" x1 and deploy the "Land Base Air Squadron" in the southwestern sea area that covers the area! World 7 LBAS
World 7 LBAS
Choose between:
Equipment Card Type 1 Land-based Attack Aircraft.png
Type 1 Land-based Attack Aircraft
Equipment Card Type 3 Fighter Hien.png
Type 3 Fighter Hien
2x
Item Icon Improvement Material.png
Improvement Material
5x

Notes Requires: B113, B131
Construction Corps will be consumed upon completion.

Events

LBAS unlocking during events is straightforward. Airbases are accessible from the first map when it is available. More bases may be unlocked as progressing through the event.

  • Please note that although additional bases may be unlocked as proceeding through the event, if an 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.

LBAS relocation

In some events, the LBAS's initial position on the map will be changed after reaching a certain phase. This will therefore change the ranges across the map, often making the boss easier to reach.

How to Use

The different types of Missions a Landbase can be set to with their distinctive colored glow.

To deploy an LBAS on a given map, it is needed to :

  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 LBAS groups will be greyed out and unavailable for assignment.
    • Planes assigned to other LBAS within the same group will be labeled as such to be swapped (only 2 planes can be swapped, not one plane and an empty slot).
  3. Change the Deployment Mode notice by clicking on it on each available LBAS. It will rotate through:
    • Standby (待機) (default mode and is locked to this for empty bases)
    • Sortie (出撃)
    • Air Defense (防空)
    • Evacuation (退避)
    • Rest (休息)
      • If are using a KC viewer, the status of the LBAS will only be updated when exiting the LBAS menu.
  4. When having at least 1 base set to sortie, there will be a green bar underneath the sortie button telling "Land-Based Air Squadron Ready to Sortie" (基地航空隊出撃準備中).
  5. On the map, before the sortie begins, it will be asked to select up to two nodes per active base.
    • A base can be sent to the same node twice or be split.
    • Note that the LBAS strikes will proceed in the order of the airbases, so if all are sent to the same node, LBAS 1 will arrive first followed by 2 and 3.
  6. Once the targets are selected, click the green "Ready for Takeoff" (発進準備完了) button.
    • If a mistake is made, click the red "Cancel" (解除) button to reset targets for that base, or just double click on the node currently selected.
  7. Repeat steps 5 and 6 for every active base.
  8. When the fleet reaches the targeted node, the LBAS attack will trigger.

Assignment & Resupply

Assignment

Assigning any plane to a LBAS group will cost bauxite Bauxite following the formula:

[math]\displaystyle{ \text{Assignment Cost} = \text{Plane}_\text{Cost} \times \text{Slot}_\text{Size} }[/math]

  • [math]\displaystyle{ \text{Plane}_\text{Cost} }[/math] is the deployment cost of the plane. Please refer to the tables below for costs.
  • [math]\displaystyle{ \text{Slot}_\text{Size} }[/math] is the size of the plane slot, being:

Resupply

Planes can be resupplied by clicking the green "Resupply" (補充) button on the LBAS menu after a sortie. It is possible to either resupply one plane (航空機補充) or resupply the base (全中隊補充).

The resupply costs are:

[math]\displaystyle{ \text{Fuel} = 3 \times \text{Plane} }[/math]

[math]\displaystyle{ \text{Baux} = 5 \times \text{Plane} }[/math]

  • [math]\displaystyle{ \text{Plane} }[/math] is the number of planes missing from the total count.

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 the airbase is not used, it is typically better to leave it in Evacuation or Rest instead.

Sortie

The Second Land base is sent to attack the 6-5 Boss with both waves
Type 96 LBAA attacking Enemy Fleet

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.
  • Only nodes within the combat radius of the base can be targeted. 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 the 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 finalized 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.
  • The base can be sent 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 Land Base 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 of relevant pages.
  • Nodes will glow blue or yellow on mouseover with LBAS active. Yellow indicates nodes at the maximum range of the current base.
  • It is not possible to sortie if the range of the LBAS is unable to reach any node.
  • Not to be confused with Range Extension for ships.

The effective range of an LBAS is given by:

[math]\displaystyle{ \text{Range}_\text{LBAS} = \text{Range}_\text{min} + \text{min} \Big( 3 \text{ ; } \biggl\lfloor \sqrt{\text{Range}_\text{max} - \text{Range}_\text{min}} \biggr\rfloor \Big) }[/math]

With:

  • [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 "Recons" (Reconnaissance Aircraft/Reconnaissance AircraftSp/Reconnaissance AircraftLB/Seaplanerecon/Night Reconnaissance Seaplane/Large Flying Boat) in the base.
    • [math]\displaystyle{ = \text{Range}_\text{min} }[/math] if no recon is present in the base.

Each LBAS ranges in a group are managed independently, so "range extenders" may be needed on multiple bases in some situations.

Following this formula, it is possible to determine the effectiveness of certain recon to extend range:

Range Extenders
Name Combat Radius Minimum Range and Extended Range
1 2 3 4 5 6 7 8 9 10
Large Flying Boat Type 2 Large Flying BoatType 2 Large Flying Boat 20 4 5 6 7 8 9 10 11 12 13
Large Flying Boat PBY-5A CatalinaPBY-5A Catalina 10 4 5 6 6 7 8 9 9 10 -
Reconnaissance AircraftLB Type 2 Land-based Recon (Skilled)Type 2 Land-based Reconnaissance Aircraft (Skilled) 9 4 5 5 6 7 8 8 9 - -
Reconnaissance AircraftLB Type 2 Land-based ReconType 2 Land-based Reconnaissance Aircraft

Reconnaissance AircraftSp Prototype KeiunPrototype Keiun (Carrier-based Reconnaissance Model)
Reconnaissance Aircraft Saiun (East Caroline Squad)Saiun (Eastern Caroline Air Group)
Reconnaissance Aircraft SaiunSaiun

8 4 4 5 6 7 7 8 - - -
Seaplane Type 0 ReconType 0 Reconnaissance Seaplane

Seaplane Type 0 Recon Mod 11BType 0 Reconnaissance Seaplane Model 11B
Seaplane Type 0 Recon Mod 11B (Skilled)Type 0 Reconnaissance Seaplane Model 11B (Skilled)
Night Reconnaissance Seaplane Type 0 Recon Mod 11B (Night)Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
Reconnaissance Aircraft Saiun 4th SquadSaiun (4th Recon Squad)

7 4 4 5 6 6 7 - - - -
Night Reconnaissance Seaplane Type 98 Night ReconType 98 Reconnaissance Seaplane (Night Recon) 6 3 4 5 5 6 - - - - -
Reconnaissance Aircraft Type 2 Carrier ReconType 2 Reconnaissance Aircraft 5 3 4 4 5 - - - - - -
All other recons <5 Too short to be relevant


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.

Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] are rounded down.

Anti-Ship

Pre-cap:

  • [math]\displaystyle{ \text{Atk}_\text{pre-cap} = \biggl\lfloor \Big( \big( \text{TP/DB} + \bigstar \big) \times \sqrt{\text{Mod}_\text{count} \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{type} \times \text{Mod}_\text{Sp} \biggr\rfloor }[/math]

Post-cap:

  • [math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{pre-cap} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{LBR} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{CF} }[/math]

With:

  • [math]\displaystyle{ \text{TP/DB} }[/math] is the:
  • [math]\displaystyle{ \text{Mod}_\text{count} }[/math] is the plane count modifier.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the curent planes count in the slot.
    • It will be 18 (only 9 for LB Heavy Bombers) for fully resupplied bases on their 1st attack.
  • [math]\displaystyle{ \text{Mod}_\text{Sp} }[/math] is the special modifier for #LBAS Special Bombers on certain targets, is 1 for other planes or targets.
  • [math]\displaystyle{ \text{Mod}_\text{crit} }[/math] is the critical multiplier of 1.5.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the proficiency critical multiplier of 1.2 for maxed proficiency ❱❱ planes.
  • [math]\displaystyle{ \text{Mod}_\text{Contact} }[/math] is the contact bonus. Please see contact for more details on the bonus.
  • [math]\displaystyle{ \text{Mod}_\text{LBB} }[/math] is 1.8 for LB Bombers and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{boss} }[/math] is a bonus when attacking certain Princess and Demon-type 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 1.1 against combined fleets and 1.0 otherwise.
Anti-Installation

Pre-cap:

  • [math]\displaystyle{ \text{Atk}_\text{pre-cap} = \bigg\lfloor \Big( \big( \text{TP/DB} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{type} \bigg\rfloor \times \text{Mod}_\text{AIpre} }[/math]

Post-cap:

  • [math]\displaystyle{ \text{Atk}_\text{post-cap} = \Biggl\lfloor \Biggl\lfloor \Biggl\lfloor \text{Atk}_\text{pre-cap} \times \text{Mod}_\text{AIpost1} + \text{Mod}_\text{AIpost2} \Biggr\rfloor \times \text{Mod}_\text{AIpost3} \Biggr\rfloor \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \Biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{LBR} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{CF} }[/math]

With:

  • [math]\displaystyle{ \text{Mod}_\text{AIpre} }[/math] is the pre-cap anti-installation multiplier.
    • Everything before this is capped at 170. Please see Damage Calculations for how the cap works.
    • 1.6 versus Artillery Imps,
    • 1.18 versus Isolated Island Demon,
    • 1 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{AIpost1} }[/math] is the first post-cap anti-installation multiplier.
    • 2.1 versus Supply Depot Princess, 1 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{AIpost2} }[/math] is the post-cap anti-installation additive bonus.
    • 100 versus Supply Depot Princess, 1 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{AIpost3} }[/math] is the second post-cap anti-installation multiplier.
    • 1.55 versus Artillery Imps,
    • 1.7 versus Isolated Island Demon,
    • 1 otherwise.
  • Other variables are the same as for anti-ship.
  • Carrier-based planes and seaplane bombers also gain the anti-installation multipliers and bonuses.
ASW

Pre-cap:

  • [math]\displaystyle{ \text{Atk}_\text{pre-cap} = \Big\lfloor \left( \big( \text{ASW} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \times \text{Mod}_\text{ASW} \Big\rfloor }[/math]

Post-cap:

  • [math]\displaystyle{ \text{Atk}_\text{post-cap} = \bigg\lfloor\text{Atk}_\text{pre-cap} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \bigg\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{LBR} }[/math]

With:

  • [math]\displaystyle{ \text{ASW} }[/math] is the ASW Anti-Submarine Warfare stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{ASW} }[/math] is a random number based on the base ASW Anti-Submarine Warfare of the plane. It is between:
    • 0.35 and 0.8 for 7-9 ASW planes.
    • 0.7 and 1.0 for 10+ ASW planes.
  • Other variables are the same as for anti-ship.
  • Only "ASW Aircrafts" (7+ ASW aircrafts) are able to perform ASW attacks.
    • If no aircraft in the base can perform ASW attacks, the base will not show at submarine-only nodes.

Notes:

  • Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.

LBAS Special Bombers

Special bombers refer to bombers with unconventional setups, like guided bombs/effect bombs/missiles. In the game, this is reflected in some equipment having special buffs against certain types of ships, and with special attack animations.

Special Bombers
Plane Target bonus Bonus Total Anti-Ship
Attack Power[1]
Accuracy Bonus Notes
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)[2][3] DD Torpedo Attack set to 25 237 0 Uses its Torpedo Attack stat of 0 otherwise.
Ki-102 BKi-102 B - 126 +1
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile Surface ships Torpedo Attack x 1.15 176 -1 against DD
+1 against CL
Missile animation
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile Torpedo Attack x 1.16 167 -2 against DD
+1 against CL
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model DD [math]\displaystyle{ \text{Mod}_\text{Sp} = 1.10 }[/math] 153 0
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X (F)BB(V) [math]\displaystyle{ \text{Mod}_\text{Sp} = 1.35 }[/math] 212 Fritz-X animation
B-25B-25[4][5] DD [math]\displaystyle{ \text{Mod}_\text{Sp} = 1.90 }[/math] 193 +2 Skip Bombing attack & annimation.[6]
CL(T) [math]\displaystyle{ \text{Mod}_\text{Sp} = 1.75 }[/math] 176
CA(V) [math]\displaystyle{ \text{Mod}_\text{Sp} = 1.60 }[/math] 162 +3
(F)BB(V) / CV(L) [math]\displaystyle{ \text{Mod}_\text{Sp} = 1.30 }[/math] 131 +4

Sortie Fighter-Power

Please see the stats summary below for calculated sortie fighter-power values.

Sortie Fighter-Power

[math]\displaystyle{ \text{Fighter-Power}_\text{sortie} = \left( \sum_{\text{All Slots}} \left[ \left(\text{AA} + \text{AA}_\text{★} + 1.5 \times \text{Intercept} \right) \times \sqrt{\text{Plane}}_\text{Count} + \text{Mod}_\text{proficiency} \right] \right) \times \text{Mod}_\text{LBR} }[/math]

  • [math]\displaystyle{ \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]\displaystyle{ \text{AA} }[/math] is the Anti-Air Anti-Air stat of the plane.
  • [math]\displaystyle{ \text{AA}_\text{★} }[/math] is the Anti-Air Anti-Air stat gained from Improvements.
  • [math]\displaystyle{ \text{Intercept} }[/math] is the Interception Interception stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:

Notes:

  • Contesting air control works exactly the same as normal aerial combat.
  • A better air control state can reduce the losses taken by the 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.
Sortie Fighter-Power Ranking
Fighter-Power Name Type Combat Radius Total Fighter-Power[1]
18.5 Type 1 Fighter Hayabusa Model II (64th Air Squadron) Land-Based Fighter/Interceptor 7 103
17 Shiden Kai (343 Air Group) Fighter Unit 301 Land-Based Fighter/Interceptor 4 97
16.5 Fw 190 D-9 Land-Based Fighter/Interceptor 3 95
16 Spitfire Mk.IX (Skilled) Land-Based Fighter/Interceptor 4 93
15.5 Reppuu Kai (352 Air Group/Skilled) Land-Based Fighter/Interceptor 4 91
15 Type 3 Fighter Hien (244th Air Combat Group) Land-Based Fighter/Interceptor 4 89
Shinden Kai Carrier-Based Fighter 2
14 Zero Fighter Type 53 (Iwamoto Squadron) 10★ Carrier-Based Fighter 6 84
13.5 Type 3 Fighter Hien 10★ Land-Based Fighter/Interceptor 3 82
Type 3 Fighter Hien Model 1D Land-Based Fighter/Interceptor 4
Shiden Type 21 Shiden Kai Land-Based Fighter/Interceptor 4
13 Reppuu (601 Air Group) 10★ Carrier-Based Fighter 5 80
Reppuu Kai Ni Carrier-Based Fighter 5
Zero Fighter Type 52 Model A (Iwamoto Squadron) 10★ Carrier-Based Fighter 6
Reppuu Kai Land-Based Fighter/Interceptor 4
12.5 Type 1 Fighter Hayabusa Model III A (54th Air Squadron) Land-Based Fighter/Interceptor 7 78
Type 3 Fighter Hien Land-Based Fighter/Interceptor 3
12 Zero Fighter Type 52 Model C (Iwai Squadron) 10★ Carrier-Based Fighter 6 76
Zero Fighter Type 53 (Iwamoto Squadron) Carrier-Based Fighter 6
Reppuu Kai Ni Model E (CarDiv 1/Skilled) Carrier-Based Fighter 6
Reppuu Model 11 Carrier-Based Fighter 5
F6F-5 10★ Carrier-Based Fighter 5
Spitfire Mk.V Land-Based Fighter/Interceptor 5
11.5 Type 1 Fighter Hayabusa Model III A Land-Based Fighter/Interceptor 6 74
Type 4 Fighter Hayate Land-Based Fighter/Interceptor 5
Shiden Type 11 10★ Land-Based Fighter/Interceptor 3
11 Zero Fighter Type 52 Model C (601 Air Group) 10★ Carrier-Based Fighter 6 72
Zero Fighter Type 52 (Skilled) 10★ Carrier-Based Fighter 6
Type 1 Fighter Hayabusa Model II 10★ Land-Based Fighter/Interceptor 6
Zero Fighter Type 52 Model A (Iwamoto Squadron) Carrier-Based Fighter 6
Reppuu (601 Air Group) Carrier-Based Fighter 5
Reppuu Kai Ni Model E Carrier-Based Fighter 5
Fw 190 A-5 Kai (Skilled) Carrier-Based Fighter 4
Re. 2005 Kai Carrier-Based Fighter 3
10 Zero Fighter Type 21 (Skilled) 10★ Carrier-Based Fighter 7 67
Zero Fighter Type 52 Model C (Iwai Squadron) Carrier-Based Fighter 6
Prototype Reppuu Late Model Carrier-Based Fighter 5
Zero Fighter Type 32 (Skilled) 10★ Carrier-Based Fighter 5
F6F-3 10★ Carrier-Based Fighter 5
F6F-5 Carrier-Based Fighter 5
F6F-5N Carrier-Based Fighter 5
Shiden Kai 4 Carrier-Based Fighter 4
Reppuu Kai (Prototype Carrier-based Model) Carrier-Based Fighter 4
Fw190 T Kai Carrier-Based Fighter 3
9.5 Shiden Type 11 Land-Based Fighter/Interceptor 3 65
9 Zero Fighter Type 21 (Iwamoto Squadron) Carrier-Based Fighter 7 63
Type 1 Fighter Hayabusa Model II Land-Based Fighter/Interceptor 6
Zero Fighter Type 52 Model C (601 Air Group) Carrier-Based Fighter 6
Zero Fighter Type 52 (Skilled) Carrier-Based Fighter 6
Seafire LF.Mk.III Kai Carrier-Based Fighter 4
Shiden Kai 2 Carrier-Based Fighter 3
Raiden Land-Based Fighter/Interceptor 2
8.5 Spitfire Mk.I Land-Based Fighter/Interceptor 4 61
8 Zero Fighter Type 21 (Skilled) Carrier-Based Fighter 7 59
  1. Assuming 18 planes at max proficiency.

Sortie Cost

There is a flat cost associated with LBAS sorties. This is separate from the resupply costs detailed above.

LB Bombers:

  • [math]\displaystyle{ \text{Fuel} = \lceil \text{Plane Count} \times 1.5 \rceil }[/math]
  • [math]\displaystyle{ \text{Ammo} = \lfloor\text{Plane Count} \times 0.7\rfloor }[/math]

Other Planes:

  • [math]\displaystyle{ \text{Fuel} = \lceil \text{Plane Count} \times 1.0 \rceil }[/math]
  • [math]\displaystyle{ \text{Ammo} = \lceil \text{Plane Count} \times 0.6 \rceil }[/math]

With:

  • [math]\displaystyle{ \text{Plane Count} }[/math] the remaining planes in the slot.

Notes:

  • This cost is calculated per squadron.
    • Empty slots do not cost anything.
  • Costs are rounded up except for the land-based ammo cost which is rounded down.

PBY-5A Catalina rescue function

3 bubbles Catalina rescue

PBY-5A CatalinaPBY-5A Catalina placed in LBAS have the ability to rescue planes lost in Land-Based Sorties.

  • 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 stats summary below for calculated defense fighter-power values.

Defense Fighter-Power

[math]\displaystyle{ \text{Fighter-Power}_\text{defense} = \left( \sum_{\text{All Slots}} \left[ \left(\text{AA} + \text{AA}_\text{★} + \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]\displaystyle{ \text{AA} }[/math] is the Anti-Air Anti-Air stat of the plane.
  • [math]\displaystyle{ \text{AA}_\text{★} }[/math] is the Anti-Air Anti-Air stat gained from Improvements.
  • [math]\displaystyle{ \text{Intercept} }[/math] is the Interception Interception stat of the plane.
  • [math]\displaystyle{ \text{Anti-Bomber} }[/math] is the Anti-Bomber Anti-Bomber stat of the plane.
  • [math]\displaystyle{ \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]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:
  • [math]\displaystyle{ \text{Mod}_\text{recon} }[/math] is the land-based reconnaissance bonus. Refer to the table below for details.
Reconnaissance Defense Bonus
LoS SeaplaneSeaplane Reconnaissance AircraftCarrier-based Reconnaissance AircraftLand-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.

Base Defense Shootdown %
Anti-Bomber AP Shootdown % AS Shootdown %
0[1] 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
  1. Carrier-based fighters

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.
Defense Fighter-Power Ranking
Fighter-Power Name Type Anti-Bomber Total Fighter-Power[1]
28 Reppuu Kai (352 Air Group/Skilled) Land-Based Fighter/Interceptor 7 144
24 Reppuu Kai Land-Based Fighter/Interceptor 6 127
21 Shuusui Land-Based Rocket Interceptor 9 114
Fw 190 D-9 Land-Based Fighter/Interceptor 3
20 Me 163B Land-Based Rocket Interceptor 9 110
19 Type 3 Fighter Hien (244th Air Combat Group) Land-Based Fighter/Interceptor 3 106
Shiden Kai (343 Air Group) Fighter Unit 301 Land-Based Fighter/Interceptor 2
18 Prototype Shuusui Land-Based Rocket Interceptor 8 101
Raiden Land-Based Fighter/Interceptor 5
Spitfire Mk.IX (Skilled) Land-Based Fighter/Interceptor 2
Type 1 Fighter Hayabusa Model II (64th Air Squadron) Land-Based Fighter/Interceptor 0
17 Spitfire Mk.V Land-Based Fighter/Interceptor 3 97
16 Type 3 Fighter Hien Model 1D Land-Based Fighter/Interceptor 2 93
15 Type 3 Fighter Hien 10★ Land-Based Fighter/Interceptor 3 89
Shinden Kai Carrier-Based Fighter 0
14 Spitfire Mk.I 10★ Land-Based Fighter/Interceptor 2 84
Shiden Type 21 Shiden Kai Land-Based Fighter/Interceptor 1
Type 1 Fighter Hayabusa Model III A 10★ Land-Based Fighter/Interceptor 1
Zero Fighter Type 53 (Iwamoto Squadron) 10★ Carrier-Based Fighter 0
Reppuu Kai Ni (CarDiv 1/Skilled) Carrier-Based Fighter 0
13 Type 3 Fighter Hien Land-Based Fighter/Interceptor 1 80
Shiden Type 11 10★ Land-Based Fighter/Interceptor 1
Type 4 Fighter Hayate Land-Based Fighter/Interceptor 1
Type 1 Fighter Hayabusa Model III A (54th Air Squadron) Land-Based Fighter/Interceptor 1
Reppuu Kai Ni Carrier-Based Fighter 0
Zero Fighter Type 52 Model A (Iwamoto Squadron) 10★ Carrier-Based Fighter 0
Reppuu (601 Air Group) 10★ Carrier-Based Fighter 0
12 Spitfire Mk.I Land-Based Fighter/Interceptor 2 76
Type 1 Fighter Hayabusa Model III A Land-Based Fighter/Interceptor 1
F6F-5 10★ Carrier-Based Fighter 0
Zero Fighter Type 52 Model C (Iwai Squadron) 10★ Carrier-Based Fighter 0
Zero Fighter Type 53 (Iwamoto Squadron) Carrier-Based Fighter 0
Reppuu Kai Ni Model E (CarDiv 1/Skilled) Carrier-Based Fighter 0
Reppuu Model 11 Carrier-Based Fighter 0
11 Shiden Type 11 Land-Based Fighter/Interceptor 1 72
Zero Fighter Type 52 Model C (601 Air Group) 10★ Carrier-Based Fighter 0
Zero Fighter Type 52 (Skilled) 10★ Carrier-Based Fighter 0
Reppuu (601 Air Group) Carrier-Based Fighter 0
Zero Fighter Type 52 Model A (Iwamoto Squadron) Carrier-Based Fighter 0
Re. 2005 Kai Carrier-Based Fighter 0
Reppuu Kai Ni Model E Carrier-Based Fighter 0
Fw 190 A-5 Kai (Skilled) Carrier-Based Fighter 0
10 Type 1 Fighter Hayabusa Model II 10★ Land-Based Fighter/Interceptor 0 67
Zero Fighter Type 21 (Skilled) 10★ Carrier-Based Fighter 0
Zero Fighter Type 32 (Skilled) 10★ Carrier-Based Fighter 0
F6F-3 10★ Carrier-Based Fighter 0
Prototype Reppuu Late Model Carrier-Based Fighter 0
Zero Fighter Type 52 Model C (Iwai Squadron) Carrier-Based Fighter 0
Fw190 T Kai Carrier-Based Fighter 0
F6F-5 Carrier-Based Fighter 0
F6F-5N Carrier-Based Fighter 0
Shiden Kai 4 Carrier-Based Fighter 0
Reppuu Kai (Prototype Carrier-based Model) Carrier-Based Fighter 0
9 Shiden Kai 2 Carrier-Based Fighter 0 63
Zero Fighter Type 52 Model C (601 Air Group) Carrier-Based Fighter 0
Zero Fighter Type 52 (Skilled) Carrier-Based Fighter 0
Zero Fighter Type 21 (Iwamoto Squadron) Carrier-Based Fighter 0
Seafire LF.Mk.III Kai Carrier-Based Fighter 0
8 Type 1 Fighter Hayabusa Model II Land-Based Fighter/Interceptor 0 59
Zero Fighter Type 52 10★ Carrier-Based Fighter 0
Re. 2001 OR Kai 10★ Carrier-Based Fighter 0
Zero Fighter Type 21 (Skilled) Carrier-Based Fighter 0
Bf109 T Kai Carrier-Based Fighter 0
Zero Fighter Type 32 (Skilled) Carrier-Based Fighter 0
F6F-3 Carrier-Based Fighter 0
F6F-3N Carrier-Based Fighter 0
  1. Assuming 18 planes at max proficiency.

Land Base Air-Raid

During a sortie, an alert will say "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]\displaystyle{ \text{Resource Loss} = \text{Damage} \times 0.9 + 0.1 }[/math]
      • [math]\displaystyle{ \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.
LBAS Raid Losses
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
  • Chance of occurring increases the better the air control state.
  • This message is also displayed if fuel or bauxite is 0.
<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 land-based air squadron has 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.
  • 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 Land-based rocket interceptorsMe 163B
Prototype Shuusui
Shuusui
are present.


  • High Altitude Interceptors multiply the total air power of all land bases in Air Defense mode, when defending against enemy High-Altitude Bombers. The multiplier depends on the number of high altitude interceptors equipped and which difficulty the event map is played on:
Land-based Fighter High Altitude Interceptors
Equipment Card Me 163B.png
Me 163B
Equipment Card Prototype Shuusui.png
Prototype Shuusui
Equipment Card Shuusui.png
Shuusui
Airpower modifier against high altitude raids:
Event Map
Difficulty
Number of High Altitude
Interceptors Defending
0 1 2 3+
Casual/Easy: 1x 1.1x 1.2x
Medium/Hard: 0.5x 0.8x
  • 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

The location of the first bomber indicates the timing of when to press the button

A special air-raid performed by Abyssal's Superfortress (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.
  • This air raid will occur at random at any given point during sorties on relevant maps and may even sometimes not happen at all.

Those raids are "night attacks", so when it happens, the screen turns darker and searchlights animation is played before enemy bombers appear.

  • 1 to 3 abyssal bombers will fly 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.
  • Superfortress Air-Raid Sequences consist of waves of abyssal bombers appearing 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: [1]

[math]\displaystyle{ \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]

Group Planes [2] Effects (Hard) [3]
planes 0 1 2 3 4 5 6
A
Equipment Card Raiden.png
Raiden
Equipment Card Reppuu Kai.png
Reppuu Kai
Equipment Card Type 3 Fighter Hien (244th Air Combat Group).png
Type 3 Fighter Hien (244th Air Combat Group)
Equipment Card Type 2 Two-seat Fighter Toryuu.png
Type 2 Two-seat Fighter Toryuu
Multiplier 0 0.07 0.14 0.21 0.28 0.35 0.42
B [4]
Equipment Card Shiden Kai (343 Air Group) 301st Fighter Squadron.png
Shiden Kai (343 Air Group) 301st Fighter Squadron
Equipment Card Fw 190 D-9.png
Fw 190 D-9
Multiplier 0 0.11 0.14 ? ? ? ?
C
Equipment Card Reppuu Kai (352 Air Group Skilled).png
Reppuu Kai (352 Air Group/Skilled)
Equipment Card Type 2 Two-seat Fighter Toryuu Model C.png
Type 2 Two-seat Fighter Toryuu Model C
Equipment Card Ki-96.png
Ki-96
Multiplier 0 0.177 0.287 0.397 ? ? ?
D
Equipment Card Me 163B.png
Me 163B
Equipment Card Prototype Shuusui.png
Prototype Shuusui
Equipment Card Shuusui.png
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 ?
  1. Source: https://twitter.com/yukicacoon/status/1507242405841432576
  2. Dispite also having "diagonal upward guns", the Reppuu Kai (Prototype Carrier-based Model)Reppuu Kai (Prototype Carrier-based Model) do not have any bonus here.
  3. On lower difficulties, different multipliers may be applied, being proportionally easier.
  4. Shiden Kai (343 Air Group) 701st Fighter SquadronShiden Kai (343 Air Group) 701st Fighter Squadron not tested yet.

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 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.

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
30-46 No mark
20-29 Orange face
0-19 Red face
  • Planes have their morale set to 40 when deployed.
  • Unlike ships, there is no "sparkle" morale.
  • 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 min, the amount recovered depends on the mode of the base, and the recovery is improved when the LBAS level is increased, see Land Base Maintenance menu.
  • Changing the mode before the 3 min timer is up will not change the amount recovered.
  • Morale recovery from 40 to 46 is +1 per 3 min no matter the mode.
  • The exact effect of fatigue hasn't been fully tested, but it is known to cause an accuracy drop

Land Base Maintenance menu

The LBAS Maintenance menu
The menu seen on the Admiral's page

Above any world menu for LBAS, can be found the button to access the general Land Base Maintenance menu. This menu gives access to the general level for each LBAS groups, including in this order:

  • The "Limited time Land Base" (general Events LBAS group)
  • The "Southwestern Land Base" (world 7 LBAS group)
  • The "Southern Land Base" (world 5 LBAS group, currently not available)
  • The "Central Land Base" (world 6 LBAS group).

This menu is common to all world's LBAS groups. An additional menu is also found in the admiral's information menu, displaying a brief view of each LBAS group level.

For each group, can be seen (from top to bottom), the:

  • 4 LBAS groups
  • Current level of this group
  • Current mode of the group
  • Number of LBAS opened for the group
  • Amount of each plane type in the group with a scheme of each LBAS layout for:
    • LBAS Bombers, Interceptors, Fighters, Bombers, & Seaplanes and recons aircraft.

Every group is initially at level 0, and can be upgraded up to level 3 using 1 Construction CorpsConstruction Corps each time. In the bottom right corner is showed how many Construction Corps are currently owned.

The effect for each level are the following:

Level Swapping
cooldown
Morale recovery
Standby Sortie Air Defense Evacuation Rest
0 12 min 4 1 2 3 8
1 10 min 4 1 2 3 10
2 8 min 5 1 3 4 12
3 6 min 5 2 3 4 12
  • Having an LBAS at LV 3 allows to make as many sorties as wished without worrying about morale in "sortie" mode, as long as at least 9 min are waited between sorties.

In the case of the 1st group, all level improvements will carry over into future events .

From the 2021/09/29 update to the 2021/11/19 update, Event's LBAS maintenance menu could no longer be accessed, and so cannot be improved.

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 airpower. 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 7-4.


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 is night-day 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 open the 3rd base in World 6?

A: * The 3rd base will pay for itself in fuel and bauxite savings in roughly 3 months of 6-5 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. It can be a good long-term investment.


Q: Is it worth it to open the 2nd & 3rd bases in World 7?

A: * For now, there is only 7-4 with LBAS access in world 7, and there is only one LBAS available to sortie, and there is no air raid on this map, so opening any LBAS is useless.


Q: Is it worth it to upgrade LBAS groups?

A: * Upgrading LBAS groups decrease the swapping cooldown and increase the morale recovery, something which can be invaluable during events where time is counted, but on the contrary, something almost meaningless on regular maps.

  • For most admirals, Upgrading the 1st LBAS group (event) may be helpful.
  • Upgrading the 4th LBAS group (W6) can be useful if you are used to clear 6-5 late in the month.
  • Upgrading the 2nd LBAS group (W7) is almost useless.


*NOTE: It is possible to unlock Construction Corps through quests, without paying any money (800 ¥).

Plane Stats Summary

The following assumptions apply:

  • Full strength squadron
  • Maxed proficiency ( ❱❱ )
  • Versus single fleet
  • No contact
  • No critical
  • No anti-installation bonus factored in.

In addition, Anti-Air Resistance works for any relevant plane.

Land-Based Planes

Bombers Land-based Attack AircraftLand-based Assault AircraftLand-based Heavy BomberLand-based Patrol Aircraft
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter Power
Anti-Ship Anti-Ground ASW
Type 96 Land-based Attack AircraftType 96 Land-based Attack Aircraft 10 180 8 100.8 117 - 7
Type 1 Land-based Attack AircraftType 1 Land-based Attack Aircraft 12 216 9 117 133.2 - 11
Type 1 Land-based Attack Aircraft (Nonaka Squadron)Type 1 Land-based Attack Aircraft (Nonaka Squadron) 12 216 9 133.2 142.2 - 16
Type 1 Land-based Attack Aircraft Model 22AType 1 Land-based Attack Aircraft Model 22A 12 216 10 126 133.2 - 16
Type 1 Land-based Attack Aircraft Model 34Type 1 Land-based Attack Aircraft Model 34 12 216 8 126 133.2 - 20
GingaGinga 13 234 9 149.4 149.4 - 16
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) 4 72 5 36 (239.4against abyssal DD) 100.8 - 28
Prototype ToukaiPrototype Toukai 9 162 8 36 52.2 102.6 ~ 145.8 3
Toukai (901 Air Group)Toukai (901 Air Group) 9 162 8 36 52.2 109.8 ~ 156.6 3
Do 17 Z-2Do 17 Z-2 13 234 4 36 126 - 11
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model 15 270 4 142.2 (158.4against DD) 216 - 20
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X 17 306 4 165.6 (212.4against BB) 232.2 - 20
Type 4 Heavy Bomber HiryuuType 4 Heavy Bomber Hiryuu 14 252 5 149.4 158.4 - 24
Type 4 Heavy Bomber Hiryuu (Skilled)Type 4 Heavy Bomber Hiryuu (Skilled) 14 252 5 149.4 165.6 - 24
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile 15 270 5 176.4 199.8 - 24
SM.79SM.79 11 198 7 108 142.2 - 11
SM.79 bisSM.79 bis 13 234 8 133.2 149.4 - 16
SM.79 bis (Skilled)SM.79 bis (Skilled) 14 252 8 142.2 149.4 - 13
ShinzanShinzan 20 180 10 73 ? - 7
Shinzan KaiShinzan Kai 21 189 11 76 ? - 11
Ginga (Egusa Squadron)Ginga (Egusa Squadron) 13 234 7 158.4 158.4 - 16
Ki-102 BKi-102 B 9 162 4 126 190.8 - 20
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile 12 216 3 167.4 199.8 - 16
B-25B-25 13 234 7 See LBAS special bombs 165.6 - 20
Interceptors/Fighters Land-based FighterLand-based Fighter
Name Deployment Cost Assignment Cost Combat Radius Sortie Fighter-Power Defense Fighter-Power
RaidenRaiden 6 108 2 63 101
Type 3 Fighter HienType 3 Fighter Hien 7 126 3 78 80
Type 3 Fighter HienType 3 Fighter Hien ★+10 7 126 3 86 89
Type 3 Fighter Hien (244th Air Combat Group)Type 3 Fighter Hien (244th Air Combat Group) 7 126 4 89 106
Type 3 Fighter Hien Model 1DType 3 Fighter Hien Model 1D 7 126 4 82 93
Shiden Model 11Shiden Model 11 6 108 3 65 72
Shiden Model 11Shiden Model 11 ★+10 6 108 3 74 80
Shiden Model 21 Shiden KaiShiden Model 21 Shiden Kai 6 108 4 82 84
Type 4 Fighter HayateType 4 Fighter Hayate 7 126 5 74 80
Type 1 Fighter Hayabusa Model IIType 1 Fighter Hayabusa Model II 4 72 6 63 59
Type 1 Fighter Hayabusa Model IIType 1 Fighter Hayabusa Model II ★+10 4 72 6 72 67
Type 1 Fighter Hayabusa Model III AType 1 Fighter Hayabusa Model III A 4 72 6 74 76
Type 1 Fighter Hayabusa Model III AType 1 Fighter Hayabusa Model III A ★+10 4 72 6 82 84
Type 1 Fighter Hayabusa Model III A (54th Squadron)Type 1 Fighter Hayabusa Model III A (54th Squadron) 4 72 7 78 80
Type 1 Fighter Hayabusa Model II (64th Squadron)Type 1 Fighter Hayabusa Model II (64th Squadron) 4 72 7 103 101
Spitfire Mk.ISpitfire Mk.I 5 90 4 61 76
Spitfire Mk.ISpitfire Mk.I ★+10 5 90 4 70 84
Spitfire Mk.VSpitfire Mk.V 5 90 5 76 97
Spitfire Mk.IX (Skilled)Spitfire Mk.IX (Skilled) 6 108 4 93 101
Shiden Kai (343 Air Group) 301st Fighter SquadronShiden Kai (343 Air Group) 301st Fighter Squadron 6 108 4 97 106
Reppuu KaiReppuu Kai 9 162 4 80 127
Reppuu Kai (352 Air Group/Skilled)Reppuu Kai (352 Air Group/Skilled) 9 162 4 91 144
Me 163BMe 163B 4 72 1 33 110
Prototype ShuusuiPrototype Shuusui 4 72 1 33 101
ShuusuiShuusui 4 72 1 38 114
Fw 190 D-9Fw 190 D-9 8 144 3 95 114
Type 0 Fighter Model 22 (251 Air Group)Type 0 Fighter Model 22 (251 Air Group) ★+2 4 72 7 97 99
Type 0 Fighter Model 21 (Tainan Air Group)Type 0 Fighter Model 21 (Tainan Air Group) ★+2 4 72 7 92 95
Type 0 Fighter Model 21 (Tainan Air Group)Type 0 Fighter Model 21 (Tainan Air Group) ★+4 4 72 7 94 96
Type 0 Fighter Model 32 (Tainan Air Group)Type 0 Fighter Model 32 (Tainan Air Group) ★+2 4 72 5 103 103
Type 0 Fighter Model 32 (Tainan Air Group)Type 0 Fighter Model 32 (Tainan Air Group) ★+3 4 72 5 104 104
Type 2 Two-seat Fighter ToryuuType 2 Two-seat Fighter Toryuu 8 144 3 44 76
Type 2 Two-seat Fighter Toryuu Model CType 2 Two-seat Fighter Toryuu Model C 9 162 3 50 97
Ki-96Ki-96 10 180 3 72 106
Recons Reconnaissance Aircraft
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Type 2 Land-based Reconnaissance AircraftType 2 Land-based Reconnaissance Aircraft 7 28 8 16
Type 2 Land-based Reconnaissance Aircraft (Skilled)Type 2 Land-based Reconnaissance Aircraft (Skilled) 7 28 9 16

Carrier-Based Planes

Fighters FighterNight Fighter
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Type 96 FighterType 96 Fighter 3 54 3 38
Type 96 FighterType 96 Fighter ★+10 3 54 3 46
Type 0 Fighter Model 21Type 0 Fighter Model 21 4 72 7 46
Type 0 Fighter Model 21Type 0 Fighter Model 21 ★+10 4 72 7 55
Type 0 Fighter Model 52Type 0 Fighter Model 52 5 90 6 50
Type 0 Fighter Model 52Type 0 Fighter Model 52 ★+10 5 90 6 59
Prototype Reppuu Late ModelPrototype Reppuu Late Model 7 126 5 67
Reppuu Model 11Reppuu Model 11 8 144 5 76
Shiden Kai 2Shiden Kai 2 6 108 3 63
Shinden KaiShinden Kai 9 162 2 89
Type 0 Fighter Model 21 (Skilled)Type 0 Fighter Model 21 (Skilled) 4 72 7 59
Type 0 Fighter Model 21 (Skilled)Type 0 Fighter Model 21 (Skilled) ★+10 4 72 7 67
Zero Fighter Model 52C (601 Air Group)Zero Fighter Model 52C (601 Air Group) 5 90 6 63
Zero Fighter Model 52C (601 Air Group)Zero Fighter Model 52C (601 Air Group) ★+10 5 90 6 72
Reppuu (601 Air Group)Reppuu (601 Air Group) 7 126 5 72
Reppuu (601 Air Group)Reppuu (601 Air Group)★+10 7 126 5 80
Type 0 Fighter Model 52 (Skilled)Type 0 Fighter Model 52 (Skilled) 5 90 6 63
Type 0 Fighter Model 52 (Skilled)Type 0 Fighter Model 52 (Skilled) ★+10 5 90 6 72
Zero Fighter Model 52C (w/ Iwai Flight)Zero Fighter Model 52C (w/ Iwai Flight) 5 90 6 67
Zero Fighter Model 52C (w/ Iwai Flight)Zero Fighter Model 52C (w/ Iwai Flight) ★+10 5 90 6 76
Zero Fighter Model 21 (w/ Iwamoto Flight)Zero Fighter Model 21 (w/ Iwamoto Flight) 4 72 7 63
Zero Fighter Model 52A (w/ Iwamoto Flight)Zero Fighter Model 52A (w/ Iwamoto Flight) 5 90 6 72
Zero Fighter Model 52A (w/ Iwamoto Flight)Zero Fighter Model 52A (w/ Iwamoto Flight) ★+10 5 90 6 80
Type 0 Fighter Model 53 (Iwamoto Squadron)Type 0 Fighter Model 53 (Iwamoto Squadron) 6 108 6 76
Type 0 Fighter Model 53 (Iwamoto Squadron)Type 0 Fighter Model 53 (Iwamoto Squadron) ★+10 6 108 6 84
Bf 109T KaiBf 109T Kai 6 108 2 59
Fw 190T KaiFw 190T Kai 6 108 3 67
Type 0 Fighter Model 32Type 0 Fighter Model 32 4 72 5 46
Type 0 Fighter Model 32Type 0 Fighter Model 32★+10 4 72 5 55
Type 0 Fighter Model 32 (Skilled)Type 0 Fighter Model 32 (Skilled) 4 72 5 59
Type 0 Fighter Model 32 (Skilled)Type 0 Fighter Model 32 (Skilled) ★+10 4 72 5 67
Re.2001 OR KaiRe.2001 OR Kai 6 108 4 50
Re.2001 OR KaiRe.2001 OR Kai ★+10 6 108 4 59
Re.2005 KaiRe.2005 Kai 6 108 3 72
F4F-3F4F-3 5 90 4 42
F4F-3F4F-3 ★+10 5 90 4 50
F4F-4F4F-4 6 108 4 46
F4F-4F4F-4 ★+10 6 108 4 55
F6F-3F6F-3 8 144 5 59
F6F-3F6F-3 ★+10 8 144 5 67
F6F-5F6F-5 8 144 5 67
F6F-5F6F-5 ★+10 8 144 5 76
Type 96 Fighter KaiType 96 Fighter Kai 3 54 4 42
FulmarFulmar 5 90 4 38
Seafire Mk.III KaiSeafire Mk.III Kai 6 108 4 63
F6F-3NF6F-3N 9 162 5 59
F6F-5NF6F-5N 9 162 5 67
Shiden Kai 4Shiden Kai 4 7 126 4 67
Reppuu Kai (Prototype Carrier-based Model)Reppuu Kai (Prototype Carrier-based Model) 10 180 4 67
Reppuu Kai NiReppuu Kai Ni 10 180 5 80
Reppuu Kai Ni (CarDiv 1/Skilled)Reppuu Kai Ni (CarDiv 1/Skilled) ?? ?? 6 84
Reppuu Kai Ni Model EReppuu Kai Ni Model E 11 198 5 72
Reppuu Kai Ni Model E (CarDiv 1/Skilled)Reppuu Kai Ni Model E (CarDiv 1/Skilled) 11 198 6 76
Fw 190 A-5 Kai (Skilled)Fw 190 A-5 Kai (Skilled) 7 126 4 72
XF5UXF5U 12 216 4 76
FR-1 FireballFR-1 Fireball 9 162 5 72
Corsair Mk.IICorsair Mk.II 9 162 6 67
Corsair Mk.II (Ace)Corsair Mk.II (Ace) 9 162 6 72
Prototype JinpuuPrototype Jinpuu 9 162 5 80
Torpedo BombersTorpedo BomberNight Torpedo Bomber
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Type 97 Torpedo BomberType 97 Torpedo Bomber 5 90 4 53 - 3
Type 97 Torpedo BomberType 97 Torpedo Bomber ★+10 5 90 4 64 - 3
TenzanTenzan 6 108 5 64 - 3
RyuuseiRyuusei 7 126 6 81 - 3
Ryuusei KaiRyuusei Kai 8 144 6 98 - 3
Type 97 Torpedo Bomber (931 Air Group)Type 97 Torpedo Bomber (931 Air Group) 5 90 4 59 22 ~ 51 3
Type 97 Torpedo Bomber (931 Air Group)Type 97 Torpedo Bomber (931 Air Group) ★+10 5 90 4 70 26 ~ 60 3
Tenzan (931 Air Group)Tenzan (931 Air Group) 6 108 5 76 24 ~ 56 3
Type 97 Torpedo Bomber (Tomonaga Squadron)Type 97 Torpedo Bomber (Tomonaga Squadron) 5 90 4 87 - 7
Tenzan Model 12 (Tomonaga Squadron)Tenzan Model 12 (Tomonaga Squadron) 6 108 5 104 - 7
Type 97 Torpedo Bomber (Skilled)Type 97 Torpedo Bomber (Skilled) 5 90 4 70 - 3
Tenzan (601 Air Group)Tenzan (601 Air Group) 6 108 5 81 - 3
Ryuusei (601 Air Group)Ryuusei (601 Air Group) 7 126 6 98 - 3
Type 97 Torpedo Bomber (Murata Squadron)Type 97 Torpedo Bomber (Murata Squadron) 5 90 4 93 - 7
Tenzan Model 12 (Murata Squadron)Tenzan Model 12 (Murata Squadron) 6 108 5 110 - 7
Re.2001 G KaiRe.2001 G Kai 6 108 3 47 - 20
TBDTBD 6 108 4 53 - 3
SwordfishSwordfish 3 54 3 42 - 3
Swordfish Mk.II (Skilled)Swordfish Mk.II (Skilled) 3 54 3 53 - 3
Swordfish Mk.III (Skilled)Swordfish Mk.III (Skilled) 4 72 3 70 28 ~ 65 3
TBFTBF 10 180 6 76 - 7
TBM-3DTBM-3D 11 198 6 76 24 ~ 56 7
Type 97 Torpedo Bomber (931 Air Group / Skilled)Type 97 Torpedo Bomber (931 Air Group / Skilled) 5 90 4 70 26 ~ 60 3
Ryuusei Kai (CarDiv 1)Ryuusei Kai (CarDiv 1) 9 162 6 104 - 11
Ryuusei Kai (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 9 162 6 110 22 ~ 51 16
Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai)Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai) 6 108 4 64 - 3
Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai)Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai) ★+10 6 108 4 76 - 3
Prototype Type 97 Torpedo Bomber Kai (Skilled) No. 3 Model E (w/ Type 6 Airborne Radar Kai)Prototype Type 97 Torpedo Bomber Kai (Skilled) No. 3 Model E (w/ Type 6 Airborne Radar Kai) 6 108 4 76 22 ~ 51 3
Tenzan Model 12ATenzan Model 12A 7 126 5 76 - 7
Tenzan Model 12A Kai (w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (w/ Type 6 Airborne Radar Kai) 8 144 5 87 - 7
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai) 8 144 6 98 22 ~ 51 7
TBM-3W+3STBM-3W+3S 12 216 5 81*need to be checked 68 ~ 98 3
Barracuda Mk.IIBarracuda Mk.II 7 126 4 64 - 3
Barracuda Mk.IIIBarracuda Mk.III 8 144 5 59 26 ~ 60 3
Dive Bombers Dive Bomber
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Type 99 Dive BomberType 99 Dive Bomber 4 72 4 53 - 3
SuiseiSuisei 5 90 4 70 - 3
Suisei Model 12ASuisei Model 12A 6 108 5 81 - 3
Type 0 Fighter Model 62 (Fighter-bomber)Type 0 Fighter Model 62 (Fighter-bomber) 5 90 4 47 - 20
Type 0 Fighter Model 62 (Fighter-bomber)Type 0 Fighter Model 62 (Fighter-bomber) ★+10 5 90 4 47 - 31
Ju 87C KaiJu 87C Kai 6 108 4 76 - 3
Type 99 Dive Bomber (Skilled)Type 99 Dive Bomber (Skilled) 4 72 4 64 - 7
Type 99 Dive Bomber (Egusa Squadron)Type 99 Dive Bomber (Egusa Squadron) 4 72 4 81 - 3
Suisei (Egusa Squadron)Suisei (Egusa Squadron) 5 90 5 98 - 7
Suisei (601 Air Group)Suisei (601 Air Group) 5 90 5 87 - 3
Prototype NanzanPrototype Nanzan 9 162 5 87 - 7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) 5 90 5 47 - 33
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) ★+10 5 90 5 47 - 43
SBDSBD 5 90 4 59 - 11
Type 0 Fighter Model 63 (Fighter-bomber)Type 0 Fighter Model 63 (Fighter-bomber) 6 108 4 53 - 24
Type 0 Fighter Model 63 (Fighter-bomber)Type 0 Fighter Model 63 (Fighter-bomber) ★+10 6 108 4 53 - 35
F4U-1DF4U-1D 9 162 6 64 - 33
SkuaSkua 4 72 4 47 - 11
FM-2FM-2 6 108 4 36 - 28
Suisei Model 22 (634 Air Group)Suisei Model 22 (634 Air Group) 5 90 5 87 - 7
Suisei Model 22 (634 Air Group/Skilled)Suisei Model 22 (634 Air Group/Skilled) 5 90 6 83 - 11
Ju 87C Kai Ni (w/ KMX)Ju 87C Kai Ni (w/ KMX) 8 144 4 76 26 ~ 60 3
Ju 87C Kai Ni (w/ KMX/Skilled)Ju 87C Kai Ni (w/ KMX/Skilled) 8 144 4 81 56 ~ 81 3
Re.2001 CB KaiRe.2001 CB Kai 6 108 3 59 - 20
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) 5 90 5 93 - 16
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 6 108 5 87 - 3
Type 99 Dive Bomber Model 22Type 99 Dive Bomber Model 22 4 72 3 59 - 3
Type 99 Dive Bomber Model 22 (Skilled)Type 99 Dive Bomber Model 22 (Skilled) 4 72 3 70 - 7
SBD-5SBD-5 5 90 4 64 - 11
SB2C-3SB2C-3 6 108 5 87 - 11
SB2C-5SB2C-5 7 126 6 93 - 11
Type 0 Fighter Model 64 (Two-seat w/ KMX)Type 0 Fighter Model 64 (Two-seat w/ KMX) 5 90 4 42 24 ~56 20
JetsJetFighterBomber1.pngJetFighterBomber2.png
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Jet Keiun KaiJet Keiun Kai 14 252 3 78 - 28
Kikka KaiKikka Kai 13 234 2 61 - 54
Recons Reconnaissance Aircraft
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter Power
SaiunSaiun 9 36 8 3
Type 2 Reconnaissance AircraftType 2 Reconnaissance Aircraft 6 24 5 7
Prototype Keiun (Carrier-based Reconnaissance Model)Prototype Keiun (Carrier-based Reconnaissance Model) 12 48 8 3
Saiun (Eastern Caroline Air Group)Saiun (Eastern Caroline Air Group) 9 36 8 3
Saiun (4th Recon Squad)Saiun (4th Recon Squad) 9 36 7 11
Fulmar (Reconnaissance Fighter/Skilled)Fulmar (Reconnaissance Fighter/Skilled) 4 16 4 20

Seaplanes

Fighters Seaplane Fighter
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Ro.44 Seaplane FighterRo.44 Seaplane Fighter 4 72 3 33
Ro.44 Seaplane FighterRo.44 Seaplane Fighter ★10 4 72 3 42
Type 2 Seaplane Fighter KaiType 2 Seaplane Fighter Kai 5 90 4 38
Type 2 Seaplane Fighter KaiType 2 Seaplane Fighter Kai ★10 5 90 4 46
Ro.44 Seaplane Fighter bisRo.44 Seaplane Fighter bis 4 72 3 38
Ro.44 Seaplane Fighter bisRo.44 Seaplane Fighter bis ★10 4 72 3 46
Type 2 Seaplane Fighter Kai (Skilled)Type 2 Seaplane Fighter Kai (Skilled) 5 90 4 46
Type 2 Seaplane Fighter Kai (Skilled)Type 2 Seaplane Fighter Kai (Skilled) ★10 5 90 4 55
Kyoufuu KaiKyoufuu Kai 6 108 3 46
Kyoufuu KaiKyoufuu Kai ★10 6 108 3 55
BombersSeaplane
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
ZuiunZuiun 6 108 5 47 - 17
ZuiunZuiun ★10 6 108 5 59 - 17
Prototype SeiranPrototype Seiran 10 180 4 87 - 9
Zuiun (634 Air Group)Zuiun (634 Air Group) 6 108 5 59 - 17
Zuiun (634 Air Group)Zuiun (634 Air Group) ★10 6 108 5 70 - 17
Zuiun Model 12Zuiun Model 12 7 126 5 64 - 22
Zuiun Model 12 (634 Air Group)Zuiun Model 12 (634 Air Group) 7 126 5 76 - 22
Laté 298BLaté 298B 7 126 4 53 - 13
Zuiun (631 Air Group)Zuiun (631 Air Group) 6 108 5 64 - 13
Seiran (631 Air Group)Seiran (631 Air Group) 10 180 4 93 - 9
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) 6 108 5 76 - 26
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) ★10 6 108 5 87 - 26
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) 8 144 5 81 - 26
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) ★10 8 144 5 93 - 26
Zuiun Kai Ni (634 Air Group/Skilled)Zuiun Kai Ni (634 Air Group/Skilled) 8 144 5 87 22 ~ 51 30
Swordfish (Seaplane Model)Swordfish (Seaplane Model) 5 90 3 53 - 9
Swordfish Mk.III Kai (Seaplane Model)Swordfish Mk.III Kai (Seaplane Model) 6 108 3 64 22 ~51 9
Swordfish Mk.III Kai (Seaplane Model/Skilled)Swordfish Mk.III Kai (Seaplane Model/Skilled) 5 90 3 70 24 ~56 9
Recons Seaplane [1]
Name Deployment Cost Assignment Cost Combat Radius ASW Sortie/Defense Fighter-Power
Type 0 Reconnaissance SeaplaneType 0 Reconnaissance Seaplane 5 20 7 - 11
Type 0 Observation SeaplaneType 0 Observation Seaplane 6 24 3 - 11
Type 98 Reconnaissance Seaplane (Night Recon)Type 98 Reconnaissance Seaplane (Night Recon) 8 32 6 - 3
Ar196 KaiAr196 Kai 5 20 3 - 7
ShiunShiun 9 36 4 - 3
Ro.43 Reconnaissance SeaplaneRo.43 Reconnaissance Seaplane 4 16 3 - 7
OS2UOS2U 6 24 3 - 7
Type 0 Reconnaissance Seaplane Model 11BType 0 Reconnaissance Seaplane Model 11B 5 20 7 15 ~ 35 7
Type 0 Reconnaissance Seaplane Model 11B (Skilled)Type 0 Reconnaissance Seaplane Model 11B (Skilled) 5 20 7 16 ~ 37 7
S9 OspreyS9 Osprey 3 12 3 - 7
Swordfish Mk.II Kai (Reconnaissance Seaplane Model)Swordfish Mk.II Kai (Reconnaissance Seaplane Model) 5 20 3 - 3
Fairey Seafox KaiFairey Seafox Kai 6 24 3 - 7
SOC SeagullSOC Seagull 3 12 3 - 3
SO3C Seamew KaiSO3C Seamew Kai 5 20 4 - 7
Flying Boats Large Flying Boat
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Type 2 Large Flying BoatType 2 Large Flying Boat 25 100 20 3
PBY-5A CatalinaPBY-5A Catalina 13 52 10 3
  1. Upgraded variants not included because it only increases LoS.

See Also