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== Stage 1: Standard Maps ==
 
== Stage 1: Standard Maps ==
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Stage 1 of this guide is centered around the extreme early game, where an admiral is just starting out building their fleet and progressing through the first few worlds. Most if not all of the ships listed here are readily available and have above average performance at their Kai remodels, allowing the player to progress smoothly and farm drops and experience efficiently. They also have powerful Kai Ni remodels that require little to no investment of rare resources, meaning that the experience invested here doubles as progress toward their Kai Ni remodels in Stage 2.
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Stage 1 of this guide is centered around the extreme early game, where an admiral is just starting out building their fleet and progressing through the first few worlds.<br/> Most if not all of the ships listed here are readily available and have above average performance at their Kai remodels, allowing the player to progress smoothly and farm drops and experience efficiently. <br/>They also have powerful Kai Ni remodels that require little to no investment of rare resources, meaning that the experience invested here doubles as progress toward their Kai Ni remodels in Stage 2.
    
You will encounter girls that are not mentioned in this stage. They've been left out because they:
 
You will encounter girls that are not mentioned in this stage. They've been left out because they:
 
* Are too rare to reasonably expect a player to have
 
* Are too rare to reasonably expect a player to have
 
* Are worse than recommended ships
 
* Are worse than recommended ships
* require limited resources (Blueprint, Action Report) to perform but are not a priority target for Blueprints or Action Reports.
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* Require limited resources (Blueprint, Action Report) to perform but are not a priority target for Blueprints or Action Reports.
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In the end, you should have a small but well rounded fleet of '''5DD, 2CL, 1~2 CA(V), 2 CV, 2 CVL, 1BBV, 1 (F)BB, 1 AV, 2 CLT.''' This combination of ships, if Kai and modernized, will allow you to tackle every main world map from 1-1 up to 5-2.
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In the end, you should have a small but well rounded fleet of '''5DD, 2CL, 1~2 CA(V), 2 CV, 2 CVL, 1BBV, 1 (F)BB, 1 AV, 2 CLT.''' <br/>This combination of ships, if Kai and modernized, will allow you to tackle every main world map from 1-1 up to 5-2.
    
<tabber>
 
<tabber>
 
|-|Destroyers=
 
|-|Destroyers=
Destroyers (DD) are weak in daytime surface combat, but make up for it via their performance in anti-submarine combat, night battle, and other utility purposes. They are also frequently very helpful in achieving preferential routing on maps and are sometimes needed to even reach the boss at all. Early on, you should pick '''five''' of these to raise, as five serviceable and modernized Kai destroyers will be required to clear 3-2.
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Destroyers (DD) are weak in daytime surface combat, but make up for it via their performance in anti-submarine combat, night battle, and other utility purposes.<br/> They are also frequently very helpful in achieving preferential routing on maps and are sometimes needed to even reach the boss at all. <br/>Early on, you should pick '''five''' of these to raise, as five serviceable and modernized Kai destroyers will be required to clear 3-2.
 
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<br/><br/>
 
Note that nearly all IJN destroyers are effectively identical at Kai, so the goal here is to pick up and begin leveling those who have stand-out Kai Nis that do not require Blueprints or Action Reports.
 
Note that nearly all IJN destroyers are effectively identical at Kai, so the goal here is to pick up and begin leveling those who have stand-out Kai Nis that do not require Blueprints or Action Reports.
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|-|Light Cruisers=
 
|-|Light Cruisers=
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Heavier than destroyers, they perform better in daytime combat roles and can fill a wide variety of utility purposes. Many maps in the main game require one to get preferential routing, but there is rarely, if ever, room for more. They are very important for branching in World 2, so you should train '''two''' of them so that you can still sortie to these maps while one is repairing.
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Heavier than destroyers, they perform better in daytime combat roles and can fill a wide variety of utility purposes. <br/>Many maps in the main game require one to get preferential routing, but there is rarely, if ever, room for more.  
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<br/><br/>
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They are very important for branching in World 2, so you should train '''two''' of them so that you can still sortie to these maps while one is repairing.
    
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|}
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These CL are, for the time being, primarily here to be rotated in Kuma's place if she is repairing or fatigued. All IJN CL except Kuma are the same at Kai, but these three are chosen specifically because they are the first CL that a player should aim to remodel to Kai Ni later on.
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These CL are, for the time being, primarily here to be rotated in Kuma's place if she is repairing or fatigued.<br/>All IJN CL except Kuma are the same at Kai, but these three are chosen specifically because they are the first CL that a player should aim to remodel to Kai Ni later on.
    
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|-|Torpedo Cruisers==  
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|-|Torpedo Cruisers=  
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Very similar to CL, and they start as CL, but they trade all utility and shelling firepower for devastating torpedoes and the ability to launch them pre-emptively. However, they are somewhat fragile and are sometimes penalized in map routing. Both CLT listed here should be leveled.
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Very similar to CL, and they start as CL, but they trade all utility and shelling firepower for devastating torpedoes and the ability to launch them pre-emptively. <br/>However, they are somewhat fragile and are sometimes penalized in map routing.  
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<br/><br/>Both CLT listed here should be leveled.
    
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|-|Heavy Cruisers/Aviation Cruisers=
 
|-|Heavy Cruisers/Aviation Cruisers=
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Similar to CL, but they trade some of the utility for more raw firepower and armor. Many very early game fleets will only have room for 2 at most. There are also Aviation Cruisers CA(V), which fit into the same slot in a fleet and trade some offensive power for the ability to carry Seaplane Bombers and Seaplane Fighters, an ability that will be important later. For now, level '''two''' of them at the very most (but at least one).
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Similar to CL, but they trade some of the utility for more raw firepower and armor. Many very early game fleets will only have room for 2 at most.<br/>There are also '''Aviation Cruisers CA(V)''', which fit into the same slot in a fleet and trade some offensive power for the ability to carry Seaplane Bombers and Seaplane Fighters, an ability that will be important later.<br/><br/> For now, level '''two''' of them at the very most (but at least one).
    
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|-|Seaplane Tenders=
 
|-|Seaplane Tenders=
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They can carry seaplanes and equip minisubs, allowing them to perform an opening torpedo. However, their stats are generally poor. Their key use early on is routing, particularly allowing you to achieve optimal routing in World 2. There are only two available to you at the start, and you should collect both.
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They can carry seaplanes and equip minisubs, allowing them to perform an opening torpedo. However, their stats are generally poor. <br/>Their key use early on is routing, particularly allowing you to achieve optimal routing in World 2.  
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<br/><br/>
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There are only two available to you at the start, and you should collect both.
    
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|-|Standard Carriers=
 
|-|Standard Carriers=
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Heavy ships whose primary roles are heavy pre-emptive strikes and securing air superiority. They're quite rare at first and you aren't allowed to bring many to one map, in most cases. Thankfully, the game gives you Akagi for free. For now, try to acquire and level '''one''' only (alongside Akagi). Some are better than others, but the differences between them are not large and you should take whoever you can get.
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Heavy ships whose primary roles are heavy pre-emptive strikes and securing air superiority.<br/>They're quite rare at first and you aren't allowed to bring many to one map, in most cases. Thankfully, the game gives you Akagi for free.  
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<br/><br/>
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For now, try to acquire and level '''one''' only (alongside Akagi). Some are better than others, but the differences between them are not large and you should take whoever you can get.
    
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They're like Standard Carriers, but with less of everything (including deployment cost). Map routing is kinder to them and sometimes requires them.
 
They're like Standard Carriers, but with less of everything (including deployment cost). Map routing is kinder to them and sometimes requires them.
 
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<br/>
Note that this is the first point at which ship speed comes into account in this guide. Every ship mentioned prior to this point is Fast, but from here on out some will be Slow. Most standard maps don't penalize slow ships, but 2-5 does and it's important for new admirals to start clearing 2-5 monthly as quickly as possible in order to begin acquiring medals (and by extension, remodel blueprints). You should level '''two''' of them - one fast, one slow.
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Note that this is the first point at which ship speed comes into account in this guide. Every ship mentioned prior to this point is Fast, but from here on out some will be Slow. <br/>Most standard maps don't penalize slow ships, but 2-5 does, and it's recommended for new admirals to start clearing 2-5 monthly as early as possible in order to begin acquiring medals (and by extension, remodel blueprints).  
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<br/><br/>You should level '''two''' of them - one fast, one slow.
    
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|-|Battleships=
 
|-|Battleships=
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Heavily armoured and with high daytime firepower, they're also very expensive to sortie and repair. They come in three flavours: Battleship (BB), Aviation Battleship (BBV), and Fast Battleship (FBB).
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Heavily armoured and with high daytime firepower, they're also very expensive to sortie and repair. <br/>They come in three flavours: '''Battleship (BB), Aviation Battleship (BBV), and Fast Battleship (FBB)'''.
 
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<br/>
Unlike with CVL, their speed will not be important at this stage as it is not recommended to take Battleships to 2-5. Most standard maps will not let you bring many, so only train '''two''', with at least one being an Aviation Battleship for 1-5 farming.
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Unlike with CVL, their speed will not be important at this stage as it is not recommended to take Battleships to 2-5.  
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<br/><br/>
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Most standard maps will not let you bring many, so only train '''two''', with at least one being an Aviation Battleship for 1-5 farming.
    
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