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This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover niche setups that are specific to a map, a ship, or a mechanic. For those equipment setups, please refer to the relevant pages.
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{{imbox|type=content|textstyle=color:red|text='''''There is no such thing as a "perfect" or "universal" setup.<br>Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others.}}
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<div style="margin:20px 10px 30px; padding:10px; font-size:16px; text-align:center; border:5px solid #5c5; font-weight:bold">To observe what setups other players are using in any given situation, please see [https://tsunkit.net/nav/ KCnav]</div>
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 +
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.
 +
*''See [[Equipment|here]] for a breakdown of all equipment types and their related mechanics.
 +
*''For more details on some mechanics, please see each relevant page.
 
*''Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
 
*''Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
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{{color|red|'''Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.'''}}
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*In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise).
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*If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules.
   −
=Destroyer ([[DD]])=
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=Standard Combat=
 
<tabber>
 
<tabber>
|-|Standard Combat=
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|-|Introduction=
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"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.
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 +
{{details|Combat}}
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{{details|Day Battle}}
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{{details|Aerial Combat}}
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{{details|Night Battle}}
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 +
When referring to "supporting equipment", the following are counted:
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*{{FCF}} [[Command Facilities]],
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*Day only: {{Smoke}} [[Smoke Generator]]s, {{Sonar}}/{{DepthCharge}} ASW equipment,
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*Night only: {{Night Recon}} [[Night Recon]]s, {{Searchlight}} [[Searchlight]]s, {{StarShell}} [[Star Shell]]s,
 +
*RE only: {{AA Gun}} [[AA Gun]]s & {{AAFD}} [[AAFD]] are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
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 +
|-|FBB/BB/BBV=
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{{Category:Battleships}}
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{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
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!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
|{{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
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| {{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}
|This is the most basic combat setup for all destroyers. Green dual-purpose guns like the [[10cm Twin High-angle Mount]] contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an {{Air Radar}}. This will allow any destroyer to activate AACI API5.  
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| This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time.  
 
|-
 
|-
|{{RedGunLight}}{{RedGunLight}}{{Radar}}
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| {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{AP Shell}}
|This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
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| This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.
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This setup is also good to maximize [[Special Attack]]s damage.
 
|-
 
|-
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
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| {{Large Gun}} {{Large Gun}} {{Seaplane}}/{{SPF}}
|This setup is the standard torpedo cut-in (TCI) setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
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| This is the most basic combat setup for BBVs, with the seaplane mix that can be adapted by using more of less [[SPB]] or [[SPF]]
 
|-
 
|-
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{WildCard}}
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| {{Large Gun}} {{Large Gun}} {{Large Gun}} {{AP Shell}}
|This setup is an alternative TCI setup. This setup is typically used for either powerful destroyers (E.g. [[Yuudachi]], [[Ayanami]], [[Naganami]]) that can hit the night battle cap with two torpedoes or low luck (30 {{Luck}}) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low-luck destroyers, the wild card should be a {{SurfaceShipPersonnel}}. This will help increase their trigger rate somewhat.
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| The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high {{Armor}} stat.
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*The {{AP Shell}} can be replaced by a {{Seaplane}} or {{Searchlight}} in some cases.
 
|}
 
|}
   −
|-|Anti-Submarine=
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Misc
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
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!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{Small Sonar}}{{DepthCharge}}{{DepthCharge}}
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| {{Large Gun}} {{Large Gun}} {{Seaplane}} {{SPF}} {{AP Shell}}+{{Radar}}
| This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW.
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| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
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It also have all the damage bonuses for [[Special Attacks]].
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|-
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| {{Large Gun}} {{Large Gun}} {{Green Gun}} {{Seaplane}} {{AP Shell}}+{{Radar}}
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| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion. This setup should also '''only be used in a main fleet''' of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
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|-
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| {{Large Gun}} {{Large Gun}} {{Fighter}} {{Seaplane}} {{AP Shell}}
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| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with great fighter power.
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The {{AP Shell}} can be replaced by an additional {{Fighter}} if more fighter power is required.
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|-
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| {{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}}/{{Seaplane}} {{Seaplane}}
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| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting).
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|-
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| {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{Large Searchlight}}
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| This is a setup for the {{Class|Kongou|Kai Ni B/C}} [[Touch]].
 +
The radar must have 8+ {{LOS}} to increase the trigger rate. The {{Equipment/Link|Passive Radiolocator (E27) + Type 22 Surface Radar Kai 4 (Calibrated Late Model)|text=Radiolocator+T22 Radar K4 LM}} at {{Star}}+4 is very valuable, being the only such radar that can fit in their RE.
 
|}
 
|}
   −
|-|Anti-Installation=
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[[RE]] recommendations:
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*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
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*For BBV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
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*When applicable, {{Radar}} are better options.
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|-|CV/CVB/CVL=
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{{Category:Standard Aircraft Carriers}}
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'''Unlike other ship types, equipment placement order matters for carriers.'''
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The general rules are:
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* Bombers in top slots,
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* Torpedo bomber in largest slot,
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* Fighters in the smaller slots,
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* Recons and mics equipment in the smallest slots.
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{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
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!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{LandingCraft}}{{Amphibious Tank}}{{AntiGroundArtillery}}
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| {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} {{Fighter}}
| This setup is for dealing with [[Supply Depot Princess]] and her variants. Since she is the only installation that takes post-cap damage, this setup will allow any girl to kill her in one shot.
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| This is the basic setup for CV(B/L). It balances striking power with fighter power. One {{Fighter}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary.
 
|-
 
|-
| {{GreenGunDP}}{{GreenGunDP}}{{LandingCraft}}'''/'''{{Amphibious Tank}}'''/'''{{AntiGroundArtillery}}
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| {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}} {{Fighter}}<br>{{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}
| This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows destroyers to double attack at night. Equipment picked for the 3rd slot depends on its upgrade values and/or what the destroyer is capable of equipping.
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| This is the basic setup for CV(B/L) that maximize damage.  
 
|-
 
|-
| {{GreenGunDP}}{{GreenGunDP}}{{AntiGroundArtillery}}{{AntiGroundArtillery}}
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| {{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}}
| This is a unique setup for [[Tashkent]]. The two anti-ground artillery gives her a significant boost to firepower that allows her to cap in day and night.  
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| A setup to use when enemy fighter power is almost non-existent/annihilated.  
 
|}
 
|}
   −
|-|Misc=
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Misc
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
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!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{GreenGunDP}}{{GreenGunMG}}{{SurfaceShipPersonnel}}
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| {{Night Torpedo Bomber}} {{Night Fighter}} {{Night Fighter}} {{IconText|{{Aviation Personnel}}|NOAP}}
| This is an anti-[[PT Imp Group]] setup. The combination of equipment makes hits nearly guaranteed and their low HP means they can be killed in one hit. It does mean that the destroyer's combat effectiveness is severely reduced against other targets though. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{GreenGunMG}} so that another main gun can be used to maintain double attacks.
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| This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the {{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}, careful consideration needs to be taken when running this setup.
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|-
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| {{Night Torpedo Bomber}} {{Dive Bomber}} {{Night Fighter}} {{Night Fighter}}
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| This setup is only for [[CVN]] as they are able to perform night battle special attacks without the NOAP. The {{Dive Bomber}} should ideally be a [[Night Aircraft]] to maximize NB damage and allow CVCI during the day.
 
|}
 
|}
   −
</tabber>
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[[RE]] recommendations:
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*{{Extra Armor}} [[Extra Armor]] in most cases,
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*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power,
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*The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output.
 +
 
 +
|-|CA/CAV=
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{{Category:Heavy Cruisers}}
   −
=Coastal Defense Ship ([[DE]])=
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In addition, for night battle only, all {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|Prototype 20.3cm (No.4) Twin Gun Mount|text=IJN 20.3 cm guns}} give special [[Hidden Fit Bonuses]].
<tabber>
  −
|-|Standard Combat=
   
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
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!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
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| {{Med Gun}} {{Med Gun}} {{Seaplane}} {{WildCard}}
|DE are primarily used for ASW. In the event they are used for combat, green dual-purpose guns like the [[10cm Twin High-angle Mount]] contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an {{Air Radar}}. This will allow any destroyer to activate AACI API5.  
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| This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks.  
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The wild card can be anything that does not interfere with the double attack setup, usually a {{Radar}} or another {{Seaplane}}
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|-
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| {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}}
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| This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high {{Armor}}.
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If applicable, one {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA.
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|-
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| {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}}
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| This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
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|-
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| {{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}} {{WildCard}}
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| This is the standard CA setup for [[TCI]]. The wild cards can be anything that does not interfere with this setup, usually be a mix of {{TorpedoWeapon}}/{{Med Gun}} to increase the damage output, or {{SurfaceShipPersonnel}}/{{StarShell}} to increase the trigger rate.
 
|}
 
|}
   −
|-|Anti-Submarine=
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Misc
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
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!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{Small Sonar}}{{DepthCharge}}{{DepthCharge}}
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| {{Med Gun}} {{Green Gun}} {{Radar}} {{Seaplane}}+{{AA Gun}}
| This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW. Take note that DEs have bonus armor penetration from Depth Charges.
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| This is a unique setup for [[Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a {{Med Gun}} for a {{Green Gun}} will let her focus more on anti-air at the expense of artillery spotting. If having two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, it is possible to maintain artillery spotting and AACI.
 +
|-
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| {{Med Gun}} {{SPF}} {{SPF}} {{SPF}}+{{Green Gun}}
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| This setup is for the {{Class|Mogami|Kai Ni}}. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.
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|-
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| {{Med Gun}} {{Minisub}} {{SPB}} {{WildCard}}+{{Green Gun}}
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| This setup is for [[Mogami Kai Ni]], allowing for oTorp, artillery spotting, and DA.  
 +
The wild card is typically a {{SPF}}, but can be other night equipment.
 
|}
 
|}
</tabber>
     −
=Light Cruiser ([[CL]])=
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[[RE]] recommendations:
<tabber>
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*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
|-|Standard Combat=
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*For CAV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
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*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
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 +
|-|CL/CT=
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{{Category:Light Cruisers}}
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*4 slots CL can mostly follow CA setups.
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*''Also applicable to [[CT]] to some extent for standard combat and ASW.
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
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| {{Med Gun}} {{Med Gun}} {{Seaplane}}
 
| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.  
 
| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.  
 
|-
 
|-
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}}/{{Minisub}}
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| {{Green Gun}} {{Green Gun}} {{Air Radar}}
| This setup is the standard torpedo cut-in (TCI) setup, with the addition of the opening torpedo for capable ships.<br>Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
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| The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI.
 +
|-
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| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}}
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| This setup is the standard [[TCI]] setup.
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One {{TorpedoWeapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 +
|}
 +
 
 +
Misc
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
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| {{Med Gun}} {{Med Gun}} {{Minisub}}
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| The "cheat CLT setup" for {{Minisub}} minisub capable ships, allowing for an opening torpedo and night DA.
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* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 +
|-
 +
| {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{Green Gun}}
 +
| A setup for [[Yura Kai Ni]] and [[Yahagi Kai Ni B]] that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a [[RE]] to fit the gun.
 +
In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.
 +
|-
 +
| {{Minisub}} {{Radar}} {{WildCard}}+{{Green Gun}}
 +
| An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun.
 +
The wildcard should preferably be a {{Med Gun}} to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
 +
|-
 +
| {{Med Gun}} {{Seaplane}} {{WildCard}} {{WildCard}}+{{Green Gun}}
 +
| This is a setup to take advantage of [[Ooyodo]]/{{Class|Agano|Kai Ni}}/[[CT]] reinforcement expansion.
 +
By placing a {{Green Gun}} in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a [[Fleet Command Facility]].
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Minisub}} {{WildCard}} {{Radar}}
 +
| This is a unique setup for [[Yuubari Kai Ni Toku]] when she isn't running the full TCI setup.
 +
The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW.
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
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| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 +
|-
 +
| {{Medium Green}} {{Medium Green}} {{Air Radar}}
 +
| The AACI setup for {{Class|Atlanta}}, the only viable setup for them, and the best AACI in the game.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 +
*When applicable, {{Radar}} are good options.
 +
 
 +
|-|CLT=
 +
{{Category:Torpedo Cruisers}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Minisub}}
 +
| This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
 +
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 +
|-
 +
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}}
 +
| This setup is the standard [[TCI]] setup.
 +
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
 +
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 +
 
 +
|-|DD=
 +
{{Category:Destroyers}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
|{{Green Gun}} {{Green Gun}} {{WildCard}}
 +
|This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Radar}}
 +
|This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{TorpedoWeapon}}
 +
|This setup is the standard [[TCI]] setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
 
|-
 
|-
| {{RedGunMedium}}{{SeaplaneFighter}}{{Minisub}} + {{GreenGunDP}}
+
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}}
| This is a unique setup for [[Yura Kai Ni]] that allows her to provide air support while maintaining night battle double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a [[8cm High-angle Mount]] or [[8cm Twin High-angle Mount + Additional Machine Guns]].
+
|This setup is an alternative TCI setup. This setup is typically used for low luck (<30 {{Luck}}) destroyers.  
 +
The wild card should be a {{SurfaceShipPersonnel}} or a {{StarShell}}. This will help increase their trigger rate somewhat.
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{Minisub}}{{WildCard}}{{Radar}}
+
|{{Small Green}} {{Small Green}} {{Air Radar}} + {{AA Gun}}/{{AAFD}}
| This is a unique setup for [[Yuubari Kai Ni Toku]] when she isn't running the full TCI setup. The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation work, or a sonar for ASW work.
+
|This is the best destroyer AACI setup. The {{Small Green}} must have 8+ AA and the {{AA Gun}} 9+ AA, in order to unlock the best AACI.
 +
For ships with their own [[AACI]], like the {{Class|Akizuki}} and {{Class|Fletcher}} notably, those setups have to be tweaked in order to meet the right conditions.
 
|}
 
|}
   −
|-|Anti-Submarine=
+
For Lv80+ DD only:
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{Small Sonar}}{{DepthCharge}}{{DepthCharge}}
+
|{{RedGunLight}} {{TorpedoWeapon}} {{Surface Radar}}+{{SurfaceShipPersonnel}}
| This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW.
+
|The "[[GTRL]]", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 +
The gun should ideally be a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 +
|-
 +
|{{Drum}} {{TorpedoWeapon}} {{Surface Radar}}+{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|The "[[GTRL|DTRL]]", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 +
This setup should only be utilized for routing reasons.
 +
|-
 +
|{{RedGunLight}} {{RedGunLight}} {{TorpedoWeapon}}+{{Surface Radar}}
 +
|The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
 +
*The guns should ideally be the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or/and the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 +
*This setup is only recommended for extreme cases due to its below-average damage output on average, and the fact that it required a DD with 4 slots or capable of equipping a radar in its RE.
 
|}
 
|}
   −
|-|Anti-Installation=
+
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
*When applicable, {{Radar}} are great options.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 +
 
 +
|-|DE=
 +
{{Category:Coastal Defense Ships}}
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{AntiGroundArtillery}}
+
| {{Green Gun}} {{Green Gun}} {{WildCard}}
| Primarily only 4-slot CLs will be used for a dedicated anti-installation role because the DLC-capable CLs are better suited to other roles. The bonus firepower from the anti-ground rockets is more than enough to let any of the 4-slot CLs hit the day and night caps.  
+
|DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate at least AACI 5.  
 
|}
 
|}
   −
|-|Misc=
+
[[RE]] recommendations:
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
 
 +
|-|SS/SSV=
 +
{{Category:Submarines}}
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}}
 +
|This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}.
 +
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
|-
 
|-
| {{Minisub}}{{Radar}}{{WildCard}}{{GreenGunDP}}
+
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}}
| This is a unique setup for [[Yura|Yura Kai Ni's]] AACI. The gun in the Reinforcement Expansion must be a [[8cm High-angle Mount]] or [[8cm Twin High-angle Mount + Additional Machine Guns]]. The wildcard should preferably be a {{RedGunMedium}} to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
+
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above.
 
|-
 
|-
| {{RedGunMedium}}{{Seaplane}}{{WildCard}}{{WildCard}}{{GreenGunDP}}
+
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}}
| This is a setup to take advantage of [[Ooyodo]]'s reinforcement expansion. By placing a [[10cm Twin High-angle Gun Mount Kai + Additional Machine Guns]] in it, it allows her to perform artillery spotting and night battle double attacks while freeing up two slots for utility purposes. The wild cards can be anything that doesn't interfere with the special attacks. It can be night battle equipment or a [[Fleet Command Facility]].
   
|}
 
|}
</tabber>
     −
=Torpedo Cruiser ([[CLT]])=
+
[[RE]] recommendations:
<tabber>
+
*In most cases, using {{SubmarineRadar}} is enough, giving fit bonuses and {{LOS}}.
|-|Standard Combat=
+
 
 +
|-|AV=
 +
{{Category:Seaplane Tenders}}
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{Minisub}}
+
| {{SPB}} {{SPB}} {{Minisub}}
| This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
+
| This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
* {{RedGunMedium}} may be replaced by {{YellowGun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
+
AV that cannot equip {{Minisub}} can swap for an extra {{SPB}} or main guns, with 4-slot also able to take an extra {{SPB}}. SPB may be replaced with fighters if more airpower is needed.
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{SPB}} {{Minisub}}<br>{{SPB}} {{SPB}} {{Med Gun}} {{Med Gun}}
 +
| This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform [[Artillery Spotting]] with the double guns.
 +
*{{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]", and some {{SPB}} may be replaced by {{SPF}} for air power, to the detriment of [[Artillery Spotting]].
 
|-
 
|-
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}}  
+
| {{WildCard}} {{WildCard}} {{Minisub}}
| This setup is the standard torpedo cut-in (TCI) setup.<br>Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
+
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 
|}
 
|}
   −
|-|Anti-Submarine=
+
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 +
 
 +
|-|Aux=
 +
Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
 +
*''They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible.
 +
----
 +
{{Category:Submarine Tenders}}
 +
----
 +
{{Category:Fleet Oilers}}
 +
----
 +
{{Category:Repair Ships}}
 +
----
 +
{{Category:Amphibious Assault Ships}}
 +
----
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{Minisub}}{{Sonar}}{{DepthCharge}}
+
| {{AnyBomber}} {{AnyBomber}} {{WildCard}}
| Opening torp + (O)ASW.<br>This ASW setup maximizes the ASW by taking advantage of the synergy. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW.
+
| A unique setup for [[Hayasui Kai]], [[Yamashio Maru Kai]], [[Kumano Maru Kai]] to allow them to do carrier stricks.
 +
The wild card is usually a {{Fighter}}/{{SPF}}/{{Supplies}}.
 
|}
 
|}
 
</tabber>
 
</tabber>
   −
=Heavy Cruiser ([[CA]]/[[CAV|V]])=
+
=Exotic Setups=
 
<tabber>
 
<tabber>
|-|Standard Combat=
+
|-|Introduction=
 +
Other setups that are used in specific situations and/or on specific ships.
 +
*Usually, only a few ships in a fleet would use such setups.
 +
*Those setups would not be discarded.
 +
 
 +
|-|Fighter Mule=
 +
When a very high amount of [[Fighter Power]] is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
 +
*As many as the best {{Fighter}}/{{SPF}} fighters have to be used on a single ship.
 +
*Such setup should not be used in the escort fleet of a combined fleet.
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
+
| {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}}
| This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks. The wild card can be anything that does not interfere with the double attack setup. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate.
+
| A setup reserved for CV/CVB/CVL and other {{Fighter}} capable ships.
 +
A {{Fighter}} can be replaced by a [[Saiun]] for red-T avoidance.
 +
|-
 +
| {{SPF}} {{SPF}} {{SPF}} {{SPF}}
 +
| A setup reserved for BBV/CAV/SSV/AV and other {{SPF}} capable ships.
 +
|}
 +
 
 +
|-|Anti-PT=
 +
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
 +
*DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do not benefit as much from them.
 +
{{Anti-PT Imp Setups}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
+
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
| This is an alternative setup for CAs in the main fleet of a combined fleet. '''Do not''' use this setup if CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in.
+
| The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks.
 
|-
 
|-
| {{RedGunMedium}}{{YellowGun}}{{YellowGun}}{{WildCard}}
+
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
| This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
+
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
 +
This setup has also some effectiveness against [[Installation]]s.
 +
|}
 +
 
 +
|-|TP phases=
 +
[[Transport Operation]]s requires to bring as much "TP points" as possible per run to be completed:
 +
;Notes
 +
*The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
 +
*CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
 +
*Even so the {{Supplies}} {{EquipmentLink|Underway Replenishment}} icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
 +
 
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|CAV/CL/DD/AV/LHA/AO
 +
|-
 +
|{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}}
 +
|As much of those equipment must be equipped in the fleet.
 +
{{Landing Craft}} should be utilized as much as possible as they provide the most TP points
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}}
 +
|The main setup that still keeps a DA for boss clearing.
 
|-
 
|-
| {{RedGunMedium}}{{TorpedoWeapon}}{{TorpedoWeapon}}{{WildCard}}
+
|''Any "normal" setup''
| This is the standard CA setup for TCI. Since any CA that can TCI or should be luck-modded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an IJN 20.3. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment.
+
|In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.
 
|}
 
|}
   −
|-|Anti-Installation=
+
</tabber>
{|class="wikitable" width=100%
+
 
!width=12%|Equipment
+
=Anti-Submarine=
 +
<tabber>
 +
|-|Introduction=
 +
{{details|Anti-Submarine Warfare}}
 +
 
 +
Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter.
 +
As general rules:
 +
*The first priority is to have an [[OASW]], even at the expense of damage synergy (''see the 2nd tab'').
 +
*{{Sonar}} [[Sonar]]s are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases.
 +
*To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup".
 +
**This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 {{Small Sonar}} [[Small Sonar]], 1 {{DCP}} [[Depth Charge Projector]], and 1 {{DCR}} [[Depth Charge Rack]].
 +
*Do note that DE also have an armor penetration bonus when using [[Depth Charge]]s.
 +
 
 +
{{Equipment/ASW_Synergy}}
 +
 
 +
|-|OASW=
 +
As already stated, in most cases, having a ship triggering an "[[opening ASW]]" takes priority over having the best damage setup.
 +
 
 +
When putting aside the "special OASW" that each have other characteristics (''see [[OASW]]''), the mains OASW are the:
 +
*"Shelling OASW", where [[DD]], [[CL]], [[CLT]], [[CT]], and [[AO]] needs to reach 100 {{ASW}} while carrying a {{Sonar}} [[Sonar]].
 +
**[[DE]] are great in the OASW role, only needing 60 {{ASW}} when using a {{Sonar}} [[Sonar]].
 +
*"Carrier OASW", where a CVL, but more commonly a [[CVE]] is equipped with at least one [[ASW Aircraft]].
 +
**Other setups variations do exist but are detrimental to the regular carrier role.
 +
*Because {{ASW}} increase with levels, using high-level ships will help reach the required stat threshold,
 +
**Many ships do notably reach 100+ ASW at higher levels once [[marriage|married]].
 +
 
 +
In most cases, DD and CL are used for OASW due to their versatility, hence, their required setup are mostly as follow:
 +
{|class="wikitable"
 +
!Setup
 +
!Equipment<br>total ASW
 +
!Base ship ASW<br>required for OASW
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{GreenAmmo}}
+
|{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}}||30||70||A setup focussing on OASW only, with no synergy.
| This is the typical anti-installation setup for CAs. It is sufficient to allow CAs to hit the daytime shelling cap against most installation targets. It also allows them to perform artillery spotting.  
+
|-
 +
|{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 95 Depth Charge|size=50px}}||22||78||The base synergy setup, using buildable equipment only.
 +
|-
 +
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 2 Depth Charge|size=50px}}||27||72||A base synergy setup, using early obtainable equipment only.
 +
|-
 +
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||51||49||The best 3 slot synergy setup with obtainable equipment
 
|-
 
|-
| {{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{GreenAmmo}}
+
|{{Equipment/Card|HF/DF + Type144/147 ASDIC|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||54||46||The best 3 slot synergy setup
| This is an alternative anti-installation setup for CAVs. It allows them to do significant damage to all installation types in exchange for not being able to do artillery spotting. CAVs with this setup are able to hit the night battle shelling cap against installations.
   
|}
 
|}
 +
*Those setups are further improved by:
 +
**Using better ASW gears,
 +
**A 4th ASW gear for 4 slots ships,
 +
**Using other equipment giving {{ASW}} stat, notably {{SurfaceShipPersonnel}} [[Lookout]]s on IJN ships.
   −
|-|Misc=
+
|-|CL/CLT/CT/DD=
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 +
|-
 +
|{{Small Sonar}} {{DCP}} {{DCR}} {{WildCard}}
 +
| Best ASW damage setup utilizing synergy.
 +
Do note that '''reaching the [[OASW]] threshold takes precedence over everything''', and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead.
 
|-
 
|-
| {{RedGunMedium}}{{GreenGunDP}}{{Radar}}{{Seaplane}}{{GreenGunMG}}
+
|{{Light Gun}} {{Light Gun}} {{Small Sonar}} {{WildCard}}
| This is a unique setup for [[Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a {{RedGunMedium}} for a {{GreenGunDP}} will let her focus more on anti-air at the expense of artillery spotting. If having two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, it is possible to maintain artillery spotting and AACI.
+
| A setup keeping a DA, while unlocking OASW for ships with enough ASW.
 +
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 
|-
 
|-
| {{RedGunMedium}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{GreenGunDP}}
+
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Small Sonar}} {{WildCard}}
| This setup is for [[Suzuya|Suzuya Kai Ni]] and [[Kumano|Kumano Kai Ni]]. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.  
+
| A setup keeping a TCI, while unlocking OASW for ships with enough ASW.
 +
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 
|}
 
|}
</tabber>
     −
=Battleship ([[FBB|F]]/[[BB]]/[[BBV|V]])=
+
|-|DE=
<tabber>
  −
|-|Standard Combat=
   
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
+
|{{Small Sonar}} {{DCP}} {{DCR}}
| This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time. For 5-slot BBs, a {{GreenPlane}} or {{SeaplaneFighter}} would generally be used for extra air power.
+
| Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.
 
|}
 
|}
   −
|-|Anti-Installation=
+
[[RE]] recommendations:
 +
*{{DCR}} [[Depth Charge Rack]]s can be used to increase the damage output,
 +
 
 +
|-|CV/CVL=
 +
Only [[CVE]] & [[Kaga Kai Ni Go]] should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats.
 +
*The use of [[ASW Aircraft]] is recommended or even mandatory, in order to unlock certain OASW.
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{GreenAmmo}}
+
|{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}
| This is the typical anti-installation setup for BBs. It is generally not used that often because BBs will already hit the daytime cap and losing out on APCI reduces their power and effectiveness against other targets. This setup is more viable on 5-slot BBs that can also take an AP shell and get the best of both worlds.
+
|When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present.
 +
|-
 +
|{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}+{{ASWPlane}}/{{Autogyro}}
 +
|When the right OASW conditions are not met, using an additional [[ASW Aircraft]] just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown.
 
|-
 
|-
| {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{Amphibious Tank}}'''/'''{{LandingCraft}}
+
|{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
| This is a unique setup for [[Nagato|Nagato Kai Ni]] and [[Mutsu|Mutsu Kai Ni]]. While it does give up APCI like the regular BB anti-installation setup, tanks, and landing craft have much better multipliers across a wider range of installation types. This can make for some devastating attacks when combined with their Touch mechanic.
+
|When focusing on submarines only, using an assortment of [[ASW Aircraft]]/[[Sonar]]/[[Depth Charge]] is enough, as a CVCI cannot trigger against submarines.
 
|}
 
|}
    
|-|Misc=
 
|-|Misc=
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}{{Radar}}{{GreenGunDP}}
+
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{WildCard}} {{Autogyro}}
| This is a unique setup for [[Musashi|Musashi Kai Ni]] and requires a [[10cm Twin High-angle Gun Mount Kai + Additional Machine Guns]] in her reinforcement expansion. This setup should also '''only be used in a main fleet''' of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows Musashi to perform AACI. It also her a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
+
|Setup unique to {{Ship/Link|Hyuuga Kai Ni}} which allows her to do an [[OASW]] with a decent base ASW, while keeping some surface combat capabilities like [[Artillery Spotting]].
 +
The {{Autogyro}} must be an '''{{EquipmentLink|S-51J|S-51J Kai|text=Helicopter|link_category=Helicopters}}''', and should be placed in the smaller plane slot when other planes are used.
 +
|-
 +
|{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
 +
|Setup for {{Ship/Link|Yamashio Maru Kai}} to allows her to do an [[OASW]], while keeping some utilities by using {{Fighter}} or {{Supplies}}.
 
|}
 
|}
 
</tabber>
 
</tabber>
   −
=Carrier ([[CV]]/[[CVL|L]]/[[CVB|B]])=
+
=Anti-Installation=
'''Unlike other ship types, equipment placement order matters for carriers.'''  
+
<tabber>
 +
|-|Introduction=
 +
{{details|Anti-Installation}}
 +
 
 +
As a general rule, to engage in anti-installation warfare, a combination of regular setups (DA, AACI, ASW, ...), has to be mixed with the use of more or less "anti-installation equipment":
 +
{{:Category:Equipment with Anti-Installation Mechanics}}
 +
 
 +
*Regarding {{Landing Craft}} {{Amphibious Tank}} {{Landing Forces}} [[Landing Equipment]]:
 +
**These provide on average the highest flat/multiplier damage bonus against all installations.
 +
**As Landing Craft, Amphibious Vehicles, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect.
 +
**Only the following ships can equip those equipment, and so are particularly valuable in those situations:
 +
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
 +
 
 +
*Regarding {{AntiGroundArtillery}} [[Anti-Ground Rocket]]s:
 +
**If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
 +
**Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
 +
**{{DepthCharge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Rockets when lacking those.
 +
 
 +
*Regarding [[Shell]]s:
 +
**{{AP Shell}} [[AP Shell]]s are mostly effective against "Hard Skin Installations",
 +
**{{AA Shell}} [[AA Shell]]s are mostly effective against "Soft Skin Installations".
 +
 
 +
{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").
 +
*Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
 +
*Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
 +
*The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
 +
** For example, equipping multiple {{Amphibious Tank}} Amphibious Vehicles or {{Landing Craft}} Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.
 +
 
 +
All "surface" anti-installation setups can be further enhanced by using them in '''[[Special Attacks]]''', especially the {{Class|Nelson}}'s Touch.
   −
The general rules are:
+
In addition to the regular "supporting equipment" can also be added the {{Balloon}} '''[[Barrage Balloon]]s''' for anti-installation only.
* Bombers in top slot
  −
* Torpedo bomber in largest slot
     −
<tabber>
+
|-|FBB/BB/BBV=
|-|Standard Combat=
+
{|class="wikitable"
{|class="wikitable" width=100%
+
!width=250px|Equipment Setup
!width=12%|Equipment
   
!Notes
 
!Notes
 
|-
 
|-
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{GreenPlane}}<br>{{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}}
+
!colspan=2|General anti-installation setups
| This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of {{BluePlane}} and {{GreenPlane}} can be adjusted depending on how much enemy airpower is expected. One {{GreenPlane}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary.
+
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}+{{AA Shell}}
 +
|"Best of both worlds", one of the best setups for 4+[[RE]] or 5 slot battleships, being both good in regular combat a well as against most installations.
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Large Gun}} {{Large Gun}} {{AP Shell}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|[[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only.
 +
*Note that since they have high FP, they benefit less from precap modifiers, hence such setup sees little use in most cases.
 +
*Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
 +
*Yamato can equip both {{Seaplane}} & {{AP Shell}}, and Yamato & Haruna can equip an additional {{Radar}} in their [[RE]] if possible.
 +
*This setup is most effective against SDP & installation-like warships.
 +
|-
 +
!colspan=2|Anti-hard skins setups
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}
 +
|The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet.
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}} {{WildCard}}
 +
|{{Class|Ise|Kai Ni}} only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB.
 +
|-
 +
!colspan=2|Anti-soft skins setups
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AA Shell}}
 +
|This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Large Gun}} {{AP Shell}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Radar}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Yamato Kai Ni Juu]] only.
 +
*This utilizes most equipment bonuses for the [[Special Attack]].
 +
|-
 +
|4-5 x {{Landing Craft}}/{{Amphibious Tank}}
 +
|{{TextGlow|'''Mega Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only.
 +
*A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness.
 +
|-
 +
|{{Large Gun}} {{Amphibious Tank}} {{Amphibious Tank}} {{AntiGroundArtillery}}+{{Green Gun}}
 +
|[[Haruna Kai Ni C]] & [[Yamato Kai Ni Juu]] only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness.
 +
|-
 +
!colspan=2|Anti-installation-like warships setups
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Amphibious Tank}} {{Amphibious Tank}}
 +
|[[Haruna Kai Ni C]] only.
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|{{Class|Kongou|Kai Ni B/C}} & [[Conte di Cavour Nuovo]] only.
 
|}
 
|}
   −
|-|Anti-Submarine=
+
[[RE]] recommendations:
[[CVE]] and [[Kaga Kai Ni Go]] are the main carriers effective against submarines.
+
*In most cases, {{AA Shell}} are better by bringing additional bonuses, especially the Kai & Kai 2 variants, that brings {{Firepower}}
 +
 
 +
|-|CV/CVB/CVL=
 +
In most situations, it is advisable to use regular setups on carriers (with no [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations:
   −
{|class="wikitable" width=100%
+
{|class="wikitable"
!width=13%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
|{{BluePlane}}/{{RedPlane}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
+
!colspan=2|General anti-installation setups
|[[ASW Aircraft]] or just planes with good ASW should be prioritized. It is possible to maintain some surface combat capabilities, by doing a normal CVCI with high ASW panes, or by stacking {{BluePlane}}.
+
|-
 +
|{{Dive Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}}
 +
|This is only to be used when having [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]. It will allow the carrier to still perform CVCI against other targets.
 +
|-
 +
|{{Torpedo Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}}
 +
|A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets.
 +
*The number of torpedo bombers and fighters can be varied depending on the amount of fighter power required.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Dive Bomber}} {{Torpedo Bomber}} {{Landing Craft}} {{WildCard}}
 +
|{{TextGlow|'''CV-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 +
*A setup combining CVCI with landing craft bonuses ([[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]] still required).
 +
*Effective when used in the escort of a combined fleet against single fleets, especially for Unyou Kai Ni, who can do night shelling.
 +
|-
 +
|{{Dive Bomber}} {{Landing Craft}}/{{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}} {{WildCard}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 +
*Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]).
 +
*The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{ASWPlane}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation.
 
|}
 
|}
   −
|-|Anti-Installation=
+
[[RE]] recommendations:
{|class="wikitable" width=100%
+
*{{Extra Armor}} [[Extra Armor]] in most cases,
!width=12%|Equipment
+
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power,
 +
*The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output.
 +
 
 +
|-|CA/CAV=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{GreenPlane}}<br>{{BluePlane}}{{RedPlane}}{{RedPlane}}{{GreenPlane}}
+
!colspan=2|General anti-installation setups
| For the standard CV/L setup to work against installations, the {{RedPlane}} must be [[:Category:Anti-Installation_Dive_Bomber|anti-installation DBs]]. Otherwise, all bombers must be {{BluePlane}} only. Take note that using only {{BluePlane}} will prevent CV/Ls from doing CVCI.
+
|-
 +
|{{Med Gun}} {{Med Gun}} {{SPR}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{WildCard}}+{{AA Shell}}
 +
|The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but [[Pillbox]]es, and very effective against soft-skinned installations.
 +
*It allows artillery spotting and deals decent damage against installations.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{WildCard}}+{{AA Shell}}
 +
|{{Class|Zara|Kai/Due}} Only, with the SPB/SPF providing additional bonuses.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}}+{{AA Shell}}
 +
|This is an alternative setup only for CAV.
 +
*If no [[RE]] is available, it removes the ability to artillery spot, but for much more powerful damage at night.
 +
|-
 +
|{{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}} {{AA Shell}}+{{Green Gun}}
 +
|For the {{Class|Mogami|Kai Ni}} with an RE, this setup additionally maintains the artillery spotting.
 +
|-
 +
|{{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}+{{Green Gun}}
 +
|For the {{Class|Mogami|Kai Ni}} with an RE, a DA pseudo-nuke.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
 +
|This setup is for [[Mogami Kai Ni Toku]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses.
 +
*The seaplane can be a {{SPB}}/{{SPF}} for further bonuses.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Med Gun}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}<br>{{Med Gun}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
 +
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 +
*Uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack.
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 +
*Not recommended as it loses the DA.
 
|}
 
|}
   −
|-|Misc=
+
[[RE]] recommendations:
{|class="wikitable" width=100%
+
*In most cases, {{AA Shell}} are better by bringing additional bonuses, with the Kai & Kai 2 variants also bringing additional {{Firepower}}.
!width=12%|Equipment
+
 
 +
|-|CL/CT=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 
|-
 
|-
| {{GreenPlane}}{{GreenPlane}}{{GreenPlane}}{{GreenPlane}}
+
!colspan=2|General anti-installation setups
| This setup is known as a "fighter mule". The CV/L will be unable to attack and her only role is to provide as much fighter support as possible.
+
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}}
 +
|The most basic DA setup for cruisers who cannot carry landing craft.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{AntiGroundArtillery}}
 +
|A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
 +
*Using the {{SPR}} is less effective but maintains the day DA for normal combat.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|The most basic DA setup for cruisers who can carry landing craft.
 +
|-
 +
|{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
 +
|This setup is for [[Yahagi Kai Ni B]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses
 +
|-
 +
!colspan=2|Anti-SDP setups
 
|-
 
|-
| {{PurpleBomber}}{{PurpleFighter}}{{PurpleFighter}}{{IconText|{{Aviation Personnel}}|NOAP}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
| This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the {{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}, careful consideration needs to be taken when running this setup.
+
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}  
 
|-
 
|-
| {{PurpleBomber}}{{RedPlane}}{{PurpleFighter}}{{PurpleFighter}}
+
|{{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
| This setup is only for [[CVN]] as they are able to perform night battle special attacks without the NOAP. The {{RedPlane}} should ideally be a [[Night Aircraft]] to maximize NB damage and allow CVCI during the day.
+
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} for CL that can equip guns in their [[RE]].
 
|}
 
|}
</tabber>
     −
=Submarine ([[SS]]/[[SSV|V]])=
+
|-|CLT=
<tabber>
+
CLT should not engage in anti-installation warfare.
|-|Standard Combat=
+
*They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...).
{|class="wikitable" width=100%
+
 
!width=12%|Equipment
+
|-|DD=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 
!Notes
 
!Notes
|-
  −
|{{TorpedoWeapon}}{{TorpedoWeapon}}
  −
|This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}.<br>Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
   
|-
 
|-
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}}
+
!colspan=2|General anti-installation setups
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a "new TCI" at night, while keeping the advantages listed above.
+
|-
 +
|{{Light Gun}} {{Light Gun}} {{AntiGroundArtillery}}
 +
|The most basic DA setup for destroyers who cannot carry landing craft.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Balloon}}
 +
|A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet.
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|This setup can be better than some basic CA in some cases.
 +
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|The most basic DA setup for destroyers who can carry landing craft.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}}
 +
|{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles.
 +
|-
 +
!colspan=2|Anti-installation-like warships / mixed fleet setups
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|TCI + anti-installation setup
 +
*Adding a {{Skilled Lookout}} in the RE increases the trigger rate.
 +
|-
 +
|{{Light Gun}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}+{{Surface Radar}}
 +
|Only for Lv80+ high-luck DD that can carry radar in RE.
 +
*GTR + anti-installation setup
 +
|}
 +
 
 +
|-|DE=
 +
DE should not engage in anti-installation warfare.
 +
*They should serve a support purpose (oasw, balloon, smoke, ...).
 +
 
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}}
+
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|Against SDP only, this setup can be better than some basic CA.
 +
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
 
|}
 
|}
   −
|-|Anti-Installation=
+
|-|SS/SSV=
 +
SS/SSV should not engage in anti-installation warfare.
 +
 
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
|-  
+
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 
|{{Amphibious Tank}} / {{AntiGroundArtillery}}
 
|{{Amphibious Tank}} / {{AntiGroundArtillery}}
|Equipping either allows SS/V to attack installations during shelling.  
+
|Equipping either is required for SS/V to attack installations during shelling.
 +
*SSV can also equip {{SPB}}/{{SPF}} for further bonuses.
 
|}
 
|}
   −
|-|Misc=
+
|-|AV=
{|class="wikitable" width=100%
+
{|class="wikitable"
!width=12%|Equipment
+
!width=250px|Equipment Setup
 
!Notes
 
!Notes
|-  
+
|-
|{{SeaplaneFighter}}{{SeaplaneFighter}}
+
!colspan=2|General anti-installation setups
|This setup is used when taking SSV for air support.  
+
|-
 +
|{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|Basic setup maintaining a DA at both day and night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|General night DA
 +
|-
 +
|{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}}
 +
|When artillery spotting is unavailable
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*{{Sec Gun}} are recommended instead of {{Med Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".<br>This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA".
 
|}
 
|}
</tabber>
     −
=Seaplane Tender ([[AV]])=
+
|-|LHA=
<tabber>
+
{|class="wikitable"
|-|Standard Combat=
+
!width=250px|Equipment Setup
{|class="wikitable" width=100%
  −
!width=15%|Equipment
   
!Notes
 
!Notes
 
|-
 
|-
| {{SPB}} {{SPB}} {{Minisub}}
+
!colspan=2|General anti-installation setups
| This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.<br>AV that can't equip {{Minisub}} or [[Kamoi Kai]] can swap for an extra {{SPB}}. 4-slot AVs can take an extra {{SPB}}.<br>
+
|-
Seaplane bombers may be replaced with fighters if more airpower is needed.
+
|{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|Basic setup maintaining a DA at both day and night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|General night DA
 +
|-
 +
|{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}}
 +
|When artillery spotting is unavailable
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*LHAs can carry some of the strongest 4 slots nuke configurations.
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}+{{Landing Craft}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Landing Craft}}
 +
|{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only.
 +
*Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup.
 +
*The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness.
 +
|-
 +
|{{Landing Forces}} {{Landing Forces}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 +
*Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s.
 +
|-
 +
|{{Green Gun}} {{Landing Forces}} {{Landing Forces}}+{{Green Gun}}
 +
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 +
*Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night.
 
|-
 
|-
| {{SeaplaneFighter}} {{SeaplaneFighter}} {{SeaplaneFighter}}
+
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
| Fighter Mule. Used to maximize the AV's fighter power. 4-slot AVs can take an extra {{SeaplaneFighter}}
+
|{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
|-  
+
*This setup is to utilize the "Nuke" with a "Night DA".
| {{RedGunMedium}} {{RedGunMedium}} {{SPB}} {{Minisub}}<br>{{SPB}} {{SPB}} {{RedGunMedium}} {{RedGunMedium}}
  −
| This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform [[Artillery Spotting]] with the double guns.
  −
*{{RedGunMedium}} may be replaced by {{YellowGun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]", and some {{SPB}} may be replaced by {{SeaplaneFighter}} for air power, to the detriment of [[Artillery Spotting]].
   
|}
 
|}
   −
|-|Anti-Installation=
+
|-|Aux=
{|class="wikitable" width=100%
+
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
!width=12%|Equipment
+
 
 +
</tabber>
 +
 
 +
=Equipment Selection=
 +
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
 +
 
 +
Equipment of a same type are mainly differentiated by their "[[Stats]]" ({{Firepower}}, {{Torpedo}}, {{AA}}, ...), including [[Fit Bonuses]] (both visible and invisible) and [[Improvement]]s ({{Star}}) stats, as well as some more specific attributes, like:
 +
* Modifiers brought in certain mechanics, ranging from combat to routing,
 +
* Special mechanics induced by certain equipment,
 +
* Map "historical bonuses".
 +
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
 +
 
 +
Here, equipment stats are dispatched into 3 categories:
 +
* '''Primary Stats''': stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
 +
* '''Secondary Stats''': stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
 +
* '''Bonus Stats''': All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
 +
 
 +
{|class="wikitable"
 +
!colspan=6|Equipment Stats Category
 +
|-
 +
!colspan=6|Main Armament
 +
|-
 +
!Icon
 +
!Equipment Types
 +
!Primary Stats
 +
!Secondary Stats
 
!Notes
 
!Notes
 
|-
 
|-
| {{Amphibious Tank}} {{LandingCraft}} {{AntiGroundArtillery}}
+
|{{Light Gun}}{{Med Gun}}{{Large Gun}}{{Sec Gun}}
| Basic anti-installation nuke setup for all AVs. 4-slot CVs can add another {{AntiGroundArtillery}} to increase firepower further.
+
|[[Main Gun]] & [[Secondary Gun]]
 +
|{{Firepower}}
 +
|{{Hit}}
 +
|
 +
* For smal caliber [[Fit Bonus]] generaly are higher than base stats
 +
* For Medium and Large caliber [[Hidden Fit Bonuses]] plays a major role when choosing a gun
 +
|-
 +
|{{Green Gun}}
 +
|[[High-Angle Gun]]
 +
|{{AA}}
 +
|{{Firepower}} {{Hit}}
 +
|Having an good [[AACI]] takes priority over stats
 +
|-
 +
|{{AA Gun}}
 +
|[[AA Gun]]
 +
|{{AA}}
 +
|{{Firepower}} {{Hit}}
 +
|
 +
* Despite its stats the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is '''the best''' on certain ships, due to its [[AARB|unique mechanic]].
 +
* Having an good [[AACI]] takes priority over stats
 +
|-
 +
|rowspan=2|{{TorpedoWeapon}}
 +
|[[Torpedo]]
 +
|rowspan=2|{{Torpedo}}
 +
|rowspan=2|{{Firepower}} {{Hit}}
 +
|rowspan=2| For [[:Category:Submarine Torpedoes|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]]
 +
|-
 +
|[[Midget Submarine]]
 +
|-
 +
|{{Sonar}} {{DepthCharge}}
 +
|[[:Category:Anti-submarine Weaponry|Anti-submarine Weaponry]]
 +
|{{ASW}}
 +
|{{Hit}} [[ASW Synergy|Armor Penetration]]
 +
|
 +
* Having [[OASW]] takes priority over stats
 +
* When already having [[OASW]], then [[ASW Synergy]] takes priority over stats
 +
|-
 +
!colspan=6|Aircraft
 +
|-
 +
!Icon
 +
!Equipment types
 +
!Primary stats
 +
!Secondary stats
 +
!Note
 +
|-
 +
|rowspan=2|{{Dive Bomber}} {{JetFighterBomber1}}
 +
|[[Dive Bomber]]
 +
|{{Dive}}
 +
|[[AAR]] {{Double Chevron}} {{Firepower}}
 +
|rowspan=2|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
 +
|-
 +
|[[Fighter-Bomber]] and [[Jets]]
 +
|{{AA}}
 +
|{{Dive}} [[AAR]] {{Double Chevron}} {{Firepower}}
 +
|-
 +
|{{Torpedo Bomber}} {{Night Torpedo Bomber}}
 +
|[[Torpedo Bomber]]
 +
|{{Torpedo}}
 +
|[[AAR]] {{Double Chevron}} {{Firepower}}
 +
|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
 +
|-
 +
|{{Fighter}} {{Night Fighter Aircraft}}
 +
|[[Fighter]]
 +
|{{AA}}
 +
|{{Double Chevron}} {{Firepower}}
 +
|
 +
|-
 +
|{{YellowPlane}}
 +
|[[Carrier Recon]]
 +
|{{LOS}} {{Hit}}
 +
|{{Firepower}}
 +
|Equipping a {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''', see ''[[Combat/Day Battle#Engagement|here]]''
 +
|-
 +
|{{Seaplane}} {{Night Recon}}
 +
|[[Seaplane Recon]]
 +
|rowpsna=2|{{LOS}} {{Hit}}
 +
|{{Firepower}}
 +
|
 +
|-
 +
|{{SPB}}
 +
|[[Seaplane Bomber]]
 +
|{{LOS}} {{Dive}}
 +
|{{Double Chevron}} [[AAR]]
 +
|[[Night Seaplane Bomber]]s also unlock the night SPB CI.
 +
|-
 +
|{{SPF}}
 +
|[[SPF|Seaplane Fighter]]
 +
|{{AA}}
 +
|{{Double Chevron}}
 +
|
 +
|-
 +
|{{Autogyro}} {{ASWPlane}}
 +
|[[ASW Aircraft]]
 +
|{{ASW}}
 +
|
 +
|
 +
|-
 +
!colspan=6|Other Equipment
 +
|-
 +
!Icon
 +
!Equipment types
 +
!Primary stats
 +
!Secondary stats
 +
!Note
 +
|-
 +
|Rowspan=2|{{Radar}}
 +
|[[Surface Radar]]
 +
|{{LOS}}
 +
|{{Hit}} {{AA}}  {{Firepower}}
 +
|Because of [[AACI]] priority, radar without {{AA}} may be choosed
 +
|-
 +
|[[Air Radar]]
 +
|{{AA}}
 +
|{{Hit}} {{LOS}}
 +
|
 +
|-
 +
|{{Landing Craft}} {{Amphibious Tank}} {{Army Units}} {{AntiGroundArtillery}}
 +
|[[Anti-Installation Equipment]]
 +
|[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]]
 +
|
 +
|The best equipment can change depending on the enemy installation
 +
|-
 +
|{{Extra Armor}}
 +
|[[Extra Armor]]
 +
|{{Armor}}
 +
|
 +
|The {{Evasion}} malus is negligible
 +
|-
 +
|{{Turbine}}
 +
|[[Engine Improvement]]
 +
|{{Speed}}
 +
|{{Evasion}}
 +
|{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''.
 
|-
 
|-
| {{RedGunMedium}} {{YellowGun}} {{LandingCraft}} {{Amphibious Tank}}
+
|colspan=2|All Other Equipment
| {{RedGunMedium}} may be replaced by {{YellowGun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]"<br>This setup is for 4-slot AVs. Night double attack + Nuke.
+
|colspan=4|Are chosen on a case-by-case basis, being often bounded to some specific mechanics
 
|}
 
|}
</tabber>
     −
=[[Auxiliary Ships]] (Aux)=
+
;Notes
Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
+
*See [[Combat/Anti-Installation#Equipment Performance|here]] for anti-installation gears ranking.
 +
*{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]].
    
=See Also=
 
=See Also=
 +
* [[Equipment]]
 
{{Help}}
 
{{Help}}
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