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Difference between revisions of "Aerial Combat"

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{{CombatPortal}}
  
The following classes can participate in aerial combat: standard carriers, light carriers, aviation battleships and cruisers, seaplane tenders, carrier submarines, [[Akitsumaru|Akitsumaru Kai]], and certain special enemy vessels.
+
=Aerial Combat Breakdown=
 +
Aerial Combat is one of the [[Day Battle]] intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.
  
==Aerial Combat Stages==
+
Aerial Combat has the following structure:
{| class="wikitable"
+
#LBAS's [[#Jet Assault Phase|Jet Assault]]
 +
#Fleet's [[#Jet Assault Phase|Jet Assault]]
 +
#[[LBAS|Land-Based Aerial Support]]
 +
#[[#Stage 1 - Battle for Air Superiority|Stage 1 - Battle for Air Superiority]]
 +
#[[#Stage 2 - Fleet Anti-Air Defense|Stage 2 - Fleet Anti-Air Defense]]
 +
#[[#Stage 3 - Airstrike|Stage 3 - Airstrike]]
 +
 
 +
If an [[LBAS]] phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.
 +
*''See [[LBAS]] for more details.
 +
 
 +
In case neither fleets meet the requirements, the sub-phase will be skipped.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=7|Planes in combat phases
 +
|-
 +
!Plane type
 +
!Detection
 +
!Contact
 +
!Airpower
 +
!Opening airstrike
 +
!Day Cut-in
 +
!ASW
 +
|-
 +
|{{Fighter}}{{Night Fighter Aircraft}} [[Fighter]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{Torpedo Bomber}}{{Night Torpedo Bomber}} [[Torpedo Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Dive Bomber}} [[Dive Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 
|-
 
|-
! scope="col" style="text-align:center;" |Stage
+
|{{JetFighterBomber1}}{{JetFighterBomber2}} [[:Category:Jet-powered Fighter-Bombers|Jets]]
! scope="col" style="text-align:center;" |Notes
+
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Fighter Combat
+
|{{Carrier Recon}} [[Carrier Recon]]s
|Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
+
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Anti-bomber Combat
+
|{{SPR}}{{Night Recon}} [[Seaplane Recon]]s
|Number of bombers shot down by fighters is affected by the result of the previous phase
+
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Anti-Air Cut-In
+
|{{SPB}}{{Night SPB}} [[Seaplane Bomber]]s
|An Anti-Air Director may cause heavy damage to enemy bombers
+
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 
|-
 
|-
|Fleet Anti-air Defense
+
|{{SeaplaneFighter}} [[Seaplane Fighter]]s
|Fleet defends against enemy bombers
+
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Bombing
+
|{{LFB}} [[Large Flying Boat]]s
|See ''Damage Calculation'' for details
+
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Autogyro}} [[Rotorcraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{ASWPlane}} [[Liaison Aircraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 
|}
 
|}
  
===Fighter Combat===
+
=[[Jets|Jet Assault]] Phase=
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)}</math>
+
 
</center>
+
Planes that participate in this phase:
 +
* {{Template:JetFighterBomber2}},{{Template:JetFighterBomber1}} "Jets" (turbojet propelled fighter-bombers)
 +
 
 +
If any carrier on either side is equipped with [[Jets]], the '''"Jet Assault" (JA)''' Phase will commence first of all. The JA Phase may only commence during battles where '''Airstrikes''' can be performed. The JA follows the same rules as [[#Stage 3 - Airstrike|Stage 3]].
  
* {{GreenPlane}} Fighter planes and specific {{BluePlane}}Torpedo/{{RedPlane}}Dive /{{Seaplane}}Seaplane bombers with an AA stat participate in the Fighter Combat.  
+
The defending side is allowed to defend against the Jets following the same rules as [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]], however, Jets possess great [[#Anti-Air Resistance|Anti-Air Resistance]], specifically during the JA, and enemy [[AACI]] cannot be triggered during this phase either.
* Recon planes ({{YellowPlane}}Carrier-based or {{Seaplane}}Seaplane recon) will not participate in Fighter Combat.
+
 
* The allied fleet and enemy fleet's fighter powers are compared to determine the result of Fighter Combat:
+
Jets also take part in the regular [[#Stage 3 - Airstrike|Stage 3]], but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]].
{| class="wikitable"
+
 
 +
'''Steel Cost:''' every time the Jet Assault Phase is triggered, {{Steel}} is ''automatically subtracted from the stockpile''.
 +
{{Formula|Title= Jets Steel Cost
 +
|Math=\text{Jet Phase Cost} = \sum^{\text{All Jets} } \lceil \text{Count}_\text{Plane} \times \text{Steel Cost} \rceil
 +
|Var=<math>\text{Count}_\text{Plane}</math> is the current plane count '''at the start of the battle'''.
 +
* <math>\text{Steel Cost}</math> is the steel cost per plane.
 +
** [[Kikka Kai]]: '''2.6'''
 +
** [[Jet Keiun Kai]]: '''2.8'''
 +
}}
 +
 
 +
=Stage 1 - Battle for Air Superiority=
 +
[[File:Air_Superiority_Aquired.png|thumb|right|Green text at the bottom of the screen indicating an Air Supremacy result.]]
 +
 
 +
Planes that participate in this phase:
 +
* Fighters:
 +
** {{Fighter}}/{{Night Fighter Aircraft}} carrier-based,
 +
** {{SeaplaneFighter}} seaplanes.
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
 +
 
 +
Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the '''Air State''' imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as '''Fighter Power (FP)'''.
 +
*The Air State achieved can be critical, especially to trigger certain mechanics like [[Artillery Spotting]]/[[CVCI]], [[#Contact|Contact]], or [[Night Battle#Night Contact and Spotting|Night Contact]].
 +
 
 +
Fighter Power is defined by each plane equipped in the fleet that participates in this phase.
 +
{{Formula
 +
|Title=Fighter Power Formula
 +
|Math=\text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Count}_\text{Plane} } \right) + \text{Mod}_\text{proficiency} \right]
 +
|Var=<math>\text{AA}_\text{Plane}</math> is the {{AA}} AA stat of the plane, including [[Improvement]]s.
 +
** [[Visible Bonus]]es are not counted.
 +
* <math>\text{Count}_\text{Plane}</math> is the number of planes in the slot prior to Stage 1's start.
 +
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{Double Chevron}} planes it is:
 +
** '''25.464''' for {{Fighter}} carrier-based [[Fighter]]s, {{SeaplaneFighter}} [[Seaplane Fighter]]s, and {{IconText|{{ASWPlane}}|Hayabusa|8}} {{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|link=Liaison Aircraft|text=ASW Hayabusa}},
 +
** '''9.464''' for {{SPB}} [[Seaplane Bomber]]s,
 +
** '''3.464''' for {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based bombers,
 +
** See ''[[Plane Proficiency]]'' for more details.
 +
}}
 +
 
 +
After Fighter Power is calculated for each fleet ('''FP''' and '''EFP''' for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:
 +
 
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!width="130px"|Air State
 +
!width="54px"|Fighter Power Range
 +
!width="100px"|Allied Planes Shot Down
 +
!width="80px"|Enemy Planes Shot Down
 +
!width="64px"|Airstrike Contact
 +
!width="64px"|Artillery Spotting
 +
!width="120px"|Night Contact
 
|-
 
|-
! scope="col" style="width:190px; text-align:center;" |Fighter Power<br>(FP = Own Fighter Power,<br>EFP = Enemy Fighter Power)
+
|style="color:green"| '''Air Supremacy (AS+)'''<br>制空権確保!
! scope="col" style="width:100px; text-align:center;" |Result
+
| <math>\text{FP} \ge 3\text{EFP}</math>
! scope="col" style="width:165px; text-align:center;" |Text Display
+
| 3/120 - 7/120
! scope="col" style="width:110px; text-align:center;" | % Shot Down
+
| 0 % - 100 %
! scope="col" style="width:100px; text-align:center;" |[[Combat#Contact|Contact]]
+
| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Artillery Spotting|Artillery Spotting]]
+
| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Combat#Night Combat|Night Spotting]]
+
| Allied Only
 
|-
 
|-
|FP ≥ 3×EFP<br/> ''or'' Enemy Failed Detection <br/> ''or'' EFP=0 and Planes launched
+
|style="color:green"| '''Air Superiority (AS)'''<br>航空優勢!
|Air Supremacy      (AS+)
+
| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
+
| 9/120 - 21/120
| style="text-align:center;" |0~90%
+
| 0 % - 80 %
|Allied only
+
| Allied & Enemy
|Allied only
+
| Allied Only
|Allied only
+
| Allied & Enemy
 
|-
 
|-
|3×EFP > FP ≥ 1.5×EFP
+
| '''Air Parity (AP)'''<br>''No text''
|Air Superiority
+
| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
(AS)
+
| 15/120 - 35/120
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''
+
| 0 % - 60 %
| style="text-align:center;" |0~80%
+
| Neither
|Both sides
+
| Neither
|Allied only
+
| Neither
|Both sides
+
|-
 +
| '''Air Denial (AD)'''<br>''No text''
 +
| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
 +
| 21/120 - 49/120
 +
| 0 % - 40 %
 +
| Allied & Enemy
 +
| Enemy Only
 +
| Allied & Enemy
 +
|-
 +
|style="color:red"| '''Air Incapability (AI)'''<br>制空権喪失!
 +
| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
 +
| 30/120 - 70/120
 +
| 0 % - 10 %
 +
| Enemy Only
 +
| Enemy Only
 +
| Enemy Only
 +
|}
 +
 
 +
After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Proportional Air State Shootdown Formulas
 
|-
 
|-
|1.5×EFP > FP ≥ 2/3×EFP<br> ''or'' '''Aerial Combat Stage did not occur'''
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
|Air Parity
+
|
|No text displayed
+
For each slot of the '''Allied Fleet:'''
| style="text-align:center;" |0~60%
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|Both sides
+
|valign="center"| <math>\text{Plane Loss} = \left \lfloor
|Impossible for either side
+
 
|Impossible for regular combat nodes<br/> Both sides for PvP as well as Night Combat Only nodes
+
  \text{Count}_\text{Plane} \times
 +
  \left(
 +
      \text{random}
 +
      \left[
 +
        0 ; \frac{\text{Mod}_\text{Air State}}{3}
 +
      \right] + \frac{\text{Mod}_\text{Air State}}{4}
 +
  \right) \times 0.1 \times \text{Mod}_\text{Jet}
 +
 
 +
\right \rfloor</math>
 +
|}
 
|-
 
|-
|2/3×EFP > FP ≥ 1/3×EFP
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
|Air Incapability
+
|
|No text displayed
+
For each slot of the '''Enemy Fleet:'''
| style="text-align:center;" |0~40%
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|Both sides
+
|valign="center"| <math>\text{Plane Loss} = \Big\lfloor \text{Count}_\text{Plane} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times  \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor</math>
|Enemy only
+
|}
|Both sides
 
 
|-
 
|-
|FP < 1/3×EFP
+
|colspan=2|
|Air Denial
+
;With
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''
+
* <math>\text{Count}_\text{Plane}</math> is the plane's count in the slot.
| style="text-align:center;" |0~10%
+
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier for each side, with:
|Enemy only
+
** {{color|green|'''AS+'''}}: 1
|Enemy only
+
** {{color|green|'''AS'''}}: 3
|Enemy only
+
** '''AP''': 5
 +
** {{color|red|'''AD'''}}: 7
 +
** {{color|red|'''AI'''}}: 10
 +
* <math>\text{Mod}_\text{Jet}</math> is '''0.6''' for {{EquipmentLink|Kikka Kai|Jet Keiun Kai|text=Jets|link=Jets}}, '''1''' otherwise.
 +
* The random function takes a random integer within the range in a linear distribution.
 
|}
 
|}
*This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
 
*The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
 
:*For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
 
:*As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
 
*[[Combat#Contact|Contact]] can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.
 
*Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
 
  
====Enemy Ship Fighter Power====
+
;Notes
{| class="wikitable"
+
* Aircraft will be launched regardless of the carrier's state (except Sunk).
 +
* The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
 +
* If both sides launch no planes, the Air State will be Air Parity.
 +
* By solely using planes with no {{AA}} AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
 +
** In such case, the allied fleet will attain AS+ even if no planes are launched.
 +
 
 +
=Stage 2 - Fleet Anti-Air Defense=
 +
Planes that participate in this phase:
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
 +
 
 +
Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.
 +
* Each bomber is assigned to a random enemy ship.
 +
** Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
 +
*** Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
 +
*** Sunk ships cannot be chosen to defend<ref>https://twitter.com/Divinity_123/status/1564593185824841729</ref>, but sunk enemy ships can still activate [[#Anti-Air Cut-in|Anti-Air Cut-in]] for the fleet<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>
 +
* When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
 +
** The first roll, denominated '''Proportional Shootdown''', or '''Prop''' for short, reduces the slot size by a given % value.
 +
** The second roll, denominated '''Fixed Shootdown''', or '''Fixed''' for short, reduces the slot size by a given X value.
 +
** There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
 +
** Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see [[#Anti-Air Cut-in|Anti-Air Cut-in]] for details.
 +
<references/>
 +
 
 +
==Adjusted Anti-Air==
 +
Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value '''Ship Adjusted AA''' applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value '''Fleet Adjusted AA''' has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.
 +
 
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=3|Adjusted Anti-Air Formulas
 
|-
 
|-
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
+
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
! scope="col" style="text-align:center;" |Fighter Power
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
+
|
! scope="col" style="text-align:center;" |Fighter Power
+
'''Allied Fleet:'''
 +
*'''Ship Adjusted AA''' of each ship is defined by<ref>https://docs.google.com/document/d/1tqYyqzdc1RT_fYDKFMcUId0kOZHCdGpVsObm6yt-Yco/edit#heading=h.9md7m3uoezjq</ref>:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right)</math>
 +
|}
 +
* Then, if ship has any equipment equipped: <math>\text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 
|-
 
|-
|[[Light Carrier Nu-Class]]
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
| style="text-align:center;" |8
+
|
|Armored Carrier Demon
+
*'''Fleet Adjusted AA''' is defined by:
| style="text-align:center;" |44
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 
|-
 
|-
|[[Light Carrier Nu-Class]] Elite
+
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
| style="text-align:center;" |24
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
|Armored Carrier Princess
+
|
| style="text-align:center;" |48
+
'''Enemy Fleet'''
 +
*'''Ship Adjusted AA''' of each ship is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} )</math>
 +
|}
 +
* Then: <math>\text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 
|-
 
|-
|[[Light Carrier Nu-Class]] Flagship
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
| style="text-align:center;" |23
+
|
|Floating Fortress
+
*'''Fleet Adjusted AA''' is defined by:
| style="text-align:center;" |27
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 
|-
 
|-
|[[Standard Carrier Wo-Class]]
+
|colspan=3|
| style="text-align:center;" |10
+
;With
|Escort Fortress
+
* <math>\text{AA}_\text{ship}</math> the base {{AA}} AA stat of the ship.
| style="text-align:center;" |29
+
* <math>\text{AA}_\text{Equip}</math> the {{AA}} AA stat of the equipment
 +
** [[Equipment Bonuses|Visible bonuses]] are included to some extent, but actual amount is unconfirmed<ref>Estimated to be about 0.75-0.8 but not a precise fit: https://twitter.com/nishikkuma/status/1555196188621946884</ref>
 +
* <math>\text{AA}_\text{★-Equip}</math> the "equipment" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{AA}_\text{★-Fleet}</math> the "fleet" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{Mod}_\text{Formation}</math> the Formation modifier. ''See [[Combat#Formation Selection|Combat]] for more details.''
 +
* <math>\text{Mod}_\text{Equip-XX}</math> the equipment type modifier, with each value used in their respective formulas:
 +
 
 +
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Equipment Type
 +
!<math>\text{Mod}_\text{Equip-Ship}</math>
 +
!<math>\text{Mod}_\text{Equip-Fleet}</math>
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Elite
+
!{{Green Gun}}{{AntiAircraftFireDirector}}<br>[[High-Angle Gun]]s, {{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AAFD|link_category=Anti-Aircraft Fire Director}}
| style="text-align:center;" |27
+
|4||0.35
|Southern War Demon
 
| style="text-align:center;" |41
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship
+
!{{Air Radar}}<br>[[Air Radar]]s
| style="text-align:center;" |28
+
|3||0.4
|Southern War Princess
 
| style="text-align:center;" |47
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2
+
!{{AA Shell}}<br>{{Equipment/Link|Type 3 Shell|Type 3 Shell Kai|Type 3 Shell Kai Ni|text=AA Shells|link_category=Anti-Aircraft Shells}}
| style="text-align:center;" |84
+
|0||0.6
|[[Northern Princess]] World 3-5
 
| style="text-align:center;" |76
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship
+
!{{RedGunHeavy}}<br>{{EquipmentLink|46cm Triple Gun Mount}}<ref>Other guns like the {{EquipmentLink|Prototype 46cm Twin Gun Mount|46cm Triple Gun Mount Kai|text=46 cm variants}} are untested.</ref>
| style="text-align:center;" |102
+
|0||0.25
|[[Northern Princess]] World 3-5 (HQ < 85)
 
| style="text-align:center;" |72
 
 
|-
 
|-
|[[Battleship Re-Class]]
+
!{{AA Gun}}<br>[[AA Gun]]s
| style="text-align:center;" |94
+
|6||rowspan=3|0.2
| [[Northern Princess]] World 3-5 Final Form
 
| style="text-align:center;" |109
 
 
|-
 
|-
|[[Battleship Re-Class]] Elite
+
![[:Category:Player equipment|All other equipment]]
| style="text-align:center;" |107
+
|0
|[[Northern Princess]] World 3-5 Final Form (HQ < 85)
 
| style="text-align:center;" |105
 
 
|-
 
|-
|[[Aircraft Carrier Demon]]
+
!Other Abyssal AA Equipment<br>Including CIC, HA Single-Guns
| style="text-align:center;" |96
+
|0
| Anchorage Water Demon
+
|}
| style="text-align:center;" |0
+
<references/>
 
|}
 
|}
===Bombing===
+
 
{| class="wikitable"
+
==Proportional and Fixed shootdowns==
 +
*'''Ship Adjusted AA''' is used to calculate '''Proportional shootdown'''.
 +
*'''Ship Adjusted AA''' and '''Fleet Adjusted AA''' are used to calculate '''Fixed shootdown'''.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Prop/Fixed Shootdown Formulas
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 +
|
 +
'''Allied Fleet's ship''':
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor</math>
 +
|}
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor</math>
 +
|}
 +
 
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
 +
|
 +
'''Enemy Fleet's ship''':
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor</math>
 +
|}
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor</math>
 +
|}
 +
|-
 +
|colspan=2|
 +
;With
 +
* <math>\text{AdjAA}_\text{xx}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted Anti-Air]]'''.
 +
* <math>\text{Count}_\text{Plane}</math> the current number of attacking planes.
 +
* <math>\text{Mod}_\text{CF}</math> the [[Combined Fleet]] modifier, being:
 +
** '''1''' in Single Fleets vs Single Fleet
 +
** '''0.8''' if in Single Fleets vs Combined Fleets[https://twitter.com/Divinity_123/status/1721218789587476633]
 +
** '''0.8''' if the ship is in a CF's main fleet on Surface Nodes
 +
** '''0.72''' if the ship is in a CF's main fleet on Air Raid Nodes
 +
** '''0.48''' if the ship is in a CF's escort fleet
 +
* <math>\text{K}_\text{value}</math> the Anti Air Cut-in (AACI) multiplier.
 +
** '''1''' if no AACI triggers
 +
** See [[#Anti-Air Cut-in|K-value column of AACI Patterns]] for values.
 +
* <math>\text{AAR}_\text{ship}</math> the attacking plane's '''Ship AA Resist'''.
 +
* <math>\text{AAR}_\text{fleet}</math> the attacking plane's '''Fleet AA Resist'''.
 +
|-
 +
|colspan=2|
 +
;Notes
 +
*[[Smoke]] effects:
 +
**The smoke affects the allied shootdown but not the enemy shootdown.
 +
**No fixed shootdown above 2 has been observed under a smoke.
 +
**The guaranteed shootdown does not seem to be affected.
 +
**A modifier to the '''Adjusted AA''' is suspected but there is not enough data to confirm it.
 +
|}
 +
{{Formula
 +
|Title=Guaranteed Shootdown Formula
 +
|Math=\text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB}
 +
|Var=<math>\text{AAR}_\text{AACI}</math> the attacking plane's '''AACI Resist'''.
 +
**Value is suspected to be equal to <math>\text{AAR}_\text{ship}</math>, but not confirmed for all planes.<ref>https://github.com/noro6/kc-web/blob/main/src/classes/aerialCombat/shootDownInfo.ts#L115</ref>
 +
* <math>\text{AACI}_\text{shotA}</math> and <math>\text{AACI}_\text{shotB}</math> are Anti Air Cut-in (AACI) Shot-down values
 +
** See [[#Anti-Air Cut-in|Shot down per slot column of AACI Patterns]] for values in tooltips.
 +
*** Player fleet uses <math>\text{AACI}_\text{shotA} = 1</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Enemy fleet uses <math>\text{AACI}_\text{shotA} = 0</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Values for API values after 13 are unconfirmed
 +
|Notes={{Color|red|'''The current formula only works for average AAR}}<ref>https://twitter.com/Divinity_123/status/1721218789587476633</ref>
 +
*For the other AAR:
 +
** Low AAR: No reduction of the Guaranteed Shootdown have been observed,
 +
** High AAR: a reduction of '''3''' have been observed,
 +
** Extremely high AAR: a reduction of '''3''' have been observed.
 +
*** The reduction for the [[Kikka Kai]] is inconsistant between 3 and 4.
 +
<references/>
 +
}}
 +
 
 +
===Anti-Air Resistance===
 +
{{Category:Planes with Anti-Air Resistance}}
 +
 
 +
==Anti-Air Cut-in==
 +
[[File:AkizukiAACI.png|thumb|right|Akizuki performing the ID 1 AACI.]]
 +
Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as '''AACI''', during Stage 2.
 +
 
 +
;AACI types
 +
*Each AACI is defined by its '''"ID"''' (its API value), and is arbitrary (''see the [[#AACI|below table]]'').
 +
** They are then mostly referred to by their '''"ID"'''.
 +
** ''Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
 +
* For all AACI, the '''"ID"''' therefore fully determines:
 +
** The setup of the AACI and the ships able to trigger it,
 +
** The "Trigger Rate" and the "Priority Order",
 +
** The "K-value" and "shot down per slot" value,
 +
 
 +
;AACI effects
 +
* Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the ''K-value'', regardless of what ship triggers it,
 +
* Remove a fixed number of planes from each enemy bomber slot ("shot down per slot").
 +
These effects make depleting the entirety of enemy planes much more feasible.
 +
 
 +
;AACI triggering
 +
* Only one AACI can be performed per battle,
 +
** On '''"[[Node|Aerial Combat Nodes]]"''', AACI can be triggered twice, one per phase.
 +
* Only a ship equipped with proper AACI setups can trigger one (''see the [[#AACI|below table]]''),
 +
* If multiple ships are equipped with AACI setups, each ship will roll their available AACI in '''ID's "Priority Order"''' (''see the [[#AACI|below table]]'').
 +
** If IDs are tied, priority goes by fleet order from top to bottom.
 +
** Thus, for a given fleet & setup, some ships will take priority over others always the same way.
 +
** If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in '''ID's "Priority Order"'''.
 +
* The trigger rate is unaffected by [[Stats]] like the [[Stats#Health|damage status]], Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
 +
 
 +
* It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
 +
* If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.
 +
** It can activate during the regular airstrike phase, but not during other phases like the [[Jet Assault]]s, [[LBAS]] phases, [[OASW]], or [[Shelling]] phases.
 +
** There is a bug that allows enemy ships to activate AACI even if they were sunk<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>.
 +
 
 +
For the following table:
 +
* {{Large Gun}} is used to indicate any '''[[Large Caliber Main Gun]]'''
 +
* {{Green Gun}} is used to indicate any '''[[High-Angle Gun]]''' (dual-purpose guns/HA guns), including [[:Category:Main High-Angle Gun|Main HA Guns]] and [[:Category:Secondary High-Angle Gun|Secondary HA Guns]],
 +
* {{AA Gun}} is used to indicate any '''[[AA Gun]]''',
 +
* {{AntiAircraftFireDirector}} is used to indicate any '''{{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AA Fire Directors|link_category=Anti-Aircraft Fire Directors}}''',
 +
* {{AA Shell}}  is used to indicate any '''[[AA Shell]]'''
 +
* {{Radar}} is used to indicate any '''[[Radar]]''', including [[Surface Radar]]s,
 +
* {{Air Radar}} is used to indicate an '''[[Air Radar]]''' (any Radar with {{AA}} AA stat of 2 or higher).
 +
Do note that some setups also required a maximal or minimal base {{AA}} AA stat for the equipment to be counted.
 +
*This exclude any stat gained from [[Fit Bonus]]es or [[Improvement]].
 +
 
 +
===AACI List===
 +
{{Anchor|AACI}}
 +
{|class="wikitable sortable" style="text-align:center; margin:auto"
 +
! colspan=7|AACI Patterns
 +
|-
 +
! ID
 +
! Priority<br>Order
 +
! width="300px"|Setup
 +
! width="80px"|Shot down<br>per slot
 +
! width="64px"|K-value
 +
! width="64px"|Rate
 +
! Users
 +
|-
 +
!colspan=2|None
 +
|''Triggers if no other AACI is activated
 +
|{{ToolTip|+1|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 0}}
 +
|1.0
 +
|N/A
 +
|Player's fleet only
 +
|-
 +
!1
 +
!12
 +
|{{Green Gun}} {{Green Gun}} {{Radar}}
 +
|{{ToolTip|+8|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 5}}
 +
|1.7
 +
|65 %
 +
|rowspan=3|'''{{Class|Akizuki}}'''
 +
|-
 +
!2
 +
!17
 +
|{{Green Gun}} {{Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 4}}
 +
|1.7
 +
|58 %
 +
|-
 +
!3
 +
!27
 +
|{{Green Gun}} {{Green Gun}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.6
 +
|50 %
 +
|-
 +
!4
 +
!16
 +
|{{Large Gun}} {{AA Shell}} {{AAFD}}{{Air Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 5, B <nowiki>=</nowiki> 2}}
 +
|1.5
 +
|52 %
 +
|'''All'''
 +
|-
 +
!5
 +
!28
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.5
 +
|55 %
 +
|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!6
 +
!29
 +
|{{Large Gun}} {{AA Shell}} {{AAFD}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 4, B <nowiki>=</nowiki> 1}}
 +
|1.45
 +
|40 %
 +
|'''All'''
 +
|-
 +
!7
 +
!37
 +
|{{Green Gun}} {{AAFD}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 2}}
 +
|1.35
 +
|45 %
 +
|rowspan=2|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!8
 +
!34
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.4
 +
|50 %
 +
|-
 +
!9
 +
!47
 +
|{{Green Gun}} {{AAFD}}
 +
|{{ToolTip|+3|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 2}}
 +
|1.3
 +
|40 %
 +
|'''All'''
 +
|-
 +
!10
 +
!6
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+9|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 6}}
 +
|1.65
 +
|60 %
 +
|rowspan=2|'''{{Ship/Link|Maya/Kai Ni}}'''
 +
|-
 +
!11
 +
!9
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 5}}
 +
|1.5
 +
|55 %
 +
|-
 +
!12
 +
!41
 +
|{{IconText|{{AA Gun}}|9+ AA|9}} {{IconText|{{AA Gun}}|3+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 3}}
 +
|1.25
 +
|45 %
 +
|'''All'''
 +
|-
 +
!13
 +
!35
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 4}}
 +
|1.35
 +
|35 %
 +
|'''All'''<br>''(except {{Ship/Link|Maya/Kai Ni}})''
 +
|-
 +
!14
 +
!26
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.45
 +
|62 %
 +
|rowspan=2|'''{{Ship/Link|Isuzu/Kai Ni}}'''
 +
|-
 +
!15
 +
!36
 +
|{{Green Gun}} {{AA Gun}}
 +
| +4
 +
|1.3
 +
|55 %
 +
|-
 +
!16
 +
!25
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|62 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Yuubari/Kai Ni}}''' ''(not {{Ship/Link|Yuubari/Kai Ni Toku|Yuubari/Kai Ni D|text=Toku/D}})''
 +
|-
 +
!17
 +
!44
 +
|{{Green Gun}} {{AA Gun}}
 +
| +3
 +
|1.25
 +
|55 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 +
|-
 +
!18
 +
!45
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Satsuki/Kai Ni}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 +
|-
 +
!19
 +
!22
 +
|{{IconText|{{Green Gun}}|7- AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +6
 +
|1.45
 +
|58 %
 +
|rowspan=2|'''{{Ship/Link|Kinu/Kai Ni}}'''
 +
|-
 +
!20
 +
!38
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +4
 +
|1.25
 +
|65 %
 +
|-
 +
!21
 +
!23
 +
|{{Green Gun}} {{Air Radar}}
 +
| +6
 +
|1.45
 +
|60 %
 +
|'''{{Ship/Link|Yura/Kai Ni}}'''
 +
|-
 +
!22
 +
!46
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
 +
|-
 +
!23
 +
!48
 +
|nowrap|{{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +2
 +
|1.05
 +
|80 %
 +
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
 +
|-
 +
!24
 +
!39
 +
|nowrap|{{Green Gun}} {{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +4
 +
|1.25
 +
|40 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni|Tatsuta/Kai Ni|text=''Tenryuu''-class Kai Ni|link_class=Tenryuu}}'''
 +
|-
 +
!25
 +
!10
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}} {{AA Shell}}
 +
| +8
 +
|1.55
 +
|60 %
 +
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}}'''
 +
|-
 +
!26
 +
!15
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Air Radar}}
 +
| +7
 +
|1.4
 +
|55 %
 +
|'''{{Ship/Link|Yamato/Kai|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai|Musashi/Kai Ni|text=''Yamato''-class Kai/Ni|link_class=Yamato}}'''
 +
|-
 +
!27
 +
!20
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|55 %
 +
|'''{{Ship/Link|Ooyodo/Kai}}'''
 +
|-
 +
!28
 +
!30
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|55 %
 +
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}} &<br>{{Ship/Link|Musashi/Kai|Musashi/Kai Ni|text=Musashi Kai/Ni}}'''
 +
|-
 +
!29
 +
!24
 +
|{{Green Gun}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|60 %
 +
|'''{{Ship/Link|Hamakaze/B Kai}} &<br>{{Ship/Link|Isokaze/B Kai}}
 +
|-
 +
!30
 +
!33
 +
|{{Green Gun}} {{Green Gun}} {{Green Gun}}
 +
| +4
 +
|1.3
 +
|45 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 
|-
 
|-
! scope="col" style="text-align:center; width:199px;" |Type
+
!31
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
+
!42
! scope="col" style="text-align:center; width:260px;" |Notes
+
|{{Green Gun}} {{Green Gun}}
 +
| +3
 +
|1.2
 +
|52 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 
|-
 
|-
|Opening Air Strike
+
!32
|Modifier × (Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25
+
!40
|Number of planes is post anti-bomber combat and fleet anti-air defense<br/> Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
+
|{{Equipment/Card|16inch Mk.I Triple Gun Mount Kai + FCR Type 284|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}}
*Calculated per slot.
+
| +4
 +
|1.2
 +
|50 %
 +
|'''[[RN|Royal Navy Ships]] &<br> {{Class|Kongou|Kai Ni/B/C}}'''
 
|-
 
|-
====Contact====
+
!33
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
+
!32
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
+
|{{Green Gun}} {{IconText|{{AA Gun}}|4+ AA|9}}
*Trigger conditions:
+
| +4
:*More air control than Air Denial
+
|1.35
:*At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
+
|45 %
::*Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
+
|'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
:*It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
 
{| class="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Type
+
!34
! scope="col" style="text-align:center;" |Contact Rate
+
!13
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}}
 +
| +8
 +
|1.6
 +
|55 %
 +
|rowspan=4|'''{{Class|Fletcher}}'''
 
|-
 
|-
| Torpedo Bomber
+
!35
| style="text-align:center;" |~2%
+
!18
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
 +
| +7
 +
|1.55
 +
|55 %
 
|-
 
|-
| Night Scout
+
!36
| style="text-align:center;" |~5%
+
!19
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
 +
| +7
 +
|1.55
 +
|50 %
 
|-
 
|-
| Seaplane Scout
+
!37
| style="text-align:center;" |~20%
+
!31
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
 +
| +5
 +
|1.45
 +
|40 %
 
|-
 
|-
| Carrier Scout
+
!38
| style="text-align:center;" |~50%
+
!1
|}
+
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
=====Contact Damage Modifier=====
+
| +11
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
+
|1.85
{| class="wikitable"
+
|57 %
 +
|rowspan=4|'''{{Ship/Link|Atlanta|text=''Atlanta''-class|link_class=Atlanta}}'''
 +
|-
 +
!39
 +
!2
 +
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
 +
| +11
 +
|1.7
 +
|57 %
 +
|-
 +
!40
 +
!3
 +
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
 +
| +11
 +
|1.7
 +
|56 %
 +
|-
 +
!41
 +
!5
 +
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
 +
| +10
 +
|1.65
 +
|55 %
 +
|-
 +
!42
 +
!4
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
 +
| +11
 +
|1.65
 +
|64 %
 +
|rowspan=4|'''{{Ship/Link|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai Ni|text=''Yamato''-class Kai Ni|link_class=Yamato}}'''
 +
|-
 +
!43
 +
!7
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
 +
| +9
 +
|1.6
 +
|59 %
 +
|-
 +
!44
 +
!14
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
 +
| +7
 +
|1.6
 +
|54 %
 
|-
 
|-
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
+
!45
! scope="col" style="text-align:center;" |Damage<br />Modifier
+
!21
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
 +
| +6
 +
|1.55
 +
|40 %
 
|-
 
|-
| style="text-align:center;" | +0
+
!46
| style="text-align:center;" |112%
+
!8
 +
|{{Equipment/Card|35.6cm Twin Gun Mount Kai San (Dazzle Camouflage)|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}<br>'''OR'''<br>{{Equipment/Card|35.6cm Twin Gun Mount Kai Yon|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
| +8
 +
|1.55
 +
|50 %
 +
|'''{{Ship/Link|Haruna Kai Ni B}}
 
|-
 
|-
| style="text-align:center;" | +1
+
!47
| style="text-align:center;" |112%
+
!43
 +
|{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|25mm Anti-aircraft Autocannon Mount & Machine Guns|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{IconText|{{Radar}}|4+ AA|9}}
 +
| +3
 +
|1.3
 +
|69.3 %
 +
|'''{{Ship/Link|Shiratsuyu/Kai Ni}}<br>{{Ship/Link|Shigure/Kai Ni|Shigure/Kai San|text=Shigure Kai Ni/San}}<br>{{Ship/Link|Murasame/Kai Ni}}<br>{{Ship/Link|Harusame/Kai Ni}}
 
|-
 
|-
| style="text-align:center;" | +2
+
!48
| style="text-align:center;" |117%
+
!11
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai|size=70px}} {{IconText|{{Radar}}|4+ AA|9}}
 +
| +9
 +
|1.75
 +
|64.7? %
 +
|'''{{Class|Akizuki|Kai/Ni}}
 
|-
 
|-
| style="text-align:center;" | +3
+
!49
| style="text-align:center;" |120%
+
!21.5?
 +
|{{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Radar}}|4+ AA|9}}
 +
| +6?
 +
|1.5?
 +
|? %
 +
|'''{{Ship/Link|Fujinami Kai Ni}}
 
|}
 
|}
  
=====Notes=====
+
;Examples
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
+
*[[Akizuki]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
+
**The resulting trigger rate is 95.22 %.
  
=== Anti-Air Cut-In ===
+
*[[Fletcher]] with {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=36px}}{{AAFD}} fulfills the requirements of the AACIs 34, 35, 9 (in this order).
[[File:Bandicam_2014-11-20_02-55-57-126.avi_snapshot_00.26_-2014.11.20_03.09.34-.jpg|thumb|An Anti-Air Cut-In]]
+
**The resulting trigger rate is 88.80 %.
Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the [[Combat#Fleet_Anti-air_Defense|Fleet Anti-air Defense formula]], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it.
 
  
====Requirement====
+
*[[Musashi]] with {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=36px}}{{Very Large Radar}} fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
* One of the following sets:
+
**The resulting trigger rate is 99.73 %.
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u> '''(AAFD)''' {{AntiAircraftFireDirector}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* Only available for BB(V)s due to Heavy Gun requirement.
 
*# <u>High-Angle mount</u> ([[List_of_Main_Guns_by_stats|main gun]] or [[List_of_Secondary_Guns_by_stats|secondary]]) {{GreenGunDP}} plus <u>'''AAFD'''</u>{{AntiAircraftFireDirector}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* Achievable by any surface ship.
 
*# [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|'''<u>10cm Twin High-angle Mount + AAFD</u>''']] plus <u>AA RADAR</u>{{Radar}}
 
*#* ''Can be supplemented with an HA mount ''{{GreenGunDP}}'' or another 10cm Twin High-angle Mount + AAFD''
 
*#* Available to any ship capable of equipping a Light Main Gun.
 
*# [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], [[List of Anti-Air Guns by stats|<u>AA Gun</u>]] (any) {{GreenGunMG}}, plus <u>AA RADAR</u> {{Radar}}
 
*#* Achievable by any surface ship.
 
*# Either [[12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director|'''<u>12.7cm Twin High-angle Mount + AAFD</u>''']] or [[90mm Single High Angled Gun|'''<u>90mm Single High Angled Gun</u>''']], plus <u>AA RADAR</u> {{Radar}}
 
*#* ''Can be supplemented with an High-angle Mount + AAFD''
 
*#* As both 12.7cm Twin High-angle Mount + AAFD and 90mm Single High Angled Gun are considered secondary guns, only ships capable of equipping them may use this setup.
 
  
* '''[[Akizuki]]''' has a built-in AA fire director, which allows her to trigger AACI without an AAFD with the following setup
+
*[[Isokaze B Kai]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 29, 5, 8, 13 (in this order).
:* <u>High-Angle mount</u> (any) {{GreenGunDP}} plus either or both:
+
**The resulting trigger rate is 94.15 %.
::* ''<u>RADAR</u> (any kind)'' {{Radar}}
 
::* ''<u>High-Angle mount</u> (any)'' {{GreenGunDP}}
 
* '''[[Maya|Maya Kai 2]] may trigger AACI with a unique setup:'''
 
:* [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus <u>High-Angle mount</u> (any) {{GreenGunDP}}
 
::* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
* '''[[Isuzu|Isuzu Kai Ni]] has a built-in AA fire director that can used be using the following set up:'''
 
:* An <u>Autocannon</u> (any){{GreenGunMG}}, <u>High-Angle mount</u> (any) {{GreenGunDP}}, and an <u>RADAR</u> (any){{Radar}}
 
  
====Notes====
+
;Sequential AACIs
* [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm Twin High-angle Mount + AAFD]], [[12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director|12.7cm Twin High-angle Mount + AAFD]] and [[90mm Single High Angled Gun]] can substitute for a regular High-angle mount. Their built-in AAFD functions when paired with an AA RADAR.
+
The '''Sequential AACIs''' were the AACIs introduced with the implementation of [[Johnston]], allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the [[Game Updates/2023/May 26th|26/05/2023]] update, this mechanic is defunct, being available to all ships.
* Slots otherwise empty can be equipped with anything else without disabling the Anti-Air Cut-In.
+
*''See [[Sequential AACI|here]] for more details.
* A maximum of 1 ship will perform AACI per battle (regardless of how many ships are capable of doing so, or whether it is a [[Combined Fleet]] engagement), and due to AA stat of the ship performing the cut-in affecting the number of planes shot down, it may be desired to limit the number of ships with AACI setup.
 
* Successful enemy AACI will not display; typically, greater than normal losses of planes after a battle can be attributed to enemy AACI.
 
* Does not affect the determination of [[Combat#Fighter_Combat|Air Superiority]].
 
* Cannot shoot down pure enemy fighters, as usual.
 
  
====Effect====
+
'''''Main Sources: [https://docs.google.com/spreadsheets/d/1agGoLv57g5eOXLXtNIKHRoBYy61OQYxibWP6Vi_DMuY/edit#gid=13450409] [https://twitter.com/CC_jabberwock/status/1665406435969097729?s=20]
* Provide an AoE blast on all the incoming enemy '''bombers''', from the ship who is triggering it.'' ([http://kancolle.wikia.com/wiki/User_blog:Reikyu/A_brief_look_at_AA_defense_and_AA_cut-in_performance source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2], ''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html 3]'')''
+
*Old sources: [https://docs.google.com/spreadsheets/d/1YUppVErQj7P9f9-ddpdR-e7fTaycjSK9-x4GE9ibCrA/edit#gid=1156988467] [https://twitter.com/syoukuretin/status/1535102184530276352] [https://gyazo.com/2472468c10c0dacd28a493a79ff140da]
 +
<references/>
  
====Trigger Chance====
+
=Stage 3 - Airstrike=
* '''AA stat''' ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.  The correlation seems to be about +0.4% trigger rate for every point of AA ?  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
 
* '''Air radars''' provide marginal bonuses on AACI:
 
:* For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
 
:* Type 13 Air radar Kai on Akizuki (and other DDs?) increases the trigger chance by '''~10%'''. When AACI was activated, it also helps with shooting down more bombers. (''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html source]'')
 
  
With an AA Cut-In from a ship with high AA stat ({{AA}}), it is possible to '''obliterate all incoming bombers''' before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left.''' In PVP Exercises, opposing fleets can do AA Cut-Ins, but the animation is not shown.'''
+
Planes that participate in this phase:
 +
* {{Carrier Recon}} Carrier-based Reconnaissance Aircraft
 +
* {{Torpedo Bomber}}{{Dive Bomber}}{{JetFighterBomber2}} Carrier-based Bombers
 +
* {{Seaplane}} Seaplane Bombers
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
  
There are reports that enemy ships in map [[World_6:_%E4%B8%AD%E9%83%A8%E6%B5%B7%E5%9F%9F#6-2|6-2]] ''might'' be capable of doing AACI. Other than that, there is currently no enemy ship capable of blasting all of your bombers with AA weapons.
+
With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as [[Shelling]] target selection. The targeted ship is '''not necessarily''' the ship that has defended against said bomber during Stage 2.
  
===Fleet Anti-Air Defense===
+
See [[Damage_Calculations#Airstrike|Damage Calculations]] for details on airstrike damage.
Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:
 
  
<center>
+
;Notes
<math>\text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)}</math>, where <br><math>\text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
+
* Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
</center>
+
* The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
+
* Submarines are untargetable by Airstrike
  
====Equipment Modifiers====
+
==Contact==
{| class="wikitable"
+
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
|-
+
Contact is a special mechanic that increases the damage of '''all bombers''' participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text '''Making contact!''' (触接中!, ''shokusetsu-chū!'').
! scope="col" |Equipment Type
+
 
! scope="col" style="text-align:center;" |Modifier
+
* Contact may be triggered only under {{color|green|'''AS+'''}}, {{color|green|'''AS'''}}, and {{color|red|'''AD'''}}. It '''cannot''' trigger under '''AP''' and {{color|red|'''AI'''}}.
|-
+
* At least one {{Carrier Recon}}{{Large Recon}} [[Carrier Recon]], {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]], {{SPR}}/{{Night Recon}} [[Seaplane Recon]], or {{LFB}} [[Large Flying Boat]] must be present.
|46cm Triple Gun Mount
+
** {{SPB}} [[Seaplane Bomber]]s '''cannot''' perform contact.
| style="text-align:center;" |0.25
+
 
 +
===Step 1: Contact Trigger===
 +
This step determines if any contact can trigger at all. Each plane that can perform contact contributes to the trigger rate based on the plane's {{LOS}} LoS stat and current slot size.
 +
*Only [[Torpedo Bomber]]s do not contribute to the trigger rate, but may still trigger the contact with the minimum rate possible.
 +
{{Formula
 +
|Title=Contact Trigger Rate Formula<ref name="vita">[[KanColle Kai]] decompile</ref>
 +
|Math=\text{Contact Rate}= \frac{1 + \sum_{\text{All Planes} } \left( \lfloor \sqrt{\text{Count}_\text{Plane} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} }
 +
|Var=<math>\text{All Planes}</math> refer only to all planes that can perform Contact ({{Carrier Recon}}/{{Large Recon}}/{{SPR}}/{{Night Recon}}/{{LFB}}) '''except''' Torpedo Bombers ({{Torpedo Bomber}}/{{Night Torpedo Bomber}}).
 +
* <math>\text{Count}_\text{Plane}</math> is the current plane's slot size.
 +
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 25
 +
** {{color|green|'''AS'''}}: 40
 +
** {{color|red|'''AD'''}}: 55
 +
|Notes=If only {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]]s are present, there is still a very small chance Contact Trigger can succeed.
 +
}}
 +
 
 +
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
 +
 
 +
===Step 2: Aircraft Selection===
 +
After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:
 +
 
 +
* {{Acc}} Accuracy stat, starting from highest.
 +
* The Carrier's position in the fleet, starting from Flagship.
 +
* The Equipment slot position, starting from the first.
 +
{{Formula
 +
|Title=Aircraft Selection Formula<ref name="vita"></ref>
 +
|Math=\text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} }
 +
|Var=<math>\text{Selection Rate}</math> applies only to planes that can perform Contact ({{Carrier Recon}}/{{Large Recon}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{SPR}}/{{Night Recon}}/{{LFB}}).
 +
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 14
 +
** {{color|green|'''AS'''}}: 16
 +
** {{color|red|'''AD'''}}: 18
 +
}}
 +
 
 +
The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, '''Contact will not trigger''', even if Step 1 was successful.
 +
 
 +
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
 +
 
 +
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Accuracy {{Acc}}!!Damage Modifier
 
|-
 
|-
|High-angle Mounts
+
|0||112 %
| style="text-align:center;" |0.35
 
 
|-
 
|-
|AA Radars
+
|1||112 %
| style="text-align:center;" |0.40
 
 
|-
 
|-
|Type 3 Shell
+
|2||117 %
| style="text-align:center;" |0.60
 
 
|-
 
|-
|All other equipment
+
|3+||120 %
| style="text-align:center;" |0.20
 
 
|}
 
|}
  
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
+
<references/>
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
+
 
*The ship selected to defend is not necessarily the target of the bomber. Any allied ship, including submarines, may be chosen to defend against bombers.
+
==Anti-Air Rocket Barrage==
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
+
Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage they would otherwise take.
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
+
 
 +
* The '''only''' ships types able to trigger this mechanic are:
 +
** [[BBV]], [[CV]], [[CVB]], [[CVL]], [[CAV]], and [[AV]].
 +
* The ship must be equipped with a '''{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}'''.
 +
** It is often referred to as "RLK2" or "Rosa Kai Ni" for short.
 +
{{Formula
 +
|Title=AARB Trigger Rate Formula
 +
|Math=\text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)}
 +
|Var=<math>\text{AdjAA}_\text{ship}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted AA]] of the ship'''.
 +
* <math>\text{Luck}</math> the ship's {{Luck}} Luck stat.
 +
* <math>\text{N}_\text{rocket}</math> the number of {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} equipped on the ship.
 +
* <math>\text{AdjAA}_\text{RLK2}</math> the '''[[#Adjusted Anti-Air|Adjusted AA]] of the RLK2''', being {{ToolTip|'''48'''|<math>\text{8} \times \text{6}</math>}}.
 +
* <math>\text{Mod}_\text{Ise-class}</math> being '''70''' if the ship is an {{Class|Ise}}, '''0''' otherwise.
 +
}}
 +
 
 +
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.]]
 +
 
 +
If the AARB triggers on a ship, the ship will slide forward, and '''Rocket Barrage Successful''' (噴進弾幕成功, ''funshindan maku seikō'') will be displayed over its card.
 +
*If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
 +
*Generally when a ship is targeted by any bomber and takes no damage, the text "'''miss'''" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
 +
 
 +
;Notes
 +
* It is possible to achieve more than 100 % activation rate.
 +
* There is another anti-air barrage animation in-game for only {{AA Shell}} [[AA Shell]]s. ''No effects were found for it.''
 +
** The combination of a [[AA Shell]]s and the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is also supposed to have extra effects. ''No effects were found for it.''
 +
** The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
 +
* [[Smoke]]s reduce the AARB trigger rate, either directly or by reducing the '''Adjusted AA'''.
  
[[Category:Game Mechanics]]
+
=See Also=
 +
*[[Day Battle|Carrier Day Attacks]]
 +
**[[CVCI]]
 +
*[[Combat/Night Battle#Carrier Night Attacks|Carrier Night Attacks]]
 +
**[[CVNCI]]
 +
{{Mechanics}}

Latest revision as of 21:44, 4 December 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Aerial Combat Breakdown

Aerial Combat is one of the Day Battle intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

  1. LBAS's Jet Assault
  2. Fleet's Jet Assault
  3. Land-Based Aerial Support
  4. Stage 1 - Battle for Air Superiority
  5. Stage 2 - Fleet Anti-Air Defense
  6. Stage 3 - Airstrike

If an LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.

  • See LBAS for more details.

In case neither fleets meet the requirements, the sub-phase will be skipped.

Planes in combat phases
Plane type Detection Contact Airpower Opening airstrike Day Cut-in ASW
FighterNight Fighter Fighters ✔️ ✔️
Torpedo BomberNight Torpedo Bomber Torpedo Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Dive Bomber Dive Bombers ✔️ ✔️ ✔️ ✔️
JetFighterBomber1.pngJetFighterBomber2.png Jets ✔️ ✔️
Reconnaissance Aircraft Carrier Recons ✔️ ✔️
Reconnaissance SeaplaneReconNight Reconnaissance Seaplane Seaplane Recons ✔️ ✔️ ✔️
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Seaplane Fighter Seaplane Fighters ✔️
Large Flying Boat Large Flying Boats ✔️ ✔️ ✔️
Rotorcraft Rotorcraft ✔️ ✔️
Liaison Aircraft Liaison Aircraft ✔️ ✔️

Jet Assault Phase

Planes that participate in this phase:

  • JetFighterBomber2.png,JetFighterBomber1.png "Jets" (turbojet propelled fighter-bombers)

If any carrier on either side is equipped with Jets, the "Jet Assault" (JA) Phase will commence first of all. The JA Phase may only commence during battles where Airstrikes can be performed. The JA follows the same rules as Stage 3.

The defending side is allowed to defend against the Jets following the same rules as Stage 2, however, Jets possess great Anti-Air Resistance, specifically during the JA, and enemy AACI cannot be triggered during this phase either.

Jets also take part in the regular Stage 3, but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during Stage 2.

Steel Cost: every time the Jet Assault Phase is triggered, Steel is automatically subtracted from the stockpile.

Jets Steel Cost
[math]\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets} } \lceil \text{Count}_\text{Plane} \times \text{Steel Cost} \rceil }[/math]
With
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the current plane count at the start of the battle.
  • [math]\displaystyle{ \text{Steel Cost} }[/math] is the steel cost per plane.

Stage 1 - Battle for Air Superiority

Green text at the bottom of the screen indicating an Air Supremacy result.

Planes that participate in this phase:

  • Fighters:
    • Fighter/Night Fighter carrier-based,
    • Seaplane Fighter seaplanes.
    • Liaison AircraftHayabusa ASW Hayabusa
  • Bombers
    • Dive Bomber/Torpedo Bomber/Night Torpedo Bomber/JetFighterBomber1.png/JetFighterBomber2.png carrier-based,
    • Seaplane BomberBomber seaplanes.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

Fighter Power Formula
[math]\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Count}_\text{Plane} } \right) + \text{Mod}_\text{proficiency} \right] }[/math]
With
  • [math]\displaystyle{ \text{AA}_\text{Plane} }[/math] is the Anti-Air AA stat of the plane, including Improvements.
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the number of planes in the slot prior to Stage 1's start.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:

After Fighter Power is calculated for each fleet (FP and EFP for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)
制空権確保!
[math]\displaystyle{ \text{FP} \ge 3\text{EFP} }[/math] 3/120 - 7/120 0 % - 100 % Allied Only Allied Only Allied Only
Air Superiority (AS)
航空優勢!
[math]\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }[/math] 9/120 - 21/120 0 % - 80 % Allied & Enemy Allied Only Allied & Enemy
Air Parity (AP)
No text
[math]\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }[/math] 15/120 - 35/120 0 % - 60 % Neither Neither Neither
Air Denial (AD)
No text
[math]\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }[/math] 21/120 - 49/120 0 % - 40 % Allied & Enemy Enemy Only Allied & Enemy
Air Incapability (AI)
制空権喪失!
[math]\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }[/math] 30/120 - 70/120 0 % - 10 % Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas
Allied Fleet

For each slot of the Allied Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Count}_\text{Plane} \times \left( \text{random} \left[ 0 ; \frac{\text{Mod}_\text{Air State}}{3} \right] + \frac{\text{Mod}_\text{Air State}}{4} \right) \times 0.1 \times \text{Mod}_\text{Jet} \right \rfloor }[/math]
Enemy Fleet

For each slot of the Enemy Fleet:

[math]\displaystyle{ \text{Plane Loss} = \Big\lfloor \text{Count}_\text{Plane} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor }[/math]
With
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the plane's count in the slot.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier for each side, with:
    • AS+: 1
    • AS: 3
    • AP: 5
    • AD: 7
    • AI: 10
  • [math]\displaystyle{ \text{Mod}_\text{Jet} }[/math] is 0.6 for JetsKikka Kai
    Jet Keiun Kai
    , 1 otherwise.
  • The random function takes a random integer within the range in a linear distribution.
Notes
  • Aircraft will be launched regardless of the carrier's state (except Sunk).
  • The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
  • If both sides launch no planes, the Air State will be Air Parity.
  • By solely using planes with no Anti-Air AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
    • In such case, the allied fleet will attain AS+ even if no planes are launched.

Stage 2 - Fleet Anti-Air Defense

Planes that participate in this phase:

  • Bombers
    • Dive Bomber/Torpedo Bomber/Night Torpedo Bomber/JetFighterBomber1.png/JetFighterBomber2.png carrier-based,
    • Seaplane BomberBomber seaplanes.
    • Liaison AircraftHayabusa ASW Hayabusa

Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.

  • Each bomber is assigned to a random enemy ship.
    • Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
      • Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
      • Sunk ships cannot be chosen to defend[1], but sunk enemy ships can still activate Anti-Air Cut-in for the fleet[2]
  • When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
    • The first roll, denominated Proportional Shootdown, or Prop for short, reduces the slot size by a given % value.
    • The second roll, denominated Fixed Shootdown, or Fixed for short, reduces the slot size by a given X value.
    • There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
    • Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see Anti-Air Cut-in for details.

Adjusted Anti-Air

Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value Ship Adjusted AA applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value Fleet Adjusted AA has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.


Adjusted Anti-Air Formulas
Allied Fleet
Ship Adj AA

Allied Fleet:

  • Ship Adjusted AA of each ship is defined by[1]:
[math]\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right) }[/math]
  • Then, if ship has any equipment equipped: [math]\displaystyle{ \text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)
Fleet Adj AA
  • Fleet Adjusted AA is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]
Enemy Fleet
Ship Adj AA

Enemy Fleet

  • Ship Adjusted AA of each ship is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} ) }[/math]
  • Then: [math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)
Fleet Adj AA
  • Fleet Adjusted AA is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]
With
  • [math]\displaystyle{ \text{AA}_\text{ship} }[/math] the base Anti-Air AA stat of the ship.
  • [math]\displaystyle{ \text{AA}_\text{Equip} }[/math] the Anti-Air AA stat of the equipment
  • [math]\displaystyle{ \text{AA}_\text{★-Equip} }[/math] the "equipment" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{AA}_\text{★-Fleet} }[/math] the "fleet" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{Mod}_\text{Formation} }[/math] the Formation modifier. See Combat for more details.
  • [math]\displaystyle{ \text{Mod}_\text{Equip-XX} }[/math] the equipment type modifier, with each value used in their respective formulas:
Equipment Type [math]\displaystyle{ \text{Mod}_\text{Equip-Ship} }[/math] [math]\displaystyle{ \text{Mod}_\text{Equip-Fleet} }[/math]
High-Angle GunAnti-Aircraft Fire Director
High-Angle Guns, AAFDType 91 Anti-Aircraft Fire Director
Type 94 Anti-Aircraft Fire Director
4 0.35
Air RADARAir
Air Radars
3 0.4
Anti-Aircraft Shell
AA ShellsType 3 Shell
Type 3 Shell Kai
Type 3 Shell Kai Ni
0 0.6
Large Caliber Main Gun
46cm Triple Gun Mount46cm Triple Gun Mount[3]
0 0.25
Anti-Aircraft Gun
AA Guns
6 0.2
All other equipment 0
Other Abyssal AA Equipment
Including CIC, HA Single-Guns
0

Proportional and Fixed shootdowns

  • Ship Adjusted AA is used to calculate Proportional shootdown.
  • Ship Adjusted AA and Fleet Adjusted AA are used to calculate Fixed shootdown.
Prop/Fixed Shootdown Formulas
Allied Fleet

Allied Fleet's ship:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor }[/math]
[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor }[/math]
Enemy Fleet

Enemy Fleet's ship:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor }[/math]
[math]\displaystyle{ \text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor }[/math]
With
  • [math]\displaystyle{ \text{AdjAA}_\text{xx} }[/math] the previously calculated Adjusted Anti-Air.
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] the current number of attacking planes.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the Combined Fleet modifier, being:
    • 1 in Single Fleets vs Single Fleet
    • 0.8 if in Single Fleets vs Combined Fleets[1]
    • 0.8 if the ship is in a CF's main fleet on Surface Nodes
    • 0.72 if the ship is in a CF's main fleet on Air Raid Nodes
    • 0.48 if the ship is in a CF's escort fleet
  • [math]\displaystyle{ \text{K}_\text{value} }[/math] the Anti Air Cut-in (AACI) multiplier.
  • [math]\displaystyle{ \text{AAR}_\text{ship} }[/math] the attacking plane's Ship AA Resist.
  • [math]\displaystyle{ \text{AAR}_\text{fleet} }[/math] the attacking plane's Fleet AA Resist.
Notes
  • Smoke effects:
    • The smoke affects the allied shootdown but not the enemy shootdown.
    • No fixed shootdown above 2 has been observed under a smoke.
    • The guaranteed shootdown does not seem to be affected.
    • A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
Guaranteed Shootdown Formula
[math]\displaystyle{ \text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB} }[/math]
With
  • [math]\displaystyle{ \text{AAR}_\text{AACI} }[/math] the attacking plane's AACI Resist.
    • Value is suspected to be equal to [math]\displaystyle{ \text{AAR}_\text{ship} }[/math], but not confirmed for all planes.[1]
  • [math]\displaystyle{ \text{AACI}_\text{shotA} }[/math] and [math]\displaystyle{ \text{AACI}_\text{shotB} }[/math] are Anti Air Cut-in (AACI) Shot-down values
    • See Shot down per slot column of AACI Patterns for values in tooltips.
      • Player fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 1 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Enemy fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 0 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Values for API values after 13 are unconfirmed
Notes
  • The current formula only works for average AAR[2]
  • For the other AAR:
    • Low AAR: No reduction of the Guaranteed Shootdown have been observed,
    • High AAR: a reduction of 3 have been observed,
    • Extremely high AAR: a reduction of 3 have been observed.
      • The reduction for the Kikka Kai is inconsistant between 3 and 4.

Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

  • Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
  • High resistance: Aircraft that presents a resistance of 0.5/0.7
  • Average resistance: Aircraft that presents a resistance of 0.6/0.7
  • Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo BomberNight Torpedo Bomber Torpedo Bombers
Type 97 Torpedo Bomber (Tomonaga Squadron)Type 97 Torpedo Bomber (Tomonaga Squadron) 1 0.6 1
Tenzan Model 12 (Tomonaga Squadron)Tenzan Model 12 (Tomonaga Squadron) 1 0.6 1
Type 97 Torpedo Bomber (Murata Squadron)Type 97 Torpedo Bomber (Murata Squadron) 1 0.6 1
Tenzan Model 12 (Murata Squadron)Tenzan Model 12 (Murata Squadron) 1 0.6 1
Ryuusei Kai (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 1 0.6 1
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai) 1 0.6 1
Ryuusei Kai (Skilled)Ryuusei Kai (Skilled) 1 0.6 1
Mosquito TR Mk.33Mosquito TR Mk.33 1 0.6 1
Tenzan Model 12A Kai 2 (Murata Squadron w/ Radar)Tenzan Model 12A Kai 2 (Murata Squadron w/ Radar) 1 0.6 1
Dive Bomber Dive Bombers
Type 99 Dive Bomber (Egusa Squadron)Type 99 Dive Bomber (Egusa Squadron) 1 0.6 1
Suisei (Egusa Squadron)Suisei (Egusa Squadron) 1 0.6 0.7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) 1 0.6 0.7
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) 1 0.6 1
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 1 0.6 1
F4U-4F4U-4 1 0.6 1
AU-1AU-1 1 0.6 1
F4U-7F4U-7 1 0.6 1
Type 0 Fighter Model 64 (Skilled Fighter-bomber)Type 0 Fighter Model 64 (Skilled Fighter-bomber) 1 0.6 1
JetFighterBomber1.pngJetFighterBomber2.png Jets
Jet Keiun KaiJet Keiun Kai 0.6 0.5 0.7
Kikka KaiKikka Kai 0.6 0.5 0.5
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers
Zuiun (634 Air Group)Zuiun (634 Air Group) 1 0.6 1
Zuiun Model 12Zuiun Model 12 1 0.6 1
Zuiun Model 12 (634 Air Group)Zuiun Model 12 (634 Air Group) 1 0.6 0.7
Seiran (631 Air Group)Seiran (631 Air Group) 1 0.6 1
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) 1 0.6 0.7
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) 1 0.5 0.7
Zuiun Kai Ni (634 Air Group/Skilled)Zuiun Kai Ni (634 Air Group/Skilled) 1 0.5 0.5
Prototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment) 1 0.5 0.7
Liaison Aircraft Liaison Aircraft
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron) 1 0.6 1
Land-based Attack AircraftLand-based Assault AircraftLand-based Fighter Land Based Bombers
Type 1 Land-based Attack Aircraft (Nonaka Squadron)Type 1 Land-based Attack Aircraft (Nonaka Squadron) 1 0.6 1
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) 1 0.6 0.7
Ginga (Egusa Squadron)Ginga (Egusa Squadron) 1 0.6 1
Type 4 Heavy Bomber Hiryuu (Skilled)Type 4 Heavy Bomber Hiryuu (Skilled) 1 0.6 1
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model 1 0.6 1
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X 1 0.6 1
SM.79 bis (Skilled)SM.79 bis (Skilled) 1 0.6 1
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile 1 0.6 1
Ki-102 BKi-102 B 1 0.6 1
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile 1 0.6 0.7
Mosquito FB Mk.VIMosquito FB Mk.VI 1 0.6 0.7
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile 1 0.6 1
Ginga (Skilled)Ginga (Skilled) 1 0.6 1
Abyssal Planes
Abyssal Night Dive Bomber 1 0.6 0.7
Abyssal Night Revenge Torpedo Bomber 1 0.6 0.7
Abyssal Two-seat Fighter-bomber Hawk 1 0.6? 0.7?
Abyssal Two-seat Fighter-bomber Hawk Kai 1 0.6? 0.7?
[2] [3] [4] [5] [6] [7] [8]

Anti-Air Cut-in

Akizuki performing the ID 1 AACI.

Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as AACI, during Stage 2.

AACI types
  • Each AACI is defined by its "ID" (its API value), and is arbitrary (see the below table).
    • They are then mostly referred to by their "ID".
    • Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
  • For all AACI, the "ID" therefore fully determines:
    • The setup of the AACI and the ships able to trigger it,
    • The "Trigger Rate" and the "Priority Order",
    • The "K-value" and "shot down per slot" value,
AACI effects
  • Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the K-value, regardless of what ship triggers it,
  • Remove a fixed number of planes from each enemy bomber slot ("shot down per slot").

These effects make depleting the entirety of enemy planes much more feasible.

AACI triggering
  • Only one AACI can be performed per battle,
  • Only a ship equipped with proper AACI setups can trigger one (see the below table),
  • If multiple ships are equipped with AACI setups, each ship will roll their available AACI in ID's "Priority Order" (see the below table).
    • If IDs are tied, priority goes by fleet order from top to bottom.
    • Thus, for a given fleet & setup, some ships will take priority over others always the same way.
    • If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in ID's "Priority Order".
  • The trigger rate is unaffected by Stats like the damage status, Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
  • It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
  • If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.
    • It can activate during the regular airstrike phase, but not during other phases like the Jet Assaults, LBAS phases, OASW, or Shelling phases.
    • There is a bug that allows enemy ships to activate AACI even if they were sunk[1].

For the following table:

Do note that some setups also required a maximal or minimal base Anti-Air AA stat for the equipment to be counted.

AACI List

AACI Patterns
ID Priority
Order
Setup Shot down
per slot
K-value Rate Users
None Triggers if no other AACI is activated +1A = 1, B = 0 1.0 N/A Player's fleet only
1 12 High-Angle Gun High-Angle Gun RADAR +8A = 3, B = 5 1.7 65 % Akizuki-class
2 17 High-Angle Gun RADAR +7A = 3, B = 4 1.7 58 %
3 27 High-Angle Gun High-Angle Gun +5A = 2, B = 3 1.6 50 %
4 16 Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire DirectorAir RADARAir +7A = 5, B = 2 1.5 52 % All
5 28 High-Angle Gun8+ AA High-Angle Gun8+ AA Air RADARAir +5A = 2, B = 3 1.5 55 % All
(except Akizuki-class)
6 29 Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire Director +5A = 4, B = 1 1.45 40 % All
7 37 High-Angle Gun Anti-Aircraft Fire Director Air RADARAir +4A = 2, B = 2 1.35 45 % All
(except Akizuki-class)
8 34 High-Angle Gun8+ AA Air RADARAir +5A = 2, B = 3 1.4 50 %
9 47 High-Angle Gun Anti-Aircraft Fire Director +3A = 1, B = 2 1.3 40 % All
10 6 High-Angle Gun Anti-Aircraft Gun9+ AA Air RADARAir +9A = 3, B = 6 1.65 60 % Maya Kai NiMaya Kai Ni
11 9 High-Angle Gun Anti-Aircraft Gun9+ AA +7A = 2, B = 5 1.5 55 %
12 41 Anti-Aircraft Gun9+ AA Anti-Aircraft Gun3+ AA Air RADARAir +4A = 1, B = 3 1.25 45 % All
13 35 High-Angle Gun8+ AA Anti-Aircraft Gun9+ AA Air RADARAir +5A = 1, B = 4 1.35 35 % All
(except Maya Kai NiMaya Kai Ni)
14 26 High-Angle Gun Anti-Aircraft Gun Air RADARAir +5 1.45 62 % Isuzu Kai NiIsuzu Kai Ni
15 36 High-Angle Gun Anti-Aircraft Gun +4 1.3 55 %
16 25 High-Angle Gun Anti-Aircraft Gun Air RADARAir +5 1.4 62 % Kasumi Kai Ni BKasumi Kai Ni B &
Yuubari Kai NiYuubari Kai Ni
(not Toku/DYuubari Kai Ni Toku
Yuubari Kai Ni D
)
17 44 High-Angle Gun Anti-Aircraft Gun +3 1.25 55 % Kasumi Kai Ni BKasumi Kai Ni B &
Inagi Kai NiInagi Kai Ni
18 45 Anti-Aircraft Gun9+ AA +3 1.2 60 % Satsuki Kai NiSatsuki Kai Ni &
Inagi Kai NiInagi Kai Ni
19 22 High-Angle Gun7- AA Anti-Aircraft Gun9+ AA +6 1.45 58 % Kinu Kai NiKinu Kai Ni
20 38 Anti-Aircraft Gun9+ AA +4 1.25 65 %
21 23 High-Angle Gun Air RADARAir +6 1.45 60 % Yura Kai NiYura Kai Ni
22 46 Anti-Aircraft Gun9+ AA +3 1.2 60 % Fumizuki Kai NiFumizuki Kai Ni
23 48 Anti-Aircraft Gun3~8 AA +2 1.05 80 % UIT-25/I-504UIT-25
I-504
24 39 High-Angle Gun Anti-Aircraft Gun3~8 AA +4 1.25 40 % Tenryuu-class Kai NiTenryuu Kai Ni
Tatsuta Kai Ni
25 10 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir Anti-Aircraft Shell +8 1.55 60 % Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
26 15 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Air RADARAir +7 1.4 55 % Yamato-class Kai/NiYamato Kai
Yamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai
Musashi Kai Ni
27 20 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +6 1.55 55 % Ooyodo KaiOoyodo Kai
28 30 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +5 1.4 55 % Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
&
Musashi Kai/NiMusashi Kai
Musashi Kai Ni
29 24 High-Angle Gun Air RADARAir +6 1.55 60 % Hamakaze B KaiHamakaze B Kai &
Isokaze B KaiIsokaze B Kai
30 33 High-Angle Gun High-Angle Gun High-Angle Gun +4 1.3 45 % Tenryuu Kai NiTenryuu Kai Ni &
Gotland Kai/AndraGotland Kai
Gotland Andra
31 42 High-Angle Gun High-Angle Gun +3 1.2 52 % Tenryuu Kai NiTenryuu Kai Ni &
Inagi Kai NiInagi Kai Ni
32 40 Equipment Card 16inch Mk.I Triple Gun Mount Kai + FCR Type 284.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card 20-tube 7inch UP Rocket Launchers.png
+4 1.2 50 % Royal Navy Ships &
Kongou-class Kai Ni/B/C
33 32 High-Angle Gun Anti-Aircraft Gun4+ AA +4 1.35 45 % Gotland Kai/AndraGotland Kai
Gotland Andra
34 13 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png +8 1.6 55 % Fletcher-class
35 18 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
+7 1.55 55 %
36 19 Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card GFCS Mk.37.png
+7 1.55 50 %
37 31 Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png +5 1.45 40 %
38 1 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.85 57 % Atlanta-classAtlanta
39 2 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.7 57 %
40 3 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
+11 1.7 56 %
41 5 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
+10 1.65 55 %
42 4 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +11 1.65 64 % Yamato-class Kai NiYamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai Ni
43 7 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +9 1.6 59 %
44 14 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +7 1.6 54 %
45 21 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +6 1.55 40 %
46 8 Equipment Card 35.6cm Twin Gun Mount Kai 3 (Dazzle Camouflage).png Anti-Aircraft Gun9+ AA Air RADARAir
OR
Equipment Card 35.6cm Twin Gun Mount Kai 4.png Anti-Aircraft Gun9+ AA Air RADARAir
+8 1.55 50 % Haruna Kai Ni BHaruna Kai Ni B
47 43 Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png
OR
Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png Equipment Card 25mm Anti-aircraft Autocannon Mount & Machine Guns.png
OR
Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png RADAR4+ AA
+3 1.3 69.3 % Shiratsuyu Kai NiShiratsuyu Kai Ni
Shigure Kai Ni/SanShigure Kai Ni
Shigure Kai San

Murasame Kai NiMurasame Kai Ni
Harusame Kai NiHarusame Kai Ni
48 11 Equipment Card 10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai.png Equipment Card 10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai.png RADAR4+ AA +9 1.75 64.7? % Akizuki-class Kai/Ni
49 21.5? High-Angle Gun8+ AAHigh-Angle Gun8+ AARADAR4+ AA +6? 1.5? ? % Fujinami Kai NiFujinami Kai Ni
Examples
  • Akizuki with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAirAnti-Aircraft Gun9+ AA fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
    • The resulting trigger rate is 95.22 %.
  • Fletcher with Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.pngEquipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.pngEquipment Card 5inch Single Gun Mount Mk.30 Kai.pngAnti-Aircraft Fire Director fulfills the requirements of the AACIs 34, 35, 9 (in this order).
    • The resulting trigger rate is 88.80 %.
  • Musashi with Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.pngEquipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.pngEquipment Card 12cm 30-tube Rocket Launcher Kai 2.pngVery Large RADARSp fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
    • The resulting trigger rate is 99.73 %.
  • Isokaze B Kai with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAirAnti-Aircraft Gun9+ AA fulfills the requirements of the AACIs 29, 5, 8, 13 (in this order).
    • The resulting trigger rate is 94.15 %.
Sequential AACIs

The Sequential AACIs were the AACIs introduced with the implementation of Johnston, allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the 26/05/2023 update, this mechanic is defunct, being available to all ships.

  • See here for more details.

Main Sources: [9] [10]

Stage 3 - Airstrike

Planes that participate in this phase:

  • Reconnaissance Aircraft Carrier-based Reconnaissance Aircraft
  • Torpedo BomberDive BomberJetFighterBomber2.png Carrier-based Bombers
  • Seaplane Seaplane Bombers
    • Liaison AircraftHayabusa ASW Hayabusa

With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is not necessarily the ship that has defended against said bomber during Stage 2.

See Damage Calculations for details on airstrike damage.

Notes
  • Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
  • The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
  • Submarines are untargetable by Airstrike

Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

Contact is a special mechanic that increases the damage of all bombers participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text Making contact! (触接中!, shokusetsu-chū!).

Step 1: Contact Trigger

This step determines if any contact can trigger at all. Each plane that can perform contact contributes to the trigger rate based on the plane's Line of Sight LoS stat and current slot size.

  • Only Torpedo Bombers do not contribute to the trigger rate, but may still trigger the contact with the minimum rate possible.
Contact Trigger Rate Formula[1]
[math]\displaystyle{ \text{Contact Rate}= \frac{1 + \sum_{\text{All Planes} } \left( \lfloor \sqrt{\text{Count}_\text{Plane} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} } }[/math]
With
  • [math]\displaystyle{ \text{All Planes} }[/math] refer only to all planes that can perform Contact (Reconnaissance Aircraft/Large Reconnaissance AircraftSp/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat) except Torpedo Bombers (Torpedo Bomber/Night Torpedo Bomber).
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the current plane's slot size.
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 25
    • AS: 40
    • AD: 55
Notes
  • If only Torpedo Bomber/Night Torpedo Bomber Torpedo Bombers are present, there is still a very small chance Contact Trigger can succeed.

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

Step 2: Aircraft Selection

After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:

  • Accuracy Accuracy stat, starting from highest.
  • The Carrier's position in the fleet, starting from Flagship.
  • The Equipment slot position, starting from the first.
Aircraft Selection Formula[1]
[math]\displaystyle{ \text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} } }[/math]
With
  • [math]\displaystyle{ \text{Selection Rate} }[/math] applies only to planes that can perform Contact (Reconnaissance Aircraft/Large Reconnaissance AircraftSp/Torpedo Bomber/Night Torpedo Bomber/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat).
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 14
    • AS: 16
    • AD: 18

The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, Contact will not trigger, even if Step 1 was successful.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's Accuracy stat.

Accuracy Accuracy Damage Modifier
0 112 %
1 112 %
2 117 %
3+ 120 %
  1. 1.0 1.1 KanColle Kai decompile

Anti-Air Rocket Barrage

Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage they would otherwise take.

AARB Trigger Rate Formula
[math]\displaystyle{ \text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)} }[/math]
With
  • [math]\displaystyle{ \text{AdjAA}_\text{ship} }[/math] the previously calculated Adjusted AA of the ship.
  • [math]\displaystyle{ \text{Luck} }[/math] the ship's Luck Luck stat.
  • [math]\displaystyle{ \text{N}_\text{rocket} }[/math] the number of RLK212cm 30-tube Rocket Launcher Kai Ni equipped on the ship.
  • [math]\displaystyle{ \text{AdjAA}_\text{RLK2} }[/math] the Adjusted AA of the RLK2, being 48[math]\displaystyle{ \text{8} \times \text{6} }[/math].
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] being 70 if the ship is an Ise-class, 0 otherwise.
Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.

If the AARB triggers on a ship, the ship will slide forward, and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over its card.

  • If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
  • Generally when a ship is targeted by any bomber and takes no damage, the text "miss" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
Notes
  • It is possible to achieve more than 100 % activation rate.
  • There is another anti-air barrage animation in-game for only Anti-Aircraft Shell AA Shells. No effects were found for it.
    • The combination of a AA Shells and the RLK212cm 30-tube Rocket Launcher Kai Ni is also supposed to have extra effects. No effects were found for it.
    • The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
  • Smokes reduce the AARB trigger rate, either directly or by reducing the Adjusted AA.

See Also