Line 621: |
Line 621: |
| !style="width:80%"|Effect | | !style="width:80%"|Effect |
| |- | | |- |
− | |Standby<br> | + | |Standby [[File:LBAS Standby.PNG]] |
− | 待機
| |
| |Default state.<br>Use if you wish to sortie without utilizing the squadron. | | |Default state.<br>Use if you wish to sortie without utilizing the squadron. |
| |- | | |- |
− | |Mission<br> | + | |Mission [[File:LBAS Mission.PNG]] |
− | 出撃
| |
| |As you enter the sortie, for each squadron you chose to send on a mission, you can choose up to 2 nodes that the squadron will perform mission at.<br>You can choose the same node twice for the squadron; if so, the squadron will have two phases to itself.<br>Note that each squadron has a maximum radius in which it can carry out a mission; you will be unable to use the squadron beyond its combat radius.<br>Costs {{ammo}} and {{fuel}} upon selecting a mission run. | | |As you enter the sortie, for each squadron you chose to send on a mission, you can choose up to 2 nodes that the squadron will perform mission at.<br>You can choose the same node twice for the squadron; if so, the squadron will have two phases to itself.<br>Note that each squadron has a maximum radius in which it can carry out a mission; you will be unable to use the squadron beyond its combat radius.<br>Costs {{ammo}} and {{fuel}} upon selecting a mission run. |
| |- | | |- |
− | |Air Defense<br> | + | |Air Defense [[File:LBAS Air Defense.PNG]] |
− | 防空
| |
| |During certain maps (such as [[Spring 2016 Event#E-5|E-5]] and [[Spring 2016 Event#E-7|E-7]] of the Spring 2016 Event), the enemy can perform air raids against the player's airfield, inflicting damage to planes and resources. This action orders the squadron to perform air defense in order to reduce the damage inflicted to planes and resources. | | |During certain maps (such as [[Spring 2016 Event#E-5|E-5]] and [[Spring 2016 Event#E-7|E-7]] of the Spring 2016 Event), the enemy can perform air raids against the player's airfield, inflicting damage to planes and resources. This action orders the squadron to perform air defense in order to reduce the damage inflicted to planes and resources. |
| |- | | |- |
− | |Take Cover<br> | + | |Take Cover [[File:LBAS Take Cover.PNG]] |
− | 退避
| |
| |Orders the planes to scramble to avoid enemy attacks. This, however, renders the base vulnerable. | | |Orders the planes to scramble to avoid enemy attacks. This, however, renders the base vulnerable. |
| |- | | |- |
− | |Rest<br> | + | |Rest [[File:LBAS Rest.PNG]] |
− | 休息
| + | |Will restore morale at a faster rate. However, the planes will suffer heavier damage if under attack while this action is taken.<br>This also reduces your natural bauxite regeneration rate to 1 per 6 minutes (instead of 1 per 3). |
− | |Will restore morale at a faster rate. However, the planes will suffer heavier damage if under attack while this action is taken. | |
| |} | | |} |
| + | |
| + | ==Equipment Screen== |
| + | [[File:LBAS Display.PNG|400px|thumb|(Example taken from [[Spring 2016 Event]]) Click the icon surrounded by the blue box to access the LBAS equipment screen. The icon surrounded by the brown box shows that LBAS can be utilized in that map (in this case, E-4).]] |
| + | [[File:LBAS Equipment Screen.PNG|400px|thumb|Equipment screen for the Air Squadrons. The five tabs at top correspond to the following plane classifications, in order: (1) Land Attacker, (2) Interceptors, (3) Carrier-Based Fighters, (4) Carrier-Based Dive and Torpedo Bombers, (5) Carrier-Based Recon Aircraft, Seaplanes (including bombers and fighters), and Flying Boats.]] |
| + | [[File:LBAS Transfer.PNG|400px|thumb|The 4th slot of this airfield is currently under the ''transfer restriction'', and so is the [[Ar196 Kai]] that was equipped to it.]] |
| + | Upon gaining the ability to utilize the Land-Based Air Squadrons, you will gain access to a separate equipment screen (see first image to the right for how to access the screen). Each airfield has 4 equipment slots, and each slot can be equipped with a different plane. You are able to change the lock status of planes in this screen (and this is currently the only way to place locks on land attackers and interceptors). |
| + | |
| + | In the equipment screen, the overview of each equipment lists the following, in order: |
| + | *Name of the aircraft |
| + | *[[Aircraft Expertise|Expertise level of the aircraft]] |
| + | *[[#Combat Radius|Combat Radius]] of the aircraft |
| + | *Specific stats of the plane: Anti-Air {{AA}}, Dive Bomb {{Dive}}, Torpedo {{Torpedo}}, and Accuracy {{Acc}} |
| + | *Lock Status |
| + | |
| + | Equipping a plane to an airfield slot follows the same procedure as equipping a piece of equipment to a kanmusu: click on the slot you wish for the plane to go into, click the plane you wish to equip, and confirm the choice. Note that the [[#Tables of Usage Costs|usage costs]] of the plane being equipped is immediately deducted at this time. |
| + | |
| + | ===Transfer Restriction=== |
| + | There are a few things to keep in mind when equipping the airfields: |
| + | *Each time a plane is unequipped from a slot (other than being moved to another slot), the plane goes under ''transfer restriction'' ({{lang|ja|配置転換中}}) and will not be able to be equipped by anything, '''including ships''' (in fact, it will disappear from the equip list as if something else is equipping it), until the restriction expires. |
| + | *Each time a plane is unequipped from a slot and another plane isn't replacing it at the same time (this can happen when you drag-and-drop a plane out of a slot), the airfield slot itself goes under transfer restriction and nothing can be equipped to that slot until the restriction expires. |
| + | *It takes 20 minutes for the restriction to expire. |
| + | See the 3rd image to the right for an example of both a slot and a plane under restriction. |
| + | |
| + | ===Combat Radius=== |
| + | This is a stat that cannot be directly check anywhere except at the equipment screen; it shows how far ''from the starting point'' the plane is able to be sent to. The radius of all planes in the specific squadron is taken, and that is how far the full squadron can go on a mission. |
| + | |
| + | Example: It takes a Carrier Task Force at least 5 nodes to reach the boss of [[Spring 2016 Event#E-4|E-4 of Spring 2016 Event]]. |
| + | * Any squadron with an average Combat Radius of at least 5 can be sent to the boss node, even if the CTF itself takes 6 nodes (since ABCEFK and ABDEFK are both possible routes). |
| + | * A squadron with an average Combat Radius of 4 can be sent to the following nodes: A, C, D, E, F, and H. (Node B is not a combat node) |
| + | |
| + | Some things to keep in mind: |
| + | * Whether a node can be deployed to is calculated via the shortest route (in terms of nodes), even if the fleet itself takes detour. |
| + | * Since there are multiple starting points depending on the fleet composition, some plane compositions will only work for specific fleet setup. For example, a squadron with an average Combat Radius of 4 can only be used to attack the E-4 boss of Spring 2016 Event if a Surface Task Force is used (as the shortest route to boss from that starting point has a total of 4 nodes). |
| + | * The combat radius for a named plane is the same as the base plane. |
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| {{Mechanics}} | | {{Mechanics}} |