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− | This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover niche setups that are specific | + | {{imbox|type=content|textstyle=color:red|text='''''There is no such thing as a "perfect" or "universal" setup.<br>Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others.}} |
+ | |||
+ | <div style="margin:20px 10px 30px; padding:10px; font-size:16px; text-align:center; border:5px solid #5c5; font-weight:bold">To observe what setups other players are using in any given situation, please see [https://tsunkit.net/nav/ KCnav]</div> | ||
+ | |||
+ | This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages. | ||
+ | *''See [[Equipment|here]] for a breakdown of all equipment types and their related mechanics. | ||
+ | *''For more details on some mechanics, please see each relevant page. | ||
*''Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective. | *''Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective. | ||
− | + | {{color|red|'''Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.'''}} | |
− | * | + | *In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise). |
− | * | + | *If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules. |
− | = | + | =Standard Combat= |
<tabber> | <tabber> | ||
− | |-|Standard Combat= | + | |-|Introduction= |
+ | "Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component. | ||
+ | |||
+ | {{details|Combat}} | ||
+ | {{details|Day Battle}} | ||
+ | {{details|Aerial Combat}} | ||
+ | {{details|Night Battle}} | ||
+ | |||
+ | When referring to "supporting equipment", the following are counted: | ||
+ | *{{FCF}} [[Command Facilities]], | ||
+ | *Day only: {{Smoke}} [[Smoke Generator]]s, {{Sonar}}/{{DepthCharge}} ASW equipment, | ||
+ | *Night only: {{Night Recon}} [[Night Recon]]s, {{Searchlight}} [[Searchlight]]s, {{StarShell}} [[Star Shell]]s, | ||
+ | *RE only: {{AA Gun}} [[AA Gun]]s & {{AAFD}} [[AAFD]] are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship. | ||
+ | |||
+ | |-|FBB/BB/BBV= | ||
+ | {{Category:Battleships}} | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | |{{ | + | | {{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}} |
− | |This is the most basic combat setup for | + | | This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time. |
|- | |- | ||
− | |{{ | + | | {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{AP Shell}} |
− | |This is | + | | This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance. |
+ | This setup is also good to maximize [[Special Attack]]s damage. | ||
|- | |- | ||
− | |{{ | + | | {{Large Gun}} {{Large Gun}} {{Seaplane}}/{{SPF}} |
− | |This | + | | This is the most basic combat setup for BBVs, with the seaplane mix that can be adapted by using more of less [[SPB]] or [[SPF]] |
|- | |- | ||
− | |{{ | + | | {{Large Gun}} {{Large Gun}} {{Large Gun}} {{AP Shell}} |
− | | | + | | The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high {{Armor}} stat. |
+ | *The {{AP Shell}} can be replaced by a {{Seaplane}} or {{Searchlight}} in some cases. | ||
|} | |} | ||
− | + | Misc | |
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Large Gun}} {{Large Gun}} {{Seaplane}} {{SPF}} {{AP Shell}}+{{Radar}} |
− | | This | + | | This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks. |
+ | It also have all the damage bonuses for [[Special Attacks]]. | ||
+ | |- | ||
+ | | {{Large Gun}} {{Large Gun}} {{Green Gun}} {{Seaplane}} {{AP Shell}}+{{Radar}} | ||
+ | | This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion. This setup should also '''only be used in a main fleet''' of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks. | ||
+ | |- | ||
+ | | {{Large Gun}} {{Large Gun}} {{Fighter}} {{Seaplane}} {{AP Shell}} | ||
+ | | This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with great fighter power. | ||
+ | The {{AP Shell}} can be replaced by an additional {{Fighter}} if more fighter power is required. | ||
+ | |- | ||
+ | | {{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}}/{{Seaplane}} {{Seaplane}} | ||
+ | | This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting). | ||
+ | |- | ||
+ | | {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{Large Searchlight}} | ||
+ | | This is a setup for the {{Class|Kongou|Kai Ni B/C}} [[Touch]]. | ||
+ | The radar must have 8+ {{LOS}} to increase the trigger rate. The {{Equipment/Link|Passive Radiolocator (E27) + Type 22 Surface Radar Kai 4 (Calibrated Late Model)|text=Radiolocator+T22 Radar K4 LM}} at {{Star}}+4 is very valuable, being the only such radar that can fit in their RE. | ||
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
+ | *In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}} | ||
+ | *For BBV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option. | ||
+ | *When applicable, {{Radar}} are better options. | ||
+ | |||
+ | |-|CV/CVB/CVL= | ||
+ | {{Category:Standard Aircraft Carriers}} | ||
+ | |||
+ | '''Unlike other ship types, equipment placement order matters for carriers.''' | ||
+ | |||
+ | The general rules are: | ||
+ | * Bombers in top slots, | ||
+ | * Torpedo bomber in largest slot, | ||
+ | * Fighters in the smaller slots, | ||
+ | * Recons and mics equipment in the smallest slots. | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} {{Fighter}} |
− | | This setup | + | | This is the basic setup for CV(B/L). It balances striking power with fighter power. One {{Fighter}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary. |
|- | |- | ||
− | | {{ | + | | {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}} {{Fighter}}<br>{{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} |
− | | This is the | + | | This is the basic setup for CV(B/L) that maximize damage. |
|- | |- | ||
− | | {{ | + | | {{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}} |
− | | | + | | A setup to use when enemy fighter power is almost non-existent/annihilated. |
|} | |} | ||
− | + | Misc | |
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Night Torpedo Bomber}} {{Night Fighter}} {{Night Fighter}} {{IconText|{{Aviation Personnel}}|NOAP}} |
− | | This is | + | | This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the {{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}, careful consideration needs to be taken when running this setup. |
+ | |- | ||
+ | | {{Night Torpedo Bomber}} {{Dive Bomber}} {{Night Fighter}} {{Night Fighter}} | ||
+ | | This setup is only for [[CVN]] as they are able to perform night battle special attacks without the NOAP. The {{Dive Bomber}} should ideally be a [[Night Aircraft]] to maximize NB damage and allow CVCI during the day. | ||
|} | |} | ||
− | + | [[RE]] recommendations: | |
+ | *{{Extra Armor}} [[Extra Armor]] in most cases, | ||
+ | *The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power, | ||
+ | *The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output. | ||
+ | |||
+ | |-|CA/CAV= | ||
+ | {{Category:Heavy Cruisers}} | ||
− | = | + | In addition, for night battle only, all {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|Prototype 20.3cm (No.4) Twin Gun Mount|text=IJN 20.3 cm guns}} give special [[Hidden Fit Bonuses]]. |
− | |||
− | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Med Gun}} {{Med Gun}} {{Seaplane}} {{WildCard}} |
− | | | + | | This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks. |
+ | The wild card can be anything that does not interfere with the double attack setup, usually a {{Radar}} or another {{Seaplane}} | ||
+ | |- | ||
+ | | {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}} | ||
+ | | This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high {{Armor}}. | ||
+ | If applicable, one {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA. | ||
+ | |- | ||
+ | | {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}} | ||
+ | | This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun. | ||
+ | |- | ||
+ | | {{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}} {{WildCard}} | ||
+ | | This is the standard CA setup for [[TCI]]. The wild cards can be anything that does not interfere with this setup, usually be a mix of {{TorpedoWeapon}}/{{Med Gun}} to increase the damage output, or {{SurfaceShipPersonnel}}/{{StarShell}} to increase the trigger rate. | ||
|} | |} | ||
− | + | Misc | |
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Med Gun}} {{Green Gun}} {{Radar}} {{Seaplane}}+{{AA Gun}} |
− | | This | + | | This is a unique setup for [[Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a {{Med Gun}} for a {{Green Gun}} will let her focus more on anti-air at the expense of artillery spotting. If having two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, it is possible to maintain artillery spotting and AACI. |
+ | |- | ||
+ | | {{Med Gun}} {{SPF}} {{SPF}} {{SPF}}+{{Green Gun}} | ||
+ | | This setup is for the {{Class|Mogami|Kai Ni}}. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well. | ||
+ | |- | ||
+ | | {{Med Gun}} {{Minisub}} {{SPB}} {{WildCard}}+{{Green Gun}} | ||
+ | | This setup is for [[Mogami Kai Ni]], allowing for oTorp, artillery spotting, and DA. | ||
+ | The wild card is typically a {{SPF}}, but can be other night equipment. | ||
|} | |} | ||
− | |||
− | + | [[RE]] recommendations: | |
− | + | *In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}} | |
− | |-| | + | *For CAV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option. |
+ | *When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot. | ||
+ | |||
+ | |-|CL/CT= | ||
+ | {{Category:Light Cruisers}} | ||
+ | |||
+ | *4 slots CL can mostly follow CA setups. | ||
+ | *''Also applicable to [[CT]] to some extent for standard combat and ASW. | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Med Gun}} {{Med Gun}} {{Seaplane}} |
| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup. | | This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup. | ||
+ | |- | ||
+ | | {{Green Gun}} {{Green Gun}} {{Air Radar}} | ||
+ | | The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI. | ||
|- | |- | ||
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}} | | {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}} | ||
− | | This setup is the standard | + | | This setup is the standard [[TCI]] setup. |
+ | One {{TorpedoWeapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI. | ||
+ | |} | ||
+ | |||
+ | Misc | ||
+ | {|class="wikitable" width=100% | ||
+ | !width=250px|Equipment Setup | ||
+ | !Notes | ||
+ | |- | ||
+ | | {{Med Gun}} {{Med Gun}} {{Minisub}} | ||
+ | | The "cheat CLT setup" for {{Minisub}} minisub capable ships, allowing for an opening torpedo and night DA. | ||
+ | * {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]". | ||
+ | |- | ||
+ | | {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{Green Gun}} | ||
+ | | A setup for [[Yura Kai Ni]] and [[Yahagi Kai Ni B]] that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a [[RE]] to fit the gun. | ||
+ | In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar. | ||
+ | |- | ||
+ | | {{Minisub}} {{Radar}} {{WildCard}}+{{Green Gun}} | ||
+ | | An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun. | ||
+ | The wildcard should preferably be a {{Med Gun}} to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting. | ||
+ | |- | ||
+ | | {{Med Gun}} {{Seaplane}} {{WildCard}} {{WildCard}}+{{Green Gun}} | ||
+ | | This is a setup to take advantage of [[Ooyodo]]/{{Class|Agano|Kai Ni}}/[[CT]] reinforcement expansion. | ||
+ | By placing a {{Green Gun}} in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a [[Fleet Command Facility]]. | ||
+ | |- | ||
+ | | {{Med Gun}} {{Med Gun}} {{Minisub}} {{WildCard}} {{Radar}} | ||
+ | | This is a unique setup for [[Yuubari Kai Ni Toku]] when she isn't running the full TCI setup. | ||
+ | The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW. | ||
+ | |- | ||
+ | | {{WildCard}} {{WildCard}} {{Minisub}} | ||
+ | | When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment. | ||
+ | |- | ||
+ | | {{Medium Green}} {{Medium Green}} {{Air Radar}} | ||
+ | | The AACI setup for {{Class|Atlanta}}, the only viable setup for them, and the best AACI in the game. | ||
+ | |} | ||
+ | |||
+ | [[RE]] recommendations: | ||
+ | *In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate. | ||
+ | *For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered. | ||
+ | *When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot. | ||
+ | *When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice. | ||
+ | *When applicable, {{Radar}} are good options. | ||
+ | |||
+ | |-|CLT= | ||
+ | {{Category:Torpedo Cruisers}} | ||
+ | |||
+ | {|class="wikitable" width=100% | ||
+ | !width=250px|Equipment Setup | ||
+ | !Notes | ||
+ | |- | ||
+ | | {{Med Gun}} {{Med Gun}} {{Minisub}} | ||
+ | | This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack. | ||
+ | * {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]". | ||
+ | |- | ||
+ | | {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}} | ||
+ | | This setup is the standard [[TCI]] setup. | ||
+ | Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI. | ||
+ | |- | ||
+ | | {{WildCard}} {{WildCard}} {{Minisub}} | ||
+ | | When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment. | ||
+ | |} | ||
+ | |||
+ | [[RE]] recommendations: | ||
+ | *In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate. | ||
+ | *When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice. | ||
+ | |||
+ | |-|DD= | ||
+ | {{Category:Destroyers}} | ||
+ | |||
+ | {|class="wikitable" width=100% | ||
+ | !width=250px|Equipment Setup | ||
+ | !Notes | ||
+ | |- | ||
+ | |{{Green Gun}} {{Green Gun}} {{WildCard}} | ||
+ | |This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE. | ||
+ | |- | ||
+ | |{{Light Gun}} {{Light Gun}} {{Radar}} | ||
+ | |This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage. | ||
|- | |- | ||
− | | {{ | + | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{TorpedoWeapon}} |
− | | This is | + | |This setup is the standard [[TCI]] setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances. |
|- | |- | ||
− | | {{ | + | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}} |
− | | This is | + | |This setup is an alternative TCI setup. This setup is typically used for low luck (<30 {{Luck}}) destroyers. |
+ | The wild card should be a {{SurfaceShipPersonnel}} or a {{StarShell}}. This will help increase their trigger rate somewhat. | ||
+ | |- | ||
+ | |{{Small Green}} {{Small Green}} {{Air Radar}} + {{AA Gun}}/{{AAFD}} | ||
+ | |This is the best destroyer AACI setup. The {{Small Green}} must have 8+ AA and the {{AA Gun}} 9+ AA, in order to unlock the best AACI. | ||
+ | For ships with their own [[AACI]], like the {{Class|Akizuki}} and {{Class|Fletcher}} notably, those setups have to be tweaked in order to meet the right conditions. | ||
|} | |} | ||
− | + | For Lv80+ DD only: | |
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | |{{RedGunLight}} {{TorpedoWeapon}} {{Surface Radar}}+{{SurfaceShipPersonnel}} |
− | | | + | |The "[[GTRL]]", a night cutin setup that has a great trigger rate, even for ships with relatively low luck. |
+ | The gun should ideally be a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses. | ||
+ | |- | ||
+ | |{{Drum}} {{TorpedoWeapon}} {{Surface Radar}}+{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}} | ||
+ | |The "[[GTRL|DTRL]]", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck. | ||
+ | This setup should only be utilized for routing reasons. | ||
+ | |- | ||
+ | |{{RedGunLight}} {{RedGunLight}} {{TorpedoWeapon}}+{{Surface Radar}} | ||
+ | |The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate. | ||
+ | *The guns should ideally be the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or/and the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses. | ||
+ | *This setup is only recommended for extreme cases due to its below-average damage output on average, and the fact that it required a DD with 4 slots or capable of equipping a radar in its RE. | ||
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
+ | *In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate. | ||
+ | *For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered. | ||
+ | *When applicable, {{Radar}} are great options. | ||
+ | *When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice. | ||
+ | |||
+ | |-|DE= | ||
+ | {{Category:Coastal Defense Ships}} | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Green Gun}} {{Green Gun}} {{WildCard}} |
− | | | + | |DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate at least AACI 5. |
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
+ | *For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered. | ||
+ | |||
+ | |-|SS/SSV= | ||
+ | {{Category:Submarines}} | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
+ | |- | ||
+ | |{{TorpedoWeapon}} {{TorpedoWeapon}} | ||
+ | |This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}. | ||
+ | Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI. | ||
|- | |- | ||
− | | {{ | + | |{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}} |
− | | | + | |rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above. |
|- | |- | ||
− | | {{ | + | |{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}} |
− | |||
|} | |} | ||
− | |||
− | + | [[RE]] recommendations: | |
− | + | *In most cases, using {{SubmarineRadar}} is enough, giving fit bonuses and {{LOS}}. | |
− | |-| | + | |
+ | |-|AV= | ||
+ | {{Category:Seaplane Tenders}} | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{SPB}} {{SPB}} {{Minisub}} |
− | | This is the most basic combat setup for | + | | This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage. |
− | * {{ | + | AV that cannot equip {{Minisub}} can swap for an extra {{SPB}} or main guns, with 4-slot also able to take an extra {{SPB}}. SPB may be replaced with fighters if more airpower is needed. |
+ | |- | ||
+ | | {{Med Gun}} {{Med Gun}} {{SPB}} {{Minisub}}<br>{{SPB}} {{SPB}} {{Med Gun}} {{Med Gun}} | ||
+ | | This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform [[Artillery Spotting]] with the double guns. | ||
+ | *{{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]", and some {{SPB}} may be replaced by {{SPF}} for air power, to the detriment of [[Artillery Spotting]]. | ||
|- | |- | ||
− | | {{ | + | | {{WildCard}} {{WildCard}} {{Minisub}} |
− | | | + | | When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment. |
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
+ | *{{Extra Armor}} [[Extra Armor]] in most cases, | ||
+ | *The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option. | ||
+ | |||
+ | |-|Aux= | ||
+ | Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling. | ||
+ | *''They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible. | ||
+ | ---- | ||
+ | {{Category:Submarine Tenders}} | ||
+ | ---- | ||
+ | {{Category:Fleet Oilers}} | ||
+ | ---- | ||
+ | {{Category:Repair Ships}} | ||
+ | ---- | ||
+ | {{Category:Amphibious Assault Ships}} | ||
+ | ---- | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{AnyBomber}} {{AnyBomber}} {{WildCard}} |
− | | | + | | A unique setup for [[Hayasui Kai]], [[Yamashio Maru Kai]], [[Kumano Maru Kai]] to allow them to do carrier stricks. |
+ | The wild card is usually a {{Fighter}}/{{SPF}}/{{Supplies}}. | ||
|} | |} | ||
</tabber> | </tabber> | ||
− | = | + | =Exotic Setups= |
<tabber> | <tabber> | ||
− | |-| | + | |-|Introduction= |
+ | Other setups that are used in specific situations and/or on specific ships. | ||
+ | *Usually, only a few ships in a fleet would use such setups. | ||
+ | *Those setups would not be discarded. | ||
+ | |||
+ | |-|Fighter Mule= | ||
+ | When a very high amount of [[Fighter Power]] is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power. | ||
+ | *As many as the best {{Fighter}}/{{SPF}} fighters have to be used on a single ship. | ||
+ | *Such setup should not be used in the escort fleet of a combined fleet. | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}} |
− | | | + | | A setup reserved for CV/CVB/CVL and other {{Fighter}} capable ships. |
+ | A {{Fighter}} can be replaced by a [[Saiun]] for red-T avoidance. | ||
+ | |- | ||
+ | | {{SPF}} {{SPF}} {{SPF}} {{SPF}} | ||
+ | | A setup reserved for BBV/CAV/SSV/AV and other {{SPF}} capable ships. | ||
+ | |} | ||
+ | |||
+ | |-|Anti-PT= | ||
+ | Special setups are required to counter the massive accuracy penalties against [[PT boat]]s. | ||
+ | *DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do not benefit as much from them. | ||
+ | {{Anti-PT Imp Setups}} | ||
+ | |||
+ | {|class="wikitable" width=100% | ||
+ | !width=250px|Equipment Setup | ||
+ | !Notes | ||
|- | |- | ||
− | | {{ | + | | {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}} |
− | | | + | | The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks. |
|- | |- | ||
− | | {{ | + | | {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}} |
− | | This | + | | Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats. |
+ | This setup has also some effectiveness against [[Installation]]s. | ||
+ | |} | ||
+ | |||
+ | |-|TP phases= | ||
+ | [[Transport Operation]]s requires to bring as much "TP points" as possible per run to be completed: | ||
+ | ;Notes | ||
+ | *The landing craft used does not matter to complete the phase, unless it involves anti-installation battles. | ||
+ | *CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness. | ||
+ | *Even so the {{Supplies}} {{EquipmentLink|Underway Replenishment}} icon is displayed on TP nodes, they do not contribute to TP gauge depletion. | ||
+ | |||
+ | {|class="wikitable" | ||
+ | !width=250px|Equipment Setup | ||
+ | !Notes | ||
+ | |- | ||
+ | !colspan=2|CAV/CL/DD/AV/LHA/AO | ||
+ | |- | ||
+ | |{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}} | ||
+ | |As much of those equipment must be equipped in the fleet. | ||
+ | {{Landing Craft}} should be utilized as much as possible as they provide the most TP points | ||
+ | |- | ||
+ | |{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}} | ||
+ | |The main setup that still keeps a DA for boss clearing. | ||
|- | |- | ||
− | | | + | |''Any "normal" setup'' |
− | | | + | |In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships. |
|} | |} | ||
− | |-|Anti- | + | </tabber> |
− | {|class="wikitable" | + | |
− | ! | + | =Anti-Submarine= |
+ | <tabber> | ||
+ | |-|Introduction= | ||
+ | {{details|Anti-Submarine Warfare}} | ||
+ | |||
+ | Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter. | ||
+ | As general rules: | ||
+ | *The first priority is to have an [[OASW]], even at the expense of damage synergy (''see the 2nd tab''). | ||
+ | *{{Sonar}} [[Sonar]]s are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases. | ||
+ | *To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup". | ||
+ | **This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 {{Small Sonar}} [[Small Sonar]], 1 {{DCP}} [[Depth Charge Projector]], and 1 {{DCR}} [[Depth Charge Rack]]. | ||
+ | *Do note that DE also have an armor penetration bonus when using [[Depth Charge]]s. | ||
+ | |||
+ | {{Equipment/ASW_Synergy}} | ||
+ | |||
+ | |-|OASW= | ||
+ | As already stated, in most cases, having a ship triggering an "[[opening ASW]]" takes priority over having the best damage setup. | ||
+ | |||
+ | When putting aside the "special OASW" that each have other characteristics (''see [[OASW]]''), the mains OASW are the: | ||
+ | *"Shelling OASW", where [[DD]], [[CL]], [[CLT]], [[CT]], and [[AO]] needs to reach 100 {{ASW}} while carrying a {{Sonar}} [[Sonar]]. | ||
+ | **[[DE]] are great in the OASW role, only needing 60 {{ASW}} when using a {{Sonar}} [[Sonar]]. | ||
+ | *"Carrier OASW", where a CVL, but more commonly a [[CVE]] is equipped with at least one [[ASW Aircraft]]. | ||
+ | **Other setups variations do exist but are detrimental to the regular carrier role. | ||
+ | *Because {{ASW}} increase with levels, using high-level ships will help reach the required stat threshold, | ||
+ | **Many ships do notably reach 100+ ASW at higher levels once [[marriage|married]]. | ||
+ | |||
+ | In most cases, DD and CL are used for OASW due to their versatility, hence, their required setup are mostly as follow: | ||
+ | {|class="wikitable" | ||
+ | !Setup | ||
+ | !Equipment<br>total ASW | ||
+ | !Base ship ASW<br>required for OASW | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | |{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}}||30||70||A setup focussing on OASW only, with no synergy. |
− | | | + | |- |
+ | |{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 95 Depth Charge|size=50px}}||22||78||The base synergy setup, using buildable equipment only. | ||
+ | |- | ||
+ | |{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 2 Depth Charge|size=50px}}||27||72||A base synergy setup, using early obtainable equipment only. | ||
+ | |- | ||
+ | |{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||51||49||The best 3 slot synergy setup with obtainable equipment | ||
|- | |- | ||
− | | {{ | + | |{{Equipment/Card|HF/DF + Type144/147 ASDIC|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||54||46||The best 3 slot synergy setup |
− | | | ||
|} | |} | ||
+ | *Those setups are further improved by: | ||
+ | **Using better ASW gears, | ||
+ | **A 4th ASW gear for 4 slots ships, | ||
+ | **Using other equipment giving {{ASW}} stat, notably {{SurfaceShipPersonnel}} [[Lookout]]s on IJN ships. | ||
− | |-| | + | |-|CL/CLT/CT/DD= |
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
+ | |- | ||
+ | |{{Small Sonar}} {{DCP}} {{DCR}} {{WildCard}} | ||
+ | | Best ASW damage setup utilizing synergy. | ||
+ | Do note that '''reaching the [[OASW]] threshold takes precedence over everything''', and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead. | ||
|- | |- | ||
− | | {{ | + | |{{Light Gun}} {{Light Gun}} {{Small Sonar}} {{WildCard}} |
− | | | + | | A setup keeping a DA, while unlocking OASW for ships with enough ASW. |
+ | For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration. | ||
|- | |- | ||
− | | {{ | + | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{Small Sonar}} {{WildCard}} |
− | | | + | | A setup keeping a TCI, while unlocking OASW for ships with enough ASW. |
+ | For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration. | ||
|} | |} | ||
− | |||
− | + | |-|DE= | |
− | |||
− | |-| | ||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | |{{Small Sonar}} {{DCP}} {{DCR}} |
− | | | + | | Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable. |
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
+ | *{{DCR}} [[Depth Charge Rack]]s can be used to increase the damage output, | ||
+ | |||
+ | |-|CV/CVL= | ||
+ | Only [[CVE]] & [[Kaga Kai Ni Go]] should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats. | ||
+ | *The use of [[ASW Aircraft]] is recommended or even mandatory, in order to unlock certain OASW. | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | |{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} |
− | | | + | |When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present. |
+ | |- | ||
+ | |{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}+{{ASWPlane}}/{{Autogyro}} | ||
+ | |When the right OASW conditions are not met, using an additional [[ASW Aircraft]] just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown. | ||
|- | |- | ||
− | | {{ | + | |{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}} |
− | | | + | |When focusing on submarines only, using an assortment of [[ASW Aircraft]]/[[Sonar]]/[[Depth Charge]] is enough, as a CVCI cannot trigger against submarines. |
|} | |} | ||
|-|Misc= | |-|Misc= | ||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | |{{Large Gun}} {{Large Gun}} {{Seaplane}} {{WildCard}} {{Autogyro}} |
− | + | |Setup unique to {{Ship/Link|Hyuuga Kai Ni}} which allows her to do an [[OASW]] with a decent base ASW, while keeping some surface combat capabilities like [[Artillery Spotting]]. | |
+ | The {{Autogyro}} must be an '''{{EquipmentLink|S-51J|S-51J Kai|text=Helicopter|link_category=Helicopters}}''', and should be placed in the smaller plane slot when other planes are used. | ||
+ | |- | ||
+ | |{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}} | ||
+ | |Setup for {{Ship/Link|Yamashio Maru Kai}} to allows her to do an [[OASW]], while keeping some utilities by using {{Fighter}} or {{Supplies}}. | ||
|} | |} | ||
</tabber> | </tabber> | ||
− | = | + | =Anti-Installation= |
− | ''' | + | <tabber> |
+ | |-|Introduction= | ||
+ | {{details|Anti-Installation}} | ||
+ | |||
+ | As a general rule, to engage in anti-installation warfare, a combination of regular setups (DA, AACI, ASW, ...), has to be mixed with the use of more or less "anti-installation equipment": | ||
+ | {{:Category:Equipment with Anti-Installation Mechanics}} | ||
+ | |||
+ | *Regarding {{Landing Craft}} {{Amphibious Tank}} {{Landing Forces}} [[Landing Equipment]]: | ||
+ | **These provide on average the highest flat/multiplier damage bonus against all installations. | ||
+ | **As Landing Craft, Amphibious Vehicles, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect. | ||
+ | **Only the following ships can equip those equipment, and so are particularly valuable in those situations: | ||
+ | {{Landing_Craft/Amphibious_Tank_Capable_Ships}} | ||
+ | |||
+ | *Regarding {{AntiGroundArtillery}} [[Anti-Ground Rocket]]s: | ||
+ | **If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage. | ||
+ | **Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed. | ||
+ | **{{DepthCharge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Rockets when lacking those. | ||
+ | |||
+ | *Regarding [[Shell]]s: | ||
+ | **{{AP Shell}} [[AP Shell]]s are mostly effective against "Hard Skin Installations", | ||
+ | **{{AA Shell}} [[AA Shell]]s are mostly effective against "Soft Skin Installations". | ||
+ | |||
+ | {{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage"). | ||
+ | *Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap. | ||
+ | *Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool. | ||
+ | *The setup's damage can be further improved by using multiple copies of those types of equipment where applicable. | ||
+ | ** For example, equipping multiple {{Amphibious Tank}} Amphibious Vehicles or {{Landing Craft}} Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them. | ||
+ | |||
+ | All "surface" anti-installation setups can be further enhanced by using them in '''[[Special Attacks]]''', especially the {{Class|Nelson}}'s Touch. | ||
− | + | In addition to the regular "supporting equipment" can also be added the {{Balloon}} '''[[Barrage Balloon]]s''' for anti-installation only. | |
− | |||
− | |||
− | + | |-|FBB/BB/BBV= | |
− | |-| | + | {|class="wikitable" |
− | {|class="wikitable" | + | !width=250px|Equipment Setup |
− | !width= | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | !colspan=2|General anti-installation setups |
− | | This is | + | |- |
+ | |{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}+{{AA Shell}} | ||
+ | |"Best of both worlds", one of the best setups for 4+[[RE]] or 5 slot battleships, being both good in regular combat a well as against most installations. | ||
+ | |- | ||
+ | |{{Large Gun}} {{Large Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Large Gun}} {{Large Gun}} {{AP Shell}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |[[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only. | ||
+ | *Note that since they have high FP, they benefit less from precap modifiers, hence such setup sees little use in most cases. | ||
+ | *Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets. | ||
+ | *Yamato can equip both {{Seaplane}} & {{AP Shell}}, and Yamato & Haruna can equip an additional {{Radar}} in their [[RE]] if possible. | ||
+ | *This setup is most effective against SDP & installation-like warships. | ||
+ | |- | ||
+ | !colspan=2|Anti-hard skins setups | ||
+ | |- | ||
+ | |{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}} | ||
+ | |The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet. | ||
+ | |- | ||
+ | |{{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}} {{WildCard}} | ||
+ | |{{Class|Ise|Kai Ni}} only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB. | ||
+ | |- | ||
+ | !colspan=2|Anti-soft skins setups | ||
+ | |- | ||
+ | |{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AA Shell}} | ||
+ | |This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types. | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
+ | |- | ||
+ | |{{Large Gun}} {{AP Shell}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Radar}} | ||
+ | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Yamato Kai Ni Juu]] only. | ||
+ | *This utilizes most equipment bonuses for the [[Special Attack]]. | ||
+ | |- | ||
+ | |4-5 x {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Mega Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only. | ||
+ | *A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness. | ||
+ | |- | ||
+ | |{{Large Gun}} {{Amphibious Tank}} {{Amphibious Tank}} {{AntiGroundArtillery}}+{{Green Gun}} | ||
+ | |[[Haruna Kai Ni C]] & [[Yamato Kai Ni Juu]] only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness. | ||
+ | |- | ||
+ | !colspan=2|Anti-installation-like warships setups | ||
+ | |- | ||
+ | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{Amphibious Tank}} {{Amphibious Tank}} | ||
+ | |[[Haruna Kai Ni C]] only. | ||
+ | |- | ||
+ | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} | ||
+ | |{{Class|Kongou|Kai Ni B/C}} & [[Conte di Cavour Nuovo]] only. | ||
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
− | [[ | + | *In most cases, {{AA Shell}} are better by bringing additional bonuses, especially the Kai & Kai 2 variants, that brings {{Firepower}} |
+ | |||
+ | |-|CV/CVB/CVL= | ||
+ | In most situations, it is advisable to use regular setups on carriers (with no [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations: | ||
− | {|class="wikitable" | + | {|class="wikitable" |
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
|- | |- | ||
− | |{{ | + | !colspan=2|General anti-installation setups |
− | |[[ | + | |- |
+ | |{{Dive Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}} | ||
+ | |This is only to be used when having [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]. It will allow the carrier to still perform CVCI against other targets. | ||
+ | |- | ||
+ | |{{Torpedo Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}} | ||
+ | |A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets. | ||
+ | *The number of torpedo bombers and fighters can be varied depending on the amount of fighter power required. | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
+ | |- | ||
+ | |{{Dive Bomber}} {{Torpedo Bomber}} {{Landing Craft}} {{WildCard}} | ||
+ | |{{TextGlow|'''CV-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only. | ||
+ | *A setup combining CVCI with landing craft bonuses ([[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]] still required). | ||
+ | *Effective when used in the escort of a combined fleet against single fleets, especially for Unyou Kai Ni, who can do night shelling. | ||
+ | |- | ||
+ | |{{Dive Bomber}} {{Landing Craft}}/{{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} | ||
+ | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only. | ||
+ | *Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]). | ||
+ | *The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{ASWPlane}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation. | ||
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
− | {|class="wikitable" | + | *{{Extra Armor}} [[Extra Armor]] in most cases, |
− | !width= | + | *The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power, |
+ | *The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output. | ||
+ | |||
+ | |-|CA/CAV= | ||
+ | {|class="wikitable" | ||
+ | !width=250px|Equipment Setup | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | !colspan=2|General anti-installation setups |
− | | | + | |- |
+ | |{{Med Gun}} {{Med Gun}} {{SPR}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{WildCard}}+{{AA Shell}} | ||
+ | |The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but [[Pillbox]]es, and very effective against soft-skinned installations. | ||
+ | *It allows artillery spotting and deals decent damage against installations. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{WildCard}}+{{AA Shell}} | ||
+ | |{{Class|Zara|Kai/Due}} Only, with the SPB/SPF providing additional bonuses. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}}+{{AA Shell}} | ||
+ | |This is an alternative setup only for CAV. | ||
+ | *If no [[RE]] is available, it removes the ability to artillery spot, but for much more powerful damage at night. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}} {{AA Shell}}+{{Green Gun}} | ||
+ | |For the {{Class|Mogami|Kai Ni}} with an RE, this setup additionally maintains the artillery spotting. | ||
+ | |- | ||
+ | |{{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}+{{Green Gun}} | ||
+ | |For the {{Class|Mogami|Kai Ni}} with an RE, a DA pseudo-nuke. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}} | ||
+ | |This setup is for [[Mogami Kai Ni Toku]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses. | ||
+ | *The seaplane can be a {{SPB}}/{{SPF}} for further bonuses. | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
+ | |- | ||
+ | |{{Med Gun}} {{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Med Gun}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}<br>{{Med Gun}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}} | ||
+ | |{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only. | ||
+ | *Uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack. | ||
+ | |- | ||
+ | |{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only. | ||
+ | *Not recommended as it loses the DA. | ||
|} | |} | ||
− | |-| | + | [[RE]] recommendations: |
− | {|class="wikitable" | + | *In most cases, {{AA Shell}} are better by bringing additional bonuses, with the Kai & Kai 2 variants also bringing additional {{Firepower}}. |
− | !width= | + | |
+ | |-|CL/CT= | ||
+ | {|class="wikitable" | ||
+ | !width=250px|Equipment Setup | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | !colspan=2|General anti-installation setups |
− | | This | + | |- |
+ | |{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} | ||
+ | |The most basic DA setup for cruisers who cannot carry landing craft. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{AntiGroundArtillery}} | ||
+ | |A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power. | ||
+ | *Using the {{SPR}} is less effective but maintains the day DA for normal combat. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Med Gun}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |The most basic DA setup for cruisers who can carry landing craft. | ||
+ | |- | ||
+ | |{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}} | ||
+ | |This setup is for [[Yahagi Kai Ni B]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
|- | |- | ||
− | | {{ | + | |{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} |
− | | | + | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} |
|- | |- | ||
− | | {{ | + | |{{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}} |
− | | | + | |{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} for CL that can equip guns in their [[RE]]. |
|} | |} | ||
− | |||
− | = | + | |-|CLT= |
− | + | CLT should not engage in anti-installation warfare. | |
− | |-| | + | *They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...). |
− | {|class="wikitable" | + | |
− | !width= | + | |-|DD= |
+ | {|class="wikitable" | ||
+ | !width=250px|Equipment Setup | ||
!Notes | !Notes | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | |{{ | + | !colspan=2|General anti-installation setups |
− | | | + | |- |
+ | |{{Light Gun}} {{Light Gun}} {{AntiGroundArtillery}} | ||
+ | |The most basic DA setup for destroyers who cannot carry landing craft. | ||
+ | |- | ||
+ | |{{Light Gun}} {{Light Gun}} {{Balloon}} | ||
+ | |A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet. | ||
+ | |- | ||
+ | |{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} | ||
+ | |This setup can be better than some basic CA in some cases. | ||
+ | *All 3 {{AntiGroundArtillery}} should be different to maximize the bonus. | ||
+ | |- | ||
+ | |{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |The most basic DA setup for destroyers who can carry landing craft. | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
+ | |- | ||
+ | |{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} | ||
+ | |- | ||
+ | |{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}} | ||
+ | |{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} | ||
+ | *Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles. | ||
+ | |- | ||
+ | !colspan=2|Anti-installation-like warships / mixed fleet setups | ||
+ | |- | ||
+ | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |TCI + anti-installation setup | ||
+ | *Adding a {{Skilled Lookout}} in the RE increases the trigger rate. | ||
+ | |- | ||
+ | |{{Light Gun}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}+{{Surface Radar}} | ||
+ | |Only for Lv80+ high-luck DD that can carry radar in RE. | ||
+ | *GTR + anti-installation setup | ||
+ | |} | ||
+ | |||
+ | |-|DE= | ||
+ | DE should not engage in anti-installation warfare. | ||
+ | *They should serve a support purpose (oasw, balloon, smoke, ...). | ||
+ | |||
+ | {|class="wikitable" | ||
+ | !width=250px|Equipment Setup | ||
+ | !Notes | ||
|- | |- | ||
− | |{{ | + | |{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} |
+ | |Against SDP only, this setup can be better than some basic CA. | ||
+ | *All 3 {{AntiGroundArtillery}} should be different to maximize the bonus. | ||
|} | |} | ||
− | |-| | + | |-|SS/SSV= |
+ | SS/SSV should not engage in anti-installation warfare. | ||
+ | |||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
− | |- | + | |- |
+ | !colspan=2|General anti-installation setups | ||
+ | |- | ||
|{{Amphibious Tank}} / {{AntiGroundArtillery}} | |{{Amphibious Tank}} / {{AntiGroundArtillery}} | ||
− | |Equipping either | + | |Equipping either is required for SS/V to attack installations during shelling. |
+ | *SSV can also equip {{SPB}}/{{SPF}} for further bonuses. | ||
|} | |} | ||
− | |-| | + | |-|AV= |
− | {|class="wikitable" | + | {|class="wikitable" |
− | !width= | + | !width=250px|Equipment Setup |
!Notes | !Notes | ||
− | |- | + | |- |
− | |{{ | + | !colspan=2|General anti-installation setups |
− | |This setup is | + | |- |
+ | |{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |Basic setup maintaining a DA at both day and night. | ||
+ | |- | ||
+ | |{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |General night DA | ||
+ | |- | ||
+ | |{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}} | ||
+ | |When artillery spotting is unavailable | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
+ | |- | ||
+ | |{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} | ||
+ | *4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot. | ||
+ | |- | ||
+ | |{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} | ||
+ | *{{Sec Gun}} are recommended instead of {{Med Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".<br>This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA". | ||
|} | |} | ||
− | |||
− | + | |-|LHA= | |
− | + | {|class="wikitable" | |
− | |-| | + | !width=250px|Equipment Setup |
− | {|class="wikitable" | ||
− | !width= | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{ | + | !colspan=2|General anti-installation setups |
− | | | + | |- |
− | + | |{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}} | |
+ | |Basic setup maintaining a DA at both day and night. | ||
+ | |- | ||
+ | |{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}} | ||
+ | |General night DA | ||
+ | |- | ||
+ | |{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}} | ||
+ | |When artillery spotting is unavailable | ||
+ | |- | ||
+ | !colspan=2|Anti-SDP setups | ||
+ | |- | ||
+ | |{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} | ||
+ | *LHAs can carry some of the strongest 4 slots nuke configurations. | ||
+ | |- | ||
+ | |{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}+{{Landing Craft}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Landing Craft}} | ||
+ | |{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only. | ||
+ | *Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup. | ||
+ | *The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness. | ||
+ | |- | ||
+ | |{{Landing Forces}} {{Landing Forces}} {{Amphibious Tank}} | ||
+ | |{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only. | ||
+ | *Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s. | ||
+ | |- | ||
+ | |{{Green Gun}} {{Landing Forces}} {{Landing Forces}}+{{Green Gun}} | ||
+ | |{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only. | ||
+ | *Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night. | ||
|- | |- | ||
− | | {{ | + | |{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}} |
− | + | |{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} | |
− | |- | + | *This setup is to utilize the "Nuke" with a "Night DA". |
− | | | ||
− | |||
− | |||
|} | |} | ||
− | |-| | + | |-|Aux= |
− | {|class="wikitable" | + | Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases. |
− | ! | + | |
+ | </tabber> | ||
+ | |||
+ | =Equipment Selection= | ||
+ | While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type. | ||
+ | |||
+ | Equipment of a same type are mainly differentiated by their "[[Stats]]" ({{Firepower}}, {{Torpedo}}, {{AA}}, ...), including [[Fit Bonuses]] (both visible and invisible) and [[Improvement]]s ({{Star}}) stats, as well as some more specific attributes, like: | ||
+ | * Modifiers brought in certain mechanics, ranging from combat to routing, | ||
+ | * Special mechanics induced by certain equipment, | ||
+ | * Map "historical bonuses". | ||
+ | Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type. | ||
+ | |||
+ | Here, equipment stats are dispatched into 3 categories: | ||
+ | * '''Primary Stats''': stats that influence the effectiveness of the equipment in its main role, being the main choosing factor, | ||
+ | * '''Secondary Stats''': stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats". | ||
+ | * '''Bonus Stats''': All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship. | ||
+ | |||
+ | {|class="wikitable" | ||
+ | !colspan=6|Equipment Stats Category | ||
+ | |- | ||
+ | !colspan=6|Main Armament | ||
+ | |- | ||
+ | !Icon | ||
+ | !Equipment Types | ||
+ | !Primary Stats | ||
+ | !Secondary Stats | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{Amphibious Tank}} {{ | + | |{{Light Gun}}{{Med Gun}}{{Large Gun}}{{Sec Gun}} |
− | | | + | |[[Main Gun]] & [[Secondary Gun]] |
+ | |{{Firepower}} | ||
+ | |{{Hit}} | ||
+ | | | ||
+ | * For smal caliber [[Fit Bonus]] generaly are higher than base stats | ||
+ | * For Medium and Large caliber [[Hidden Fit Bonuses]] plays a major role when choosing a gun | ||
+ | |- | ||
+ | |{{Green Gun}} | ||
+ | |[[High-Angle Gun]] | ||
+ | |{{AA}} | ||
+ | |{{Firepower}} {{Hit}} | ||
+ | |Having an good [[AACI]] takes priority over stats | ||
+ | |- | ||
+ | |{{AA Gun}} | ||
+ | |[[AA Gun]] | ||
+ | |{{AA}} | ||
+ | |{{Firepower}} {{Hit}} | ||
+ | | | ||
+ | * Despite its stats the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is '''the best''' on certain ships, due to its [[AARB|unique mechanic]]. | ||
+ | * Having an good [[AACI]] takes priority over stats | ||
+ | |- | ||
+ | |rowspan=2|{{TorpedoWeapon}} | ||
+ | |[[Torpedo]] | ||
+ | |rowspan=2|{{Torpedo}} | ||
+ | |rowspan=2|{{Firepower}} {{Hit}} | ||
+ | |rowspan=2| For [[:Category:Submarine Torpedoes|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]] | ||
+ | |- | ||
+ | |[[Midget Submarine]] | ||
+ | |- | ||
+ | |{{Sonar}} {{DepthCharge}} | ||
+ | |[[:Category:Anti-submarine Weaponry|Anti-submarine Weaponry]] | ||
+ | |{{ASW}} | ||
+ | |{{Hit}} [[ASW Synergy|Armor Penetration]] | ||
+ | | | ||
+ | * Having [[OASW]] takes priority over stats | ||
+ | * When already having [[OASW]], then [[ASW Synergy]] takes priority over stats | ||
+ | |- | ||
+ | !colspan=6|Aircraft | ||
+ | |- | ||
+ | !Icon | ||
+ | !Equipment types | ||
+ | !Primary stats | ||
+ | !Secondary stats | ||
+ | !Note | ||
+ | |- | ||
+ | |rowspan=2|{{Dive Bomber}} {{JetFighterBomber1}} | ||
+ | |[[Dive Bomber]] | ||
+ | |{{Dive}} | ||
+ | |[[AAR]] {{Double Chevron}} {{Firepower}} | ||
+ | |rowspan=2|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat | ||
+ | |- | ||
+ | |[[Fighter-Bomber]] and [[Jets]] | ||
+ | |{{AA}} | ||
+ | |{{Dive}} [[AAR]] {{Double Chevron}} {{Firepower}} | ||
+ | |- | ||
+ | |{{Torpedo Bomber}} {{Night Torpedo Bomber}} | ||
+ | |[[Torpedo Bomber]] | ||
+ | |{{Torpedo}} | ||
+ | |[[AAR]] {{Double Chevron}} {{Firepower}} | ||
+ | |If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat | ||
+ | |- | ||
+ | |{{Fighter}} {{Night Fighter Aircraft}} | ||
+ | |[[Fighter]] | ||
+ | |{{AA}} | ||
+ | |{{Double Chevron}} {{Firepower}} | ||
+ | | | ||
+ | |- | ||
+ | |{{YellowPlane}} | ||
+ | |[[Carrier Recon]] | ||
+ | |{{LOS}} {{Hit}} | ||
+ | |{{Firepower}} | ||
+ | |Equipping a {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''', see ''[[Combat/Day Battle#Engagement|here]]'' | ||
+ | |- | ||
+ | |{{Seaplane}} {{Night Recon}} | ||
+ | |[[Seaplane Recon]] | ||
+ | |rowpsna=2|{{LOS}} {{Hit}} | ||
+ | |{{Firepower}} | ||
+ | | | ||
+ | |- | ||
+ | |{{SPB}} | ||
+ | |[[Seaplane Bomber]] | ||
+ | |{{LOS}} {{Dive}} | ||
+ | |{{Double Chevron}} [[AAR]] | ||
+ | |[[Night Seaplane Bomber]]s also unlock the night SPB CI. | ||
+ | |- | ||
+ | |{{SPF}} | ||
+ | |[[SPF|Seaplane Fighter]] | ||
+ | |{{AA}} | ||
+ | |{{Double Chevron}} | ||
+ | | | ||
+ | |- | ||
+ | |{{Autogyro}} {{ASWPlane}} | ||
+ | |[[ASW Aircraft]] | ||
+ | |{{ASW}} | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | !colspan=6|Other Equipment | ||
+ | |- | ||
+ | !Icon | ||
+ | !Equipment types | ||
+ | !Primary stats | ||
+ | !Secondary stats | ||
+ | !Note | ||
+ | |- | ||
+ | |Rowspan=2|{{Radar}} | ||
+ | |[[Surface Radar]] | ||
+ | |{{LOS}} | ||
+ | |{{Hit}} {{AA}} {{Firepower}} | ||
+ | |Because of [[AACI]] priority, radar without {{AA}} may be choosed | ||
+ | |- | ||
+ | |[[Air Radar]] | ||
+ | |{{AA}} | ||
+ | |{{Hit}} {{LOS}} | ||
+ | | | ||
+ | |- | ||
+ | |{{Landing Craft}} {{Amphibious Tank}} {{Army Units}} {{AntiGroundArtillery}} | ||
+ | |[[Anti-Installation Equipment]] | ||
+ | |[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]] | ||
+ | | | ||
+ | |The best equipment can change depending on the enemy installation | ||
+ | |- | ||
+ | |{{Extra Armor}} | ||
+ | |[[Extra Armor]] | ||
+ | |{{Armor}} | ||
+ | | | ||
+ | |The {{Evasion}} malus is negligible | ||
+ | |- | ||
+ | |{{Turbine}} | ||
+ | |[[Engine Improvement]] | ||
+ | |{{Speed}} | ||
+ | |{{Evasion}} | ||
+ | |{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''. | ||
|- | |- | ||
− | | | + | |colspan=2|All Other Equipment |
− | | | + | |colspan=4|Are chosen on a case-by-case basis, being often bounded to some specific mechanics |
|} | |} | ||
− | |||
− | + | ;Notes | |
− | + | *See [[Combat/Anti-Installation#Equipment Performance|here]] for anti-installation gears ranking. | |
+ | *{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]]. | ||
=See Also= | =See Also= | ||
+ | * [[Equipment]] | ||
{{Help}} | {{Help}} |
Latest revision as of 11:14, 14 September 2024
There is no such thing as a "perfect" or "universal" setup. Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others. |
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.
- See here for a breakdown of all equipment types and their related mechanics.
- For more details on some mechanics, please see each relevant page.
- Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.
- In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise).
- If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules.
Standard Combat
"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.
- For more information on this topic, see Combat.
- For more information on this topic, see Day Battle.
- For more information on this topic, see Aerial Combat.
- For more information on this topic, see Night Battle.
- Command Facilities,
- Day only: Smoke Generators, / ASW equipment,
- Night only: Night Recons, Searchlights, Star Shells,
- RE only: AA Guns & AAFD are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
Battleships (BB) notably utilize Large Caliber Main Guns, Recon Seaplane Recons, and AP Shells, having heavy firepower and armor , but lacking torpedo & ASW stats. They:
- Are required to unlock the "Second Shelling Phase".
- Must be "Fast+" to be placed in the Escort of a Combined Fleet.
Equipment Setup | Notes |
---|---|
This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time. | |
Surface | This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.
This setup is also good to maximize Special Attacks damage. |
/ | This is the most basic combat setup for BBVs, with the seaplane mix that can be adapted by using more of less SPB or SPF |
The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high stat. |
Misc
Equipment Setup | Notes |
---|---|
+ | This is a setup for the Yamato-class Kai Ni and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
It also have all the damage bonuses for Special Attacks. |
+ | This is a setup for the Yamato-class Kai Ni and requires a reinforcement expansion. This setup should also only be used in a main fleet of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks. |
This is a setup for the Ise-class Kai Ni, having artillery spotting and DA, with great fighter power.
The can be replaced by an additional if more fighter power is required. | |
/ | This is a setup for the Ise-class Kai Ni, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting). |
Surface Large | This is a setup for the Kongou-class Kai Ni B/C Touch.
The radar must have 8+ to increase the trigger rate. The Radiolocator+T22 Radar K4 LM at +4 is very valuable, being the only such radar that can fit in their RE. |
RE recommendations:
- In most cases, using is enough, especially the Kai & Kai 2 varainat that brings
- For BBV, the RoSa K2 is also a viable option.
- When applicable, are better options.
Standard Aircraft Carriers (CV) notably utilize Dive Bombers, Torpedo Bombers, Fighters, required to take part in both Aerial Combat and regular Combat, with their "plane slot" stat being the most important. They:
- Must equip / bombers to be able to carry any attack.
- Cannot attack during Night Battle without the right equipment.
- Bombers in top slots,
- Torpedo bomber in largest slot,
- Fighters in the smaller slots,
- Recons and mics equipment in the smallest slots.
Equipment Setup | Notes |
---|---|
This is the basic setup for CV(B/L). It balances striking power with fighter power. One can be swapped out with a Saiun if preventing Red-T engagement is necessary. | |
|
This is the basic setup for CV(B/L) that maximize damage. |
A setup to use when enemy fighter power is almost non-existent/annihilated. |
Misc
Equipment Setup | Notes |
---|---|
NOAP | This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAP , careful consideration needs to be taken when running this setup. |
This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The should ideally be a Night Aircraft to maximize NB damage and allow CVCI during the day. |
RE recommendations:
- Extra Armor in most cases,
- The RoSa K2 when facing air power,
- The SDP SDP+ to increase carrier damage output.
Heavy Cruisers (CA) are relatively flexible, utilizing Medium Caliber Main Guns, Torpedoes, and Recon Seaplane Recons, and having strong firepower , torpedo , and "night attack power " stats, but no ASW.
In addition, for night battle only, all IJN 20.3 cm guns
give special Hidden Fit Bonuses.
Equipment Setup | Notes |
---|---|
This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks.
The wild card can be anything that does not interfere with the double attack setup, usually a or another | |
This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high .
If applicable, one can be replaced by the SCAMP SCAMP to gain the firepower without losing the DA. | |
This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun. | |
This is the standard CA setup for TCI. The wild cards can be anything that does not interfere with this setup, usually be a mix of / to increase the damage output, or / to increase the trigger rate. |
Misc
Equipment Setup | Notes |
---|---|
+ | This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a for a will let her focus more on anti-air at the expense of artillery spotting. If having two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, it is possible to maintain artillery spotting and AACI. |
+ | This setup is for the Mogami-class Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well. |
Minisub Bomber + | This setup is for Mogami Kai Ni, allowing for oTorp, artillery spotting, and DA.
The wild card is typically a , but can be other night equipment. |
RE recommendations:
- In most cases, using is enough, especially the Kai & Kai 2 varainat that brings
- For CAV, the RoSa K2 is also a viable option.
- When applicable, are good options, as they allow to have AS/DA with one less main slot.
Light Cruisers (CL) are very flexible, utilizing Medium Caliber Main Guns, Torpedoes, Recon Seaplane Recons, and ASW equipment, and having strong torpedo , ASW , and "night attack power " stats.
- 4 slots CL can mostly follow CA setups.
- Also applicable to CT to some extent for standard combat and ASW.
Equipment Setup | Notes |
---|---|
This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup. | |
Air | The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI. |
Torpedo Torpedo | This setup is the standard TCI setup.
One may be a Minisub to add an opening torpedo for capable ships. Two must not be minisubs, as minisubs do not count as torpedos for TCI. |
Misc
Equipment Setup | Notes |
---|---|
Minisub | The "cheat CLT setup" for Minisub minisub capable ships, allowing for an opening torpedo and night DA.
|
Minisub /+ | A setup for Yura Kai Ni and Yahagi Kai Ni B that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a RE to fit the gun.
In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar. |
Minisub + | An AACI setup for Yura Kai Ni. This requires a RE to fit the gun.
The wildcard should preferably be a to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting. |
+ | This is a setup to take advantage of Ooyodo/Agano-class Kai Ni/CT reinforcement expansion.
By placing a in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility. |
Minisub | This is a unique setup for Yuubari Kai Ni Toku when she isn't running the full TCI setup.
The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW. |
Minisub | When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment. |
Medium Medium Air | The AACI setup for Atlanta-class, the only viable setup for them, and the best AACI in the game. |
RE recommendations:
- In most cases, using is enough, giving fit bonuses and increasing Cut-in trigger rate.
- For AACI setups, using / are great, increasing the provided AA and adding more AACI to be triggered.
- When applicable, are good options, as they allow to have AS/DA with one less main slot.
- When applicable (very specific), the ETSCF ETSCF is a good choice.
- When applicable, are good options.
Torpedo Cruisers (CLT) have a very high torpedo stat, having the strongest "night attack power " in the game. They:
- Can equip Minisub Midget Submarines and carry out Opening Torpedo Salvo,
- Should utilize Torpedoes or Secondary Guns.
Equipment Setup | Notes |
---|---|
Minisub | This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
|
Torpedo Torpedo Minisub | This setup is the standard TCI setup.
Two must not be minisubs, as minisubs do not count as torpedos for TCI. |
Minisub | When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment. |
RE recommendations:
Destroyers (DD) are very versatile, utilizing Small Caliber Main Guns, Torpedoes, and ASW equipment, and having high torpedo , ASW , and evasion , and good "night attack power " stats, to the detriment of firepower and armor. They:
- Have lower resource consumption,
- Very permissive Routings.
- Have access to special Night Cut-Ins.
Equipment Setup | Notes |
---|---|
This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an Air, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE. | |
This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage. | |
This setup is the standard TCI setup. It should only be used on destroyers with at least 50 . Destroyers with 40 are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances. | |
This setup is an alternative TCI setup. This setup is typically used for low luck (<30 ) destroyers.
The wild card should be a or a . This will help increase their trigger rate somewhat. | |
Small Small Air + / | This is the best destroyer AACI setup. The Small must have 8+ AA and the 9+ AA, in order to unlock the best AACI.
For ships with their own AACI, like the Akizuki-class and Fletcher-class notably, those setups have to be tweaked in order to meet the right conditions. |
For Lv80+ DD only:
Equipment Setup | Notes |
---|---|
Surface+ | The "GTRL", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.
The gun should ideally be a 12.7 cm Mod D K2 or a 12.7 cm Mod D K3, as they give additional damage bonuses. |
Surface+ | The "DTRL", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.
This setup should only be utilized for routing reasons. |
+Surface | The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
|
RE recommendations:
Coastal Defense Ships (DE) are weak ships with high ASW stat, utilizing ASW equipment. They:
- Can perform special OASW with lower ASW stat,
- Provide HP Modernization, Luck Modernization, or ASW Modernization,
- Cannot equip Engine Improvements, and so cannot be Speed Modded.
RE recommendations:
Submarines (SS) have high torpedo stats, and are limited to the Opening Torpedo Salvo, the Closing Torpedo Salvo, and Night Battle. They:
- Are only vulnerable to ASW only.
- Utilize Sub Submarine Torpedoes and Submarine Equipment.
- Can inately trigger Opening Torpedo Salvos after reaching level 10.
- Have access to special Night Cut-Ins.
Equipment Setup | Notes |
---|---|
This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another or utility equipment like or .
Two must not be minisubs, as minisubs do not count as torpedos for TCI. | |
Sub_LM + Sub_LM | By combining Late Model Submarine Torpedoes with or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above. |
Sub_LM + |
RE recommendations:
Seaplane Tenders (AV) notably utilize Recon/Bomber/ seaplane Recons/Bombers/Fighters, as well as some Main Guns and Minisub Midget Submarines, participating in most Combat stages, given the correct setup. They can also be used for an Anti-Installation role, as they can carry most Anti-Ground Equipment.
Equipment Setup | Notes |
---|---|
Bomber Bomber Minisub | This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
AV that cannot equip Minisub can swap for an extra Bomber or main guns, with 4-slot also able to take an extra Bomber. SPB may be replaced with fighters if more airpower is needed. |
Bomber Minisub Bomber Bomber |
This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.
|
Minisub | When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment. |
RE recommendations:
- Extra Armor in most cases,
- The RoSa K2 is also a viable option.
Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
- They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible.
Submarine Tenders (AS) are very weak, mostly used for certain Routings
- They can perform a powerful but limited special attack with SS(V).
Fleet Oilers (AO) can notably refuel ships mid-sortie using Underway Replenishment.
- They can also carry Landing Craft, which is useful for Resource Farming.
Repair Ships (AR) have the ability to perform "Anchorage Repairs" outside of sorties, when equipped with Ship Repair Facility, synergizing when several AR are used.
- On Kai, when equipped with Ship Repair Facility, they gain the ability to perform "Emergency Anchorage Repairs" during sorties on certain nodes.
Amphibious Assault Ships (LHA) are mostly used for an Anti-Installation role, notably utilizing "Landing Equipment".
Equipment Setup | Notes |
---|---|
A unique setup for Hayasui Kai, Yamashio Maru Kai, Kumano Maru Kai to allow them to do carrier stricks. |
Exotic Setups
Other setups that are used in specific situations and/or on specific ships.
- Usually, only a few ships in a fleet would use such setups.
- Those setups would not be discarded.
When a very high amount of Fighter Power is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
- As many as the best / fighters have to be used on a single ship.
- Such setup should not be used in the escort fleet of a combined fleet.
Equipment Setup | Notes |
---|---|
A setup reserved for CV/CVB/CVL and other capable ships.
A can be replaced by a Saiun for red-T avoidance. | |
A setup reserved for BBV/CAV/SSV/AV and other capable ships. |
Special setups are required to counter the massive accuracy penalties against PT boats.
- DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do not benefit as much from them.
Anti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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[edit] |
Equipment Setup | Notes |
---|---|
+/ | The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the so that another main gun can be used to maintain double attacks. |
Armed + | Utilises the same principles as above, with the greater bonus of the Armed armed boats.
This setup has also some effectiveness against Installations. |
Transport Operations requires to bring as much "TP points" as possible per run to be completed:
- Notes
- The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
- CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
- Even so the Underway Replenishment icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
Anti-Submarine
- For more information on this topic, see Anti-Submarine Warfare.
- The first priority is to have an OASW, even at the expense of damage synergy (see the 2nd tab).
- Sonars are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases.
- To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup".
- This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 Small Small Sonar, 1 DCP Depth Charge Projector, and 1 DCR Depth Charge Rack.
- Do note that DE also have an armor penetration bonus when using Depth Charges.
ASW Damage Synergy | |||
---|---|---|---|
Small Small Sonars | |||
Large Large Sonars | |||
DCP Depth Charge Projectors (DCP) | AP AP | ||
DCR Depth Charge (Racks) (DCR) | AP AP AP AP AP | ||
Other ASW Mortars | |||
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math] | |||
[math]\displaystyle{ {Mod}_\text{1} }[/math] | + (Any Sonar + Any Depth Charge) |
1.15 | |
[math]\displaystyle{ {Mod}_\text{2} }[/math] | DCP + DCR and NO Small | 1.1 | |
Small + DCP + DCR | 1.25 | ||
Examples | |||
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] | Small + DCP + DCR | 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math] | |
Large + DCP + DCR | 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math] | ||
Armor Penetration | |||
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.
The flat armor penetration value is calculated as follows:
|
As already stated, in most cases, having a ship triggering an "opening ASW" takes priority over having the best damage setup. When putting aside the "special OASW" that each have other characteristics (see OASW), the mains OASW are the:
- "Shelling OASW", where DD, CL, CLT, CT, and AO needs to reach 100 while carrying a Sonar.
- "Carrier OASW", where a CVL, but more commonly a CVE is equipped with at least one ASW Aircraft.
- Other setups variations do exist but are detrimental to the regular carrier role.
- Because increase with levels, using high-level ships will help reach the required stat threshold,
- Many ships do notably reach 100+ ASW at higher levels once married.
- Those setups are further improved by:
- Using better ASW gears,
- A 4th ASW gear for 4 slots ships,
- Using other equipment giving stat, notably Lookouts on IJN ships.
Equipment Setup | Notes |
---|---|
Small DCP DCR | Best ASW damage setup utilizing synergy.
Do note that reaching the OASW threshold takes precedence over everything, and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead. |
Small | A setup keeping a DA, while unlocking OASW for ships with enough ASW.
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration. |
Small | A setup keeping a TCI, while unlocking OASW for ships with enough ASW.
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration. |
Equipment Setup | Notes |
---|---|
Small DCP DCR | Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable. |
RE recommendations:
- DCR Depth Charge Racks can be used to increase the damage output,
Only CVE & Kaga Kai Ni Go should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats.
- The use of ASW Aircraft is recommended or even mandatory, in order to unlock certain OASW.
Equipment Setup | Notes |
---|---|
When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present. | |
+/ | When the right OASW conditions are not met, using an additional ASW Aircraft just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown. |
///// | When focusing on submarines only, using an assortment of ASW Aircraft/Sonar/Depth Charge is enough, as a CVCI cannot trigger against submarines. |
Equipment Setup | Notes |
---|---|
Setup unique to Hyuuga Kai Ni which allows her to do an OASW with a decent base ASW, while keeping some surface combat capabilities like Artillery Spotting.
The must be an Helicopter | |
//// | Setup for Yamashio Maru Kai to allows her to do an OASW, while keeping some utilities by using or . |
Anti-Installation
- For more information on this topic, see Anti-Installation.
- Regarding Landing Equipment:
- These provide on average the highest flat/multiplier damage bonus against all installations.
- As Landing Craft, Amphibious Vehicles, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect.
- Only the following ships can equip those equipment, and so are particularly valuable in those situations:
Ships that can equip Landing Craft / Amphibious Vehicles | |||||
---|---|---|---|---|---|
Type | Landing Craft | Both & | Amphibious Vehicle | ||
DD | Kai Ni D Kai Ni D Kai Ni D Kai Ni D | Kai Ni | |||
CL | Kai Ni D Kai Ni Toku | ||||
CAV | Kai Ni Toku | ||||
(F)BB(V) | Kai Ni Juu | Kai Ni C | |||
CVL | Kai Ni Sen | ||||
AV | Kai Ni Toku | ||||
AO | |||||
LHA | |||||
SS(V) | All | ||||
RE |
Soukoutei (Armored Boat Class): Shinshuu Maru Ka-Tsu tanks | ||||
[edit] |
- Regarding Anti-Ground Rockets:
- If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
- Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
- ASW Mortar
are inferior substitutes to regular Anti-Ground Rockets when lacking those.
- Regarding Shells:
Nuke Setup describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").
- Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
- Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
- The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
All "surface" anti-installation setups can be further enhanced by using them in Special Attacks, especially the Nelson-class's Touch.
In addition to the regular "supporting equipment" can also be added the Barrage Balloons for anti-installation only.
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
+ | "Best of both worlds", one of the best setups for 4+RE or 5 slot battleships, being both good in regular combat a well as against most installations. |
/ / |
Haruna Kai Ni C, Nagato-class Kai Ni, & Yamato Kai Ni Juu only.
|
Anti-hard skins setups | |
The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet. | |
Ise-class Kai Ni only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB. | |
Anti-soft skins setups | |
This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types. | |
Anti-SDP setups | |
+ | Nuke Setup , Yamato Kai Ni Juu only.
|
4-5 x / | Mega Nuke Setup , Haruna Kai Ni C, Nagato-class Kai Ni, & Yamato Kai Ni Juu only.
|
+ | Haruna Kai Ni C & Yamato Kai Ni Juu only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness. |
Anti-installation-like warships setups | |
Haruna Kai Ni C only. | |
Kongou-class Kai Ni B/C & Conte di Cavour Nuovo only. |
RE recommendations:
In most situations, it is advisable to use regular setups on carriers (with no anti-installation dive bombers), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations:
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
This is only to be used when having anti-installation dive bombers. It will allow the carrier to still perform CVCI against other targets. | |
A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets.
| |
Anti-SDP setups | |
CV-Nuke Setup , Gambier Bay Mk.II & Unyou Kai/Ni only.
| |
/ / | Nuke Setup , Houshou Kai Ni Sen, Gambier Bay Mk.II & Unyou Kai/Ni only.
|
RE recommendations:
- Extra Armor in most cases,
- The RoSa K2 when facing air power,
- The SDP SDP+ to increase carrier damage output.
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
Recon Recon + |
The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but Pillboxes, and very effective against soft-skinned installations.
|
Bomber/ Bomber/ + |
Zara-class Kai/Due Only, with the SPB/SPF providing additional bonuses. |
+ |
This is an alternative setup only for CAV.
|
+ | For the Mogami-class Kai Ni with an RE, this setup additionally maintains the artillery spotting. |
+ | For the Mogami-class Kai Ni with an RE, a DA pseudo-nuke. |
/ Minisub Bomber /+ |
This setup is for Mogami Kai Ni Toku, allowing for oTorp, artillery spotting, and DA with anti-installation bonuses. |
Anti-SDP setups | |
+ + |
DA Nuke Setup , Mogami Kai Ni Toku only.
|
/ |
Nuke Setup , Mogami Kai Ni Toku only.
|
RE recommendations:
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
The most basic DA setup for cruisers who cannot carry landing craft. | |
Recon |
A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power. |
/ | The most basic DA setup for cruisers who can carry landing craft. |
Minisub Bomber /+ | This setup is for Yahagi Kai Ni B, allowing for oTorp, artillery spotting, and DA with anti-installation bonuses |
Anti-SDP setups | |
|
Nuke Setup |
+ | DA Nuke Setup for CL that can equip guns in their RE. |
CLT should not engage in anti-installation warfare.
- They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...).
DE should not engage in anti-installation warfare.
- They should serve a support purpose (oasw, balloon, smoke, ...).
Equipment Setup | Notes |
---|---|
Against SDP only, this setup can be better than some basic CA. |
SS/SSV should not engage in anti-installation warfare.
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
/ | Equipping either is required for SS/V to attack installations during shelling. |
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
/ | Basic setup maintaining a DA at both day and night. |
/ | General night DA |
/ | When artillery spotting is unavailable |
Anti-SDP setups | |
|
Nuke Setup
|
Double Nuke Setup
|
Equipment Setup | Notes |
---|---|
General anti-installation setups | |
/ | Basic setup maintaining a DA at both day and night. |
/ | General night DA |
/ | When artillery spotting is unavailable |
Anti-SDP setups | |
|
Nuke Setup
|
+ + |
Mega-Nuke Setup , Shinshuu Maru Kai only.
|
Omega-Nuke Setup , No.101 Transport Ship Kai only.
| |
+ | DA Nuke Setup , No.101 Transport Ship Kai only.
|
Double Nuke Setup
|
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
Equipment Selection
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
Equipment of a same type are mainly differentiated by their "Stats" (, , , ...), including Fit Bonuses (both visible and invisible) and Improvements () stats, as well as some more specific attributes, like:
- Modifiers brought in certain mechanics, ranging from combat to routing,
- Special mechanics induced by certain equipment,
- Map "historical bonuses".
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
Here, equipment stats are dispatched into 3 categories:
- Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
- Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
- Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
Equipment Stats Category | |||||
---|---|---|---|---|---|
Main Armament | |||||
Icon | Equipment Types | Primary Stats | Secondary Stats | Notes | |
Main Gun & Secondary Gun |
| ||||
High-Angle Gun | Having an good AACI takes priority over stats | ||||
AA Gun |
| ||||
Torpedo | For Sub torps, Late model ones unlock a better Cut-in | ||||
Midget Submarine | |||||
Anti-submarine Weaponry | Armor Penetration |
| |||
Aircraft | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
Dive Bomber | AAR ❱❱ | If the main purpose of the ship is ASW then naturally becomes a primary stat | |||
Fighter-Bomber and Jets | AAR ❱❱ | ||||
Torpedo Bomber | AAR ❱❱ | If the main purpose of the ship is ASW then naturally becomes a primary stat | |||
Fighter | ❱❱ | ||||
Carrier Recon | Equipping a Saiun will override Red T engagements and turn them into Head-on, see here | ||||
Seaplane Recon | |||||
Bomber | Seaplane Bomber | ❱❱ AAR | Night Seaplane Bombers also unlock the night SPB CI. | ||
Seaplane Fighter | ❱❱ | ||||
ASW Aircraft | |||||
Other Equipment | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
Surface Radar | Because of AACI priority, radar without may be choosed | ||||
Air Radar | |||||
Anti-Installation Equipment | Anti-installation modifiers | The best equipment can change depending on the enemy installation | |||
Extra Armor | The malus is negligible | ||||
Engine Improvement | Evasion is almost always negligible, as the soft-cap is only at 40. | ||||
All Other Equipment | Are chosen on a case-by-case basis, being often bounded to some specific mechanics |
- Notes
- See here for anti-installation gears ranking.
- Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.
See Also
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