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Difference between revisions of "Help:Equipment Setup"
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|-|Anti-PT= | |-|Anti-PT= | ||
+ | {{Anti-PT Imp Setups}} | ||
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{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
!width=12%|Equipment | !width=12%|Equipment | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{Green Gun}}{{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}} | + | | {{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. | | 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}} | ||
+ | | 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. | ||
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|As much of those equipment must be equipped in the fleet. | |As much of those equipment must be equipped in the fleet. | ||
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− | |{{Light Gun}}{{Light Gun}}{{Landing Craft}}/{{Drum}} | + | |{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}} |
|The main setup that still keeps a DA for boss clearing. | |The main setup that still keeps a DA for boss clearing. | ||
|- | |- |
Revision as of 22:38, 21 February 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.
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.
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.
Misc
Equipment | Notes |
---|---|
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 Musashi to perform AACI. It also her a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks. |
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 slot
- Torpedo bomber in largest slot
- Fighters in the smaller slots
- Recons and mics equipment in the smallest slots
Equipment | Notes |
---|---|
This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of and can be adjusted depending on how much enemy airpower is expected. One can be swapped out with a Saiun if preventing Red-T engagement is necessary. |
Misc
Equipment | Notes |
---|---|
This setup is known as a "fighter mule". The CV/L will be unable to attack and her only role is to provide as much fighter support as possible. | |
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. |
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.
Equipment | 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. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate. | |
This is an alternative setup for CAs in the main fleet of a combined fleet. Do not use this setup if CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in. If applicable, on 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 Torpedo Cut-In (TCI). Since any CA that can TCI or should be luck-modded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an IJN 20.3. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment. |
Misc
Equipment | 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 Suzuya Kai Ni and Kumano Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well. |
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.
- Also applicable to CT to some extent for standard combat and ASW.
Equipment | 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. | |
Torpedo Torpedo | This setup is the standard Torpedo Cut-In (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. |
Minisub + | This is a unique setup for Yura Kai Ni that allows her to provide air support while maintaining night battle double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. |
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 work, or a sonar for ASW work. |
Misc
Equipment | Notes |
---|---|
Minisub | This is a unique setup for Yura Kai Ni's AACI. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. The wildcard should preferably be a 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/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. |
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 | 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 Torpedo Cut-In (TCI) setup. Two must not be minisubs, as minisubs do not count as torpedos for TCI. |
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 | Notes |
---|---|
This is the most basic combat setup for all destroyers. Green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Air, 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 Torpedo Cut-In (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 either powerful destroyers (E.g. Yuudachi, Ayanami, Naganami) that can hit the night battle cap with two torpedoes or low luck (30 ) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low-luck destroyers, the wild card should be a . This will help increase their trigger rate somewhat. |
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.
Equipment | Notes |
---|---|
DE are primarily used for ASW. In the event they are used for combat, green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Air, allowing any ship to activate at least AACI 5. |
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 | 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 "new TCI" at night, while keeping the advantages listed above. |
Sub_LM + |
Misc
Equipment | Notes |
---|---|
This setup is used when taking SSV for air support. |
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 | Notes |
---|---|
Bomber Bomber Minisub | This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage. AV that can't equip Minisub or Kamoi Kai can swap for an extra Bomber. 4-slot AVs can take an extra Bomber. Seaplane bombers may be replaced with fighters if more airpower is needed. |
Fighter Mule. Used to maximize the AV's fighter power. 4 slots AVs can take an extra | |
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.
|
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.
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:
- Because increase with levels, using high-level ships will help reach the required stat threshold,
- DE can OASW more easily than other ship types,
- Take note that DE also have an armor penetration bonus when using Depth Charges.
- To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup":
- Small + DCP + DCR
- This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 Small Sonar, 1 Depth Charge Projector, and 1 Depth Charge (Racks).
Equipment | 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 | Notes |
---|---|
Small DCP DCR | Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable. |
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 | 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 | 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 :
- If a ship's base firepower is low, 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 Artilleries when lacking those.
- Regarding and :
- These provide a high damage multiplier against Installations. Some specialized variants also provide an additional flat damage increase that is multiplicative with certain modifiers.
- As Landing Craft and Special Amphibious Tanks have separate multipliers, it is recommended to use them in tandem to maximize the effect.
- 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 Special Amphibious Tanks or 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.
Equipment Setup | Notes |
---|---|
BB/FBB/BBV | |
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. | |
This is an option when facing soft-skinned installations. Taking an AA shell will slightly improve their damage versus installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types. | |
Yamato-class Kai Ni & Ise-class Kai Ni only.
| |
Nagato-class Kai Ni & Yamato Kai Ni Juu only.
| |
+ or +
|
Nuke Setup , Yamato Kai Ni Juu only.
|
Equipment Setup | Notes |
---|---|
CV/CVB/CVL | |
This is only to be used when having anti-installation dive bombers. It will allow the carrier to still perform CVCI against other targets. | |
The numbers of torpedo bombers and fighters in this setup can be varied depending on the amount of fighter power required. This is the standard carrier anti-installation setup. While it does sacrifice CVCI, the carrier shelling formula, and proficiency bonuses, it still ensures that carriers will do significant damage to installations and other targets. | |
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.
|
Equipment Setup | Notes |
---|---|
CA/CAV | |
The standard anti-installation setup for heavy cruisers. It allows artillery spotting and deals decent damage against installations. | |
or +
|
|
+ |
Nuke Setup , Mogami Kai Ni Toku only.
|
Equipment Setup | Notes |
---|---|
CL | |
Nuke Setup | |
A setup for 4-slot light cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power. |
CLT should not engage in anti-installation warfare.
Equipment Setup | Notes |
---|---|
DD | |
Nuke Setup | |
Mini-Nuke Setup
| |
Setups that keep the Double Attack while maintaining decent anti-installation power, allowing reasonable effectiveness against installation and other targets at night. | |
Tashkent only.
| |
GTR+anti-installation setup (only for high luck DD that can carry radar in RE). | |
TCI+anti-installation setup (useful against Installation-like warships). |
DE should not engage in anti-installation warfare.
Equipment Setup | Notes |
---|---|
AV | |
Nuke Setup
| |
Double Nuke Setup
|
Equipment Setup | Notes |
---|---|
LHA | |
Nuke Setup
| |
+ + |
Mega-Nuke Setup , Shinshuu Maru Kai only.
|
Omega-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.
Exhautic Setups
Other setups that are used in specific situations and/or on specific ships.
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 | 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" per run to be completed:
- Notes
- Even so the Underway Replenishment icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
- The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
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...
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 |
| ||||
AA Gun |
| ||||
Torpedo |
| ||||
Midget Submarine | |||||
Anti-submarine Weaponry | Armor Penetration |
| |||
Aircraft | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
Dive Bomber | AAR ❱❱ |
| |||
Fighter-Bomber and Jets | AAR ❱❱ | ||||
Torpedo Bomber | AAR ❱❱ |
| |||
Fighter | ❱❱ | ||||
Carrier Recon | |||||
Seaplane Recon | |||||
Bomber | Seaplane Bomber | ❱❱ AAR | |||
Seaplane Fighter | ❱❱ | ||||
ASW Aircraft | |||||
Other Equipment | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
Surface Radar |
| ||||
Air Radar | |||||
Anti-Installation Equipment | Anti-installation modifiers |
| |||
Extra Armor | |||||
Engine Improvement |
| ||||
All Other Equipment | Are chosen on a case-by-case basis, being often bounded to some specific mechanics |
- Notes
- Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.
See Also
|