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{{CombatPortal}}
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Submarine are characterized by low armor and HP. However they are difficult to handle using normal anti-ship setups and require specific '''Anti Submarine Warfare (ASW)''' equipments and setups in order to be sunked. Submarine are typically found at pre-boss nodes.
 +
 
=Anti-Submarine Warfare=
 
=Anti-Submarine Warfare=
 
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==Attack Behavior==
*Submarine are immune by air and torpedo attack.
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*They cannot be targeted by normal shelling attack
*They cannot be targeted by normal shellign attack
+
*Submarine are immune to air and torpedo attack.
*They can only be damaged by ASW attacks
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* Submarines cannot take more than scratch damage at night '''and therefore cannot be sunk'''.
*They cannot be sink at night in single fleet, only a combine fleet can.
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** The exception to this rule is when a battle starts at night, or when in a combined fleet
** Friendly Fleet can sink submarine (at night)
 
** The exception being the night battle node
 
 
*ASW attacks is the only to have a damage modifier above 1 with some formation(Diamond, Echelon, Line-Abreast)
 
*ASW attacks is the only to have a damage modifier above 1 with some formation(Diamond, Echelon, Line-Abreast)
  
LBAS
 
*LBAS plane with 7 or more {{ASW}} ASW can attack submarine durinth this phase
 
Support
 
* If a CVL is present, plane with {{ASW}} ASW will attack submarine
 
OASW
 
*Ever ship that can attack submarine can under some condition perform an Opening ASW attack
 
**this is very important for multiple reason:
 
***this add an ASW attack
 
*** this allow to sink Submarien before they do O-torp
 
*** this allow to kill the sub before other ship not equiped with ASw set-up target it
 
Shelling
 
*Ship that can target submarine will prioritize the submarine
 
** Kumano and Suzuya being the exception
 
  
 
{|class="wikitable"
 
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** ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role.
 
** ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role.
 
** However, base ASW is the primary determinant of whether a ship can reach 100 total ASW to perform opening ASW attacks.
 
** However, base ASW is the primary determinant of whether a ship can reach 100 total ASW to perform opening ASW attacks.
* Submarines cannot take more than scratch damage at night (and therefore cannot be sunk).
 
** The exception to this rule is when a battle starts at night, or when in a combined fleet
 
* It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]] (OASW).
 
** As performing an opening attack effectively doubles the damage output, reaching this OASW threshold is in general more important than tacking on additional synergy.
 
  
===Synergy===
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==LBAS==
{{Template:Equipment/ASW_Synergy}}
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''See [[LBAS]] page
  
==LBAS==
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LBAS
See [[LBAS]] page
+
*LBAS plane with 7 or more {{ASW}} ASW can attack submarine durinth this phase
 +
*ASW capable planes will prioritize submarines while the others will attacks surface target.
  
 
==OASW==
 
==OASW==
See [[OASW]]
+
''See [[OASW]]
 +
 
 +
*Most ship that can attack submarine can under some condition perform an Opening ASW attack
 +
**this is very important for multiple reason:
 +
***this add an ASW attack
 +
*** this allow to sink Submarien before they do O-torp
 +
*** this allow to kill the sub before other ship not equiped with ASW set-up target it
 +
* As performing an opening attack effectively doubles the damage output, reaching this OASW threshold is in general more important than tacking on additional synergy.
 +
==ASW Support Expedition==
 +
''See [[Support Expedition#Anti-Submarine Support|ASW Support Expedition]]
 +
* If a CVL is present, plane with {{ASW}} ASW will attack submarine regardless of the ship on which it's equiped

Revision as of 20:13, 28 November 2022

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


Submarine are characterized by low armor and HP. However they are difficult to handle using normal anti-ship setups and require specific Anti Submarine Warfare (ASW) equipments and setups in order to be sunked. Submarine are typically found at pre-boss nodes.

Anti-Submarine Warfare

Attack Behavior

  • They cannot be targeted by normal shelling attack
  • Submarine are immune to air and torpedo attack.
  • Submarines cannot take more than scratch damage at night and therefore cannot be sunk.
    • The exception to this rule is when a battle starts at night, or when in a combined fleet
  • ASW attacks is the only to have a damage modifier above 1 with some formation(Diamond, Echelon, Line-Abreast)


Ship type Specific ship Condition Day Battle Night Battle
All All[1] at least 1 base Anti-Submarine Warfare ASW prioritize SS
AV CAV BBV LHA All Seaplane BomberBomber Rotorcraft Large Flying Boat +1Anti-Submarine Warfare Dive-bomber or Torpedo Bomber prioritize SS Don't attack SS
CVL+Kaga Kai Ni Go All[2] no more than moderately damaged (中破)
have an attack aircraft with +1Anti-Submarine Warfare[3]
prioritize SS Nigth Air Attack cannot target SS
Suzuya Kou Kai Ni
Kumano Kou Kai Ni
prioritize surface target
Taiyou-class Kai NiTaiyou Kai Ni
Shinyou Kai Ni
Unyou Kai Ni

Kaga Kai Ni GoKaga Kai Ni Go
prioritize SS Nigth Air Attack will prioritize surface target[4]
Nigth Shelling prioritize SS
Gambier Bay Mk.II prioritize SS prioritize SS with night air attack
  1. include Hayasui and Yamashio Maru with no Dive-bomber or Torpedo Bomber equiped
  2. include Hayasui and Yamashio Maru with Dive-bomber or Torpedo Bomber equiped
  3. a 0Anti-Submarine Warfare attack plane paired with a rotorcraft Rotorcraft or a patrol plane Liaison Aircraft do work
  4. In abscnece of surface target will do a night shelling against SS

Damage calculation

Anti-Submarine Warfare

[math]\displaystyle{ \text{ASW Power} = \left( 2\sqrt{\text{ASW}_\text{ship}} + 1.5\text{ASW}_\text{equip} + \bigstar + \text{Type}_\text{ship} \right) \times \text{Mod}_\text{synergy} }[/math]

  • [math]\displaystyle{ \text{Type}_\text{ship} }[/math] is a constant depending on the type of the ship performing the attack. See below for details.
Ship Type Constant
Constant Ship Types
13 Coastal Defence Ships (DE)
Destroyers (DD)
Light Cruisers (CL/CT)
Oilers (AO) (without aircraft equipped)
8 Aviation Cruisers (CAV)
Aviation Battleships (BBV)
Seaplane Tenders (AV)
Light Carriers (CVL)
Landing Ships (LHA)
Oilers (AO) (with aircraft equipped)
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] is the synergy multiplier bonus from using certain combinations of ASW equips. See below for details.
ASW Damage Synergy
Small SONARSmall Small Sonars
Equipment Card Type 93 Passive Sonar.png
Type 93 Passive Sonar
Equipment Card Type 4 Passive Sonar.png
Type 4 Passive Sonar
Equipment Card Type 3 Active Sonar.png
Type 3 Active Sonar
Equipment Card Type 3 Active Sonar Kai.png
Type 3 Active Sonar Kai
Equipment Card Type124 ASDIC.png
Type124 ASDIC
Equipment Card Type144 147 ASDIC.png
Type144/147 ASDIC
Equipment Card HF DF + Type144 147 ASDIC.png
HF/DF + Type144/147 ASDIC
Large SONARLarge Large Sonars
Equipment Card Type 0 Passive Sonar.png
Type 0 Passive Sonar
Depth Charge ProjectorDCP Depth Charge Projectors (DCP)
Equipment Card Type 94 Depth Charge Projector.png
Type 94 Depth Charge Projector
Equipment Card Type 3 Depth Charge Projector.png
Type 3 Depth Charge Projector
Equipment Card Type 3 Depth Charge Projector (Concentrated Deployment).png
Type 3 Depth Charge Projector (Concentrated Deployment)
Equipment Card Prototype 15cm 9-tube ASW Rocket Launcher.png
Prototype 15cm 9-tube ASW Rocket Launcher
Equipment Card RUR-4A Weapon Alpha Kai.png
RUR-4A Weapon Alpha Kai
AP
Equipment Card Mk.32 ASW Torpedo (Mk.2 Thrower).png
Mk.32 ASW Torpedo (Mk.2 Thrower)
AP
Depth Charge RacksDCR Depth Charge (Racks) (DCR)
Equipment Card Type 95 Depth Charge.png
Type 95 Depth Charge
AP
Equipment Card Type 2 Depth Charge.png
Type 2 Depth Charge
AP
Equipment Card Lightweight ASW Torpedo (Initial Test Model).png
Lightweight ASW Torpedo (Initial Test Model)
AP
Equipment Card Hedgehog (Initial Model).png
Hedgehog (Initial Model)
AP
Equipment Card Type 2 Depth Charge Kai 2.png
Type 2 Depth Charge Kai Ni
AP
ASW MortarOther ASW Mortars
Equipment Card Type 2 12cm Mortar Kai.png
Type 2 12cm Mortar Kai
Equipment Card Type 2 12cm Mortar Kai (Concentrated Deployment).png
Type 2 12cm Mortar Kai (Concentrated Deployment)
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math]
[math]\displaystyle{ {Mod}_\text{1} }[/math] SONAR + Depth Charges
(Any Sonar + Any Depth Charge)
1.15
[math]\displaystyle{ {Mod}_\text{2} }[/math] Depth Charge ProjectorDCP + Depth Charge RacksDCR and NO Small SONARSmall 1.1
Small SONARSmall + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.25
Examples
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] Small SONARSmall + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math]
Large SONARLarge + Depth Charge ProjectorDCP + Depth Charge RacksDCR 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:

[math]\displaystyle{ \text{Pen} = \sum\limits_{\text{Equipment}} \Big( \sqrt{\text{ASW}_\text{Equipment} - 2} + \text{Mod}_\text{ship} \Big) }[/math]
With
  • [math]\displaystyle{ \text{ASW}_\text{Equipment} }[/math] the base ASW Anti-Submarine Warfare stat of the applicable equipment,
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] being 1 for DE, 0 otherwise,
Note
  • Armor penetration from equipment stacks,
  • The final armor of the targetted submarine cannot go below 1.


  • The bonuses do not stack, meaning only the highest possible bonus applies.
    • The exception is when using the special depth charge projectors detailed above.
  • Multiple equipment of the same type still only apply the bonus once.
  • There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.

Notes:

  • When contributing to ASW power, Base ASW is square rooted, while equipment ASW is multiplied by 1.5
    • ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role.
    • However, base ASW is the primary determinant of whether a ship can reach 100 total ASW to perform opening ASW attacks.

LBAS

See LBAS page

LBAS

  • LBAS plane with 7 or more Anti-Submarine Warfare ASW can attack submarine durinth this phase
  • ASW capable planes will prioritize submarines while the others will attacks surface target.

OASW

See OASW

  • Most ship that can attack submarine can under some condition perform an Opening ASW attack
    • this is very important for multiple reason:
      • this add an ASW attack
      • this allow to sink Submarien before they do O-torp
      • this allow to kill the sub before other ship not equiped with ASW set-up target it
  • As performing an opening attack effectively doubles the damage output, reaching this OASW threshold is in general more important than tacking on additional synergy.

ASW Support Expedition

See ASW Support Expedition

  • If a CVL is present, plane with Anti-Submarine Warfare ASW will attack submarine regardless of the ship on which it's equiped