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Difference between revisions of "Help:Equipment Setup"

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Revision as of 21:03, 28 March 2023

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 to a map, a ship, or a mechanic. For those equipment setups, please refer to the relevant pages.

  • Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
  • For more details on some mechanics, please see:

Destroyer (DD)

Equipment Notes
High-Angle GunHigh-Angle GunWildcard 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 RADARAir. This will allow any destroyer to activate AACI API5.
Small Caliber Main GunSmall Caliber Main GunRADAR 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.
TorpedoesTorpedoesTorpedoes This setup is the standard Torpedo Cut-In (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.
TorpedoesTorpedoesWildcard 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 Luck) 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 Lookout. This will help increase their trigger rate somewhat.

Coastal Defense Ship (DE)

Equipment Notes
High-Angle GunHigh-Angle GunWildcard 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 RADARAir. This will allow any destroyer to activate AACI API5.

Light Cruiser (CL)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplane 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.
TorpedoesTorpedo TorpedoesTorpedo Torpedoes This setup is the standard Torpedo Cut-In (TCI) setup.
One Torpedoes may be a Midget SubmarineMinisub to add an opening torpedo for capable ships. Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.
Medium Caliber Main GunSeaplane FighterMidget SubmarineMinisub + High-Angle Gun 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.
Medium Caliber Main GunMedium Caliber Main GunMidget SubmarineMinisubWildcard 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 work, or a sonar for ASW work.

Torpedo Cruiser (CLT)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunMidget SubmarineMinisub This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
TorpedoesTorpedo TorpedoesTorpedo Midget SubmarineMinisub This setup is the standard Torpedo Cut-In (TCI) setup.
Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.

Heavy Cruiser (CA/V)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard 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.
Medium Caliber Main GunMedium Caliber Main GunMedium Caliber Main GunSeaplane 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 Medium Caliber Main Gun can be replaced by the Aviation PersonnelSCAMP SCAMPSkilled Carrier-based Aircraft Maintenance Personnel to gain the firepower without losing the DA.
Medium Caliber Main GunSecondary GunSecondary GunWildcard 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.
Medium Caliber Main GunTorpedoesTorpedoesWildcard This is the standard CA setup for 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.

Battleship (F/BB/V)

Equipment Notes
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 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. For 5-slot BBs, a Fighter or Seaplane Fighter would generally be used for extra air power.

Carrier (CV/L/B)

Unlike other ship types, equipment placement order matters for carriers.

The general rules are:

  • Bombers in top slot
  • Torpedo bomber in largest slot

Equipment Notes
Torpedo BomberDive BomberFighterFighter
Torpedo BomberTorpedo BomberDive BomberFighter
This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of Torpedo Bomber and Fighter can be adjusted depending on how much enemy airpower is expected. One Fighter can be swapped out with a Saiun if preventing Red-T engagement is necessary.

Submarine (SS/V)

Equipment Notes
TorpedoesTorpedoes 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 Torpedoes or utility equipment like Submarine Equipment or Seaplane.
Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.
TorpedoesSub_LM + TorpedoesSub_LM By combining Late Model Submarine Torpedoes with Submarine Equipment or with other LM sub torpedoes, the SS will be able to trigger a "new TCI" at night, while keeping the advantages listed above.
TorpedoesSub_LM + Submarine Equipment

Seaplane Tender (AV)

Equipment Notes
Seaplane BomberBomber Seaplane BomberBomber Midget SubmarineMinisub This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
AV that can't equip Midget SubmarineMinisub or Kamoi Kai can swap for an extra Seaplane BomberBomber. 4-slot AVs can take an extra Seaplane BomberBomber.

Seaplane bombers may be replaced with fighters if more airpower is needed.

Seaplane Fighter Seaplane Fighter Seaplane Fighter Fighter Mule. Used to maximize the AV's fighter power. 4 slots AVs can take an extra Seaplane Fighter
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane BomberBomber Midget SubmarineMinisub
Seaplane BomberBomber Seaplane BomberBomber Medium Caliber Main Gun Medium Caliber Main 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.

Auxiliary Ships (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.

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 Attack, Anti-Air, ...), including Fit Bonuses (both visible and invisible) and Improvements (Improved) 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
Small Caliber Main GunMedium Caliber Main GunLarge Caliber Main GunSecondary Gun Main Gun & Secondary Gun Firepower Accuracy
  • 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
High-Angle Gun High-Angle Gun Anti-Air Firepower Accuracy
  • Having an good AACI takes priority over stats
Anti-Aircraft Gun AA Gun Anti-Air Firepower Accuracy
Torpedoes Torpedo Torpedo Attack Firepower Accuracy
Midget Submarine
SONAR Depth Charges Anti-submarine Weaponry Anti-Submarine Warfare Accuracy Armor Penetration
  • Having OASW takes priority over stats
  • When already having OASW, then ASW Synergy takes priority over stats
Aircraft
Icon Equipment types Primary stats Secondary stats Note
Dive Bomber JetFighterBomber1.png Dive Bomber Dive Bomber Attack AAR ❱❱ Firepower
  • If the main purpose of the ship is ASW then naturaly Anti-Submarine Warfare becomes a primary stat
Fighter-Bomber and Jets Anti-Air Dive Bomber Attack AAR ❱❱ Firepower
Torpedo Bomber Night Torpedo Bomber Torpedo Bomber Torpedo Attack AAR ❱❱ Firepower
  • If the main purpose of the ship is ASW then naturaly Anti-Submarine Warfare becomes a primary stat
Fighter Night Fighter Fighter Anti-Air ❱❱ Firepower
Reconnaissance Aircraft Carrier Recon Line of Sight Accuracy Firepower
  • Equipping a SaiunSaiun
    Saiun (Eastern Caroline Air Group)
    Saiun (4th Recon Squad)
    will override Red T engagements and turn them into Head-on, see here
Seaplane Night Reconnaissance Seaplane Seaplane Recon Line of Sight Accuracy Firepower
Seaplane BomberBomber Seaplane Bomber Line of Sight Dive Bomber Attack ❱❱ AAR
Seaplane Fighter Seaplane Fighter Anti-Air ❱❱
Rotorcraft Liaison Aircraft ASW Aircraft Anti-Submarine Warfare
Other Equipment
Icon Equipment types Primary stats Secondary stats Note
RADAR Surface Radar Line of Sight Accuracy Anti-Air Firepower
  • Because of AACI priority, radar without Anti-Air may be choosed
Air Radar Anti-Air Accuracy Line of Sight
Landing Craft Amphibious Vehicle Anti-Ground Rocket ... Anti-intallation Equipment Anti-installation modifiers
  • The best equipment can change depending on the enemy installation
Armor Extra Armor Armor
  • The Evasion malus is negligible
Engine Improvement Engine Improvement Speed
  • The Evasion gained is negligible
All Other Equipment Are chosen on a case-by-case basis, being often bounded to some specific mechanics
Notes
  • 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