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Difference between revisions of "Land-Based Air Squadron"
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Each plane has its own ''equip cost'' (in bauxite) that is immediately deducted when ''it is equipped''; thus, rapid change of equipment will drain your bauxite quickly. The equip cost for the slot is calculated this way: [math]\text{Equip Cost of Slot} = \text{# of planes allowed in slot(4 or 12, depending on what kind)} \times \text{Equip Cost of Plane}[/math] | Each plane has its own ''equip cost'' (in bauxite) that is immediately deducted when ''it is equipped''; thus, rapid change of equipment will drain your bauxite quickly. The equip cost for the slot is calculated this way: [math]\text{Equip Cost of Slot} = \text{# of planes allowed in slot(4 or 12, depending on what kind)} \times \text{Equip Cost of Plane}[/math] | ||
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+ | As of May 5th, your airfields can be attacked by enemy planes. If your airfield gets heavily damaged too often, your planes will be fatigued faster and increase costs of airfield supports. To avoid this, use the air defense option outlined below. | ||
===Tables of Usage Costs=== | ===Tables of Usage Costs=== |
Revision as of 22:53, 6 May 2016
Land-Based Air Squadron is a mechanic introduced with the May 3, 2016 update that also started the Spring 2016 Event.
Outline
This mechanic allows aerial support to be launched from allied air bases. The attack will occur prior to the fleet's attack (after detection and before the fleet does its aerial combat phase).
Usable Plane Classes
- Land Attackers
- Interceptors
- Carrier-based Fighters
- Carrier-based Bombers
/
- Seaplane Bombers & Fighters
- Carrier-based Recon Planes, Recon Seaplanes & Flying Boat
/
/
How to Use
Each Squadron consists of 4 flights. Each flight can be equipped with a different plane, and the amount differs depending on the type of plane it is: 4 for planes in class 6 above and 12 for all others.
When an equipped plane is removed, the removed plane will be temporarily marked "relocating" (配置転換中) and will not be able to be equipped during this time.
Clearing E-4 and E-5 of the Spring Event increases the number of squadrons that can be utilized.
Each plane has its own equip cost (in bauxite) that is immediately deducted when it is equipped; thus, rapid change of equipment will drain your bauxite quickly. The equip cost for the slot is calculated this way: [math]\text{Equip Cost of Slot} = \text{# of planes allowed in slot(4 or 12, depending on what kind)} \times \text{Equip Cost of Plane}[/math]
As of May 5th, your airfields can be attacked by enemy planes. If your airfield gets heavily damaged too often, your planes will be fatigued faster and increase costs of airfield supports. To avoid this, use the air defense option outlined below.
Tables of Usage Costs
Carrier-Based Fighters
ExpandCarrier-Based Fighters |
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Carrier-Based Bombers
ExpandDive Bombers |
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ExpandTorpedo Bombers |
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Seaplane Bombers & Fighters
ExpandSeaplane Bombers |
---|
ExpandSeaplane Fighters |
---|
Land Attackers & Interceptors
ExpandLand Attackers |
---|
ExpandInterceptors |
---|
Recon Seaplanes, Carrier-based Recon Planes, & Flying Boats
ExpandRecon Seaplanes |
---|
ExpandCarrier-Based Recon Planes |
---|
ExpandFlying Boats |
---|
Detail of Each Action
There are 5 actions each squadron can take: Standby, Mission, Air Defense, Take Cover, and Rest.
Action | Effect |
---|---|
Standby | Default state. Use if you wish to sortie without utilizing the squadron. |
Mission | As you enter the sortie, for each squadron you chose to send on a mission, you can choose up to 2 nodes that the squadron will perform mission at. You can choose the same node twice for the squadron; if so, the squadron will have two phases to itself. Note that each squadron has a maximum radius in which it can carry out a mission; you will be unable to use the squadron beyond its combat radius. Costs ![]() ![]() |
Air Defense | During certain maps (such as E-5 and E-7 of the Spring 2016 Event), the enemy can perform air raids against the player's airfield, inflicting damage to planes and resources. This action orders the squadron to perform air defense in order to reduce the damage inflicted to planes and resources. |
Take Cover | Orders the planes to scramble to avoid enemy attacks. This, however, renders the base vulnerable. |
Rest | Will restore morale at a faster rate. However, the planes will suffer heavier damage if under attack while this action is taken. |