Combat

Revision as of 12:09, 7 November 2013 by >Amanies (Added more sections. Please help in editing. I'll add more.)

Combat Stages

Stage Notes
Detection

Requires planes or high detection stat.

Success increases hit rate and evasion.

Failure leaves you unable to participate in air combat phase.

Air Combat
Supporting Fire Map 5, requires sortie support expedition.
Opening Torpedo Salvo Requires midget subs or submarines over level 10
Shelling, 1st Round (Range Order) Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
Shelling, 2nd Round (Lineup Order) Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼, 姫, 戦鬼, or 戦姫.
Torpedo Salvo Must not have taken more than light damage to participate.
Night Combat Lineup Order

Night Combat Attacks

  • Night battle damage = Firepower + Torpedo attack. DD, CL, CT and CA are good at night
  • Any vessel at night must not have taken more than moderate (orange) damage before nighttime in order to participate in night battle.
  • Main Gun =  Red guns or 10cm High-angle Gun
  • Secondary (Sub) Gun =  Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
  • You can add other equipment like Radar, Tubrine, Ammo or repair team to the empty slot, that will no affect the combination.

Cut-in

  Main Gun X3+   Main Gun X2   Main Gun X1   Torpedo X2+
      Torpedo X1  
    Sub Gun X1+ Can add   or  
No

 or 

Double Attack

  Main Gun X1   Main Gun X2   Sub Gun X2+
  Sub Gun X1+    
No

 

No

 or 

Can add one  


Type Main Secondary Torpedo Notes
Cut-In 2+ Torpedo Attack
3+ Shelling
2 1+
1-2 1 Combined Attack
Double Attack 2 0 0
1 1+ 0
0 2+ 0-1 Secondary Gun Double-Attack, Torpedo doesn't fire
Single Attack Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
Anti-Submarine Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.

Effect of Damage

Amount of damage on a ship will affect its performarnce.

Minor Damage (小破) No effect on performance
Half Damage (中破) Attack power, accuracy, and evasion are slightly decreased
Wrecked (大破) Attack power, accuracy, and evasion are considerably decreased

Elements that are Involved in the Calculation of Damage

Attack Formation

Formation Magnification
Line Ahead 100%
Double Line 80%
Diamond 70%
Echelon 60%
Line Abreast 60%

Night battle and air combat are not affected by formation choice.


Engagement Form

Form Magnification
The Ocean-going War (同航戦) 100%
Hankou War (反航戦) 80%
T-war (Advantage) (T字戦(有利)) 120%
T-war (Disadvantage) (T字戦(不利)) 60%

Night battle and air combat are not affected by egagement form.

Affects both your fleet and enemy fleet.

T-war (Disadvantage) is avoided by equipping a Saiun (Carrier-Based Recon plane).


Illustration of Engagement Form

The Ocean-going War

Course of own fleet and enemy fleet are the same.

Fleet A
Fleet B


Hankou War

Course of own fleet and enemy fleet are opposite.

Fleet A
Fleet B


T-war

Course of own fleet and enemy fleet are 90 degrees different (which results in a T figure). A fleet is in advantage if it is coming from 「|」direction, and is in a disadvantage if it is coming from 「―」direction.

Victory Conditions

Perfect S
  • No damage taken, all enemy ships sunk.
S (Victory)
  • All enemy ships sunk.
A (Victory)
  • No friendly ships sunk and required number of enemy ships sunk.
    • Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
B (Tactical Victory)
  • Enemy flagship sunk.
  • No damage taken, and enemy took over a certain amount of damage.
  • Damage gauge at least twice enemy damage gauge.
  • Friendly ship sunk, specified number of enemy ships sunk, and damage gauge twice enemy gauge.
  • Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
C (Tactical Defeat)
  • Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
  • Damage gauge higher than enemy gauge, but not reaching twice as much.
  • Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
D (Defeat)
  • Enemy took less than a certain amount of damage.
    • Both sides taking 0 damage is also D.
  • Damage gauge lower than enemy gauge.
  • Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
E (Defeat)
  • Over a certain number of friendly ships sunk.
  • Friendly ship sunk while not meeting any victory conditions.
  • No damage done to enemy, while taking over a certain amount.