User:VanillaCupcake/Sandbox/Early Game Ships
this one's more aimed at newer players
it's for getting a basic set of ships available across a variety of types. Any ship in this guide will be accessible in non-event maps and it will be assumed that the player has no access to ships currently exclusive to time limited events, late main-map or LSC exclusive drops, or time limited drops in main maps.
it will come in two stages: basic readiness and then rounding out more event focused stuff
first half will be focused on a small number of ships that are both available early and "come online" early with the goal of allowing the player to efficiently clear standard maps and farm them for experience and drops.
The second half will be focused on getting enough ships to field any variety of combined fleet and to round out empty niches not covered in part 1 (anti air, anti-installation, OASW, CAVs, etc)
PART 1: you just started the game a week ago and are a super beginner
(maybe I can have these in separate clickable tabs? I dunno how to make that work)
first half will be focused on a small number of ships that are both available early and "come online" early with the goal of allowing the player to efficiently clear standard maps and farm them for experience and drops. It will be assumed that the player does not yet have access to remodel blueprints and no ship that requires a remodel blueprint to perform will be listed here.
Generally it is better to focus your experience and modernization fodder into a smaller number of ships first, and then you can use them to help carry and train more girls.
lastly it is not worthwhile to raise multiple copies of almost any girl as you cannot use multiple of the same ship in a fleet at a time.
anyone not mentioned in any table is some combination of:
- too rare to reasonably expect a player to have
- worse than recommended ships
- requires limited resources to stand out from the rest of their class
Destroyers
Destroyers (DD) are weak in daytime surface combat, but make up for it via their performance in anti-submarine combat, night battle, and other utility purposes. They are also frequently very helpful in achieving preferential routing on maps and are sometimes needed to even reach the boss at all. Early on, you should pick five of these to raise.
Ships | Explanation |
---|---|
Shimakaze, Yukikaze | These two are unique in that they come online and reach their full potential (or most of their full potential) at only level 20. Their all around stats are excellent and Yukikaze will likely be your first reliable Torpedo Cut-In Destroyer.
However, they are both rare and difficult to acquire, so do not fret if they don't show up right or even at all. Both can be constructed through the rare Destroyer recipe, and also begin dropping in normal maps as early as 2-4. |
Yuudachi, Shigure, Kasumi, Ayanami | Top-tier DDs who, when at their final remodel, perform well in multiple roles or exceptionally well in a single role. While their Kai Nis will be out of reach for now due to their level requirement, it's good to get an early start in leveling them. |
Asashio, Michishio, Hatsushimo, Hibiki, Akatsuki | Other destroyers who, while strong, are not as good as the above ships. |
Ships | Explanation |
---|---|
any member of the Mutsuki-class | These ships have universally poor performance in combat, but their below average resupply cost makes them efficient in expeditions. Keep some and use them to run expeditions only. |
Shirayuki, Hatsuyuki, Miyuki, Oboro, Sazanami, Ikazuchi, Inazuma, Nenohi, Wakaba, Samidare, Suzukaze | In terms of in-game performance, these ships have absolutely no redeeming traits and frequently appear early on. Do not level them unless you really love them. |
Light Cruisers
Heavier than destroyers, they perform better in daytime combat roles and can fill a wide variety of utility purposes. Many maps call for at least one to achieve preferential routing. However, there is rarely room for more than one or two in a fleet. You should raise about two of these.
Ships | Explanation |
---|---|
Kuma, Nagara | They're very similar to Shimakaze and Yukikaze in that they come online at only level 20 with monstrous Kai stats compared to everyone else in their class, even eclipsing the raw stats of many CL Kai Ni - but unlike Shimakaze and Yukikaze, they're fairly common. As a downside, though, they do not have any special utility function.
Due to limited room for CL in a fleet, you should only train one of the two. |
Isuzu | Average performance at Kai, but excellent utility performance at Kai Ni. |
Sendai | Average performance at Kai and fills no utility role, but comes with a full set of night battle gear at Kai Ni. |
Kitakami, Ooi | They start as CL, but become Torpedo Cruisers (CLT) at Kai and Kai Ni, with the power to launch devastating pre-emptive torpedoes. Raise them automatically regardless of which other CLs you choose to train, as they are extremely powerful and will remain strong forever. |
Ships | Explanation |
---|---|
Tenryuu, Tatsuta | Exactly like the Mutsuki-class destroyers - poor in combat, but efficient for expeditions. Send them on expeditions only. |
Common CL that lack relevant second remodels - Naka, Natori | Bad. They will eat up your exp and give nothing back. |
Heavy Cruisers and Aviation Cruisers
Similar to CL, but they trade some of the utility for more raw firepower and armor. Many very early game fleets will only have room for 2 at most. There are also Aviation Cruisers CA(V), which fit into the same slot in a fleet and trade some offensive power for the ability to carry Seaplane Bombers and Seaplane Fighters, an ability that will be important later. For now, level two of them at the very most (but at least one).
Ships | Explanation |
---|---|
Tone, Chikuma | A pair of relatively common CA that have exceptional stats at Kai. They later remodel into CA(V) and continue to perform well at all stages of the game. |
Myoukou | Another CA with high Kai performance and a great final remodel. Somewhat uncommon. |
Mogami | Remodels into a CA(V) at the very low level of 10. Likely to be your first CA(V). |
Takao, Atago | Honorable mentions that rival Tone, Chikuma and Myoukou at Kai, but do not have a final remodel and probably never will. |
Seaplane Tenders
They can carry seaplanes and equip minisubs, allowing them to perform an opening torpedo. However, their stats are generally poor. Their key use early on is routing, particularly allowing you to achieve optimal routing in World 2. There are only two available to you at the start, and you should collect both.
Ships | Explanation |
---|---|
Chiyoda, Chitose | The only two AV available outside of events and late game maps. They're not great, but they're all you've got. They remodel into CVL at level 15 and onwards, but one should be kept as an AV. |
Standard Carriers
Heavy ships whose primary roles are heavy pre-emptive strikes and securing air superiority. They're quite rare at first and you aren't allowed to bring many to one map, in most cases. Thankfully, the game gives you Akagi for free. For now, try to acquire and level one only (alongside Akagi). Some are better than others, but the differences between them are not large and you should take whoever you can get.
Ships | Explanation |
---|---|
Akagi | The game gives her to you for free as the reward of a very early and very easy quest. Great all around stats, good plane capacity. Definitely use her. |
Kaga | Akagi's sister. The best of all choices here due to her solid stats and best-in-class aircraft capacity. Can be found in 2-3 and early world 3. |
Souryuu, Hiryuu | At Kai, they're effectively identical. The weakest of the 6 Kai IJN CAs. Like Kaga, they start dropping in 2-3 and early world 3. |
Zuikaku, Shoukaku | Better than Souryuu/Hiryuu, weaker than Akagi/Kaga. You will not see them outside of doing the CV recipe in Construction, as they only drop in 4-4 and beyond. |
Light Carriers
They're like Standard Carriers, but with less of everything (including deployment cost).