User:Ninnin/Sandbox/1

< User:Ninnin
Revision as of 08:31, 4 August 2022 by Ninnin (talk | contribs)

Anti-Submarine Warfare

  • Submarine are immune by air and torpedo attack.
  • They cannot be targeted by normal shellign attack
  • They can only be damaged by ASW attacks
  • They cannot be sink at night in single fleet, only a combine fleet can.
    • Friendly Fleet can sink submarine (at night)
    • wikiwiki mention that "開幕夜戦マス" can sink sub at night
  • 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 Anti-Submarine Warfare ASW can attack submarine durinth this phase

Support

  • If a CVL is present, plane with Anti-Submarine Warfare 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
Ship type Specific ship Condition Day Battle Night Battle
DE DD CL(T) CT AO? All at least 1 base Anti-Submarine Warfare ASW prioritize SS
AV CAV BBV LHA All SPB RotorCraft Flying Boat Carrier bomber with ASW prioritize SS Don't attack SS
CVL All ?? prioritize SS Nigth Air Attack cannot target SS
Suzuya Carrier Kai Ni Kumano Carrier Kai Ni prioritize surface target
Kaga Kai Ni Go prioritize SS prioritize SS with night shelling
Other ship type Cannot attack 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 Small Sonars
 
Type 93 Passive Sonar
 
Type 4 Passive Sonar
 
Type 3 Active Sonar
 
Type 3 Active Sonar Kai
 
Type124 ASDIC
 
Type144/147 ASDIC
 
HF/DF + Type144/147 ASDIC
 Large Large Sonars
 
Type 0 Passive Sonar
 DCP Depth Charge Projectors (DCP)
 
Type 94 Depth Charge Projector
 
Type 3 Depth Charge Projector
 
Type 3 Depth Charge Projector (Concentrated Deployment)
 
Prototype 15cm 9-tube ASW Rocket Launcher
 
RUR-4A Weapon Alpha Kai
AP
 
Mk.32 ASW Torpedo (Mk.2 Thrower)
AP
 DCR Depth Charge (Racks) (DCR)
 
Type 95 Depth Charge
AP
 
Type 2 Depth Charge
AP
 
Lightweight ASW Torpedo (Initial Test Model)
AP
 
Hedgehog (Initial Model)
AP
 
Type 2 Depth Charge Kai Ni
AP
 Other ASW Mortars
 
Type 2 12cm Mortar Kai
 
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]   +  
(Any Sonar + Any Depth Charge)
1.15
[math]\displaystyle{ {Mod}_\text{2} }[/math]  DCP +  DCR and NO  Small 1.1
 Small +  DCP +  DCR 1.25
Examples
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math]  Small +  DCP +  DCR 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math]
 Large +  DCP +  DCR 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   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.
  • 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

ASW Damage Synergy
 Small Small Sonars
 
Type 93 Passive Sonar
 
Type 4 Passive Sonar
 
Type 3 Active Sonar
 
Type 3 Active Sonar Kai
 
Type124 ASDIC
 
Type144/147 ASDIC
 
HF/DF + Type144/147 ASDIC
 Large Large Sonars
 
Type 0 Passive Sonar
 DCP Depth Charge Projectors (DCP)
 
Type 94 Depth Charge Projector
 
Type 3 Depth Charge Projector
 
Type 3 Depth Charge Projector (Concentrated Deployment)
 
Prototype 15cm 9-tube ASW Rocket Launcher
 
RUR-4A Weapon Alpha Kai
AP
 
Mk.32 ASW Torpedo (Mk.2 Thrower)
AP
 DCR Depth Charge (Racks) (DCR)
 
Type 95 Depth Charge
AP
 
Type 2 Depth Charge
AP
 
Lightweight ASW Torpedo (Initial Test Model)
AP
 
Hedgehog (Initial Model)
AP
 
Type 2 Depth Charge Kai Ni
AP
 Other ASW Mortars
 
Type 2 12cm Mortar Kai
 
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]   +  
(Any Sonar + Any Depth Charge)
1.15
[math]\displaystyle{ {Mod}_\text{2} }[/math]  DCP +  DCR and NO  Small 1.1
 Small +  DCP +  DCR 1.25
Examples
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math]  Small +  DCP +  DCR 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math]
 Large +  DCP +  DCR 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   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.

LBAS

See LBAS page

OASW

See OASW