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Submarines (SS, also including "Aircraft Carrying Submarines" SSV) are characterized by relatively low armor and HP. By contrast, they are difficult to handle using normal "anti-ship" setups, requiring instead specific Anti-Submarine Warfare (ASW) equipment and setups in order to be sunk.

During sorties, submarines are typically found at pre-boss nodes, but some can be boss themselves, see here.

Anti-Submarine Warfare

Attack Behavior

Unlike regular surface ships, submarines:

  • Cannot be targeted by normal shelling attacks,
  • Are immune to air and torpedo attacks,
  • Cannot take more than scratch damage during night battle,
    • Therefore they cannot be sunk at night,
    • The exception to this rule is when a battle starts at night, or when attacking with a Combined Fleet.

ASW attacks are the only way to obtain any damage modifier above 1 with some formation (Diamond, Echelon, Line-Abreast).

ASW attack conditions

Only certain ships meeting certain conditions can attack SS(V).

Ship type Specific ship Condition Day Battle Night Battle
All Any[1] at least 1 base   ASW prioritize SS
AV, CAV, BBV, LHA Any  Bomber,  ,  ,   with 1+  Prioritize SS Do not attack SS
CVL & Kaga Kai Ni Go Any[2] No more than moderately damaged (中破)
Have an attack aircraft with +1 [3]
Prioritize SS Nigth Air Attack cannot target SS
Mogami-class Kou Kai Ni 
 
Prioritize surface target
Taiyou-class Kai Ni 
 
 

Kaga Kai Ni Go 
Prioritize SS Nigth Air Attack will prioritize surface target[4]
Nigth Shelling prioritize SS
Gambier Bay Mk.II  Prioritize SS Prioritize SS with night air attack
  1. Include Hayasui Kai and Yamashio Maru Kai with no   equiped
  2. Include Hayasui Kai and Yamashio Maru Kai with   equiped
  3. A 0  attack plane paired with a Rotorcraft   or a Liaison Aircraft   do work
  4. In absence of surface target will do a night shelling against SS

Damage calculation

[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 equipments 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.

LBAS

See the Land-Based Air Squadron page

  • Only ASW Planes (7+   ASW) can attack submarine during this phase.
    • If submarines are present, those planes will prioritize attacking submarines, while other attackers will only be able to attack surface targets.

Opening ASW Shelling (OASW)

Commonly referred to as OASW (opening ASW). All eligible ships will perform a regular ASW Shelling attack, following range order in the same fashion as the First Shelling Phase. As these opening attacks happen before the Opening Torpedo Salvo, they may disable or even sink enemy submarines before they have a chance to attack.

OASW has the following trigger conditions:

  • Only ships listed below can trigger an OASW,
    • The ship is not required to be able to perform any ASW Shelling.
  • They must meet their specific ASW stat threshold and requirements, listed below,
OASW Ship ASW Stat Required[1] Equipment Required[2][3][4]
Any DD, CL, CLT, CT, AO[5] 100+ ASW   1 Sonar Equipped
 Kai Ni Juu
 
 
  +  Bomber /   /   /  
Sonar + Any Seaplane Bomber, or Rotorcraft, or Liaison Aircraft, or Dive Bomber, with 1+ ASW
 
 
  +  Bomber /   /  
Sonar + Seaplane Bomber, or Rotorcraft, or Depth Charge
Any CVL[6]   +   /   /   /  
Sonar + Any with 1+ ASW
50+ ASW   +   /   /  
Sonar + Any with 7+ ASW
65+ ASW   /   /  
Any with 7+ ASW
Any DE 60+ ASW   1 Sonar Equipped
75+ ASW Total of 4+ ASW from equipment
 
 Kai Ni D
 
Fletcher-class[7]
John C. Butler-class Kai/Mk.II
J-class Kai
Can OASW innately
 
 
 
 Kai Ni Go
N/A   /   /   /  
Any with 1+ ASW
  N/A   2 Autogyros 
 
 

-or-
 1 Helicopter 
 
  1. The Required ASW Stat does include Visible Bonuses, but does not include Improvements.
  2. Visible Bonuses or Improvements do not count as equipment ASW (e.g. a +6 ASW equipment with +1 ASW bonus does not count as a +7 equipment but just as a +6 one).
  3. When applicable, if all relevant ASW aircraft are in zero plane slots, and no bomber  /  with 1+   are present in non-zero plane slot, the ship cannot OASW.
  4. Regardless of their ASW stat,    Fighters or   Carrier Recons cannot trigger any OASW.
  5. Other ASW Shelling capable ships may be able to OASW, but cannot reach 100 ASW   using currently available equipment.
  6. CVE should be used, as they are the only CVL with base ASW   stat.
  7. Kai only for Heywood L. Edwards.

See the list of Anti-submarine Weaponry and ASW Aircraft to better see what can help achieve OASW on a given ship.

Abyssals

Abyssal ships do not follow these rules. The following may perform OASW unconditionally:

Other abyssals cannot perform OASW.

ASW Support Expedition

See ASW Support Expedition

  • If a CVL is present, aircraft with   ASW will attack submarines regardless of the ship on which it's equipped.