Help:Equipment Setup

To observe what setups other players are using in any given situation, please see KCnav

This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.

  • See here for a breakdown of all equipment types and their related mechanics.
  • For more details on some mechanics, please see each relevant page.
  • Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.

Standard Combat

"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.

Battleships (BB) notably utilize   Large Caliber Main Guns,  Recon Seaplane Recons, and   AP Shells, having heavy firepower   and armor  , but lacking torpedo & ASW stats. They:

Equipment Notes
     This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time. For 5-slot BBs, a   or   would generally be used for extra air power.


Misc

Equipment Notes
       This is a setup for the Yamato-class Kai Ni and requires a reinforcement expansion. This setup should also only be used in a main fleet of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows Musashi to perform AACI. It also her a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.

Standard Aircraft Carriers (CV) notably utilize   Dive Bombers,   Torpedo Bombers,   Fighters, required to take part in both Aerial Combat and regular Combat, with their "plane slot"   stat being the most important. They:

  • Must equip  /  bombers to be able to carry any attack.
  • Cannot attack during Night Battle without the right equipment.
Unlike other ship types, equipment placement order matters for carriers. The general rules are:
  • Bombers in top slot
  • Torpedo bomber in largest slot
  • Fighters in the smaller slots
  • Recons and mics equipment in the smallest slots
Equipment Notes
    
    
This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of   and   can be adjusted depending on how much enemy airpower is expected. One   can be swapped out with a Saiun if preventing Red-T engagement is necessary.

Misc

Equipment Notes
     This setup is known as a "fighter mule". The CV/L will be unable to attack and her only role is to provide as much fighter support as possible.
    NOAP This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAP 
 
, careful consideration needs to be taken when running this setup.
     This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The   should ideally be a Night Aircraft to maximize NB damage and allow CVCI during the day.

Heavy Cruisers (CA) are relatively flexible, utilizing   Medium Caliber Main Guns,   Torpedoes, and  Recon Seaplane Recons, and having strong firepower  , torpedo  , and "night attack power  " stats, but no ASW.

Equipment Notes
     This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks. The wild card can be anything that does not interfere with the double attack setup. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate.
     This is an alternative setup for CAs in the main fleet of a combined fleet. Do not use this setup if CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in. If applicable, on   can be replaced by the  SCAMP SCAMP  to gain the firepower without losing the DA.
     This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
     This is the standard CA setup for Torpedo Cut-In (TCI). Since any CA that can TCI or should be luck-modded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an IJN 20.3. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment.

Misc

Equipment Notes
      This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a   for a   will let her focus more on anti-air at the expense of artillery spotting. If having two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, it is possible to maintain artillery spotting and AACI.
      This setup is for Suzuya Kai Ni and Kumano Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.

Light Cruisers (CL) are very flexible, utilizing   Medium Caliber Main Guns,   Torpedoes,  Recon Seaplane Recons, and    ASW equipment, and having strong torpedo  , ASW  , and "night attack power  " stats.

  • Also applicable to CT to some extent for standard combat and ASW.
Equipment Notes
    This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.
 Torpedo  Torpedo   This setup is the standard Torpedo Cut-In (TCI) setup.
One   may be a  Minisub to add an opening torpedo for capable ships. Two   must not be minisubs, as minisubs do not count as torpedos for TCI.
   Minisub +   This is a unique setup for Yura Kai Ni that allows her to provide air support while maintaining night battle double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns.
   Minisub    This is a unique setup for Yuubari Kai Ni Toku when she isn't running the full TCI setup. The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation work, or a sonar for ASW work.


Misc

Equipment Notes
 Minisub     This is a unique setup for Yura Kai Ni's AACI. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. The wildcard should preferably be a   to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
      +  This is a setup to take advantage of Ooyodo/Agano-class/CT reinforcement expansion. By placing a   in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility.

Torpedo Cruisers (CLT) have a very high torpedo   stat, having the strongest "night attack power  " in the game. They:

Equipment Notes
   Minisub This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
 Torpedo  Torpedo  Minisub This setup is the standard Torpedo Cut-In (TCI) setup.
Two   must not be minisubs, as minisubs do not count as torpedos for TCI.

Destroyers (DD) are very versatile, utilizing   Small Caliber Main Guns,   Torpedoes, and    ASW equipment, and having high torpedo  , ASW  , and evasion  , and good "night attack power  " stats, to the detriment of firepower and armor. They:

Equipment Notes
    This is the most basic combat setup for all destroyers. Green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an  Air, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.
    This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
    This setup is the standard Torpedo Cut-In (TCI) setup. It should only be used on destroyers with at least 50  . Destroyers with 40   are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
    This setup is an alternative TCI setup. This setup is typically used for either powerful destroyers (E.g. Yuudachi, Ayanami, Naganami) that can hit the night battle cap with two torpedoes or low luck (30  ) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low-luck destroyers, the wild card should be a  . This will help increase their trigger rate somewhat.

Coastal Defense Ships (DE) are weak ships with high ASW   stat, utilizing    ASW equipment. They:

Equipment Notes
    DE are primarily used for ASW. In the event they are used for combat, green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an  Air, allowing any ship to activate at least AACI 5.

Submarines (SS) have high torpedo   stats, and are limited to the Opening Torpedo Salvo, the Closing Torpedo Salvo, and Night Battle. They:

Equipment Notes
   This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another   or utility equipment like   or  .
Two   must not be minisubs, as minisubs do not count as torpedos for TCI.
 Sub_LM +  Sub_LM By combining Late Model Submarine Torpedoes with   or with other LM sub torpedoes, the SS will be able to trigger a "new TCI" at night, while keeping the advantages listed above.
 Sub_LM +  


Misc

Equipment Notes
   This setup is used when taking SSV for air support.

Seaplane Tenders (AV) notably utilize  Recon/ Bomber/  seaplane Recons/Bombers/Fighters, as well as some Main Guns and  Minisub Midget Submarines, participating in most Combat stages, given the correct setup. They can also be used for an Anti-Installation role, as they can carry most Anti-Ground Equipment.

Equipment Notes
 Bomber  Bomber  Minisub This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
AV that can't equip  Minisub or Kamoi Kai can swap for an extra  Bomber. 4-slot AVs can take an extra  Bomber.

Seaplane bombers may be replaced with fighters if more airpower is needed.

      Fighter Mule. Used to maximize the AV's fighter power. 4 slots AVs can take an extra  
     Bomber  Minisub
 Bomber  Bomber    
This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.

Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.

Anti-Submarine

Are listed here some recommended equipment setups for ASW duties. The equipment order is illustrative and does not reasonably matter. As general rules:
  • The first priority is to have an OASW, even at the expense of damage synergy:
    • Because   increase with levels, using high-level ships will help reach the required stat threshold,
    • DE can OASW more easily than other ship types,
    • Take note that DE also have an armor penetration bonus when using Depth Charges.
  • To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup":
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.

Equipment Notes
 Small  DCP  DCR   Best ASW damage setup utilizing synergy.

Do note that reaching the OASW threshold takes precedence over everything, and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead.

     Small   A setup keeping a DA, while unlocking OASW for ships with enough ASW.

For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.

     Small   A setup keeping a TCI, while unlocking OASW for ships with enough ASW.

For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.

Equipment Notes
 Small  DCP  DCR Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.

Only CVE & Kaga Kai Ni Go should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats.

  • The use of ASW Aircraft is recommended or even mandatory, in order to unlock certain OASW.
Equipment Notes
      When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present.
     + /  When the right OASW conditions are not met, using an additional ASW Aircraft just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown.
 / / / / /  When focusing on submarines only, using an assortment of ASW Aircraft/Sonar/Depth Charge is enough, as a CVCI cannot trigger against submarines.

Equipment Notes
          Setup unique to Hyuuga Kai Ni  which allows her to do an OASW with a decent base ASW, while keeping some surface combat capabilities like Artillery Spotting.

The   must be an Helicopter 
 
, and should be placed in the smaller plane slot when other planes are used.

 / / / /  Setup for Yamashio Maru Kai  to allows her to do an OASW, while keeping some utilities by using   or  .

Anti-Installation

As a general rule, to engage in anti-installation warfare, a combination of regular setups (DA, AACI, ASW, ...), has to be mixed with the use of more or less "anti-installation equipment":
Anti-Ground Equipment
Shells   Anti-Aircraft Shells
  Armor Piercing Shells
Anti-Ground Artilleries   Anti-Ground Rockets
 Other ASW Mortars
  Landing Craft  TP Transport Craft 
 
 Tank Landing Tanks
 Armed Armed Boats 
 
  Amphibious Vehicles
  Landing Forces
Seaplanes  Bomber Seaplane Bombers
  Seaplane Fighters
  Anti-Installation Dive Bombers
  Barrage Balloons
  Rations
  • Regarding       Landing Equipment:
    • These provide on average the highest flat/multiplier damage bonus against all installations.
    • As Landing Craft, Amphibious Tanks, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect.
    • Only the following ships can equip those equipment, and so are particularly valuable in those situations:
Ships that can equip Landing Craft / Amphibious Vehicles
Type Landing Craft   Both   &   Amphibious Vehicle  
DD                                            Kai Ni D      Kai Ni D      Kai Ni D          Kai Ni D      Kai Ni              
CL      Kai Ni D          Kai Ni Toku    
CAV  Kai Ni Toku
(F)BB(V)    Kai Ni Juu    Kai Ni C  
CVL      Kai Ni Sen
AV                  Kai Ni Toku
AO      
LHA          
SS(V) All
RE

  Soukoutei (Armored Boat Class) : Shinshuu Maru 
 

   Ka-Tsu tanks 
 
: I-36 
 
 · I-41 
 
 · I-47 Kai  · I-58 Kai 

[edit]
  • Regarding   Anti-Ground Rockets:
    • If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
    • Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
    •   ASW Mortar 
       
      are inferior substitutes to regular Anti-Ground Artilleries when lacking those.
  • Regarding     Shells:
    •   AP Shells are mostly effective against "Hard Skin Installations",
    •   AA Shells are mostly effective against "Soft Skin Installations".

Nuke Setup describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").

  • Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
  • Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
  • The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
    • For example, equipping multiple   Special Amphibious Tanks  or Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.

All "surface" anti-installation setups can be further enhanced by using them in Special Attacks, especially the Nelson-class's Touch.

Equipment Setup Notes
General anti-installation setups
     The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet.
     This is an option when facing soft-skinned installations. Taking an AA shell will slightly improve their damage versus installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types.
          Yamato-class Kai Ni & Ise-class Kai Ni only.
  • "Best of both worlds" for 5-slot battleships.
       
       
Nagato-class Kai Ni & Yamato Kai Ni Juu only.
  • The landing craft/special amphibious tank will make their Special Attacks deal significantly more damage to installation enemies. Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
Anti-SDP setups
         + 
or
         + 
Nuke Setup , Yamato Kai Ni Juu only.
  • A proper nuke setup keeping the Double Attack and artillery spotting, that uses Yamato's ability to carry Secondary Guns in her RE, also taking advantage of her Special Attack.
  • An AP Shell may be used to replace the anti-ground rockets to improve performance against other targets, while improving the damage multiplier of Yamato's Special Attacks and Artillery Spotting types.

Equipment Setup Notes
General anti-installation setups
      This is only to be used when having anti-installation dive bombers. It will allow the carrier to still perform CVCI against other targets.
      The number of torpedo bombers and fighters in this setup can be varied depending on the amount of fighter power required. This is the standard carrier anti-installation setup. While it does sacrifice CVCI, the carrier shelling formula, and proficiency bonuses, it still ensures that carriers will do significant damage to installations and other targets.
Anti-SDP setups
        CV-Nuke Setup , Gambier Bay Mk.II & Unyou Kai/Ni only.
        Nuke Setup , Houshou Kai Ni Sen, Gambier Bay Mk.II & Unyou Kai/Ni only.

Equipment Setup Notes
General anti-installation setups
     The standard anti-installation setup for heavy cruisers. It allows artillery spotting and deals decent damage against installations.
    
or
    + 
  • This is an alternative setup only for aviation cruisers. It removes the ability to artillery spot for much more powerful anti-installation damage at night.
  • For Mogami-class Cruisers with a Reinforcement Expansion, an option to equip 8cm High Angle Guns in the expansion slot in order to retain a weaker variant of artillery spotting is a viable alternative.
Anti-SDP setups
    
    
    + 
Nuke Setup , Mogami Kai Ni Toku only.
  • The last setup uses Mogami's ability to carry 8cm High-angle Guns 
     
    in her RE, making this a true nuke setup while keeping the Double Attack.

Equipment Setup Notes
General anti-installation setups
     A setup for 4-slot light cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
Anti-SDP setups
   
   
Nuke Setup

CLT should not engage in anti-installation warfare.

Equipment Setup Notes
General anti-installation setups
   
   
Setups that keep the Double Attack while maintaining decent anti-installation power, allowing reasonable effectiveness against installation and other targets at night.
     Tashkent only.
  • Functions much like the light cruiser setup with a powerful night battle double attack.
Anti-SDP setups
   
   
Nuke Setup
   
   
   
Mini-Nuke Setup
  • Substitute nuke setups to use ONLY when lacking Landing Craft or Special Amphibious Tanks.
Anti-installation-like warships setups
    
    
GTR+anti-installation setup (only for high-luck DD that can carry radar in RE).
    
    
TCI+anti-installation setup (useful against Installation-like warships).

DE should not engage in anti-installation warfare.

Equipment Notes
General anti-installation setups
  /   Equipping either is required for SS/V to attack installations during shelling.

Equipment Setup Notes
Anti-SDP setups
   
   
Nuke Setup
  • 4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
        Double Nuke Setup

Equipment Setup Notes
Anti-SDP setups
    
    
    
Nuke Setup
  • LHAs can carry some of the strongest 4 slots nuke configurations.
    + 
    + 
Mega-Nuke Setup , Shinshuu Maru Kai only.
    Omega-Nuke Setup , No.101 Transport Ship Kai only.
        Double Nuke Setup
  • This setup is to utilize the "Nuke" with a "Night DA".

Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.

Exhautic Setups

Other setups that are used in specific situations and/or on specific ships.

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]
Equipment Notes
   + /  The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the   so that another main gun can be used to maintain double attacks.
     Armed +   Utilises the same principles as above, with the greater bonus of the  Armed armed boats.

This setup has also some effectiveness against Installations.

Transport Operations requires to bring as much "TP points" per run to be completed:

Notes
  • Even so the   Underway Replenishment  icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
  • The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
Equipment Setup Notes
CAV/CL/DD/AV/LHA/AO
 / / /  As much of those equipment must be equipped in the fleet.
     /  The main setup that still keeps a DA for boss clearing.
Any "normal" setup In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.

Equipment Selection

While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.

Equipment of a same type are mainly differentiated by their "Stats" ( ,  ,  , ...), including Fit Bonuses (both visible and invisible) and Improvements ( ) stats, as well as some more specific attributes, like:

  • Modifiers brought in certain mechanics, ranging from combat to routing,
  • Special mechanics induced by certain equipment...

Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.

Here, equipment stats are dispatched into 3 categories:

  • Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
  • Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
  • Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
Equipment Stats Category
Main Armament
Icon Equipment Types Primary Stats Secondary Stats Notes
     Main Gun & Secondary Gun    
  • for smal caliber Fit Bonus generaly are higher than base stats
  • For Medium and Large caliber Hidden Fit Bonuses plays a major role when choosing a gun
  High-Angle Gun      
  • Having an good AACI takes priority over stats
  AA Gun      
  • Despite its stats the RLK2  is the best on certain ships, due to its unique mechanic.
  • Having an good AACI takes priority over stats
  Torpedo      
Midget Submarine
    Anti-submarine Weaponry     Armor Penetration
  • Having OASW takes priority over stats
  • When already having OASW, then ASW Synergy takes priority over stats
Aircraft
Icon Equipment types Primary stats Secondary stats Note
    Dive Bomber   AAR ❱❱  
  • If the main purpose of the ship is ASW then naturally   becomes a primary stat
Fighter-Bomber and Jets     AAR ❱❱  
    Torpedo Bomber   AAR ❱❱  
  • If the main purpose of the ship is ASW then naturally   becomes a primary stat
    Fighter   ❱❱  
  Carrier Recon      
  • Equipping a Saiun 
     
     
    will override Red T engagements and turn them into Head-on, see here
    Seaplane Recon      
 Bomber Seaplane Bomber     ❱❱ AAR
  Seaplane Fighter   ❱❱
    ASW Aircraft  
Other Equipment
Icon Equipment types Primary stats Secondary stats Note
  Surface Radar        
  • Because of AACI priority, radar without   may be choosed
Air Radar      
        Anti-Installation Equipment Anti-installation modifiers
  • The best equipment can change depending on the enemy installation
  Extra Armor  
  • The   malus is negligible
  Engine Improvement    
  •   Evasion is almost always negligible, as the soft-cap is only at 40.
All Other Equipment Are chosen on a case-by-case basis, being often bounded to some specific mechanics
Notes
  •   Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.

See Also