Land-Based Air Squadron

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


On certain maps, Land-Based Air Squadrons (LBAS) are available to support fleets. These squadrons can then be used to attack selected nodes or defend the base.

  • Land-based planes, carrier-based planes, and seaplanes can be assigned to these bases.
  • Rotorcraft and liaison aircraft cannot be assigned.

Currently, LBAS are only available in 7-4, 6-4, 6-5, and events.

Overview

 
LBAS is available in W6-5. Clicking on the highlighted boxed areas will open the LBAS menu
 
LBAS in Spring 2016 event. Event page can be accessed by clicking on the yellow boxed island
 
Land Base Tab of Base 3. The first and third slots are occupied, the 4th is currently being relocated. Slot 2 is empty
  1. Maps where LBAS are available for use, are marked with a blue banner labeled "Land-Based Air Squadron Available" (基地航空隊運用).
    • How many bases are available for use on the map is indicated under this as "Available for Sortie x# Squadrons" (出撃可能 x# 飛行隊).
    • Even if a base is not available for use during the sortie, it is still available for use as base defense.
  2. On relevant maps, an LBAS group is composed of up to 3 LBAS, each having 4 plane slots.
    • On W6 & W7, each LBAS needs to be unlocked.
    • On events, the number of LBAS available is managed mapwise.
  3. All slots in the airbase are fixed at size 18.
    • The exceptions are reconnaissance planes fixed at size 4 and Land-Based Heavy Bombers at 9.
  4. When a plane is removed from the airbase, there is a base 12 min cooldown while they are "Relocating" (配置転換中).
    • The screen needs to be reloaded to complete the relocation,
    • This timer can be reduced down to 6 min if the LBAS group is upgraded.
  5. It costs bauxite to assign a plane to the base. The cost depends on the type of plane. Please see below for details.
    • Moving planes around in the same base does not cost anything (they can be dragged and drop them between the slots).
    • Removing planes do not cost anything.
  6. Each LBAS group is independent to each other. This means planes need to be removed from a group to be relocated to another and vice versa.
  7. Attacks made by the LBAS occur before aerial combat, support, and opening attacks. Please see Combat for more details.

Unlocking

World 6

In order to use the LBAS at World 6, the quest F43 has to be cleared. Construction Corps  are then needed to open the 2nd and 3rd LBAS of world 6.

Quest info Rewards
F43
  One-Time
中部海域「基地航空隊」展開!
Begin The Preparations To "Build The Air Base"!
 
0
 
0
 
0
 
0
Air Base Quest:  
World 6 LBAS
Also opens 6-5 if 6-4 is already cleared
Scrap 2 Drum Canisters, and prepare 1 Construction Corps, 1 200 fuel, and 3 000 bauxite.
Prerequisites B62, F38
Notes Resources and item are consumed upon completion.

World 7

In order to use the LBAS at World 7, the quest B175 has to be cleared. Construction Corps  are then needed to open the 2nd and 3rd LBAS of world 7.

Quest info Rewards
B175
  One-Time
南西海域「基地航空隊」開設!
Southwestern Waters "Land Base Air Squadron" Established!
 
0
 
0
 
300
 
300
Destroy enemy fleets near the Nansei Islands Patrol Area, Bashi Strait, the Eastern Orel Sea, and Deep off the coasts of Penang Island in the South Western Waters! Reach the port at Taiwan on the Shonan mainland route. Prepare a "Construction Corps" x1 and deploy the "Land Base Air Squadron" in the southwestern sea area that covers the area!  
World 7 LBAS
Then choose between:
 
Type 1 Land-based Attack Aircraft
 
Type 3 Fighter Hien
2x
 
Improvement Material
5x
S rank the boss nodes of 2-1, 2-2, 2-3, and 7-3 (Part 2), and reach node O in 7-4.
Prerequisites B113, B131
Notes Item is consumed upon completion.

Events

LBAS unlocking during events is straightforward. Airbases are accessible from the first map when it is available. More bases may be unlocked as progressing through the event.

  • Please note that although additional bases may be unlocked as proceeding through the event, if an early event map has a limit of say 1 LBAS then only 1 can be used. The other bases will be on standby even if set to sortie.

LBAS Relocation

In some events, the LBAS's initial position on the map will be changed after reaching a certain phase. This will therefore change the ranges across the map, often making the boss easier to reach.

How to Use

 
The different types of Missions a Landbase can be set to with their distinctive colored glow.

To deploy an LBAS on a given map, it is needed to :

  1. Click on the blue LBAS banner to bring up the LBAS menu.
    • LBAS for events are located in a different section, please refer to the examples shown on this page.
  2. Click on any slot to bring up a list of all available planes.
    • Planes assigned to other LBAS groups will be greyed out and unavailable for assignment.
    • Planes assigned to other LBAS within the same group will be labeled as such to be swapped (only 2 planes can be swapped, not one plane and an empty slot).
  3. Change the Deployment Mode notice by clicking on it on each available LBAS. It will rotate through:
    • Standby (待機) (default mode and is locked to this for empty bases)
    • Sortie (出撃)
    • Air Defense (防空)
    • Evacuation (退避)
    • Rest (休息)
      • If are using a KC viewer, the status of the LBAS will only be updated when exiting the LBAS menu.
  4. When having at least 1 base set to sortie, there will be a green bar underneath the sortie button telling "Land-Based Air Squadron Ready to Sortie" (基地航空隊出撃準備中).
  5. On the map, before the sortie begins, it will be asked to select up to two nodes per active base.
    • A base can be sent to the same node twice or be split.
    • Note that the LBAS strikes will proceed in the order of the airbases, so if all are sent to the same node, LBAS 1 will arrive first followed by 2 and 3.
  6. Once the targets are selected, click the green "Ready for Takeoff" (発進準備完了) button.
    • If a mistake is made, click the red "Cancel" (解除) button to reset targets for that base, or just double click on the node currently selected.
  7. Repeat steps 5 and 6 for every active base.
  8. When the fleet reaches the targeted node, the LBAS attack will trigger.

Assignment & Resupply

Assignment

Assigning any plane to a LBAS group will cost bauxite   following the formula:

[math]\displaystyle{ \text{Assignment Cost} = \text{Plane}_\text{Cost} \times \text{Slot}_\text{Size} }[/math]

Resupply

Planes can be resupplied by clicking the green "Resupply" (補充) button on the LBAS menu after a sortie. It is possible to either resupply one plane (航空機補充) or resupply the base (全中隊補充).

The resupply costs are:

[math]\displaystyle{ \text{Fuel} = 3 \times \text{Plane} }[/math]

[math]\displaystyle{ \text{Baux} = 5 \times \text{Plane} }[/math]

  • [math]\displaystyle{ \text{Plane} }[/math] is the number of planes missing from the total count.

Deployment Modes

Standby

This is the default mode of all bases.

  • The morale recovery rate is increased but the rate is lower than Rest.
  • Damage from raids is similar to Sortie.
  • If the airbase is not used, it is typically better to leave it in Evacuation or Rest instead.

Sortie

 
The Second Land base is sent to attack the 6-5 Boss with both waves
 
Type 96 LBAA attacking Enemy Fleet

This enables the base to be sent out to attack targeted nodes.

  • Up to two nodes can be targeted per base.
  • In maps that do not allow all three bases, the first one or two bases set to sortie will be used for the attack.
    • E.g If Base 1 is set to not sortie but Base 2 is, Base 2 will be dispatched.
  • Only nodes within the combat radius of the base can be targeted. Please see "Combat Radius" for details.
  • When multiple bases are sent to a node, they attack in order of bases.
    • E.g Base 1 Wave 1, Base 1 Wave 2, Base 2 Wave 1, etc.
  • LBAS attacks are subject to all aerial combat phases. Please see Aerial Combat for more details.
    • Although air control is contested, the result will not be displayed.
    • The enemy plane losses for the air control phase of LBAS can reduce the fighter-power values of the node.
    • It is possible to trigger contact.
  • There are several messages that are displayed when the planes in the base take heavy losses.
    • Many LBAS planes did not return! (基地航空隊 攻撃機未帰還機多数!): 60% loss
    • LBAS planes have suffered heavy losses! (基地航空隊 攻撃隊被害甚大!): 75% loss
    • LBAS planes annihilated! (基地航空隊 攻撃隊全滅!): 100% loss
  • Plane losses are not finalized until the results screen for the battle appears.
    • Plane counts are reset between waves so every wave attacks at full strength.
    • Note that sending one base to separate nodes can make that base weaker at the 2nd node.
  • The base can be sent to any node. This includes nodes where the LBAS cannot appear.
    • It is possible to use LBAS to weaken enemy air wings at air-raid nodes to help mitigate damage.
  • The damage state of the base from Land Base air-raids does not affect airstrike damage.

Combat Radius

The Combat Radius (often represented using  ) determines the furthest node that a base can attack. This is displayed over the picture in the LBAS menu.

  • The distance of the nodes varies from map to map. Please refer to the LBAS range maps of relevant pages.
  • Nodes will glow blue or yellow on mouseover with LBAS active. Yellow indicates nodes at the maximum range of the current base.
  • It is not possible to sortie if the range of the LBAS is unable to reach any node.
  • The range of   Rotorcraft and   Type 3 Command Liaison Aircraft 
     
    cannot be increased.
  • Not to be confused with Range Extension for ships.

The effective range of an LBAS is given by:

LBAS Range Formula
[math]\displaystyle{ \text{Range}_\text{LBAS} = \text{Range}_\text{min} + \text{min} \Big( 3 \text{ ; } \biggl[ \sqrt{\text{Range}_\text{max} - \text{Range}_\text{min} } \biggr] \Big) }[/math]
With
  • [math]\displaystyle{ \text{Range}_\text{min} }[/math] is the minimum range of planes in the base.
  • [math]\displaystyle{ \text{Range}_\text{max} }[/math] is the maximum range of "Recons" ( / Sp/ LB/ Recon/ / ) in the base.
    • [math]\displaystyle{ = \text{Range}_\text{min} }[/math] if no recon is present in the base.
  • Value between [math]\displaystyle{ [ \ ] }[/math] is rounded up or down to the nearest integer.

Each LBAS ranges in a group are managed independently, so "range extenders" may be needed on multiple bases in some situations.

Following this formula, it is possible to determine the effectiveness of certain recon to extend range:

Range Extenders
Name Combat Radius Minimum Range and Extended Range
1 2 3 4 5 6 7 8 9 10
  Type 2 Large Flying Boat  20 4 5 6 7 8 9 10 11 12 13
  PBY-5A Catalina  10 4 5 6 6 7 8 9 9 10 -
 LB Type 2 Land-based Recon (Skilled) 

 LB Mosquito PR Mk.IV 

9 4 5 5 6 7 8 8 9 - -
 LB Type 2 Land-based Recon 

 Sp Prototype Keiun 
  Saiun (East Caroline Squad) 
  Saiun 

8 4 4 5 6 7 7 8 - - -
  Type 0 Recon 

  Type 0 Recon Mod 11B 
  Type 0 Recon Mod 11B (Skilled) 
  Type 0 Recon Mod 11B (Night) 
  Saiun 4th Squad 

7 3 4 5 6 6 7 - - - -
  Type 98 Night Recon  6 3 4 5 5 6 - - - - -
  Type 2 Carrier Recon  5 3 4 4 5 - - - - - -
All other recons <5 Too short to be relevant


Attack Power

Depending on the target, there are three different attack power formulas used. Please see the stats summary below for calculated attack power values.

Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] are rounded down.

Anti-Ship
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \biggl\lfloor \text{Mod}_\text{type} \times \Big( \big( \text{Mod}_\text{Sp1} \times \text{TP/DB} + \bigstar + \text{Mod}_\text{Sp2} \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \biggr\rfloor }[/math]
With
  • [math]\displaystyle{ \bigstar }[/math] the Improvement bonuses of the equipment.


Pre-cap modifiers
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the curent planes count in the slot.
    • It will be 18 (only 9 for LB Heavy Bombers) for fully resupplied bases on their 1st attack.
  • [math]\displaystyle{ \text{Mod}_\text{Sp1}, \text{Mod}_\text{Sp2}, \text{Mod}_\text{Sp3} }[/math] the special modifiers for #LBAS Special Bombers on certain targets,
    • For other planes or against other targets, is 1 for Sp1 & Sp3, and 0 for Sp2.
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{balloon} \times_\downarrow \text{Mod}_\text{crit} }[/math]
Post-cap modifiers
  • [math]\displaystyle{ \text{Mod}_\text{Contact} }[/math] the contact bonus. Please see Contact for more details on the bonus.
  • [math]\displaystyle{ \text{Mod}_\text{LBB} }[/math] being 1.8 for LB Attackers, and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the bonus when attacking combined fleets. It is 1.1 against combined fleets and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{historical} }[/math] being the event historical bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{boss} }[/math] a bonus when attacking certain Princess and Demon-type enemies. The multiplier is chosen randomly between two values. The chance is roughly 50%.
[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][2]
Boss (ID) Low mod High mod
PT Imp (1637-1640)  0.4 0.7
BB Hime (1557)  1.7 3
Summer BB Hime (1696-1698)  1~1.68 1.77~2.42
CV Hime (1586)  1.7 3
CV Hime B (2105-2108)  1 1
  • [math]\displaystyle{ \text{Mod}_\text{balloon} }[/math] being the effect of the deployed   Barrage Balloons on both side:
Balloon Effects
  1 2 3
Allied LBAS Damage
Allied balloons [10] 1.02 1.04 1.06
Enemy balloons [11] 0.95 0.90 0.85
  • [math]\displaystyle{ \text{Mod}_\text{crit} }[/math] the critical multiplier of 1.5,


[12]

Anti-Installation
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \bigg\lfloor \text{Mod}_\text{type} \times \Big( \big( \text{TP/DB} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \bigg\rfloor }[/math]
With
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{balloon} \times {\color{tomato}\text{Mod}_\text{Inst}} \times_\downarrow \text{Mod}_\text{crit} }[/math]
  • Other variables are the same as for anti-ship.
  • [math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math] is the anti-installation bonus, the multiplier is chosen randomly between two values. The chance is roughly 50%. see here for more details:
[math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math][13]
Installation (ID) LBAS
Low mod High mod
 
Isolated Island Princess (1671-1672)
2
 
Artillery Imp (1665-1667)
1.6 2.5
 
"Old" Supply Depot Princesses (1653-1658)
1.7 3.6?
 
"New" Supply Depot Princesses
(B, C, D, ...) (ID>1658)
- -
 
Harbour Summer Princess B (2023)
? ?
ASW
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \Big\lfloor \left( \big( \text{ASW} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \times \text{Mod}_\text{ASW} \times \text{Mod}_\text{LBR} \Big\rfloor }[/math]
With
  • [math]\displaystyle{ \text{ASW} }[/math] the ASW   stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{ASW} }[/math] a random number based on the base ASW   of the plane. It is between:
    • 0.35 and 0.8 for 7-9 ASW planes.
    • 0.7 and 1.0 for 10+ ASW planes.
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \bigg\lfloor\text{Atk}_\text{cap} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \bigg\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} }[/math]
  • Other variables are the same as for anti-ship.
Note
  • Only "ASW Planes" (7+ ASW) are able to perform ASW attacks.
    • If no aircraft in the base can perform ASW attacks, the base will not show at submarine-only nodes.
Notes
  • Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.
  • Jet Assault use the airstrike formula even on land base.


LBAS Special Bombers

Special bombers refer to bombers with unconventional setups, like guided bombs/effect bombs/missiles. In the game, this is reflected in some equipment having special buffs against certain types of ships, and with special attack animations.

Special Bombers
Plane Target bonus [math]\displaystyle{ \text{Mod}_\text{Sp} }[/math] Total Anti-Ship
Attack Power[1]
  Bonus Notes
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) [2] DD [math]\displaystyle{ \text{Mod}_\text{Sp2} = 25 }[/math] 239.4 0   stat = 0 otherwise.
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron) [3] [math]\displaystyle{ \text{Mod}_\text{Sp2} = 30 }[/math] 195 0   stat = 0 against DD,
  stat = 5 otherwise.
Ki-102 B  - 126 +1
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile [4] DD,CL,CA [math]\displaystyle{ \text{Mod}_\text{Sp1} = 1.15 }[/math] 176.4 -1 against DD
+1 against CL
Missile animation
(F)BB(V),CV(L/B) [math]\displaystyle{ \text{Mod}_\text{Sp1} = 1.13 }[/math] 174.6
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile [4] DD,CL,CA [math]\displaystyle{ \text{Mod}_\text{Sp1} = \sim1.15 }[/math] 196.2
(F)BB(V),CV(L/B) [math]\displaystyle{ \text{Mod}_\text{Sp1} = \sim1.15 }[/math] 196.2
Ki-102 B Kai + No.1 Model 1B Guided Missile [4] DD,CL,CA [math]\displaystyle{ \text{Mod}_\text{Sp1} = 1.16 }[/math] 167.4 -2 against DD
+1 against CL
(F)BB(V),CV(L/B) [math]\displaystyle{ \text{Mod}_\text{Sp1} = 1.14 }[/math] 165.6
Do 217 E-5 + Hs293 Initial Model [5] DD [math]\displaystyle{ \text{Mod}_\text{Sp1} = 1.10 }[/math] 153 0
Do 217 K-2 + Fritz-X [6] (F)BB(V) [math]\displaystyle{ \text{Mod}_\text{Sp1} = 1.50 }[/math] 232 Fritz-X animation
B-25 [7] DD [math]\displaystyle{ \text{Mod}_\text{Sp3} = 1.90 }[/math] 192.6 +2 Skip Bombing attack & animation.[8]
CL(T) [math]\displaystyle{ \text{Mod}_\text{Sp3} = 1.75 }[/math] 176.4
CA(V) [math]\displaystyle{ \text{Mod}_\text{Sp3} = 1.60 }[/math] 162 +3
(F)BB(V) / CV(L) [math]\displaystyle{ \text{Mod}_\text{Sp3} = 1.30 }[/math] 131.4 +4
Installation [math]\displaystyle{ \text{Mod}_\text{Sp3} = 0.90 }[/math][9] 149.4 +0?

Alternative table: [14]

  1. Assuming 18 planes and 0★
  2. [1] [2]
  3. [3]
  4. 4.0 4.1 4.2 [4]
  5. [5]
  6. [6]
  7. [7] [8]
  8. Abyssal Twin-engine Land-based Dive Bomber / Ace also perform such attack, but bonuses are unconfirmed.
  9. [9]

Sortie Fighter-Power

Please see the stats summary below for calculated sortie fighter-power values.

Sortie Fighter-Power
[math]\displaystyle{ \text{Fighter-Power}_\text{sortie} = \left( \sum_{\text{All Slots} } \left[ \left(\text{AA} + \text{AA}_\text{★} + 1.5 \times \text{Intercept} \right) \times \sqrt{\text{Plane} }_\text{Count} + \text{Mod}_\text{proficiency} \right] \right) \times \text{Mod}_\text{LBR} }[/math]
With
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the curent planes count in the slot.
    • It will be 18 for fully resupplied bases on their 1st attack.
  • [math]\displaystyle{ \text{AA} }[/math] the Anti-Air   stat of the plane.
  • [math]\displaystyle{ \text{AA}_\text{★} }[/math] the Anti-Air   stat gained from Improvements.
  • [math]\displaystyle{ \text{Intercept} }[/math] the Interception   stat of the plane.


Notes
  • Contesting air control works exactly the same as normal aerial combat.
  • A better air control state can reduce the losses taken by the LBAS.
    • It also weakens the enemy fighter-power by more.
  • Be mindful not to compromise attack power by too much in order to reduce losses. Getting AD or AP is good enough.

Sortie Cost

There is a flat cost associated with LBAS sorties. This is separate from the resupply costs detailed above.

LB Bombers:

  • [math]\displaystyle{ \text{Fuel} = \lceil \text{Plane}_\text{Count} \times 1.5 \rceil }[/math]
  • [math]\displaystyle{ \text{Ammo} = \lfloor \text{Plane}_\text{Count} \times 0.7\rfloor }[/math]

Other Planes:

  • [math]\displaystyle{ \text{Fuel} = \lceil \text{Plane}_\text{Count} \times 1.0 \rceil }[/math]
  • [math]\displaystyle{ \text{Ammo} = \lceil \text{Plane}_\text{Count} \times 0.6 \rceil }[/math]
With
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the current planes count in the slot.
Notes
  • This cost is calculated per squadron.
    • Empty slots do not cost anything.
  • Costs are rounded up except for the land-based ammo cost which is rounded down.

PBY-5A Catalina rescue function

 
3 bubbles Catalina rescue

PBY-5A Catalina  placed in LBAS have the ability to rescue planes lost in Land-Based Sorties.

  • The rescue function will not trigger if:
    • A too large amount of Catalina is shot down,
    • No planes are lost,
    • A 2nd wave does not occur due to all enemies dying.
  • The rescue can happen if the 2 LBAS attacks are split on different nodes, the rescue happening on both nodes.
  • Rescue only applies to bases with a Catalina equipped.
  • There 3 types of rescue that can trigger depending on the setup:
    • Type 1, with 1 bubble, saving 1 slot,
    • Type 2, with 2 bubbles, saving 2 slots,
    • Type 3, with 3 bubbles, saving 3 slots.
  • Aircraft rescued by the Catalina will be restored :
    • It saves some bauxite when resupplying,
    • It does not prevent any loss of Plane Proficiency.
  • The number of Catalina used to rescue affects the rescue ratio.
    • Catalina ranks do not affect the rescue ratio.
  • Losses are reduced per rescued slot (the final resupply value is about ~60% of what should be lost in battle). This doesn't carry over bases that are splitted.

Air Defense

In 6-5 and some event maps, the enemy will raid the bases during the sortie. A base on air defense will attempt to intercept those raids to mitigate the damage done.

  • When intercepting enemy bombers, the first slot in the base will intercept the first slots on the enemy attackers and so on.
    • Planes with a higher anti-bomber   stat should be deployed in slots with opposing bombers to minimize the damage taken.

Defense Fighter-Power

Please see the stats summary below for calculated defense fighter-power values.

Defense Fighter-Power
[math]\displaystyle{ \text{Fighter-Power}_\text{defense} = \left( \sum_{\text{All Slots} } \left[ \left(\text{AA} + \text{AA}_\text{★} + \text{Intercept} + 2 \times \text{Anti-Bomber} \right) \times \sqrt{\text{Plane}_\text{Count} } + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{recon} }[/math]
With
  • [math]\displaystyle{ \text{AA} }[/math] the Anti-Air   stat of the plane.
  • [math]\displaystyle{ \text{AA}_\text{★} }[/math] the Anti-Air   stat gained from Improvements.
  • [math]\displaystyle{ \text{Intercept} }[/math] the Interception   stat of the plane.
  • [math]\displaystyle{ \text{Anti-Bomber} }[/math] the Anti-Bomber   stat of the plane.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the curent planes count in the slot.
    • It will be 18 for fully resupplied bases on their 1st attack.
  • [math]\displaystyle{ \text{Mod}_\text{recon} }[/math] is the land-based reconnaissance bonus. Refer to the table below for details.
Reconnaissance Defense Bonus
LoS  ReconSeaplane
 Large Flying Boat
 Carrier-based  LBLand-Based
≥9 1.16 1.3 1.24
8 1.13 - 1.18
≤7 1.1 1.2 -
Notes
  • Planes with interception   and anti-bomber   stats are much more effective.
  • Obtaining air superiority reduces the chances to take no damage with planes that have 6 or more  .
Shootdown

Unlike normal aerial combat, the shootdown for base defense is based on the anti-bomber   stat of the plane. This is determined on a slot-by-slot basis as opposed to the whole air wing basis of aerial combat.

Base Defense Shootdown %
Anti-Bomber AP Shootdown % AS Shootdown %
0[1] 6~60 52~80
0 60~81 80~108
1 63.5~88 83.5~115
2 67~95 87~122
3 70.5~102 90.5~129
4 74~109 94~136
5 77.5~116 97.5~143
6 81~123 101~150
7 84.5~130 104.5~157
8 88~137 108~164
9 91.5~144 101.5~171
  1. Carrier-based fighters

Land Base Air-Raid

During a sortie, an alert will say "Enemy formation approaching! Enemy aircraft are approaching our base" (敵編隊接近中!我が航空基地に敵機接近中。).

  • The chance that this happens is random but increases when approaching the boss.
    • At the boss node, the chance is 100%.
  • The damage dealt will not destroy the base.
  • Either fuel or bauxite will be randomly lost for any damage done to the base. It is calculated as follows:
    • [math]\displaystyle{ \text{Resource Loss} = \text{Damage} \times 0.9 + 0.1 }[/math]
      • [math]\displaystyle{ \text{Damage} }[/math] is the damage taken by the base.
    • The resource loss is rounded down.
    • The maximum cost is 179 fuel/bauxite.
  • Only 1-4 planes in the first slot are lost due to damage.
    • Reconnaissance planes can only lose 1 plane per raid.
    • If a slot only has 1 plane remaining, the loss will be applied to the slot below.
LBAS Raid Losses
Result Notice Losses Notes
No Damage The base has suffered no losses.

(空襲による基地の損害はありません。)

None
  • Chance of occurring increases the better the air control state.
  • This message is also displayed if fuel or bauxite is 0.
<50 Damage The air-raids have reduced our resource stockpiles!

(空襲により備蓄資源に損害を受けました!)

Resource loss
>50 Damage The air raid has reduced our resource stockpiles, and our land-based air squadron has suffered losses on the ground!

(空襲により備蓄資源に損害を受け、基地航空隊にも地上撃破の損害が発生しました!)

Resource and plane loss.
  • Bases that are "evacuated" will suffer only resource loss.
  • Bases set to defense that take more than 50 damage will still lose planes but the display message will only indicate resources have been lost.

Notes:

  • Because the plane losses are not that high and the resource loss is limited, it is recommended to focus all available bases on attack instead, unless getting LBAS AS is needed.

High Altitude Air-Raid

This is a special air-raid where the LBAS is attacked by "high-altitude bombers". The defense power of the base is severely reduced unless one or more Land-based rocket interceptors 
 
 
are present.


  • High Altitude Interceptors multiply the total air power of all land bases in Air Defense mode, when defending against enemy High-Altitude Bombers. The multiplier depends on the number of high altitude interceptors equipped and which difficulty the event map is played on:
  High Altitude Interceptors
 
Me 163B
 
Prototype Shuusui
 
Shuusui
Airpower modifier against high altitude raids:
Event Map
Difficulty
Number of High Altitude
Interceptors Defending
0 1 2 3+
Casual/Easy: 1x 1.1x 1.2x
Medium/Hard: 0.5x 0.8x
  • At least 2 "High Altitude Interceptors" are needed to remove the defense penalty.
  • The multiplier is calculated based on the number of rocket interceptors in all bases.
  • Damage works the same way as normal base raids.

Superfortress Air-Raid Sequence

 
The location of the first bomber indicates the timing of when to press the button

A special air-raid performed by Abyssal's Superfortress (Kai) on certain maps.

Unlike previous mechanics in the game, this mechanic is a "Quick Time Event" (QTE), and requires monitoring and timing of releasing the LBASs to successfully intercept the enemy air-raid by pressing a button at the right time.

  • This means that the player is required to pay attention while the fleet is on the map screen.
  • This air raid will occur at random at any given point during sorties on relevant maps and may even sometimes not happen at all.

Those raids are "night attacks", so when it happens, the screen turns darker and searchlights animation is played before enemy bombers appear.

  • 1 to 3 abyssal bombers will fly toward the land base point, and a button will appear on screen:
  • When this button is pressed during the QTE, the exact moment it is clicked on directly affects the amount of defending land bases that can participate in air-raid combat.
    • No LBAS will be able to appear if this button is not pressed at all, no matter how many land bases are set to Air Defense.
    • Pressing the button before 2.5 seconds or after 3 seconds after it appears will result in fewer (1~2) land bases appearing to provide defense.
    • Pressing between 2.5 s and 3 s will result in maximal 3 land bases appearing to provide defense, depending on how many defense bases are set.
    • While there is no visual indicator given, the best result may be achieved when the first bomber reaches the area marked on the picture to the right.
  • Superfortress Air-Raid Sequences consist of waves of abyssal bombers appearing with:
    • 1 wave in Casual and Easy,
    • 2 waves in Medium,
    • 3 waves in Hard.
    • When multiple waves occur (Medium/Hard), plane losses of abyssal bombers will be reset for every wave, but losses of player's LBAS will NOT be reset.
    • Therefore, map unlocks requiring air superiority can be fulfilled with the result of any wave, mostly the 1st wave, that can differ from the result of the final wave which is actually displayed in-game.
  • The LBAS group needs to be armed in "Air Defense" mode with planes that can provide "high altitude interceptions" or are armed with "diagonal upward guns" to be more effective against those bombers. Interception fighter power bonus formula is: [1]

[math]\displaystyle{ \text{Bonus}_\text{Multiplier} = \biggl ( \text{A}_\text{Multiplier} + \text{B}_\text{Multiplier} + \text{C}_\text{Multiplier} \biggl ) \times \text{D}_\text{Multiplier} + \text{D}_\text{Flat} }[/math]

Group Planes [2] Effects (Hard) [3]
planes 0 1 2 3 4 5 6
A
 
Raiden
 
Reppuu Kai
 
Type 3 Fighter Hien (244th Air Combat Group)
 
Type 2 Two-seat Fighter Toryuu
Multiplier 0 0.07 0.14 0.21 0.28 0.35 0.42
B [4]
 
Shiden Kai (343 Air Group) 301st Fighter Squadron
 
Fw 190 D-9
Multiplier 0 0.11 0.14 ? ? ? ?
C
 
Reppuu Kai (352 Air Group/Skilled)
 
Type 2 Two-seat Fighter Toryuu Model C
 
Ki-96
Multiplier 0 0.177 0.287 0.397 ? ? ?
D
 
Me 163B
 
Prototype Shuusui
 
Shuusui
Multiplier 0.5 0.95 1.0? 1.0 1.0 ? ?
Flat 0.3 0.55 0.85 1.0 1.07 1.11 ?
  1. Source: https://twitter.com/yukicacoon/status/1507242405841432576
  2. Dispite also having "diagonal upward guns", the Reppuu Kai (Prototype Carrier-based Model)  do not have any bonus here.
  3. On lower difficulties, different multipliers may be applied, being proportionally easier.
  4. Shiden Kai (343 Air Group) 701st Fighter Squadron  & Shiden Kai (343 Air Group) 407th Fighter Squadron  untested yet.

Evacuation

Bases set to "evacuate" will not lose planes to damage from "air-raids".

  • Resources will still be lost to damage.
  • Evacuated planes will recover morale slower.
  • Bases that have been evacuated will not cost resources on sortie.

Notes:

  • Can be used to preserve planes in bases not currently used.
  • It can also save on sortie costs if a particular base is not currently needed on the sortie.
    • E.g. a base with bombers when focusing on air defense.

Rest

During rest, the morale of the planes will recover faster.

  • The natural regeneration of bauxite   is severely reduced when a base is being rested.
    • It is halved for one base and reduced to 1/6 for two bases.
    • Because the only disadvantage of rest applies when being below the resource soft-cap, it can be freely used to recover bases faster when being above the soft-cap.
  • In Rest mode, to recover from 0 to good morale (30), it takes:
    • 12 min at Lv 0
    • 9 min at Lv 1+
    • (1h30 in Sortie at Lv 0)
  • The waiting time is greatly affected by the LBAS group's level (see here).

Morale

Squadrons will experience fatigue when sent on repeated sorties. Orange and red faces will be displayed on each individual squadron similar to ship girls.

Morale Value Indication [math]\displaystyle{ \text{Mod}_\text{morale} }[/math]
30-46 No mark 1.0
20-29 Orange face
0-19 Red face 0.8
  • Planes have their morale set to 40 when deployed.
  • Unlike ships, there is no "sparkle" morale.
  • The effect of morale is described here.
  • Each sortie decreases morale by 6 when deployed to one node and 8 when deployed to separate nodes.
    • The result of the battle does not change the morale loss.
    • The distance of the node does not affect morale loss.
  • Morale recovers every 3 min, the amount recovered depends on the mode of the base, and the recovery is improved when the LBAS level is increased, see Land Base Maintenance menu.
    • Changing the mode before the 3 min timer is up will not change the amount recovered.
    • Morale recovery from 40 to 46 is +1 per 3 min no matter the mode.
      • If the morale recovery from a state below 40 is exceeding 40 after 3 min, it will still stop at 40.
Recovery times from 0 morale [min]
Morale
goal
Sorttie Air Defense Evacuation Standby Rest
Lv 0-2 Lv 3 Lv 0-1 Lv 2+ Lv 0-1 Lv 2+ Lv 0-1 Lv 2+ Lv 0 Lv 1 Lv 2+
0 to 20 60 30 30 21 21 15 15 12 9 6 6
0 to 30 90 45 45 30 30 24 24 18 12 9 9
0 to 40 120 60 60 42 42 30 30 24 15 12 12

Land Base Maintenance Menu

 
The LBAS Maintenance menu
 
The menu seen on the Admiral's page

Above any world menu for LBAS, can be found the button to access the general Land Base Maintenance menu. This menu gives access to the general level for each LBAS groups, including in this order:

  • The "Limited time Land Base" (general Events LBAS group)
  • The "Southwestern Land Base" (world 7 LBAS group)
  • The "Southern Land Base" (world 5 LBAS group, currently not available)
  • The "Central Land Base" (world 6 LBAS group).

This menu is common to all world's LBAS groups. An additional menu is also found in the admiral's information menu, displaying a brief view of each LBAS group level.

For each group, can be seen (from top to bottom), the:

  • 4 LBAS groups
  • Current level of this group
  • Current mode of the group
  • Number of LBAS opened for the group
  • Amount of each plane type in the group with a scheme of each LBAS layout for:
    • LBAS Bombers, Interceptors, Fighters, Bombers, & Seaplanes and recons aircraft.

Every group is initially at level 0, and can be upgraded up to level 3 using 1 Construction Corps  each time. In the bottom right corner is showed how many Construction Corps are currently owned.

The effect for each level are the following:

Level Swapping
cooldown
Morale recovery
Standby Sortie Air Defense Evacuation Rest
0 12 min 4 1 2 3 8
1 10 min 4 1 2 3 10
2 8 min 5 1 3 4 12
3 6 min 5 2 3 4 12
  • Having an LBAS at LV 3 allows to make as many sorties as wished without worrying about morale in "sortie" mode, as long as at least 9 min are waited between sorties.

In the case of the 1st group, all level improvements will carry over into future events .

From the 2021/10/29 update to the 2021/11/19 update, Event's LBAS maintenance menu could no longer be accessed, and so cannot be improved.

Plane Proficiency Tips

Just like for regular planes in combat, planes in LBAS can gain and lose Proficiency, by respectively taking part in battles, and being shot down.

  • Good spots to farm plane ranks are "weaker nodes", especially submarine nodes, where almost no plane is lost on them, guaranteeing the cheapest farming.
  • Such nodes are notably found on 7-4 and are a common occurrence in Events.

The #PBY-5A Catalina rescue function does not prevent Proficiency loss.

F5 Bug Exploit

When any battle is interrupted before its end, if an LBAS has been sent to said combat, then no proficiency will be lost.

  • Interrupting a battle happens when the game crashes or is reloaded (via the F5 key notably).
  • This exploit is a well-known bug, but has yet to be fixed.
  • Planes lost will still be counted as such and will have to be resupplied.
  • As usual, interrupting a battle won't count for quest completion, exp or drop earning, ...

This exploit is recommended to save on farming reranking planes during events, so planes can stay on ❱❱ until a node is cleared.

Troubleshooting

Q: Does the plane order in the base matter?

A: Yes. When taking damage from air raids, the plane in the top slot takes losses first. Therefore, you should try to put reconnaissance planes on top if you're running them. Otherwise, fighters or your weakest bomber go on top.


Q: Does it matter which base my planes are on?

A: Yes. Because the first base goes first, you want your best fighter if you are running any in the first base to help reduce enemy airpower. If running all bombers, you want to order your bombers by fighter power so the highest goes into the first base and so on. This helps reduce the losses taken by subsequent bases.


Q: How do I lock LBAS equipment?

A: There are two ways. You can lock them from the ship girl equipment menu. Interceptors and fighters can be found under Others (...) and bombers can be found under the large plane icon at the bottom. You can also lock them from the LBAS equipment menu.


Q: How do I unequip planes on my LBAS?

A: Click and drag them out of the slot. Note that this blocks out the slot until the plane is redeployed. If you wish to place a new plane in the slot, it is better to just replace it with a new one.


Q: Can I move my planes between bases directly?

A: Yes, though only between bases located in the same world (can't swap a plane between World 6 and Event Land Bases). The slot you're selecting from must also already have a plane in it (can't be empty, it swaps the planes rather than taking it).


Q: How long does it take to redeploy?

A: 12 minutes. Land Base upgrades will reduce this time. See Land Base Maintenance


Q: Why can't I send my planes to X node?

A: Double-check to see that the node is within your base's combat radius.


Q: How can I make my planes reach X node?

A: Use flying boats or other reconnaissance planes to extend the range of your other planes. See combat radius.


Q: Why are my planes deranked even though they've only taken minimal losses?

A: Due to the way the planes are brought back to full strength for each wave, your plane was wiped during the first wave but got lucky during the second wave.


Q: How do I rank my planes?

A: By sending them on sorties. Please note that planes must participate in the sortie to gain experience. If previous waves sink all the enemies and planes in that base do not appear, they will not gain experience. This just wastes your resources. The best place to rank planes outside of events is 7-4.


Q: Why are my planes not ranking up?

A: Double check that the planes in that base actually participated in the airstrike. They will not gain experience if they do not. If they did, please note that different planes have different leveling speeds. Check Plane Proficiency for details.


Q: How is my base taking damage?

A: Your base is being attacked by air raids. You need to set a base on defense with fighters or interceptors to mitigate that damage. It is generally not worth it to defend your land bases because the maximum you can lose per base is 179 fuel/bauxite and 4 planes from the top slot. Remember that reconnaissance planes take limited losses from air raids.


Q: I can't find my planes!?

A: Any plane currently deployed to a base or is being "Redeployed" cannot be viewed from the ship girl equipment menu. They can only be viewed in the LBAS equipment menu.


Q: Why are my planes listed as deployed when they aren't?

A: Normal maps and event maps are not the same base. Check to see if those planes aren't being deployed elsewhere.


Q: Will it cost anything to shift my planes around?

A: No, moving planes around in the same base does not incur a deployment cost. Be careful when dragging them around so you don't accidentally redeploy them.


Q: What happens in a night battle?

A: Although the game allows you to select night battle nodes, there will be no LBAS attack performed. The exception to this is night-day nodes where the LBAS will perform the attack as usual once the battle shifts into day.


Q: What happens to event LBAS after the event ends?

A: They will all be unequipped. There will be no additional resource loss even if you haven't resupplied your planes before the event ends.


Q: Is it worth it to open the 3rd base in World 6?

A: * The 3rd base will pay for itself in fuel and bauxite savings in roughly 3 months of 6-5 clears. Assuming that your bases regularly get knocked to moderate damage. It will take longer to pay for itself if your bases take less damage. This also assumes you have good enough fighters and interceptors to negate damage. Otherwise, the payback period gets longer. It can be a good long-term investment.


Q: Is it worth it to open the 2nd & 3rd bases in World 7?

A: * For now, there is only 7-4 with LBAS access in world 7, and there is only one LBAS available to sortie, and there is no air raid on this map, so opening any LBAS is useless.


Q: Is it worth it to upgrade LBAS groups?

A: * Upgrading LBAS groups decrease the swapping cooldown and increase the morale recovery, something which can be invaluable during events where time is counted, but on the contrary, something almost meaningless on regular maps.

  • For most admirals, Upgrading the 1st LBAS group (event) may be helpful.
  • Upgrading the 4th LBAS group (W6) can be useful if you are used to clear 6-5 late in the month.
  • Upgrading the 2nd LBAS group (W7) is almost useless.


*NOTE: It is possible to unlock Construction Corps through quests, without paying any money (800 ¥).

Plane Stats Summary

The following assumptions apply:

  • Full strength squadron
  • Maxed proficiency ( ❱❱ )
  • Versus single fleet
  • No contact
  • No critical
  • No anti-installation bonus factored in.

In addition, Anti-Air Resistance works for any relevant plane.

Land-Based Planes

Bombers     
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter Power
Anti-Ship Anti-Ground ASW
Type 96 Land-based Attack Aircraft  10 180 8 100.8 117 - 7
Type 1 Land-based Attack Aircraft  12 216 9 117 133.2 - 11
Type 1 Land-based Attack Aircraft (Nonaka Squadron)  12 216 9 133.2 142.2 - 16
Type 1 Land-based Attack Aircraft Model 22A  12 216 10 126 133.2 - 16
Type 1 Land-based Attack Aircraft Model 34  12 216 8 126 133.2 - 20
Ginga  13 234 9 149.4 149.4 - 16
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)  4 72 5 36
(239.4against DD)
100.8 - 28
Prototype Toukai  9 162 8 36 52.2 102.6 ~ 145.8 3
Toukai (901 Air Group)  9 162 8 36 52.2 109.8 ~ 156.6 3
Do 17 Z-2  13 234 4 36 126 - 11
Do 217 E-5 + Hs293 Initial Model  15 270 4 142.2 (153against DD) 216 - 20
Do 217 K-2 + Fritz-X  17 306 4 165.6 (232.2against BB) 232.2 - 20
Type 4 Heavy Bomber Hiryuu  14 252 5 149.4 158.4 - 24
Type 4 Heavy Bomber Hiryuu (Skilled)  14 252 5 149.4 165.6 - 24
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile  15 270 5 176.4 199.8 - 24
SM.79  11 198 7 108 142.2 - 11
SM.79 bis  13 234 8 133.2 149.4 - 16
SM.79 bis (Skilled)  14 252 8 142.2 149.4 - 13
Shinzan  20 180 10 71 74 - 7
Shinzan Kai  21 189 11 74 81 - 11
Ginga (Egusa Squadron)  13 234 8 158.4 158.4 - 16
Ki-102 B  9 162 4 126 190.8 - 20
Ki-102 B Kai + No.1 Model 1B Guided Missile  12 216 3 167.4 199.8 - 16
B-25  13 234 7 See #LBAS Special Bombers 165.6 - 20
Mosquito FB Mk.VI  14 252 7 75.6 181.8 - 24
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile  15 270 5 196.2 207 - 24
Ginga (Skilled)  13 234 7 149.4 158.4 - 16.2
Fighters    
Name Deployment Cost Assignment Cost Combat Radius Sortie Fighter-Power Defense Fighter-Power
Raiden  6 108 2 63 101
Type 3 Fighter Hien  7 126 3 78 80
Type 3 Fighter Hien  ★+10 7 126 3 86 89
Type 3 Fighter Hien (244th Air Combat Group)  7 126 4 89 106
Type 3 Fighter Hien Model 1D  7 126 4 82 93
Shiden Model 11  6 108 3 65 72
Shiden Model 11  ★+10 6 108 3 74 80
Shiden Model 21 Shiden Kai  6 108 4 82 84
Type 4 Fighter Hayate  7 126 5 74 80
Type 1 Fighter Hayabusa Model II  4 72 6 63 59
Type 1 Fighter Hayabusa Model II  ★+10 4 72 6 72 67
Type 1 Fighter Hayabusa Model III A  4 72 6 74 76
Type 1 Fighter Hayabusa Model III A  ★+10 4 72 6 82 84
Type 1 Fighter Hayabusa Model III A (54th Squadron)  4 72 7 78 80
Type 1 Fighter Hayabusa Model II (64th Squadron)  4 72 7 103 101
Spitfire Mk.I  5 90 4 61 76
Spitfire Mk.I  ★+10 5 90 4 70 84
Spitfire Mk.V  5 90 5 76 97
Spitfire Mk.IX (Skilled)  6 108 4 93 101
Shiden Kai (343 Air Group) 301st Fighter Squadron  6 108 4 97 106
Shiden Kai (343 Air Group) 701st Fighter Squadron  6 108 4 97 106
Shiden Kai (343 Air Group) 407th Fighter Squadron  6 108 4 97 106
Reppuu Kai  9 162 4 80 127
Reppuu Kai (352 Air Group/Skilled)  9 162 4 91 144
Me 163B  4 72 1 33 110
Prototype Shuusui  4 72 1 33 101
Shuusui  4 72 1 38 114
Fw 190 D-9  8 144 3 95 114
Type 0 Fighter Model 22 (251 Air Group)  ★+2 4 72 7 97 99
Type 0 Fighter Model 21 (Tainan Air Group)  ★+2 4 72 7 92 95
Type 0 Fighter Model 21 (Tainan Air Group)  ★+4 4 72 7 94 96
Type 0 Fighter Model 32 (Tainan Air Group)  ★+2 4 72 5 103 103
Type 0 Fighter Model 32 (Tainan Air Group)  ★+3 4 72 5 104 104
Type 2 Two-seat Fighter Toryuu  8 144 3 44 76
Type 2 Two-seat Fighter Toryuu Model C  9 162 3 50 97
Ki-96  10 180 3 72 106
Me 262 A-1a/R1  13 234 3 95 144
Recons  LB
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Type 2 Land-based Reconnaissance Aircraft  7 28 8 9
Type 2 Land-based Reconnaissance Aircraft (Skilled)  7 28 9 9
Mosquito PR Mk.IV  14 56 9 3

Carrier-Based Planes

Fighters   
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Type 96 Fighter  3 54 3 38
Type 96 Fighter  ★+10 3 54 3 46
Type 0 Fighter Model 21  4 72 7 46
Type 0 Fighter Model 21  ★+10 4 72 7 55
Type 0 Fighter Model 52  5 90 6 50
Type 0 Fighter Model 52  ★+10 5 90 6 59
Prototype Reppuu Late Model  7 126 5 67
Reppuu Model 11  8 144 5 76
Shiden Kai 2  6 108 3 63
Shinden Kai  9 162 2 89
Type 0 Fighter Model 21 (Skilled)  4 72 7 59
Type 0 Fighter Model 21 (Skilled)  ★+10 4 72 7 67
Zero Fighter Model 52C (601 Air Group)  5 90 6 63
Zero Fighter Model 52C (601 Air Group)  ★+10 5 90 6 72
Reppuu (601 Air Group)  7 126 5 72
Reppuu (601 Air Group) ★+10 7 126 5 80
Type 0 Fighter Model 52 (Skilled)  5 90 6 63
Type 0 Fighter Model 52 (Skilled)  ★+10 5 90 6 72
Zero Fighter Model 52C (w/ Iwai Flight)  5 90 6 67
Zero Fighter Model 52C (w/ Iwai Flight)  ★+10 5 90 6 76
Zero Fighter Model 21 (w/ Iwamoto Flight)  4 72 7 63
Zero Fighter Model 52A (w/ Iwamoto Flight)  5 90 6 72
Zero Fighter Model 52A (w/ Iwamoto Flight)  ★+10 5 90 6 80
Type 0 Fighter Model 53 (Iwamoto Squadron)  6 108 6 76
Type 0 Fighter Model 53 (Iwamoto Squadron)  ★+10 6 108 6 84
Bf 109T Kai  6 108 2 59
Fw 190T Kai  6 108 3 67
Type 0 Fighter Model 32  4 72 5 46
Type 0 Fighter Model 32 ★+10 4 72 5 55
Type 0 Fighter Model 32 (Skilled)  4 72 5 59
Type 0 Fighter Model 32 (Skilled)  ★+10 4 72 5 67
Re.2001 OR Kai  6 108 4 50
Re.2001 OR Kai  ★+10 6 108 4 59
Re.2005 Kai  6 108 3 72
F4F-3  5 90 4 42
F4F-3  ★+10 5 90 4 50
F4F-4  6 108 4 46
F4F-4  ★+10 6 108 4 55
F6F-3  8 144 5 59
F6F-3  ★+10 8 144 5 67
F6F-5  8 144 5 67
F6F-5  ★+10 8 144 5 76
Type 96 Fighter Kai  3 54 4 42
Fulmar  5 90 4 38
Seafire Mk.III Kai  6 108 4 63
F6F-3N  9 162 5 59
F6F-5N  9 162 5 67
Shiden Kai 4  7 126 4 67
Reppuu Kai (Prototype Carrier-based Model)  10 180 4 67
Reppuu Kai Ni  10 180 5 80
Reppuu Kai Ni (CarDiv 1/Skilled)  ?? ?? 6 84
Reppuu Kai Ni Model E  11 198 5 72
Reppuu Kai Ni Model E (CarDiv 1/Skilled)  11 198 6 76
Fw 190 A-5 Kai (Skilled)  7 126 4 72
XF5U  12 216 4 76
FR-1 Fireball  9 162 5 72
Corsair Mk.II  9 162 6 67
Corsair Mk.II (Ace)  9 162 6 72
Prototype Jinpuu  9 162 5 80
F4U-2 Night Corsair  9 162 6 63
Type 0 Fighter Model 64 (Air Superiority Fighter Specification)  6 108 5 63
Torpedo Bombers   
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Type 97 Torpedo Bomber  5 90 4 53 - 3
Type 97 Torpedo Bomber  ★+10 5 90 4 64 - 3
Tenzan  6 108 5 64 - 3
Ryuusei  7 126 6 81 - 3
Ryuusei Kai  8 144 6 98 - 3
Type 97 Torpedo Bomber (931 Air Group)  5 90 4 59 22 ~ 51 3
Type 97 Torpedo Bomber (931 Air Group)  ★+10 5 90 4 70 26 ~ 60 3
Tenzan (931 Air Group)  6 108 5 76 24 ~ 56 3
Type 97 Torpedo Bomber (Tomonaga Squadron)  5 90 4 87 - 7
Tenzan Model 12 (Tomonaga Squadron)  6 108 5 104 - 7
Type 97 Torpedo Bomber (Skilled)  5 90 4 70 - 3
Tenzan (601 Air Group)  6 108 5 81 - 3
Ryuusei (601 Air Group)  7 126 6 98 - 3
Type 97 Torpedo Bomber (Murata Squadron)  5 90 4 93 - 7
Tenzan Model 12 (Murata Squadron)  6 108 5 110 - 7
Re.2001 G Kai  6 108 3 47 - 20
TBD  6 108 4 53 - 3
Swordfish  3 54 3 42 - 3
Swordfish Mk.II (Skilled)  3 54 3 53 - 3
Swordfish Mk.III (Skilled)  4 72 3 70 28 ~ 65 3
TBF  10 180 6 76 - 7
TBM-3D  11 198 6 76 24 ~ 56 7
Type 97 Torpedo Bomber (931 Air Group / Skilled)  5 90 4 70 26 ~ 60 3
Ryuusei Kai (CarDiv 1)  9 162 6 104 - 11
Ryuusei Kai (CarDiv 1/Skilled)  9 162 6 110 22 ~ 51 16
Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai)  6 108 4 64 - 3
Prototype Type 97 Torpedo Bomber Kai No. 3 Model E (w/ Type 6 Airborne Radar Kai)  ★+10 6 108 4 76 - 3
Prototype Type 97 Torpedo Bomber Kai (Skilled) No. 3 Model E (w/ Type 6 Airborne Radar Kai)  6 108 4 76 22 ~ 51 3
Tenzan Model 12A  7 126 5 76 - 7
Tenzan Model 12A Kai (w/ Type 6 Airborne Radar Kai)  8 144 5 87 - 7
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)  8 144 6 98 22 ~ 51 7
TBM-3W+3S  12 216 5 81*need to be checked 68 ~ 98 3
Barracuda Mk.II  7 126 4 64 - 3
Barracuda Mk.III  8 144 5 59 26 ~ 60 3
Ryuusei Kai (Skilled)  9 168 6 98 - 16
Mosquito TR Mk.33  14 252 7 70 - 24
Dive Bombers  
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Type 99 Dive Bomber  4 72 4 53 - 3
Suisei  5 90 4 70 - 3
Suisei Model 12A  6 108 5 81 - 3
Type 0 Fighter Model 62 (Fighter-bomber)  5 90 4 47 - 20
Type 0 Fighter Model 62 (Fighter-bomber)  ★+10 5 90 4 47 - 31
Ju 87C Kai  6 108 4 76 - 3
Type 99 Dive Bomber (Skilled)  4 72 4 64 - 7
Type 99 Dive Bomber (Egusa Squadron)  4 72 4 81 - 3
Suisei (Egusa Squadron)  5 90 5 98 - 7
Suisei (601 Air Group)  5 90 5 87 - 3
Prototype Nanzan  9 162 5 87 - 7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)  5 90 5 47 - 33
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)  ★+10 5 90 5 47 - 43
SBD  5 90 4 59 - 11
Type 0 Fighter Model 63 (Fighter-bomber)  6 108 4 53 - 24
Type 0 Fighter Model 63 (Fighter-bomber)  ★+10 6 108 4 53 - 35
F4U-1D  9 162 6 64 - 33
Skua  4 72 4 47 - 11
FM-2  6 108 4 36 - 28
Suisei Model 22 (634 Air Group)  5 90 5 87 - 7
Suisei Model 22 (634 Air Group/Skilled)  5 90 6 83 - 11
Ju 87C Kai Ni (w/ KMX)  8 144 4 76 26 ~ 60 3
Ju 87C Kai Ni (w/ KMX/Skilled)  8 144 4 81 56 ~ 81 3
Re.2001 CB Kai  6 108 3 59 - 20
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)  5 90 5 93 - 16
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)  6 108 5 87 - 3
Type 99 Dive Bomber Model 22  4 72 3 59 - 3
Type 99 Dive Bomber Model 22 (Skilled)  4 72 3 70 - 7
SBD-5  5 90 4 64 - 11
SB2C-3  6 108 5 87 - 11
SB2C-5  7 126 6 93 - 11
Type 0 Fighter Model 64 (Two-seat w/ KMX)  5 90 4 42 24 ~56 20
F4U-4  9 162 6 59 - 45
AU-1  10 180 6 93 - 41
F4U-7  11 198 6 87 - 45
Type 0 Fighter Model 64 (Skilled Fighter-bomber)  6 108 5 59 - 33
Jets   
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Jet Assault Anti-Ship/Ground ASW
Jet Keiun Kai  14 252 3 110 78 - 28
Kikka Kai  13 234 2 87 61 - 54
Recons  
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter Power
Saiun  9 36 8 3
Type 2 Reconnaissance Aircraft  6 24 5 7
Prototype Keiun (Carrier-based Reconnaissance Model)  12 48 8 3
Saiun (Eastern Caroline Air Group)  9 36 8 3
Saiun (4th Recon Squad)  9 36 7 11
Fulmar (Reconnaissance Fighter/Skilled)  4 16 4 20
Liaison Aircraft  
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Type 3 Command Liaison Aircraft (ASW)  3 54 2 25 22 ~ 51 3
Type 3 Command Liaison Aircraft Kai  4 72 2 25 26 ~ 60 3
Type 1 Fighter Hayabusa Model II Kai (20th Squadron)  4 72 4 47 24 ~56 50
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)  4 72 4 47 (195against DD) 24 ~56 55

Seaplanes

Fighters  
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Ro.44 Seaplane Fighter  4 72 3 33
Ro.44 Seaplane Fighter  ★10 4 72 3 42
Type 2 Seaplane Fighter Kai  5 90 4 38
Type 2 Seaplane Fighter Kai  ★10 5 90 4 46
Ro.44 Seaplane Fighter bis  4 72 3 38
Ro.44 Seaplane Fighter bis  ★10 4 72 3 46
Type 2 Seaplane Fighter Kai (Skilled)  5 90 4 46
Type 2 Seaplane Fighter Kai (Skilled)  ★10 5 90 4 55
Kyoufuu Kai  6 108 3 46
Kyoufuu Kai  ★10 6 108 3 55
Kyoufuu Kai Ni  6 108 3 50
Bombers  Bomber
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Zuiun  6 108 5 47 - 17
Zuiun  ★10 6 108 5 59 - 17
Prototype Seiran  10 180 4 87 - 9
Zuiun (634 Air Group)  6 108 5 59 - 17
Zuiun (634 Air Group)  ★10 6 108 5 70 - 17
Zuiun Model 12  7 126 5 64 - 22
Zuiun Model 12 (634 Air Group)  7 126 5 76 - 22
Laté 298B  7 126 4 53 - 13
Zuiun (631 Air Group)  6 108 5 64 - 13
Seiran (631 Air Group)  10 180 4 93 - 9
Zuiun (634 Air Group/Skilled)  6 108 5 76 - 26
Zuiun (634 Air Group/Skilled)  ★10 6 108 5 87 - 26
Zuiun Kai Ni (634 Air Group)  8 144 5 81 - 26
Zuiun Kai Ni (634 Air Group)  ★10 8 144 5 93 - 26
Zuiun Kai Ni (634 Air Group/Skilled)  8 144 5 87 22 ~ 51 30
Swordfish (Seaplane Model)  5 90 3 53 - 9
Swordfish Mk.III Kai (Seaplane Model)  6 108 3 64 22 ~51 9
Swordfish Mk.III Kai (Seaplane Model/Skilled)  5 90 3 70 24 ~56 9
Prototype Night Zuiun (Attack Equipment)  8 144 4 81 - 26
Recons  Recon [1]
Name Deployment Cost Assignment Cost Combat Radius ASW Sortie/Defense Fighter-Power
Type 0 Reconnaissance Seaplane  5 20 7 - 11
Type 0 Observation Seaplane  6 24 3 - 11
Type 98 Reconnaissance Seaplane (Night Recon)  8 32 6 - 3
Ar196 Kai  5 20 3 - 7
Shiun  9 36 4 - 3
Ro.43 Reconnaissance Seaplane  4 16 3 - 7
OS2U  6 24 3 - 7
Type 0 Reconnaissance Seaplane Model 11B  5 20 7 15 ~ 35 7
Type 0 Reconnaissance Seaplane Model 11B (Skilled)  5 20 7 16 ~ 37 7
S9 Osprey  3 12 3 - 7
Swordfish Mk.II Kai (Reconnaissance Seaplane Model)  5 20 3 - 3
Fairey Seafox Kai  6 24 3 - 7
SOC Seagull  3 12 3 - 3
SO3C Seamew Kai  5 20 4 - 7
Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)  5 90 7 - 7
Loire 130M  9 162 3 - 3
Walrus  10 180 3 - 3
Sea Otter  11 198 4 - 3
Large Flying Boats  
Name Deployment Cost Assignment Cost Combat Radius Sortie/Defense Fighter-Power
Type 2 Large Flying Boat  25 100 20 3
PBY-5A Catalina  13 52 10 3
Rotorcraft  
Name Deployment Cost Assignment Cost Combat Radius Attack Power Sortie/Defense Fighter-Power
Anti-Ship/Ground ASW
Ka Type Observation Autogyro  2 36 1 25 26 ~ 60 3
O Type Observation Autogyro Kai  3 54 1 25 57 ~ 81 3
O Type Observation Autogyro Kai Ni  4 72 1 25 61 ~ 87 3
S-51J  5 90 2 25 65 ~ 93 3
S-51J Kai  5 90 2 25 69 ~ 98 3
  1. Upgraded variants not included because it only increases LoS.

See Also