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− | This article aims to cover the most commonly used equipment setups for each ship type. It is to give you an idea of what are the most efficient load-outs to make your girls effective in a particular role. This means that this article will not cover niche setups that are specific to a map. For those equipment setups, please refer to the map pages. | + | 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 niche setups that are specific to a map, a ship, or a mechanic. For those equipment setups, please refer to the relevant pages. |
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| =Destroyer ([[DD]])= | | =Destroyer ([[DD]])= |
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| |{{GreenGunDP}}{{GreenGunDP}}{{WildCard}} | | |{{GreenGunDP}}{{GreenGunDP}}{{WildCard}} |
− | |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 your destroyers to perform night battle double attacks. Ideally, you would be using the [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]. 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 Anti-Air {{Radar}}. This will allow any destroyer to activate AACI API5. | + | |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 Radar}}. This will allow any destroyer to activate AACI API5. |
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| |{{RedGunLight}}{{RedGunLight}}{{Radar}} | | |{{RedGunLight}}{{RedGunLight}}{{Radar}} |
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| | {{Small Sonar}}{{DepthCharge}}{{DepthCharge}} | | | {{Small Sonar}}{{DepthCharge}}{{DepthCharge}} |
− | | This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. So you should just replace depth charges with equipment that has better ASW if you cannot hit the threshold with this setup. | + | | This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW. |
| |} | | |} |
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| | {{GreenGunDP}}{{GreenGunDP}}{{LandingCraft}}'''/'''{{Amphibious Tank}}'''/'''{{AntiGroundArtillery}} | | | {{GreenGunDP}}{{GreenGunDP}}{{LandingCraft}}'''/'''{{Amphibious Tank}}'''/'''{{AntiGroundArtillery}} |
− | | This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows destroyers to double attack at night. Which equipment you pick for the 3rd slot depends on your upgrade values and/or what the destroyer is capable of equipping. | + | | This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows destroyers to double attack at night. Equipment picked for the 3rd slot depends on its upgrade values and/or what the destroyer is capable of equipping. |
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| | {{GreenGunDP}}{{GreenGunDP}}{{AntiGroundArtillery}}{{AntiGroundArtillery}} | | | {{GreenGunDP}}{{GreenGunDP}}{{AntiGroundArtillery}}{{AntiGroundArtillery}} |
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| | {{GreenGunDP}}{{GreenGunMG}}{{SurfaceShipPersonnel}} | | | {{GreenGunDP}}{{GreenGunMG}}{{SurfaceShipPersonnel}} |
− | | This is an anti-[[PT Imp Group]] setup. The combination of equipment makes hits nearly guaranteed and their low HP means they can be killed in one hit. It does mean that the destroyer's combat effectiveness is severely reduced against other targets though. Therefore, it is highly recommended that you use Reinforcement Expansions to fit the {{GreenGunMG}} so that another main gun can be used to maintain double attacks. | + | | This is an anti-[[PT Imp Group]] setup. The combination of equipment makes hits nearly guaranteed and their low HP means they can be killed in one hit. It does mean that the destroyer's combat effectiveness is severely reduced against other targets though. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{GreenGunMG}} so that another main gun can be used to maintain double attacks. |
| |} | | |} |
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| | {{GreenGunDP}}{{GreenGunDP}}{{WildCard}} | | | {{GreenGunDP}}{{GreenGunDP}}{{WildCard}} |
− | | Destroyer escorts will be used primarily for ASW. In the event that you need to use them for combat, green dual-purpose guns like the [[10cm Twin High-angle Mount]] contribute Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Ideally, you would be using the [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]. Small main 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 Anti-Air {{Radar}}. This will allow any DE to activate AACI API5. | + | |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 Radar}}. This will allow any destroyer to activate AACI API5. |
| |} | | |} |
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| | {{Small Sonar}}{{DepthCharge}}{{DepthCharge}} | | | {{Small Sonar}}{{DepthCharge}}{{DepthCharge}} |
− | | This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. So you should just replace depth charges with equipment that has better ASW if you cannot hit the threshold with this setup. Take note that DEs have bonus armor penetration from Depth Charges. | + | | This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW. Take note that DEs have bonus armor penetration from Depth Charges. |
| |} | | |} |
| </tabber> | | </tabber> |
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| | {{Minisub}}{{RedGunMedium}}{{RedGunMedium}}{{WildCard}}{{Radar}} | | | {{Minisub}}{{RedGunMedium}}{{RedGunMedium}}{{WildCard}}{{Radar}} |
− | | 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. | + | | 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. |
| |} | | |} |
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| | {{Small Sonar}}{{DepthCharge}}{{DepthCharge}} | | | {{Small Sonar}}{{DepthCharge}}{{DepthCharge}} |
− | | This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. So you should just replace depth charges with equipment that has better ASW if you cannot hit the threshold with this setup. | + | | This ASW setup maximizes the ASW by taking advantage of the synergy. One of the depth charges needs to be a [[DCP|Depth Charge Projector]] while the other needs to be a [[DCR|Depth Charge (Racks)]]. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW. |
| |} | | |} |
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| | {{Minisub}}{{Sonar}}{{DepthCharge}} | | | {{Minisub}}{{Sonar}}{{DepthCharge}} |
− | | Opening torp + (O)ASW.<br>This ASW setup maximizes the ASW by taking advantage of the synergy. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. So you should just replace the minisub/depth charge with equipment that has better ASW if you cannot hit the threshold with this setup. | + | | Opening torp + (O)ASW.<br>This ASW setup maximizes the ASW by taking advantage of the synergy. Take note that '''reaching the [[OASW]] threshold takes precedence over everything'''. In this case, just replace depth charges with equipment that has a higher ASW. |
| |} | | |} |
| </tabber> | | </tabber> |
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| | {{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}} | | | {{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}} |
− | | This is an alternative setup for CAs in the main fleet of a combined fleet. '''Do not''' use this setup if your 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. | + | | 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. |
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| | {{RedGunMedium}}{{YellowGun}}{{YellowGun}}{{WildCard}} | | | {{RedGunMedium}}{{YellowGun}}{{YellowGun}}{{WildCard}} |
− | | This is an alternative combat setup where your 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 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. |
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| | {{RedGunMedium}}{{TorpedoWeapon}}{{TorpedoWeapon}}{{WildCard}} | | | {{RedGunMedium}}{{TorpedoWeapon}}{{TorpedoWeapon}}{{WildCard}} |
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| | {{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{GreenAmmo}} | | | {{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{GreenAmmo}} |
− | | This is an alternative anti-installation setup for CAVs. It allows them to significant damage to all installation types in exchange for not being able to do artillery spotting. CAVs with this setup are able to hit the night battle shelling cap against installations. | + | | This is an alternative anti-installation setup for CAVs. It allows them to do significant damage to all installation types in exchange for not being able to do artillery spotting. CAVs with this setup are able to hit the night battle shelling cap against installations. |
| |} | | |} |
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| | {{RedGunMedium}}{{GreenGunDP}}{{Radar}}{{Seaplane}}{{GreenGunMG}} | | | {{RedGunMedium}}{{GreenGunDP}}{{Radar}}{{Seaplane}}{{GreenGunMG}} |
− | | This is a unique setup for [[Maya|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 you need her to specialize in. Trading a {{RedGunMedium}} for a {{GreenGunDP}} will let her focus more on anti-air at the expense of artillery spotting. If you have two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, you can maintain artillery spotting and AACI. | + | | 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 {{RedGunMedium}} for a {{GreenGunDP}} 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. |
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| | {{RedGunMedium}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{GreenGunDP}} | | | {{RedGunMedium}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{GreenGunDP}} |
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| | {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} | | | {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} |
− | | This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. You should be running this setup a majority of the time. For 5-slot BBs like [[Ise]], [[Hyuuga]] and [[Musashi]], a {{GreenPlane}} or {{SeaplaneFighter}} would generally be used for extra air power. | + | | 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 {{GreenPlane}} or {{SeaplaneFighter}} would generally be used for extra air power. |
| |} | | |} |
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| | {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{Amphibious Tank}}'''/'''{{LandingCraft}} | | | {{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{Amphibious Tank}}'''/'''{{LandingCraft}} |
− | | This is a unique setup for [[Nagato|Nagato Kai Ni]] and [[Mutsu|Mutsu Kai Ni]]. While it does give up APCI like the regular BB anti-installation setup, tanks and landing craft have much better multipliers across a wider range of installation types. This can make for some devastating attacks when combined with their Touch mechanic. | + | | This is a unique setup for [[Nagato|Nagato Kai Ni]] and [[Mutsu|Mutsu Kai Ni]]. While it does give up APCI like the regular BB anti-installation setup, tanks, and landing craft have much better multipliers across a wider range of installation types. This can make for some devastating attacks when combined with their Touch mechanic. |
| |} | | |} |
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| | {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{GreenPlane}} | | | {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{GreenPlane}} |
− | | This is the basic setup for CV/Ls. It balances striking power with fighter power. You can just adjust the amount of {{BluePlane}} and {{GreenPlane}} depending on how much enemy airpower you expect to encounter. One {{GreenPlane}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary. | + | | This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of {{BluePlane}} and {{GreenPlane}} can b adjusted depending on how much enemy airpower is expected. One {{GreenPlane}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary. |
| |} | | |} |
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| | {{SeaplaneFighter}}{{SeaplaneFighter}}{{SeaplaneFighter}} | | | {{SeaplaneFighter}}{{SeaplaneFighter}}{{SeaplaneFighter}} |
− | | Fighter Mule. Used to maximize your AV's fighter power. 4-slot AVs can take an extra {{SeaplaneFighter}} | + | | Fighter Mule. Used to maximize the AV's fighter power. 4-slot AVs can take an extra {{SeaplaneFighter}} |
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| | {{SPB}} {{SPB}}{{RedGunMedium}}{{RedGunMedium}} | | | {{SPB}} {{SPB}}{{RedGunMedium}}{{RedGunMedium}} |