Changes

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*''For more details on some mechanics, please see each relevant page.
 
*''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.
 
*''Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
 +
{{color|red|'''Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.'''}}
 +
*In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise).
 +
*If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules.
    
=Standard Combat=
 
=Standard Combat=
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{{details|Aerial Combat}}
 
{{details|Aerial Combat}}
 
{{details|Night Battle}}
 
{{details|Night Battle}}
 +
 +
When referring to "supporting equipment", the following are counted:
 +
*{{FCF}} [[Command Facilities]],
 +
*Day only: {{Smoke}} [[Smoke Generator]]s, {{Sonar}}/{{DepthCharge}} ASW equipment,
 +
*Night only: {{Night Recon}} [[Night Recon]]s, {{Searchlight}} [[Searchlight]]s, {{StarShell}} [[Star Shell]]s,
 +
*RE only: {{AA Gun}} [[AA Gun]]s & {{AAFD}} [[AAFD]] are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
    
|-|FBB/BB/BBV=
 
|-|FBB/BB/BBV=
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| 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.  
 
| 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.  
 
|-
 
|-
| {{Large Gun}} {{Large Gun}} {{Radar}} {{AP Shell}}
+
| {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{AP Shell}}
 
| This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.
 
| This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.
 +
This setup is also good to maximize [[Special Attack]]s damage.
 
|-
 
|-
 
| {{Large Gun}} {{Large Gun}} {{Seaplane}}/{{SPF}}
 
| {{Large Gun}} {{Large Gun}} {{Seaplane}}/{{SPF}}
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| {{Large Gun}} {{Large Gun}} {{Large Gun}} {{AP Shell}}
 
| {{Large Gun}} {{Large Gun}} {{Large Gun}} {{AP Shell}}
 
| The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high {{Armor}} stat.
 
| The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high {{Armor}} stat.
 +
*The {{AP Shell}} can be replaced by a {{Seaplane}} or {{Searchlight}} in some cases.
 
|}
 
|}
      
Misc
 
Misc
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|-
 
|-
 
| {{Large Gun}} {{Large Gun}} {{Seaplane}} {{SPF}} {{AP Shell}}+{{Radar}}
 
| {{Large Gun}} {{Large Gun}} {{Seaplane}} {{SPF}} {{AP Shell}}+{{Radar}}
| This is a setup for the {{Class|Yamato|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. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
+
| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 +
It also have all the damage bonuses for [[Special Attacks]].
 
|-
 
|-
| {{Large Gun}} {{Green Gun}} {{Seaplane}} {{SPF}} {{AP Shell}}+{{Radar}}
+
| {{Large Gun}} {{Large Gun}} {{Green Gun}} {{Seaplane}} {{AP Shell}}+{{Radar}}
 
| This is a setup for the {{Class|Yamato|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 to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 
| This is a setup for the {{Class|Yamato|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 to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 
|-
 
|-
| {{Large Gun}} {{Large Gun}} {{Fighter}} {{Fighter}} {{Seaplane}}
+
| {{Large Gun}} {{Large Gun}} {{Fighter}} {{Seaplane}} {{AP Shell}}  
 
| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with great fighter power.
 
| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with great fighter power.
 +
The {{AP Shell}} can be replaced by an additional {{Fighter}} if more fighter power is required.
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}}/{{Seaplane}} {{Seaplane}}
 +
| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting).
 
|-
 
|-
| {{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}} {{Seaplane}}
+
| {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{Large Searchlight}}
| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with additional opening airstrike power.
+
| This is a setup for the {{Class|Kongou|Kai Ni B/C}} [[Touch]].
 +
The radar must have 8+ {{LOS}} to increase the trigger rate. The {{Equipment/Link|Passive Radiolocator (E27) + Type 22 Surface Radar Kai 4 (Calibrated Late Model)|text=Radiolocator+T22 Radar K4 LM}} at {{Star}}+4 is very valuable, being the only such radar that can fit in their RE.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
 +
*For BBV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 +
*When applicable, {{Radar}} are better options.
    
|-|CV/CVB/CVL=
 
|-|CV/CVB/CVL=
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The general rules are:
 
The general rules are:
* Bombers in top slot
+
* Bombers in top slots,
* Torpedo bomber in largest slot
+
* Torpedo bomber in largest slot,
* Fighters in the smaller slots
+
* Fighters in the smaller slots,
* Recons and mics equipment in the smallest slots
+
* Recons and mics equipment in the smallest slots.
    
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
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!Notes
 
!Notes
 
|-
 
|-
| {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} {{Fighter}}<br>{{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}
+
| {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} {{Fighter}}
| This is the basic setup for CV/Ls. It balances striking power with fighter power. The amount of {{Torpedo Bomber}} and {{Fighter}} can be adjusted depending on how much enemy airpower is expected. One {{Fighter}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary.
+
| This is the basic setup for CV(B/L). It balances striking power with fighter power. One {{Fighter}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary.
 +
|-
 +
| {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}} {{Fighter}}<br>{{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}
 +
| This is the basic setup for CV(B/L) that maximize damage.  
 +
|-
 +
| {{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}}
 +
| A setup to use when enemy fighter power is almost non-existent/annihilated.  
 
|}
 
|}
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!width=250px|Equipment Setup
 
!width=250px|Equipment Setup
 
!Notes
 
!Notes
|-
  −
| {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}}
  −
| 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.
   
|-
 
|-
 
| {{Night Torpedo Bomber}} {{Night Fighter}} {{Night Fighter}} {{IconText|{{Aviation Personnel}}|NOAP}}
 
| {{Night Torpedo Bomber}} {{Night Fighter}} {{Night Fighter}} {{IconText|{{Aviation Personnel}}|NOAP}}
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|}
 
|}
    +
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power,
 +
*The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output.
    
|-|CA/CAV=
 
|-|CA/CAV=
 
{{Category:Heavy Cruisers}}
 
{{Category:Heavy Cruisers}}
    +
In addition, for night battle only, all {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|Prototype 20.3cm (No.4) Twin Gun Mount|text=IJN 20.3 cm guns}} give special [[Hidden Fit Bonuses]].
 
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
 
!width=250px|Equipment Setup
 
!width=250px|Equipment Setup
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|-
 
|-
 
| {{Med Gun}} {{Med Gun}} {{Seaplane}} {{WildCard}}
 
| {{Med Gun}} {{Med Gun}} {{Seaplane}} {{WildCard}}
| 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 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, usually a {{Radar}} or another {{Seaplane}}
 
|-
 
|-
 
| {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}}
 
| {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}}
| 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 {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA.
+
| This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high {{Armor}}.
 +
If applicable, one {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA.
 
|-
 
|-
 
| {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}}
 
| {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}}
 
| 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 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.
 
|-
 
|-
| {{Med Gun}} {{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}}
+
| {{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}} {{WildCard}}
| This is the standard CA setup for [[TCI|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.
+
| This is the standard CA setup for [[TCI]]. The wild cards can be anything that does not interfere with this setup, usually be a mix of {{TorpedoWeapon}}/{{Med Gun}} to increase the damage output, or {{SurfaceShipPersonnel}}/{{StarShell}} to increase the trigger rate.
 
|}
 
|}
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!Notes
 
!Notes
 
|-
 
|-
| {{Med Gun}} {{Green Gun}} {{Radar}} {{Seaplane}} {{AA Gun}}
+
| {{Med Gun}} {{Green Gun}} {{Radar}} {{Seaplane}}+{{AA Gun}}
 
| 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 {{Med Gun}} for a {{Green Gun}} 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 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 {{Med Gun}} for a {{Green Gun}} 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.
 
|-
 
|-
| {{Med Gun}} {{SPF}} {{SPF}} {{SPF}} {{Green Gun}}
+
| {{Med Gun}} {{SPF}} {{SPF}} {{SPF}}+{{Green Gun}}
| This setup is for [[Suzuya|Suzuya Kai Ni]] and [[Kumano|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.  
+
| This setup is for the {{Class|Mogami|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.
 +
|-
 +
| {{Med Gun}} {{Minisub}} {{SPB}} {{WildCard}}+{{Green Gun}}
 +
| This setup is for [[Mogami Kai Ni]], allowing for oTorp, artillery spotting, and DA.
 +
The wild card is typically a {{SPF}}, but can be other night equipment.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
 +
*For CAV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 +
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
    
|-|CL/CT=
 
|-|CL/CT=
 
{{Category:Light Cruisers}}
 
{{Category:Light Cruisers}}
    +
*4 slots CL can mostly follow CA setups.
 
*''Also applicable to [[CT]] to some extent for standard combat and ASW.
 
*''Also applicable to [[CT]] to some extent for standard combat and ASW.
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| 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.  
 
| 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.  
 
|-
 
|-
| {{Med Gun}} {{Med Gun}} {{Minisub}}
+
| {{Green Gun}} {{Green Gun}} {{Air Radar}}
| The "cheat CLT setup" for {{Minisub}} minisub capable ships, allowing for an opening torpedo and night DA.
+
| The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI.
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
   
|-
 
|-
 
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}}
 
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}}
| This setup is the standard [[TCI|Torpedo Cut-In]] (TCI) setup.
+
| This setup is the standard [[TCI]] setup.
 
One {{TorpedoWeapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
One {{TorpedoWeapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
|}
 
|}
      
Misc
 
Misc
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!width=250px|Equipment Setup
 
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Minisub}}
 +
| The "cheat CLT setup" for {{Minisub}} minisub capable ships, allowing for an opening torpedo and night DA.
 +
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 
|-
 
|-
 
| {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{Green Gun}}
 
| {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{Green Gun}}
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In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.
 
In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.
 
|-
 
|-
| {{Minisub}} {{Radar}} {{WildCard}} + {{Green Gun}}
+
| {{Minisub}} {{Radar}} {{WildCard}}+{{Green Gun}}
 
| An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun.
 
| An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun.
 
The wildcard should preferably be a {{Med Gun}} 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.
 
The wildcard should preferably be a {{Med Gun}} 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.
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| This is a unique setup for [[Yuubari Kai Ni Toku]] when she isn't running the full TCI setup.
 
| 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 warfare, or a sonar for ASW.
 
The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW.
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
 +
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 +
|-
 +
| {{Medium Green}} {{Medium Green}} {{Air Radar}}
 +
| The AACI setup for {{Class|Atlanta}}, the only viable setup for them, and the best AACI in the game.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 +
*When applicable, {{Radar}} are good options.
    
|-|CLT=
 
|-|CLT=
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|-
 
|-
 
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}}  
 
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}}  
| This setup is the standard [[TCI|Torpedo Cut-In]] (TCI) setup.<br>Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
+
| This setup is the standard [[TCI]] setup.
 +
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
 +
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
    
|-|DD=
 
|-|DD=
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|-
 
|-
 
|{{Green Gun}} {{Green Gun}} {{WildCard}}
 
|{{Green Gun}} {{Green Gun}} {{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 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}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.  
+
|This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.  
 
|-
 
|-
 
|{{Light Gun}} {{Light Gun}} {{Radar}}
 
|{{Light Gun}} {{Light Gun}} {{Radar}}
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|-
 
|-
 
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{TorpedoWeapon}}
 
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{TorpedoWeapon}}
|This setup is the standard [[TCI|Torpedo Cut-In]] (TCI) setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
+
|This setup is the standard [[TCI]] setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
 
|-
 
|-
 
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}}
 
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}}
|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 {{Luck}}) 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 {{SurfaceShipPersonnel}}. This will help increase their trigger rate somewhat.
+
|This setup is an alternative TCI setup. This setup is typically used for low luck (<30 {{Luck}}) destroyers.  
 +
The wild card should be a {{SurfaceShipPersonnel}} or a {{StarShell}}. This will help increase their trigger rate somewhat.
 +
|-
 +
|{{Small Green}} {{Small Green}} {{Air Radar}} + {{AA Gun}}/{{AAFD}}
 +
|This is the best destroyer AACI setup. The {{Small Green}} must have 8+ AA and the {{AA Gun}} 9+ AA, in order to unlock the best AACI.
 +
For ships with their own [[AACI]], like the {{Class|Akizuki}} and {{Class|Fletcher}} notably, those setups have to be tweaked in order to meet the right conditions.
 
|}
 
|}
    +
For Lv80+ DD only:
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
|{{RedGunLight}} {{TorpedoWeapon}} {{Surface Radar}}+{{SurfaceShipPersonnel}}
 +
|The "[[GTRL]]", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 +
The gun should ideally be a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 +
|-
 +
|{{Drum}} {{TorpedoWeapon}} {{Surface Radar}}+{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|The "[[GTRL|DTRL]]", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 +
This setup should only be utilized for routing reasons.
 +
|-
 +
|{{RedGunLight}} {{RedGunLight}} {{TorpedoWeapon}}+{{Surface Radar}}
 +
|The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
 +
*The guns should ideally be the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or/and the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 +
*This setup is only recommended for extreme cases due to its below-average damage output on average, and the fact that it required a DD with 4 slots or capable of equipping a radar in its RE.
 +
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
*When applicable, {{Radar}} are great options.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
    
|-|DE=
 
|-|DE=
Line 212: Line 305:  
|-
 
|-
 
| {{Green Gun}} {{Green Gun}} {{WildCard}}
 
| {{Green Gun}} {{Green Gun}} {{WildCard}}
|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 Radar}}, allowing any ship to activate at least AACI 5.  
+
|DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate at least AACI 5.  
 
|}
 
|}
    +
[[RE]] recommendations:
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
    
|-|SS/SSV=
 
|-|SS/SSV=
Line 224: Line 319:  
|-  
 
|-  
 
|{{TorpedoWeapon}} {{TorpedoWeapon}}
 
|{{TorpedoWeapon}} {{TorpedoWeapon}}
|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 {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}.<br>Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
+
|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 {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}.
 +
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 
|-
 
|-
 
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}}
 
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}}
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a "new TCI" at night, while keeping the advantages listed above.
+
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above.
 
|-
 
|-
 
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}}
 
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}}
 
|}
 
|}
   −
 
+
[[RE]] recommendations:
Misc
+
*In most cases, using {{SubmarineRadar}} is enough, giving fit bonuses and {{LOS}}.
{|class="wikitable" width=100%
  −
!width=250px|Equipment Setup
  −
!Notes
  −
|-
  −
|{{SPF}} {{SPF}}
  −
|This setup is used when taking SSV for air support.  
  −
|}
      
|-|AV=
 
|-|AV=
Line 250: Line 339:  
|-
 
|-
 
| {{SPB}} {{SPB}} {{Minisub}}
 
| {{SPB}} {{SPB}} {{Minisub}}
| This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.<br>AV that can't equip {{Minisub}} or [[Kamoi Kai]] can swap for an extra {{SPB}}. 4-slot AVs can take an extra {{SPB}}.<br>
+
| This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
Seaplane bombers may be replaced with fighters if more airpower is needed.
+
AV that cannot equip {{Minisub}} can swap for an extra {{SPB}} or main guns, with 4-slot also able to take an extra {{SPB}}. SPB may be replaced with fighters if more airpower is needed.
|-
  −
| {{SPF}} {{SPF}} {{SPF}}
  −
| Fighter Mule. Used to maximize the AV's fighter power. 4 slots AVs can take an extra {{SPF}}
   
|-  
 
|-  
 
| {{Med Gun}} {{Med Gun}} {{SPB}} {{Minisub}}<br>{{SPB}} {{SPB}} {{Med Gun}} {{Med Gun}}
 
| {{Med Gun}} {{Med Gun}} {{SPB}} {{Minisub}}<br>{{SPB}} {{SPB}} {{Med Gun}} {{Med Gun}}
 
| This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform [[Artillery Spotting]] with the double guns.
 
| This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform [[Artillery Spotting]] with the double guns.
 
*{{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]", and some {{SPB}} may be replaced by {{SPF}} for air power, to the detriment of [[Artillery Spotting]].
 
*{{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]", and some {{SPB}} may be replaced by {{SPF}} for air power, to the detriment of [[Artillery Spotting]].
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
 +
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 
|}
 
|}
    +
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
    
|-|Aux=
 
|-|Aux=
 
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.
 
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.
 +
*''They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible.
 +
----
 +
{{Category:Submarine Tenders}}
 +
----
 +
{{Category:Fleet Oilers}}
 +
----
 +
{{Category:Repair Ships}}
 +
----
 +
{{Category:Amphibious Assault Ships}}
 +
----
 +
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{AnyBomber}} {{AnyBomber}} {{WildCard}}
 +
| A unique setup for [[Hayasui Kai]], [[Yamashio Maru Kai]], [[Kumano Maru Kai]] to allow them to do carrier stricks.
 +
The wild card is usually a {{Fighter}}/{{SPF}}/{{Supplies}}.
 +
|}
 +
</tabber>
 +
 +
=Exotic Setups=
 +
<tabber>
 +
|-|Introduction=
 +
Other setups that are used in specific situations and/or on specific ships.
 +
*Usually, only a few ships in a fleet would use such setups.
 +
*Those setups would not be discarded.
 +
 +
|-|Fighter Mule=
 +
When a very high amount of [[Fighter Power]] is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
 +
*As many as the best {{Fighter}}/{{SPF}} fighters have to be used on a single ship.
 +
*Such setup should not be used in the escort fleet of a combined fleet.
 +
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}}
 +
| A setup reserved for CV/CVB/CVL and other {{Fighter}} capable ships.
 +
A {{Fighter}} can be replaced by a [[Saiun]] for red-T avoidance.
 +
|-
 +
| {{SPF}} {{SPF}} {{SPF}} {{SPF}}
 +
| A setup reserved for BBV/CAV/SSV/AV and other {{SPF}} capable ships.
 +
|}
 +
 +
|-|Anti-PT=
 +
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
 +
*DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do not benefit as much from them.
 +
{{Anti-PT Imp Setups}}
 +
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
 +
| 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 {{AA Gun}} so that another main gun can be used to maintain double attacks.
 +
|-
 +
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
 +
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
 +
This setup has also some effectiveness against [[Installation]]s.
 +
|}
 +
 +
|-|TP phases=
 +
[[Transport Operation]]s requires to bring as much "TP points" as possible per run to be completed:
 +
;Notes
 +
*The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
 +
*CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
 +
*Even so the {{Supplies}} {{EquipmentLink|Underway Replenishment}} icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
 +
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|CAV/CL/DD/AV/LHA/AO
 +
|-
 +
|{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}}
 +
|As much of those equipment must be equipped in the fleet.
 +
{{Landing Craft}} should be utilized as much as possible as they provide the most TP points
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}}
 +
|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.
 +
|}
 +
 
</tabber>
 
</tabber>
   Line 273: Line 451:  
Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter.
 
Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter.
 
As general rules:
 
As general rules:
*The first priority is to have an [[OASW]], even at the expense of damage synergy:
+
*The first priority is to have an [[OASW]], even at the expense of damage synergy (''see the 2nd tab'').
**Because {{ASW}} increase with levels, using high-level ships will help reach the required stat threshold,
+
*{{Sonar}} [[Sonar]]s are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases.
**[[DE]] can OASW more easily than other ship types,
+
*To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup".
**Take note that DE also have an armor penetration bonus when using [[Depth Charge]]s.
+
**This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 {{Small Sonar}} [[Small Sonar]], 1 {{DCP}} [[Depth Charge Projector]], and 1 {{DCR}} [[Depth Charge Rack]].
*To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup":
+
*Do note that DE also have an armor penetration bonus when using [[Depth Charge]]s.
**{{Small Sonar}} + {{DCP}} + {{DCR}}
  −
**This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 [[Small Sonar]], 1 [[DCP|Depth Charge Projector]], and 1 [[DCR|Depth Charge (Racks)]].
      
{{Equipment/ASW_Synergy}}
 
{{Equipment/ASW_Synergy}}
 +
 +
|-|OASW=
 +
As already stated, in most cases, having a ship triggering an "[[opening ASW]]" takes priority over having the best damage setup.
 +
 +
When putting aside the "special OASW" that each have other characteristics (''see [[OASW]]''), the mains OASW are the:
 +
*"Shelling OASW", where [[DD]], [[CL]], [[CLT]], [[CT]], and [[AO]] needs to reach 100 {{ASW}} while carrying a {{Sonar}} [[Sonar]].
 +
**[[DE]] are great in the OASW role, only needing 60 {{ASW}} when using a {{Sonar}} [[Sonar]].
 +
*"Carrier OASW", where a CVL, but more commonly a [[CVE]] is equipped with at least one [[ASW Aircraft]].
 +
**Other setups variations do exist but are detrimental to the regular carrier role.
 +
*Because {{ASW}} increase with levels, using high-level ships will help reach the required stat threshold,
 +
**Many ships do notably reach 100+ ASW at higher levels once [[marriage|married]].
 +
 +
In most cases, DD and CL are used for OASW due to their versatility, hence, their required setup are mostly as follow:
 +
{|class="wikitable"
 +
!Setup
 +
!Equipment<br>total ASW
 +
!Base ship ASW<br>required for OASW
 +
!Notes
 +
|-
 +
|{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}}||30||70||A setup focussing on OASW only, with no synergy.
 +
|-
 +
|{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 95 Depth Charge|size=50px}}||22||78||The base synergy setup, using buildable equipment only.
 +
|-
 +
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 2 Depth Charge|size=50px}}||27||72||A base synergy setup, using early obtainable equipment only.
 +
|-
 +
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||51||49||The best 3 slot synergy setup with obtainable equipment
 +
|-
 +
|{{Equipment/Card|HF/DF + Type144/147 ASDIC|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||54||46||The best 3 slot synergy setup
 +
|}
 +
*Those setups are further improved by:
 +
**Using better ASW gears,
 +
**A 4th ASW gear for 4 slots ships,
 +
**Using other equipment giving {{ASW}} stat, notably {{SurfaceShipPersonnel}} [[Lookout]]s on IJN ships.
    
|-|CL/CLT/CT/DD=
 
|-|CL/CLT/CT/DD=
Line 309: Line 518:  
| Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.
 
| Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*{{DCR}} [[Depth Charge Rack]]s can be used to increase the damage output,
    
|-|CV/CVL=
 
|-|CV/CVL=
Line 352: Line 564:  
*Regarding {{Landing Craft}} {{Amphibious Tank}} {{Landing Forces}} [[Landing Equipment]]:
 
*Regarding {{Landing Craft}} {{Amphibious Tank}} {{Landing Forces}} [[Landing Equipment]]:
 
**These provide on average the highest flat/multiplier damage bonus against all installations.  
 
**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.
+
**As Landing Craft, Amphibious Vehicles, 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:
 
**Only the following ships can equip those equipment, and so are particularly valuable in those situations:
 
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
 
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
Line 359: Line 571:  
**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.
 
**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.
 
**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.
**{{DepthCharge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Artilleries when lacking those.
+
**{{DepthCharge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Rockets when lacking those.
   −
*Regarding {{AP Shell}} {{AA Shell}} [[Shell]]s:
+
*Regarding [[Shell]]s:
 
**{{AP Shell}} [[AP Shell]]s are mostly effective against "Hard Skin Installations",
 
**{{AP Shell}} [[AP Shell]]s are mostly effective against "Hard Skin Installations",
**{{AA Shell}} [[AA Shell]]s are mostly effective against "Soft Skin Installations".
+
**{{AA Shell}} [[AA Shell]]s are mostly effective against "Soft Skin Installations".
    
{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").
 
{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").
Line 369: Line 581:  
*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.
 
*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.
 
*The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
** For example, equipping multiple {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=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.
+
** For example, equipping multiple {{Amphibious Tank}} Amphibious Vehicles or {{Landing Craft}} 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 {{Class|Nelson}}'s Touch.
 
All "surface" anti-installation setups can be further enhanced by using them in '''[[Special Attacks]]''', especially the {{Class|Nelson}}'s Touch.
   −
<!--
+
In addition to the regular "supporting equipment" can also be added the {{Balloon}} '''[[Barrage Balloon]]s''' for anti-installation only.
 
  −
 
  −
!colspan=2|Anti-hard skins setups
  −
|-
  −
!colspan=2|Anti-soft skins setups
  −
 
  −
-->
      
|-|FBB/BB/BBV=
 
|-|FBB/BB/BBV=
Line 389: Line 594:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
+
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}+{{AA Shell}}
 +
|"Best of both worlds", one of the best setups for 4+[[RE]] or 5 slot battleships, being both good in regular combat a well as against most installations.
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Large Gun}} {{Large Gun}} {{AP Shell}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|[[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only.
 +
*Note that since they have high FP, they benefit less from precap modifiers, hence such setup sees little use in most cases.
 +
*Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
 +
*Yamato can equip both {{Seaplane}} & {{AP Shell}}, and Yamato & Haruna can equip an additional {{Radar}} in their [[RE]] if possible.
 +
*This setup is most effective against SDP & installation-like warships.
 +
|-
 +
!colspan=2|Anti-hard skins setups
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}
 
|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.
 
|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.
 
|-
 
|-
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AA Shell}}
+
|{{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}} {{WildCard}}
|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.
+
|{{Class|Ise|Kai Ni}} only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB.
 
|-
 
|-
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AA Shell}} {{AP Shell}}
+
!colspan=2|Anti-soft skins setups
|{{Class|Yamato|Kai Ni}} & {{Class|Ise|Kai Ni}} only.
  −
*"Best of both worlds" for 5-slot battleships.
   
|-
 
|-
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{Landing Craft}}<br>{{Large Gun}} {{Large Gun}} {{Seaplane}} {{Amphibious Tank}}
+
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AA Shell}}
|{{Class|Nagato|Kai Ni}} & [[Yamato Kai Ni Juu]] only.
+
|This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types.
*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.
   
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Large Gun}} {{Seaplane}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Sec Gun}}<div style="text-align:center;">'''or'''</div>{{Large Gun}} {{Seaplane}} {{AP Shell}} {{Landing Craft}} {{Amphibious Tank}}+{{Sec Gun}}
+
|{{Large Gun}} {{AP Shell}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Radar}}
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Yamato Kai Ni Juu]] only.  
+
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Yamato Kai Ni Juu]] only.
*A proper nuke setup keeping the Double Attack and artillery spotting, that uses Yamato's ability to carry [[Secondary Gun]]s in her [[RE]], also taking advantage of her [[Special Attack]].
+
*This utilizes most equipment bonuses for the [[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.
+
|-
 +
|4-5 x {{Landing Craft}}/{{Amphibious Tank}}
 +
|{{TextGlow|'''Mega Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only.
 +
*A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness.
 +
|-
 +
|{{Large Gun}} {{Amphibious Tank}} {{Amphibious Tank}} {{AntiGroundArtillery}}+{{Green Gun}}
 +
|[[Haruna Kai Ni C]] & [[Yamato Kai Ni Juu]] only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness.
 +
|-
 +
!colspan=2|Anti-installation-like warships setups
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Amphibious Tank}} {{Amphibious Tank}}
 +
|[[Haruna Kai Ni C]] only.
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|{{Class|Kongou|Kai Ni B/C}} & [[Conte di Cavour Nuovo]] only.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, {{AA Shell}} are better by bringing additional bonuses, especially the Kai & Kai 2 variants, that brings {{Firepower}}
    
|-|CV/CVB/CVL=
 
|-|CV/CVB/CVL=
 +
In most situations, it is advisable to use regular setups on carriers (with no [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations:
 +
 
{|class="wikitable"
 
{|class="wikitable"
 
!width=250px|Equipment Setup
 
!width=250px|Equipment Setup
Line 418: Line 651:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Dive Bomber}} {{Torpedo Bomber}} {{Fighter}}
+
|{{Dive Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}}
 
|This is only to be used when having [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]. It will allow the carrier to still perform CVCI against other targets.
 
|This is only to be used when having [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]. It will allow the carrier to still perform CVCI against other targets.
 
|-
 
|-
|{{Torpedo Bomber}} {{Torpedo Bomber}} {{Fighter}}
+
|{{Torpedo Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}}
|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.
+
|A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets.
 +
*The number of torpedo bombers and fighters can be varied depending on the amount of fighter power required.  
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Dive Bomber}} {{Torpedo Bomber}} {{Landing Craft}} {{Landing Craft}}
+
|{{Dive Bomber}} {{Torpedo Bomber}} {{Landing Craft}} {{WildCard}}
 
|{{TextGlow|'''CV-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 
|{{TextGlow|'''CV-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 
*A setup combining CVCI with landing craft bonuses ([[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]] still required).
 
*A setup combining CVCI with landing craft bonuses ([[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]] still required).
 +
*Effective when used in the escort of a combined fleet against single fleets, especially for Unyou Kai Ni, who can do night shelling.
 
|-
 
|-
|{{Dive Bomber}} {{Landing Craft}} {{Amphibious Tank}} {{WildCard}}
+
|{{Dive Bomber}} {{Landing Craft}}/{{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}} {{WildCard}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 
*Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]).
 
*Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]).
 
*The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{ASWPlane}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation.
 
*The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{ASWPlane}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power,
 +
*The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output.
    
|-|CA/CAV=
 
|-|CA/CAV=
Line 443: Line 683:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Med Gun}}{{Med Gun}}{{Seaplane}}{{AA Shell}}
+
|{{Med Gun}} {{Med Gun}} {{SPR}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{WildCard}}+{{AA Shell}}
|The standard anti-installation setup for heavy cruisers. It allows artillery spotting and deals decent damage against installations.
+
|The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but [[Pillbox]]es, and very effective against soft-skinned installations.
 +
*It allows artillery spotting and deals decent damage against installations.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{WildCard}}+{{AA Shell}}
 +
|{{Class|Zara|Kai/Due}} Only, with the SPB/SPF providing additional bonuses.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}}+{{AA Shell}}
 +
|This is an alternative setup only for CAV.
 +
*If no [[RE]] is available, it removes the ability to artillery spot, but for much more powerful damage at night.  
 
|-
 
|-
|{{Med Gun}}{{Med Gun}}{{AntiGroundArtillery}}{{AA Shell}}<div style="text-align:center;">'''or'''</div>{{Med Gun}}{{Seaplane}}{{AntiGroundArtillery}}{{AA Shell}}+{{Green Gun}}
+
|{{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}} {{AA Shell}}+{{Green Gun}}
|
+
|For the {{Class|Mogami|Kai Ni}} with an RE, this setup additionally maintains the artillery spotting.
*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.
+
|{{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}+{{Green Gun}}
 +
|For the {{Class|Mogami|Kai Ni}} with an RE, a DA pseudo-nuke.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
 +
|This setup is for [[Mogami Kai Ni Toku]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses.
 +
*The seaplane can be a {{SPB}}/{{SPF}} for further bonuses.
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}<br>{{Med Gun}}{{Med Gun}}{{Landing Craft}}{{Amphibious Tank}}<br>{{Med Gun}}{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}+{{Green Gun}}
+
|{{Med Gun}} {{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Med Gun}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}<br>{{Med Gun}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
 +
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 +
*Uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack.
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
*The last setup uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack.
+
*Not recommended as it loses the DA.
 
|}
 
|}
 +
 +
[[RE]] recommendations:
 +
*In most cases, {{AA Shell}} are better by bringing additional bonuses, with the Kai & Kai 2 variants also bringing additional {{Firepower}}.
    
|-|CL/CT=
 
|-|CL/CT=
Line 465: Line 725:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Med Gun}}{{Med Gun}}{{AntiGroundArtillery}}{{AntiGroundArtillery}}
+
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}}
|A setup for 4-slot light cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
+
|The most basic DA setup for cruisers who cannot carry landing craft.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{AntiGroundArtillery}}
 +
|A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
 +
*Using the {{SPR}} is less effective but maintains the day DA for normal combat.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|The most basic DA setup for cruisers who can carry landing craft.
 +
|-
 +
|{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
 +
|This setup is for [[Yahagi Kai Ni B]], allowing for oTorp, artillery spotting, and DA with anti-installation bonuses
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}}{{Landing Craft}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}  
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}  
 +
|-
 +
|{{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
 +
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} for CL that can equip guns in their [[RE]].
 
|}
 
|}
    
|-|CLT=
 
|-|CLT=
 
CLT should not engage in anti-installation warfare.
 
CLT should not engage in anti-installation warfare.
 +
*They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...).
    
|-|DD=
 
|-|DD=
Line 484: Line 758:  
!colspan=2|General anti-installation setups
 
!colspan=2|General anti-installation setups
 
|-
 
|-
|{{Light Gun}}{{Light Gun}}{{Landing Craft}}<br>{{Light Gun}}{{Light Gun}}{{Amphibious Tank}}
+
|{{Light Gun}} {{Light Gun}} {{AntiGroundArtillery}}
|Setups that keep the Double Attack while maintaining decent anti-installation power, allowing reasonable effectiveness against installation and other targets at night.
+
|The most basic DA setup for destroyers who cannot carry landing craft.
 
|-
 
|-
|{{Light Gun}}{{Light Gun}}{{AntiGroundArtillery}}{{AntiGroundArtillery}}
+
|{{Light Gun}} {{Light Gun}} {{Balloon}}
|[[Tashkent]] only.
+
|A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet.
*Functions much like the light cruiser setup with a powerful night battle double attack.
+
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|This setup can be better than some basic CA in some cases.
 +
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|The most basic DA setup for destroyers who can carry landing craft.
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}}{{Landing Craft}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|-
 
|-
|{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{Landing Craft}}<br>{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{Landing Craft}}{{Landing Craft}}
+
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}}
 
|{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
*Substitute nuke setups to use ONLY when lacking Landing Craft or Special Amphibious Tanks.
+
*Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles.
 
|-
 
|-
!colspan=2|Anti-installation-like warships setups
+
!colspan=2|Anti-installation-like warships / mixed fleet setups
 
|-
 
|-
|{{Light Gun}}{{TorpedoWeapon}}{{Landing Craft}}{{Radar}}<br>{{Light Gun}}{{TorpedoWeapon}}{{Amphibious Tank}}{{Radar}}
+
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}
|GTR+anti-installation setup (only for high-luck DD that can carry radar in RE).
+
|TCI + anti-installation setup  
 +
*Adding a {{Skilled Lookout}} in the RE increases the trigger rate.
 
|-
 
|-
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Landing Craft}}{{Skilled Lookout}}<br>{{TorpedoWeapon}}{{TorpedoWeapon}}{{Amphibious Tank}}{{Skilled Lookout}}
+
|{{Light Gun}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}+{{Surface Radar}}
|TCI+anti-installation setup (lookout in RE helps trigger rate but is optional).
+
|Only for Lv80+ high-luck DD that can carry radar in RE.
 
+
*GTR + anti-installation setup
 
|}
 
|}
    
|-|DE=
 
|-|DE=
 
DE should not engage in anti-installation warfare.
 
DE should not engage in anti-installation warfare.
 +
*They should serve a support purpose (oasw, balloon, smoke, ...).
 +
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|Against SDP only, this setup can be better than some basic CA.
 +
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
 +
|}
    
|-|SS/SSV=
 
|-|SS/SSV=
 +
SS/SSV should not engage in anti-installation warfare.
    
{|class="wikitable" width=100%
 
{|class="wikitable" width=100%
Line 523: Line 815:  
|{{Amphibious Tank}} / {{AntiGroundArtillery}}
 
|{{Amphibious Tank}} / {{AntiGroundArtillery}}
 
|Equipping either is required for SS/V to attack installations during shelling.  
 
|Equipping either is required for SS/V to attack installations during shelling.  
 +
*SSV can also equip {{SPB}}/{{SPF}} for further bonuses.
 
|}
 
|}
   Line 529: Line 822:  
!width=250px|Equipment Setup
 
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|Basic setup maintaining a DA at both day and night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|General night DA
 +
|-
 +
|{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}}
 +
|When artillery spotting is unavailable
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}}{{Landing Craft}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
 
*4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
 
|-
 
|-
| {{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
+
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
| {{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
+
|{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*{{Sec Gun}} are recommended instead of {{Med Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".<br>This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA".
 
*{{Sec Gun}} are recommended instead of {{Med Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".<br>This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA".
 
|}
 
|}
Line 545: Line 849:  
!width=250px|Equipment Setup
 
!width=250px|Equipment Setup
 
!Notes
 
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|Basic setup maintaining a DA at both day and night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|General night DA
 +
|-
 +
|{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}}
 +
|When artillery spotting is unavailable
 
|-
 
|-
 
!colspan=2|Anti-SDP setups
 
!colspan=2|Anti-SDP setups
 
|-
 
|-
|{{Landing Craft}}{{Landing Craft}}{{Amphibious Tank}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{Landing Craft}}{{Landing Craft}}{{Amphibious Tank}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*LHAs can carry some of the strongest 4 slots nuke configurations.
 
*LHAs can carry some of the strongest 4 slots nuke configurations.
 
|-
 
|-
|{{Landing Craft}}{{Landing Craft}}{{Amphibious Tank}}{{Amphibious Tank}}+{{Landing Craft}}<br>{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{Landing Craft}}{{Amphibious Tank}}+{{Landing Craft}}
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}+{{Landing Craft}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Landing Craft}}
 
|{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only.
 
|{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only.
 
*Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup.
 
*Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup.
 
*The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness.
 
*The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness.
 
|-
 
|-
|{{Landing Forces}}{{Landing Forces}}{{Amphibious Tank}}
+
|{{Landing Forces}} {{Landing Forces}} {{Amphibious Tank}}
 
|{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 
|{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 
*Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s.
 
*Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s.
 
|-
 
|-
| {{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
+
|{{Green Gun}} {{Landing Forces}} {{Landing Forces}}+{{Green Gun}}
| {{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
+
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 +
*Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
*This setup is to utilize the "Nuke" with a "Night DA".
 
*This setup is to utilize the "Nuke" with a "Night DA".
 
|}
 
|}
Line 568: Line 887:  
|-|Aux=
 
|-|Aux=
 
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
 
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
  −
</tabber>
  −
  −
=Exhautic Setups=
  −
<tabber>
  −
|-|Introduction=
  −
Other setups that are used in specific situations and/or on specific ships.
  −
  −
|-|Anti-PT=
  −
{{Anti-PT Imp Setups}}
  −
  −
{|class="wikitable" width=100%
  −
!width=250px|Equipment Setup
  −
!Notes
  −
|-
  −
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
  −
| 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 {{AA Gun}} so that another main gun can be used to maintain double attacks.
  −
|-
  −
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
  −
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
  −
This setup has also some effectiveness against [[Installation]]s.
  −
|}
  −
  −
|-|TP phases=
  −
[[Transport Operation]]s requires to bring as much "TP points" per run to be completed:
  −
;Notes
  −
*Even so the {{Supplies}} {{EquipmentLink|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.
  −
  −
{|class="wikitable"
  −
!width=250px|Equipment Setup
  −
!Notes
  −
|-
  −
!colspan=2|CAV/CL/DD/AV/LHA/AO
  −
|-
  −
|{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}}/{{Rations}}
  −
|As much of those equipment must be equipped in the fleet.
  −
|-
  −
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}}
  −
|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.
  −
|}
      
</tabber>
 
</tabber>
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Equipment of a same type are mainly differentiated by their "[[Stats]]" ({{Firepower}}, {{Torpedo}}, {{AA}}, ...), including [[Fit Bonuses]] (both visible and invisible) and [[Improvement]]s ({{Star}}) stats, as well as some more specific attributes, like:
 
Equipment of a same type are mainly differentiated by their "[[Stats]]" ({{Firepower}}, {{Torpedo}}, {{AA}}, ...), including [[Fit Bonuses]] (both visible and invisible) and [[Improvement]]s ({{Star}}) stats, as well as some more specific attributes, like:
 
* Modifiers brought in certain mechanics, ranging from combat to routing,
 
* Modifiers brought in certain mechanics, ranging from combat to routing,
* Special mechanics induced by certain equipment...
+
* Special mechanics induced by certain equipment,
 
+
* Map "historical bonuses".
 
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.
 
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.
   Line 645: Line 920:  
|{{Hit}}
 
|{{Hit}}
 
|
 
|
* for smal caliber [[Fit Bonus]] generaly are higher than base stats
+
* 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
 
* For Medium and Large caliber [[Hidden Fit Bonuses]] plays a major role when choosing a gun
 
|-
 
|-
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|{{AA}}  
 
|{{AA}}  
 
|{{Firepower}} {{Hit}}
 
|{{Firepower}} {{Hit}}
|
+
|Having an good [[AACI]] takes priority over stats
* Having an good [[AACI]] takes priority over stats
   
|-
 
|-
 
|{{AA Gun}}
 
|{{AA Gun}}
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|rowspan=2|{{Torpedo}}
 
|rowspan=2|{{Torpedo}}
 
|rowspan=2|{{Firepower}} {{Hit}}
 
|rowspan=2|{{Firepower}} {{Hit}}
|rowspan=2|
+
|rowspan=2| For [[:Category:Submarine Torpedoes|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]]
* For [[:Category:Submarine Torpedoes|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]]
   
|-
 
|-
 
|[[Midget Submarine]]
 
|[[Midget Submarine]]
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|{{Dive}}  
 
|{{Dive}}  
 
|[[AAR]] {{Double Chevron}} {{Firepower}}
 
|[[AAR]] {{Double Chevron}} {{Firepower}}
|rowspan=2|
+
|rowspan=2|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
* If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
   
|-
 
|-
 
|[[Fighter-Bomber]] and [[Jets]]
 
|[[Fighter-Bomber]] and [[Jets]]
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|{{Torpedo}}  
 
|{{Torpedo}}  
 
|[[AAR]] {{Double Chevron}} {{Firepower}}
 
|[[AAR]] {{Double Chevron}} {{Firepower}}
|
+
|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
*If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
   
|-
 
|-
 
|{{Fighter}} {{Night Fighter Aircraft}}
 
|{{Fighter}} {{Night Fighter Aircraft}}
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|{{LOS}} {{Hit}}
 
|{{LOS}} {{Hit}}
 
|{{Firepower}}
 
|{{Firepower}}
|
+
|Equipping a {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''', see ''[[Combat/Day Battle#Engagement|here]]''
*Equipping a {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''', see ''[[Combat/Day Battle#Engagement|here]]''
   
|-
 
|-
 
|{{Seaplane}} {{Night Recon}}
 
|{{Seaplane}} {{Night Recon}}
|[[SPR|Seaplane Recon]]
+
|[[Seaplane Recon]]
 
|rowpsna=2|{{LOS}} {{Hit}}
 
|rowpsna=2|{{LOS}} {{Hit}}
 
|{{Firepower}}
 
|{{Firepower}}
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|-
 
|-
 
|{{SPB}}
 
|{{SPB}}
|[[SPB|Seaplane Bomber]]
+
|[[Seaplane Bomber]]
 
|{{LOS}} {{Dive}}
 
|{{LOS}} {{Dive}}
 
|{{Double Chevron}} [[AAR]]
 
|{{Double Chevron}} [[AAR]]
 +
|[[Night Seaplane Bomber]]s also unlock the night SPB CI.
 
|-
 
|-
 
|{{SPF}}
 
|{{SPF}}
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|{{LOS}}  
 
|{{LOS}}  
 
|{{Hit}} {{AA}}  {{Firepower}}  
 
|{{Hit}} {{AA}}  {{Firepower}}  
|
+
|Because of [[AACI]] priority, radar without {{AA}} may be choosed
*Because of [[AACI]] priority, radar without {{AA}} may be choosed
   
|-
 
|-
 
|[[Air Radar]]
 
|[[Air Radar]]
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|[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]]
 
|[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]]
 
|
 
|
|
+
|The best equipment can change depending on the enemy installation
*The best equipment can change depending on the enemy installation
   
|-
 
|-
 
|{{Extra Armor}}
 
|{{Extra Armor}}
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|{{Armor}}
 
|{{Armor}}
 
|
 
|
|
+
|The {{Evasion}} malus is negligible
*The {{Evasion}} malus is negligible
   
|-
 
|-
 
|{{Turbine}}
 
|{{Turbine}}
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|{{Speed}}
 
|{{Speed}}
 
|{{Evasion}}
 
|{{Evasion}}
|
+
|{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''.
*{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''.
   
|-
 
|-
 
|colspan=2|All Other Equipment
 
|colspan=2|All Other Equipment
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;Notes
 
;Notes
 +
*See [[Combat/Anti-Installation#Equipment Performance|here]] for anti-installation gears ranking.
 
*{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]].
 
*{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]].
  
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