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There is no such thing as a "perfect" or "universal" setup. Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others. |
To observe what setups other players are using in any given situation, please see
KCnav
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.
- See here for a breakdown of all equipment types and their related mechanics.
- For more details on some mechanics, please see each relevant page.
- Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
Standard Combat
"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.
For more information on this topic, see
Combat.
For more information on this topic, see
Day Battle.
Heavy Cruisers (CA) are relatively flexible, utilizing
Medium Caliber Main Guns,
Torpedoes, and
Recon Seaplane Recons, and having strong firepower
, torpedo
, and "night attack power
" stats, but no ASW.
Equipment
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Notes
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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.
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This is an alternative setup for CAs in the main fleet of a combined fleet. Do not use this setup if CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in. If applicable, on can be replaced by the SCAMP SCAMP to gain the firepower without losing the DA.
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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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This is the standard CA setup for Torpedo Cut-In (TCI). Since any CA that can TCI or should be luck-modded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an IJN 20.3. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment.
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Misc
Equipment
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Notes
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This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a for a will let her focus more on anti-air at the expense of artillery spotting. If having two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, it is possible to maintain artillery spotting and AACI.
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This setup is for Suzuya Kai Ni and Kumano Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.
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Light Cruisers (CL) are very flexible, utilizing
Medium Caliber Main Guns,
Torpedoes,
Recon Seaplane Recons, and 
ASW equipment, and having strong torpedo
, ASW
, and "night attack power
" stats.
- Also applicable to CT to some extent for standard combat and ASW.
Equipment
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Notes
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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.
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Torpedo Torpedo
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This setup is the standard Torpedo Cut-In (TCI) setup. One may be a Minisub to add an opening torpedo for capable ships. Two must not be minisubs, as minisubs do not count as torpedos for TCI.
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  Minisub +
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This is a unique setup for Yura Kai Ni that allows her to provide air support while maintaining night battle double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns.
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  Minisub
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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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Misc
Equipment
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Notes
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Minisub
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This is a unique setup for Yura Kai Ni's AACI. The gun in the Reinforcement Expansion must be a 8cm High-angle Mount or 8cm Twin High-angle Mount + Additional Machine Guns. The wildcard should preferably be a to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
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  +
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This is a setup to take advantage of Ooyodo/Agano-class/CT reinforcement expansion. By placing a in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility.
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Destroyers (DD) are very versatile, utilizing
Small Caliber Main Guns,
Torpedoes, and 
ASW equipment, and having high torpedo
, ASW
, and evasion
, and good "night attack power
" stats, to the detriment of firepower and armor. They:
Equipment
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Notes
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This is the most basic combat setup for all destroyers. Green dual-purpose guns like the 10cm Twin High-angle Mount contribute Fleet Anti-Air (FAA) while allowing destroyers to perform night battle double attacks. Ideally, using the 10cm Twin High-angle Mount + Anti-Aircraft Fire Director is preferable. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Air, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.
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This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
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This setup is the standard Torpedo Cut-In (TCI) setup. It should only be used on destroyers with at least 50 . Destroyers with 40 are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
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This setup is an alternative TCI setup. This setup is typically used for either powerful destroyers (E.g. Yuudachi, Ayanami, Naganami) that can hit the night battle cap with two torpedoes or low luck (30 ) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low-luck destroyers, the wild card should be a . This will help increase their trigger rate somewhat.
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Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
Anti-Submarine
Are listed here some recommended equipment setups for ASW duties.
The equipment order is illustrative and does not reasonably matter.
As general rules:
- The first priority is to have an OASW, even at the expense of damage synergy:
- Because
increase with levels, using high-level ships will help reach the required stat threshold,
- DE can OASW more easily than other ship types,
- Take note that DE also have an armor penetration bonus when using Depth Charges.
- To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup":
Equipment
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Notes
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Small DCP DCR
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Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.
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Anti-Installation
As a general rule:
- Regarding
:
- If a ship's base firepower is low, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
- Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
ASW Mortar
are inferior substitutes to regular Anti-Ground Artilleries when lacking those.
- Regarding
and
:
- These provide a high damage multiplier against Installations. Some specialized variants also provide an additional flat damage increase that is multiplicative with certain modifiers.
- As Landing Craft and Special Amphibious Tanks have separate multipliers, it is recommended to use them in tandem to maximize the effect.
Nuke Setup describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to Installations.
- Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
- Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
- The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
- For example, equipping multiple
Special Amphibious Tanks
or Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.
All "surface" anti-installation setups can be further enhanced by using them in
Special Attacks, especially
Nelson's Touch.
CLT should not engage in anti-installation warfare.
DE should not engage in anti-installation warfare.
Equipment
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Notes
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/
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Equipping either is required for SS/V to attack installations during shelling.
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Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
Exhautic Setups
Other setups that are used in specific situations and/or on specific ships.
Equipment Selection
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
Equipment of a same type are mainly differentiated by their "Stats" (
,
,
, ...), including Fit Bonuses (both visible and invisible) and Improvements (
) stats, as well as some more specific attributes, like:
- Modifiers brought in certain mechanics, ranging from combat to routing,
- Special mechanics induced by certain equipment...
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
Here, equipment stats are dispatched into 3 categories:
- Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
- Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
- Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
- Notes
Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.
See Also