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Support Expedition
Introduction
In certain maps, you are able to access support expeditions to help you during battles. These expeditions are deployed like normal resource expeditions and have a chance of appearing at certain nodes and at the boss.
Currently these are only available in World 5 and events.
Overview
1. Areas which have support expeditions available for use have support expeditions listed under the expedition tab for the corresponding area. For a list of support expeditions, please see below.
2. The type of support fleet that appears depends on the composition of the fleet. Please see the various support types for more details.
3. The sortie fleet must encounter an eligible node before the support expedition timer runs out in order for support to appear.
- If the timer runs out, support fleets will not appear.
4. Shelling and torpedo support can appear in night or day nodes but airstrike and ASW support can only appear in day nodes.
- No support will appear in air raids, air battle or RADAR ambush nodes.
5. The support fleet will appear after the Aerial Combat phase during day battles.
- The exception are night-day nodes where airstrike/ASW support arrives after LBAS but before Aerial Combat.
6. The damage cap for support is 150 for all cases.
- This means that even if support shows up in night battle, it does not get advantage of the 300 damage cap.
7. Only visible stats are taken into account.
- This means any hidden modifiers from upgrades or gun fit are ignored.
8. When the sortie fleet returns, the support fleets will return as well.
- They will return regardless of if they have performed any support attacks.
- You do not have to wait for the timer to expire like normal expeditions.
9. Support expeditions will always require resupplying regardless of if they have performed a support attack.
10. Instead of the normal 3 morale reduction for normal expeditions, the cost for support expeditions vary.
- Node support: 1-5
- Boss support: 1-10
11. The resource cost is rounded up instead of down.
Trigger Rate
The trigger rate differs between node support and boss support.
[math]\displaystyle{ \text{Node %} = 50 + \text{Mod}_\text{flag} + 5 \times \text{Mod}_\text{consort} + 1 }[/math]
[math]\displaystyle{ \text{Boss %} = 85 + \text{Mod}_\text{flag} + 5 \times \text{Mod}_\text{consort} + 1 }[/math]
- [math]\displaystyle{ \text{Mod}_\text{flag} }[/math] is the sparkled flagship bonus of [math]\displaystyle{ 15 }[/math].
- [math]\displaystyle{ \text{Mod}_\text{consort} }[/math] is the sparkled ship bonus of [math]\displaystyle{ 5 }[/math] for every other ship in the fleet.
Important Notes
- The flagship affects trigger rate disproportionately.
- Always place a sparkled ship as the flagship if you do not have the time to sparkle the rest of the fleet.
- The maximum chance for node support to trigger is 91% and the lowest is 51%.
- It is recommended that you sparkle all the ships for node support in order to get the maximum trigger chance.
- Boss support can reach 100% trigger chance with only the flagship sparkled.
- It is recommended that you at least sparkle the four heavy hitters in order to maximise accuracy.
Expedition List
南方海域 - Southern Waters
|
# | Name | Time | Σ(Lv) | Minimum Fleet Size | Requirements Needed | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
33 | 前衛支援任務 Vanguard Support Mission |
00:15 | 4XX2DD | -5 | -4 (Airstrike/ASW) -8 | |||||||
34 | 艦隊決戦支援任務 Decisive Battle Fleet Support Mission |
00:30 | 4XX2DD | -5 | -4 (Airstrike/ASW) -8 |
Event Expeditions
|
# | Name | Time | Σ(Lv) | Minimum Fleet Size | Requirements Needed | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
S1 | 前衛支援任務 Vanguard Support Mission |
00:15 | 4XX2DD | -5 | -4 (Airstrike/ASW) -8 | |||||||
S2 | 艦隊決戦支援任務 Decisive Battle Fleet Support Mission |
00:30 | 4XX2DD | -5 | -4 (Airstrike/ASW) -8 |
Support Types
Shelling Support
This is the most commonly used support expedition. It is just a shelling attack against the whole enemy fleet.
Trigger Requirements
Meet 'all of the following requirements:
- 1 or more FBB/BB/BBV/CA/CAV in the fleet.
- Not more than 1 CVL/CV/CVB/AV/LHA.
- 2 or more FBB/BB/BBV OR 4 CA/CAV
Details
- Each ship in the support fleet targets a random enemy ship.
- Misses are also displayed on ships that aren't targeted.
- Damage is affected by engagement and formation
- Basic attack power is calculated in the same way as normal for surface ships and carriers except that firepower is reduced by 1.
- Hayasui uses the surface shelling formula instead of the carrier attack formula for support even when equipped with torpedo bombers.
Important Notes
- Shelling support deals the highest damage among all support types.
- It is the most likely to sink enemy ships.
- It costs the most out of all the support types.
- This is due to the requirements for battleships and heavy cruisers.
- You can control costs by using cheaper battleships and light carriers but it is not recommended to use heavy cruisers.
- Try to aim for 147 displayed firepower on battleships to meet the parallel cap (184 for head-on).
- For carriers, you need 52 displayed firepower to meet the parallel cap with a single 10 plane (77 for head-on).
Equipment Setups
Any eligible ship type not mentioned in this table is subpar not recommended for use in support. The order of the equipment is for illustrative purposes only. You can place them in any order.
Battleships | ||
---|---|---|
Equipment Setup | Notes | |
This is for high firepower battleships like the Yamato-class who can hit the parallel attack cap with a single high-firepower gun. Stacking all the extra radars will increase the chances that they manage to land a hit. | ||
This is for battleships with 95 to 120 firepower that require 2 guns to get to the parallel attack cap or for trying to hit the head-on cap. It is not recommended that you run more than two guns on a battleship because it will compromise their ability to land a hit. | ||
Carrier/Light Carrier | ||
Equipment Setup | Notes | |
This is for carriers that have above 52 firepower that can hit the parallel attack cap with a single 10 plane. | ||
This is for carriers that have above 39 firepower that can hit the parallel attack cap with a single 10 plane or for carriers to get closer to the head-on attack cap. It is not recommended that you run more than two dive bombers on a carrier because it will compromise their ability to land a hit. | ||
Destroyers | ||
Equipment Setup | Notes | |
When running a red gun on a destroyer, ensure that it is a gun with bonus fit firepower to maximise her damage potential. | ||
For all other destroyers that don't have a fit gun, this setup ensures that they have the maximum chance to land a hit. |
Airstrike Support
Airstrike support functions much like a normal airstrike with a few major differences. These differences are detailed below.
Trigger Requirements
Meet one of the following requirements:
- At least 2 or more CVL/CV/CVB/AV/LHA in the fleet.
- 1 or more CVL/CV/CVB/AV/LHA and no FBB/BB/BBV/CA/CAV.
- 2 or more BBV/CAV/AV/LHA/AO and no FBB/BB/CA.
Details
- Every plane slot targets a random enemy ship.
- This gives airstrike support up to 16 chances to hit.
- The attack will go through the normal Aerial Combat phases.
- This means that damage can be reduced by plane losses through the air control and anti-air fire phases.
- Planes in airstrike support appear to have some shoot down resistance that helps them survive anti-air fire.
- Enemy ships sunk in earlier combat phases are still counted towards contesting air control for airstrike support.
- But the required fighter power for obtaining air control is reduced by planes lost in earlier air control phases.
- Airstrike support costs bauxite on top of the normal resupply costs because lost planes need to be resupplied.
- Taking jets on airstrike support still costs steel but does not trigger a jet assault phase.
- Ships which cannot launch bombers will not participate in airstrike support.
- Though the standard cost of airstrike support is 40% ammo, this only applies if there are 3 or more CVL/CV/CVB/AV in the fleet. Support will cost 80% ammo otherwise.
- Only visible stats are considered for airstrike support.
- This means all bonuses from upgrades or plane proficiency are ignored.
- Damage is calculated slightly differently compared to normal airstrikes. Please see airstrike damage for details on the variables used.
[math]\displaystyle{ \text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35 }[/math]
- The damage cap of 150 is applied to the result between [math]\displaystyle{ \{ \ \} }[/math].
- The critical modifier and the 1.35x airstrike support modifier are both post-cap.
- Like airstrikes, damage is unaffected by formation or engagement.
- The accuracy appears to be lower than normal airstrikes.
- It does not appear in night battle nodes.
- But does appear in night-day nodes once the battle shifts to day.
Important Notes
- This support is useful for dealing with multiple lightly armoured ships or for racking up chip damage on high HP, high armour enemies.
- Because it follows after LBAS and regular airstrikes, your carriers can bring more bombers due to the reduced air control requirements.
- It is one of the cheapest supports to run as long as you have 3 or more carriers.
- Since slot size matters for damage, you should take the carriers with the largest slots to maximise damage.
- Due to damage being calculated off remaining planes, airstrike support can be reduced the more nodes it appears in due to plane losses.
Equipment Setups
Any eligible ship type not mentioned in this table is subpar not recommended for use in support. The order of the equipment is for illustrative purposes only. You should place bombers in the largest slots.