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Combat

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Combat Stages

Stage Notes
Detection

Requires planes or high detection stat.

Success increases hit rate and evasion.

Failure leaves you unable to participate in air combat phase.

Air Combat
Supporting Fire Map 5, requires sortie support expedition.
Opening Torpedo Salvo Requires midget subs or submarines over level 10
Shelling, 1st Round (Range Order) Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
Shelling, 2nd Round (Lineup Order) Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼, 姫, 戦鬼, or 戦姫.
Torpedo Salvo Must not have taken more than light damage to participate.
Night Combat Lineup Order

Night Combat Attacks

  • Night battle damage = Firepower + Torpedo attack. DD, CL, CT and CA are good at night
  • Any vessel at night must not have taken more than moderate (orange) damage before nighttime in order to participate in night battle.
  • Main Gun = Medium Caliber Main GunRed guns or 10cm High-angle Gun
  • Secondary (Sub) Gun = Secondary GunYellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
  • You can add other equipment like Radar, Tubrine, Ammo or repair team to the empty slot, that will no affect the combination.

Cut-in

Medium Caliber Main Gun Main Gun X3+ Medium Caliber Main Gun Main Gun X2 Medium Caliber Main Gun Main Gun X1 Torpedoes Torpedo X2+
Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Torpedo X1 Torpedoes
Medium Caliber Main Gun Secondary Gun Sub Gun X1+ Can add Medium Caliber Main Gun or Secondary Gun
NoSecondary GunorTorpedoes

Double Attack

Medium Caliber Main Gun Main Gun X1 Medium Caliber Main Gun Main Gun X2 Secondary Gun Sub Gun X2+
Secondary Gun Sub Gun X1+ Medium Caliber Main Gun Secondary Gun
NoTorpedoes NoSecondary GunorTorpedoes Can add one Torpedoes


Type Main Secondary Torpedo Notes
Cut-In 2+ Torpedo Attack
3+ Shelling
2 1+
1-2 1 Combined Attack
Double Attack 2 0 0
1 1+ 0
0 2+ 0-1 Secondary Gun Double-Attack, Torpedo doesn't fire
Single Attack Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
Anti-Submarine Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.

Victory Conditions

Perfect S
  • No damage taken, all enemy ships sunk.
S (Victory)
  • All enemy ships sunk.
A (Victory)
  • No friendly ships sunk and required number of enemy ships sunk.
    • Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
B (Tactical Victory)
  • Enemy flagship sunk.
  • No damage taken, and enemy took over a certain amount of damage.
  • Damage gauge at least twice enemy damage gauge.
  • Friendly ship sunk, specified number of enemy ships sunk, and damage gauge twice enemy gauge.
  • Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
C (Tactical Defeat)
  • Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
  • Damage gauge higher than enemy gauge, but not reaching twice as much.
  • Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
D (Defeat)
  • Enemy took less than a certain amount of damage.
    • Both sides taking 0 damage is also D.
  • Damage gauge lower than enemy gauge.
  • Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
E (Defeat)
  • Over a certain number of friendly ships sunk.
  • Friendly ship sunk while not meeting any victory conditions.
  • No damage done to enemy, while taking over a certain amount.