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Difference between revisions of "Aerial Combat"

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=Introduction=
+
{{CombatPortal}}
  
The air combat phase is divided into four.
+
=Aerial Combat Breakdown=
 +
Aerial Combat is one of the [[Day Battle]] intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.
  
# Air Control - In this phase, the air control state is determined. This is important for determining if you can perform daytime special attacks and trigger night contact in normal day combat nodes. It also partly determines how many planes you lose.
+
Aerial Combat has the following structure:
# Contact - In this phase, eligible planes will attempt to trigger contact. If triggered, it will increase the damage of your airstrike.
+
#LBAS's [[#Jet Assault Phase|Jet Assault]]
# Fleet Air Defense - In this phase, both fleets will shoot at the approaching bombers. Any planes shot down in this phase do not change the air control state that is already determined. Anti-Air Cut-Ins are triggered in this phase.
+
#Fleet's [[#Jet Assault Phase|Jet Assault]]
# Airstrike - In this phase, any surviving bombers attack the enemy surface fleet. It is not affected by morale, engagement or formation.
+
#[[LBAS|Land-Based Aerial Support]]
 +
#[[#Stage 1 - Battle for Air Superiority|Stage 1 - Battle for Air Superiority]]
 +
#[[#Stage 2 - Fleet Anti-Air Defense|Stage 2 - Fleet Anti-Air Defense]]
 +
#[[#Stage 3 - Airstrike|Stage 3 - Airstrike]]
  
=Air Control=
+
If an [[LBAS]] phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.
 +
*''See [[LBAS]] for more details.
  
Any ship equipped with a plane that has an {{AA}} stat will take part in this phase. The fighter power (FP) of your fleet is compared against the enemy's (EFP) to determine the air control state.
+
In case neither fleets meet the requirements, the sub-phase will be skipped.
  
<math>\text{Fighter Power} = \sum_{\text{All Slots}} \text{AA}_\text{plane} \times \sqrt{\text{No.}_\text{planes}} + \text{Mod}_\text{proficiency}</math>
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=7|Planes in combat phases
 +
|-
 +
!Plane type
 +
!Detection
 +
!Contact
 +
!Airpower
 +
!Opening airstrike
 +
!Day Cut-in
 +
!ASW
 +
|-
 +
|{{Fighter}}{{Night Fighter Aircraft}} [[Fighter]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{Torpedo Bomber}}{{Night Torpedo Bomber}} [[Torpedo Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Dive Bomber}} [[Dive Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{JetFighterBomber1}}{{JetFighterBomber2}} [[:Category:Jet-powered Fighter-Bombers|Jets]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{Carrier Recon}} [[Carrier Recon]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{SPR}}{{Night Recon}} [[Seaplane Recon]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{SPB}}{{Night SPB}} [[Seaplane Bomber]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{SeaplaneFighter}} [[Seaplane Fighter]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{LFB}} [[Large Flying Boat]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Autogyro}} [[Rotorcraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{ASWPlane}} [[Liaison Aircraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|}
 +
 
 +
=[[Jets|Jet Assault]] Phase=
 +
 
 +
Planes that participate in this phase:
 +
* {{Template:JetFighterBomber2}},{{Template:JetFighterBomber1}} "Jets" (turbojet propelled fighter-bombers)
  
* <math>\text{AA}_\text{plane}</math> is the anti-air stat of the plane.
+
If any carrier on either side is equipped with [[Jets]], the '''"Jet Assault" (JA)''' Phase will commence first of all. The JA Phase may only commence during battles where '''Airstrikes''' can be performed. The JA follows the same rules as [[#Stage 3 - Airstrike|Stage 3]].
* <math>\text{No.}_\text{planes}</math> is the number of remaining planes in the slot.
 
* <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency bonus.
 
** The value is <math>25</math> for <span style="color:orange">'''>>''' </span> ranked fighters and <math>9</math> for bombers.
 
  
After fighter power is calculated, it is compared according to the following table.
+
The defending side is allowed to defend against the Jets following the same rules as [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]], however, Jets possess great [[#Anti-Air Resistance|Anti-Air Resistance]], specifically during the JA, and enemy [[AACI]] cannot be triggered during this phase either.
  
{| class="wikitable"
+
Jets also take part in the regular [[#Stage 3 - Airstrike|Stage 3]], but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]].
 +
 
 +
'''Steel Cost:''' every time the Jet Assault Phase is triggered, {{Steel}} is ''automatically subtracted from the stockpile''.
 +
 
 +
<math>\text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Plane}_\text{Count} \times \text{Steel Cost} \rceil</math>
 +
 
 +
* <math>\text{Plane}_\text{Count}</math> is the current plane count '''at the start of the battle'''.
 +
* <math>\text{Steel Cost}</math> is the steel cost per plane.
 +
** [[Kikka Kai]]: '''2.6'''
 +
** [[Jet Keiun Kai]]: '''2.8'''
 +
 
 +
=Stage 1 - Battle for Air Superiority=
 +
[[File:Air_Superiority_Aquired.png|thumb|right|Green text at the bottom of the screen indicating an Air Supremacy result.]]
 +
 
 +
Planes that participate in this phase:
 +
* Fighters:
 +
** {{Fighter}}/{{Night Fighter Aircraft}} carrier-based,
 +
** {{SeaplaneFighter}} seaplanes.
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
 +
 
 +
Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the '''Air State''' imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as '''Fighter Power (FP)'''.
 +
*The Air State achieved can be critical, especially to trigger certain mechanics like [[Artillery Spotting]]/[[CVCI]], [[#Contact|Contact]], or [[Night Battle#Night Contact and Spotting|Night Contact]].
 +
 
 +
Fighter Power is defined by each plane equipped in the fleet that participates in this phase.
 +
{{Formula
 +
|Title=Fighter Power Formula
 +
|Math=\text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Plane}_\text{Count} } \right) + \text{Mod}_\text{proficiency} \right]
 +
|Var=<math>\text{AA}_\text{Plane}</math> is the {{AA}} AA stat of the plane, including [[Improvement]]s.
 +
** [[Visible Bonus]]es are not counted.
 +
* <math>\text{Plane}_\text{Count}</math> is the number of planes in the slot prior to Stage 1's start.
 +
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{Double Chevron}} planes it is:
 +
** '''25.464''' for {{Fighter}} carrier-based [[Fighter]]s, {{SeaplaneFighter}} [[Seaplane Fighter]]s, and {{IconText|{{ASWPlane}}|Hayabusa|8}} {{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|link=Liaison Aircraft|text=ASW Hayabusa}},
 +
** '''9.464''' for {{SPB}} [[Seaplane Bomber]]s,
 +
** '''3.464''' for all other planes.
 +
** See ''[[Plane Proficiency]]'' for more details.
 +
}}
 +
 
 +
After Fighter Power is calculated for each fleet ('''FP''' and '''EFP''' for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:
 +
 
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!width="130px"|Air State
 +
!width="54px"|Fighter Power Range
 +
!width="100px"|Allied Planes Shot Down
 +
!width="80px"|Enemy Planes Shot Down
 +
!width="64px"|Airstrike Contact
 +
!width="64px"|Artillery Spotting
 +
!width="120px"|Night Contact
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:128px;"|Control State
+
|style="color:green"| '''Air Supremacy (AS+)'''<br>制空権確保!
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Required Fighter Power
+
| <math>\text{FP} \ge 3\text{EFP}</math>
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|% Allied Planes Shot Down
+
| 3/120 - 7/120
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|% Enemy Planes Shot Down
+
| 0 % - 100 %
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Air Contact
+
| Allied Only
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Daytime Special Attacks
+
| Allied Only
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Night Contact
+
| Allied Only
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Supremacy (AS+)'''<br>制空権確保!
+
|style="color:green"| '''Air Superiority (AS)'''<br>航空優勢!
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\text{FP} \ge 3\text{EFP}</math>
+
| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 2.5 - 5.83
+
| 9/120 - 21/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 100
+
| 0 % - 80 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Allied & Enemy
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Allied Only
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Allied & Enemy
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Superiority (AS)'''<br>航空優勢!
+
| '''Air Parity (AP)'''<br>''No text''
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>3\text{EFP} \ge \text{FP} \ge 1.5\text{EFP}</math>
+
| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 7.5 - 17.5
+
| 15/120 - 35/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 70
+
| 0 % - 60 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
+
| Neither
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Neither
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
+
| Neither
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Parity (AP)'''<br>''No text''
+
| '''Air Denial (AD)'''<br>''No text''
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>1.5\text{EFP} \ge \text{FP} \ge 0.67\text{EFP}</math>
+
| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 12.5 - 29.1
+
| 21/120 - 49/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 50
+
| 0 % - 40 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
+
| Allied & Enemy
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
+
| Enemy Only
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither (Sorties)<br>
+
| Allied & Enemy
Allied and Enemy (Exercises)
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Denial (AD)'''<br>''No text''
+
|style="color:red"| '''Air Incapability (AI)'''<br>制空権喪失!
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>0.67\text{EFP} \ge \text{FP} \ge 0.33\text{EFP}</math>
+
| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 17.5 - 40.8
+
| 30/120 - 70/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 30
+
| 0 % - 10 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
+
| Enemy Only
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
+
| Enemy Only
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
+
| Enemy Only  
 +
|}
 +
 
 +
After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Proportional Air State Shootdown Formulas
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"| '''Air Incapability (AI)'''<br>制空権喪失!
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>0.33\text{EFP} \ge \text{FP}</math>
+
|
|style="text-align: center; border-style: solid; border-width: 1px;"| 25 - 58.3
+
For each slot of the '''Allied Fleet:'''
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 10
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
+
|valign="center"| <math>\text{Plane Loss} = \left \lfloor
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
+
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
+
  \text{Plane}_\text{Count} \times
 +
  \left(
 +
      \text{random}
 +
      \left[
 +
        0 ; \frac{\text{Mod}_\text{Air State}}{3}
 +
      \right] + \frac{\text{Mod}_\text{Air State}}{4}
 +
  \right) \times 0.1 \times \text{Mod}_\text{Jet}
 +
 
 +
\right \rfloor</math>
 +
|}
 
|-
 
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
 +
|
 +
For each slot of the '''Enemy Fleet:'''
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Plane Loss} = \Big\lfloor \text{Plane}_\text{Count} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times  \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor</math>
 +
|}
 +
|-
 +
|colspan=2|
 +
;With
 +
* <math>\text{Plane}_\text{Count}</math> is the plane's count in the slot.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier for each side, with:
 +
** {{color|green|'''AS+'''}}: 1
 +
** {{color|green|'''AS'''}}: 3
 +
** '''AP''': 5
 +
** {{color|red|'''AD'''}}: 7
 +
** {{color|red|'''AI'''}}: 10
 +
* <math>\text{Mod}_\text{Jet}</math> is '''0.6''' for {{EquipmentLink|Kikka Kai|Jet Keiun Kai|text=Jets|link=Jets}}, '''1''' otherwise.
 +
* The random function takes a random integer within the range in a linear distribution.
 
|}
 
|}
  
'''Important Notes'''
+
;Notes
[[file:Air_Superiority_Aquired.png|thumb|right|The text at the bottom during the opening air Phase indicates that Air Supremacy has been aquired]]
+
* Aircraft will be launched regardless of the carrier's state (except Sunk).
 +
* The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
 +
* If both sides launch no planes, the Air State will be Air Parity.
 +
* By solely using planes with no {{AA}} AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
 +
** In such case, the allied fleet will attain AS+ even if no planes are launched.
  
* If the enemy fighter power is 0, it will be automatic AS+. This happens even if you fail the detection phase and no air combat occurs.
+
=Stage 2 - Fleet Anti-Air Defense=
* Because the results of formulas are rounded down, planes mounted in certain slot sizes will not be shot down during the air control phase.
+
Planes that participate in this phase:
** AS+: ≤17
+
* Bombers
** AS: ≤5
+
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
** AP: ≤3
+
** {{SPB}} seaplanes.
** AI: ≤2
+
** {{ASWPlane}} [[Liaison Aircraft]] with {{Dive}} Dive Bombing stat.
** AD: 1
 
* It is not recommended to attempt to give bombers shootdown protection from small slots because it hampers their damage and they will still get shot down during the anti-air fire phase.
 
* Carriers will participate in the air control phase regardless of damage state.
 
** Sunk carriers are ignored.
 
* A Recent Test<ref>https://bbs.nga.cn/read.php?tid=15861779&page=50&rand=454</ref> has shown a 0.6x multiplier towards own losses for Jet Aircraft. This result still needs to be confirmed as of now.
 
  
=Contact=
+
Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.
[[file:Contact.png|thumb|right|The Tenzan (Murata Squadron) over the enemy Fleet Formation field shows that the plane successfully aquired contact]]
+
* Each bomber is assigned to a random enemy ship.
To trigger contact, your fleet needs to fulfill two requirements.
+
** Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
 +
*** Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
 +
*** Sunk ships cannot be chosen to defend<ref>https://twitter.com/Divinity_123/status/1564593185824841729</ref>, but sunk enemy ships can still activate [[#Anti-Air Cut-in|Anti-Air Cut-in]] for the fleet<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>
 +
* When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
 +
** The first roll, denominated '''Proportional Shootdown''', or '''Prop''' for short, reduces the slot size by a given % value.
 +
** The second roll, denominated '''Fixed Shootdown''', or '''Fixed''' for short, reduces the slot size by a given X value.
 +
** There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
 +
** Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see [[#Anti-Air Cut-in|Anti-Air Cut-in]] for details.
 +
<references/>
  
1. There must be at least one reconnaissance seaplane, carrier-based reconnaissance, large flying boat or torpedo bomber in the fleet.
+
==Adjusted Anti-Air==
 +
Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value '''Ship Adjusted AA''' applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value '''Fleet Adjusted AA''' has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.
  
2. Your fleet must obtain AD, AS or AS+.
 
  
When both conditions are fulfilled, the game will first check whether contact is triggered then select the plane that will perform contact.
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=3|Adjusted Anti-Air Formulas
 +
|-
 +
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
 +
|
 +
'''Allied Fleet:'''
 +
*'''Ship Adjusted AA''' of each ship is defined by<ref>https://docs.google.com/document/d/1tqYyqzdc1RT_fYDKFMcUId0kOZHCdGpVsObm6yt-Yco/edit#heading=h.9md7m3uoezjq</ref>:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right)</math>
 +
|}
 +
* Then, if ship has any equipment equipped: <math>\text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
 +
|
 +
*'''Fleet Adjusted AA''' is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 +
|-
 +
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
 +
|
 +
'''Enemy Fleet'''
 +
*'''Ship Adjusted AA''' of each ship is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} )</math>
 +
|}
 +
* Then: <math>\text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
 +
|
 +
*'''Fleet Adjusted AA''' is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 +
|-
 +
|colspan=3|
 +
;With
 +
* <math>\text{AA}_\text{ship}</math> the base {{AA}} AA stat of the ship.
 +
* <math>\text{AA}_\text{Equip}</math> the {{AA}} AA stat of the equipment
 +
** [[Equipment Bonuses|Visible bonuses]] are included to some extent, but actual amount is unconfirmed<ref>Estimated to be about 0.75-0.8 but not a precise fit: https://twitter.com/nishikkuma/status/1555196188621946884</ref>
 +
* <math>\text{AA}_\text{★-Equip}</math> the "equipment" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{AA}_\text{★-Fleet}</math> the "fleet" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{Mod}_\text{Formation}</math> the Formation modifier. ''See [[Combat#Formation Selection|Combat]] for more details.''
 +
* <math>\text{Mod}_\text{Equip-XX}</math> the equipment type modifier, with each value used in their respective formulas:
 +
 
 +
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Equipment Type
 +
!<math>\text{Mod}_\text{Equip-Ship}</math>
 +
!<math>\text{Mod}_\text{Equip-Fleet}</math>
 +
|-
 +
!{{Green Gun}}{{AntiAircraftFireDirector}}<br>[[High-Angle Gun]]s, {{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AAFD|link_category=Anti-Aircraft Fire Director}}
 +
|4||0.35
 +
|-
 +
!{{Air Radar}}<br>[[Air Radar]]s
 +
|3||0.4
 +
|-
 +
!{{AA Shell}}<br>{{Equipment/Link|Type 3 Shell|Type 3 Shell Kai|Type 3 Shell Kai Ni|text=AA Shells|link_category=Anti-Aircraft Shells}}
 +
|0||0.6
 +
|-
 +
!{{RedGunHeavy}}<br>{{EquipmentLink|46cm Triple Gun Mount}}<ref>Other guns like the {{EquipmentLink|Prototype 46cm Twin Gun Mount|46cm Triple Gun Mount Kai|text=46 cm variants}} are untested.</ref>
 +
|0||0.25
 +
|-
 +
!{{AA Gun}}<br>[[AA Gun]]s
 +
|6||rowspan=3|0.2
 +
|-
 +
![[:Category:Player equipment|All other equipment]]
 +
|0
 +
|-
 +
!Other Abyssal AA Equipment<br>Including CIC, HA Single-Guns
 +
|0
 +
|}
 +
<references/>
 +
|}
  
====Step 1: Contact Trigger====
+
==Proportional and Fixed shootdowns==
 +
*'''Ship Adjusted AA''' is used to calculate '''Proportional shootdown'''.
 +
*'''Ship Adjusted AA''' and '''Fleet Adjusted AA''' are used to calculate '''Fixed shootdown'''.
  
To determine if contact is triggered, the adjusted {{LOS}} of all contact-capable planes in the fleet is summed as follows:
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Prop/Fixed Shootdown Formulas
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 +
|
 +
'''Allied Fleet's ship''':
  
<math>\text{Contact %} = \sum_{\text{All Slots}} \left[ \sqrt{\text{N}_\text{planes}} \times \text{LOS}_\text{equip} \times \text{Mod}_\text{type} \times \text{Mod}_\text{air control} \right]</math>
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor</math>
 +
|}
  
* <math>\text{N}_\text{planes}</math> is the number of planes remaining in the slot.
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
* <math>\text{LOS}_\text{equip}</math> is the base LoS stat of the plane.
+
|valign="center"|  <math>\text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor</math>
* <math>\text{Mod}_\text{type}</math> is the plane type modifier. It is <math>0.04</math> for reconnaissance planes and unknown for torpedo bombers.
+
|}
* <math>\text{Mod}_\text{air control}</math> is the air control state modifier.
 
** AS+: <math>1.0</math>
 
** AS: <math>0.6</math>
 
** Modifier for AD is unknown but it is significantly lower.
 
  
'''Important Notes'''
+
|-
* Reconnaissance planes contribute the most to trigger chance. High LOS reconnaissance planes are ideal.
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
** This does not mean you should stack reconnaissance planes to the detriment of combat effectiveness.
+
|
 +
'''Enemy Fleet's ship''':
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor</math>
 +
|}
  
====Step 2: Plane Selection====
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor</math>
 +
|}
 +
|-
 +
|colspan=2|
 +
;With
 +
* <math>\text{AdjAA}_\text{xx}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted Anti-Air]]'''.
 +
* <math>\text{Plane}_\text{Count}</math> the current number of attacking planes.
 +
* <math>\text{Mod}_\text{CF}</math> the [[Combined Fleet]] modifier, being:
 +
** '''1''' in Single Fleets vs Single Fleet
 +
** '''0.8''' if in Single Fleets vs Combined Fleets[https://twitter.com/Divinity_123/status/1721218789587476633]
 +
** '''0.8''' if the ship is in a CF's main fleet on Surface Nodes
 +
** '''0.72''' if the ship is in a CF's main fleet on Air Raid Nodes
 +
** '''0.48''' if the ship is in a CF's escort fleet
 +
* <math>\text{K}_\text{value}</math> the Anti Air Cut-in (AACI) multiplier.
 +
** '''1''' if no AACI triggers
 +
** See [[#Anti-Air Cut-in|K-value column of AACI Patterns]] for values.
 +
* <math>\text{AAR}_\text{ship}</math> the attacking plane's '''Ship AA Resist'''.
 +
* <math>\text{AAR}_\text{fleet}</math> the attacking plane's '''Fleet AA Resist'''.
 +
|-
 +
|colspan=2|
 +
;Notes
 +
*[[Smoke]] effects:
 +
**The smoke affects the allied shootdown but not the enemy shootdown.
 +
**No fixed shootdown above 2 has been observed under a smoke.
 +
**The guaranteed shootdown does not seem to be affected.
 +
**A modifier to the '''Adjusted AA''' is suspected but there is not enough data to confirm it.
 +
|}
 +
{{Formula
 +
|Title=Guaranteed Shootdown Formula
 +
|Math=\text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB}
 +
|Var=<math>\text{AAR}_\text{AACI}</math> the attacking plane's '''AACI Resist'''.
 +
**Value is suspected to be equal to <math>\text{AAR}_\text{ship}</math>, but not confirmed for all planes.<ref>https://github.com/noro6/kc-web/blob/main/src/classes/aerialCombat/shootDownInfo.ts#L115</ref>
 +
* <math>\text{AACI}_\text{shotA}</math> and <math>\text{AACI}_\text{shotB}</math> are Anti Air Cut-in (AACI) Shot-down values
 +
** See [[#Anti-Air Cut-in|Shot down per slot column of AACI Patterns]] for values in tooltips.
 +
*** Player fleet uses <math>\text{AACI}_\text{shotA} = 1</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Enemy fleet uses <math>\text{AACI}_\text{shotA} = 0</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Values for API values after 13 are unconfirmed
 +
|Notes={{Color|red|'''The current formula only works for average AAR}}<ref>https://twitter.com/Divinity_123/status/1721218789587476633</ref>
 +
*For the other AAR:
 +
** Low AAR: No reduction of the Guaranteed Shootdown have been observed,
 +
** High AAR: a reduction of '''3''' have been observed,
 +
** Extremely high AAR: a reduction of '''3''' have been observed.
 +
*** The reduction for the [[Kikka Kai]] is inconsistant between 3 and 4.
 +
<references/>
 +
}}
  
Once the trigger rate is determined, the game will roll to see if contact is triggered. If it is, it will proceed to the plane selection step. In this step, the game will check all contact-capable planes in order until one succeeds in triggering contact or all checks are exhausted.
+
===Anti-Air Resistance===
 +
{{Category:Planes with Anti-Air Resistance}}
  
The priority for plane selection is:
+
==Anti-Air Cut-in==
* Highest accuracy
+
[[File:AkizukiAACI.png|thumb|right|Akizuki performing the ID 1 AACI.]]
* Ship position in fleet
+
Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as '''AACI''', during Stage 2.
* Equipment slot equipped
 
  
<math>\text{Selection %} =  \text{LOS}_\text{equip} \times \text{Mod}_\text{air control}</math>
+
;AACI types
 +
*Each AACI is defined by its '''"ID"''' (its API value), and is arbitrary (''see the [[#AACI|below table]]'').
 +
** They are then mostly referred to by their '''"ID"'''.
 +
** ''Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
 +
* For all AACI, the '''"ID"''' therefore fully determines:
 +
** The setup of the AACI and the ships able to trigger it,
 +
** The "Trigger Rate" and the "Priority Order",
 +
** The "K-value" and "shot down per slot" value,
  
* The air control state modifier for plane selection is:
+
;AACI effects
** AS+: <math>0.07</math>
+
* Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the ''K-value'', regardless of what ship triggers it,
** AS: <math>0.06</math>
+
* Remove a fixed number of planes from each enemy bomber slot ("shot down per slot").
** AD: <math>0.055</math>
+
These effects make depleting the entirety of enemy planes much more feasible.
  
'''Important Info'''
+
;AACI triggering
* If all planes fail to be selected, '''contact will fail to trigger'''. This means there are two points where your fleet can fail contact.
+
* Only one AACI can be performed per battle,
* If multiple planes share the same accuracy stat, the one equipped on the ship with the higher position in the fleet is checked first.
+
** On '''"[[Node|Aerial Combat Nodes]]"''', AACI can be triggered twice, one per phase.
* If a ship has multiple planes with the same accuracy stat, the one equipped in the higher equipment slot will be checked first.
+
* Only a ship equipped with proper AACI setups can trigger one (''see the [[#AACI|below table]]''),
 +
* If multiple ships are equipped with AACI setups, each ship will roll their available AACI in '''ID's "Priority Order"''' (''see the [[#AACI|below table]]'').
 +
** If IDs are tied, priority goes by fleet order from top to bottom.
 +
** Thus, for a given fleet & setup, some ships will take priority over others always the same way.
 +
** If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in '''ID's "Priority Order"'''.
 +
* The trigger rate is unaffected by [[Stats]] like the [[Stats#Health|damage status]], Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
  
====Contact Bonus====
+
* It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
 +
* If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.
 +
** It can activate during the regular airstrike phase, but not during other phases like the [[Jet Assault]]s, [[LBAS]] phases, [[OASW]], or [[Shelling]] phases.
 +
** There is a bug that allows enemy ships to activate AACI even if they were sunk<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>.
  
The contact bonus depends on the {{Hit}} of the plane triggering the contact. Numbers in brackets are calculated selection rates assuming AS+.
+
For the following table:
 +
* {{Large Gun}} is used to indicate any '''[[Large Caliber Main Gun]]'''
 +
* {{Green Gun}} is used to indicate any '''[[High-Angle Gun]]''' (dual-purpose guns/HA guns), including [[:Category:Main High-Angle Gun|Main HA Guns]] and [[:Category:Secondary High-Angle Gun|Secondary HA Guns]],
 +
* {{AA Gun}} is used to indicate any '''[[AA Gun]]''',
 +
* {{AntiAircraftFireDirector}} is used to indicate any '''{{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AA Fire Directors|link_category=Anti-Aircraft Fire Directors}}''',
 +
* {{AA Shell}}  is used to indicate any '''[[AA Shell]]'''
 +
* {{Radar}} is used to indicate any '''[[Radar]]''', including [[Surface Radar]]s,
 +
* {{Air Radar}} is used to indicate an '''[[Air Radar]]''' (any Radar with {{AA}} AA stat of 2 or higher).
 +
Do note that some setups also required a maximal or minimal base {{AA}} AA stat for the equipment to be counted.
 +
*This exclude any stat gained from [[Fit Bonus]]es or [[Improvement]].
  
{| class="wikitable"
+
===AACI List===
 +
{{Anchor|AACI}}
 +
{|class="wikitable sortable" style="text-align:center; margin:auto"
 +
! colspan=7|AACI Patterns
 +
|-
 +
! ID
 +
! Priority<br>Order
 +
! width="300px"|Setup
 +
! width="80px"|Shot down<br>per slot
 +
! width="64px"|K-value
 +
! width="64px"|Rate
 +
! Users
 +
|-
 +
!colspan=2|None
 +
|''Triggers if no other AACI is activated
 +
|{{ToolTip|+1|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 0}}
 +
|1.0
 +
|N/A
 +
|Player's fleet only
 +
|-
 +
!1
 +
!11
 +
|{{Green Gun}} {{Green Gun}} {{Radar}}
 +
|{{ToolTip|+8|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 5}}
 +
|1.7
 +
|65 %
 +
|rowspan=3|'''{{Class|Akizuki}}'''
 +
|-
 +
!2
 +
!16
 +
|{{Green Gun}} {{Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 4}}
 +
|1.7
 +
|58 %
 +
|-
 +
!3
 +
!26
 +
|{{Green Gun}} {{Green Gun}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.6
 +
|50 %
 +
|-
 +
!4
 +
!15
 +
|{{Large Gun}} {{AA Shell}} {{AntiAircraftFireDirector}}{{Air Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 5, B <nowiki>=</nowiki> 2}}
 +
|1.5
 +
|52 %
 +
|'''All'''
 +
|-
 +
!5
 +
!27
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.5
 +
|55 %
 +
|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!6
 +
!28
 +
|{{Large Gun}} {{AA Shell}} {{AntiAircraftFireDirector}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 4, B <nowiki>=</nowiki> 1}}
 +
|1.45
 +
|40 %
 +
|'''All'''
 +
|-
 +
!7
 +
!36
 +
|{{Green Gun}} {{AntiAircraftFireDirector}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 2}}
 +
|1.35
 +
|45 %
 +
|rowspan=2|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!8
 +
!33
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.4
 +
|50 %
 +
|-
 +
!9
 +
!46
 +
|{{Green Gun}} {{AntiAircraftFireDirector}}
 +
|{{ToolTip|+3|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 2}}
 +
|1.3
 +
|40 %
 +
|'''All'''
 +
|-
 +
!10
 +
!6
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+9|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 6}}
 +
|1.65
 +
|60 %
 +
|rowspan=2|'''{{Ship/Link|Maya/Kai Ni}}'''
 +
|-
 +
!11
 +
!9
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 5}}
 +
|1.5
 +
|55 %
 +
|-
 +
!12
 +
!40
 +
|{{IconText|{{AA Gun}}|9+ AA|9}} {{IconText|{{AA Gun}}|3+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 3}}
 +
|1.25
 +
|45 %
 +
|'''All'''
 +
|-
 +
!13
 +
!34
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 4}}
 +
|1.35
 +
|35 %
 +
|'''All'''<br>''(except {{Ship/Link|Maya/Kai Ni}})''
 +
|-
 +
!14
 +
!25
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.45
 +
|62 %
 +
|rowspan=2|'''{{Ship/Link|Isuzu/Kai Ni}}'''
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Accuracy Value
+
!15
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Contact Bonus
+
!35
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:512px;"|Night Contact
+
|{{Green Gun}} {{AA Gun}}
 +
| +4
 +
|1.3
 +
|55 %
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 0
+
!16
|style="text-align: center; border-style: solid; border-width: 1px;"| 112%
+
!24
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber]]/[[Tenzan]]/[[Ryuusei]] (7%); [[Ryuusei Kai]]/[[Type 97 Torpedo Bomber (931 Air Group)]]/[[Tenzan (931 Air Group)]] (14%); [[TBD]]/[[TBF]] (14%)
+
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|62 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Yuubari/Kai Ni}}''' ''(not {{Ship/Link|Yuubari/Kai Ni Toku|Yuubari/Kai Ni D|text=Toku/D}})''
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 1
+
!17
|style="text-align: center; border-style: solid; border-width: 1px;"| 112%
+
!43
|style="border-style: solid; border-width: 1px;"| [[Tenzan (601 Air Group)]] (14%); [[Ryuusei (601 Air Group)]] (21%); [[Swordfish]] (7%); [[Ryuusei Kai (CarDiv 1)]] (28%); [[Prototype T97E Kai]] (28%); [[Type 0 Recon Seaplane]] (35%); [[Type 98 Recon Seaplane (Night Scout)]] (21%); [[Shiun]] (56%); [[Type 2 Flying Boat]] (84%)
+
|{{Green Gun}} {{AA Gun}}
 +
| +3
 +
|1.25
 +
|55 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}}'''
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 2
+
!18
|style="text-align: center; border-style: solid; border-width: 1px;"| 117%
+
!44
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber (Skilled)]] (14%); [[Type 97 Torpedo Bomber (Murata Squadron)]], [[Tenzan Model 12 (Murata Squadron)]] (28%); [[Type 97 Torpedo Bomber (931 Air Group / Skilled)]] (21%); [[Ryuusei Kai (CarDiv 1/Skilled)]] (42%); [[TBM-3D]] (14%); [[Prototype T97E Kai Skilled]] (35%); [[Saiun]] (63%); [[Prototype Keiun]] (77%); [[Saiun (East Caroline Air Group)]]/[[Saiun (4th Recon)]] (70%); [[Type 0 Observation Seaplane]]/[[OS2U]]/[[Type 0 Recon SeaPlane Model 11 B]] (42%); [[Ar196 Kai]] (35%); [[Ro.43 Recon Seaplane]]/[[S9 Osprey]] (28%); [[PBY-5A Catalina]] (63%)
+
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Satsuki/Kai Ni}}'''
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 3+
+
!19
|style="text-align: center; border-style: solid; border-width: 1px;"| 120%
+
!21
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber (Tomonaga Squadron)]]/[[Tenzan Model 12 (Tomonaga Squadron)]] (21%); [[Swordfish Mk. II (Skilled)]] (14%); [[Swordfish Mk.III (Skilled)]] (35%); [[Type 2 Recon Aircraft]] (49%); [[Type 0 Reconnaissance Seaplane Model 11B (Skilled)]] (56%)
+
|{{IconText|{{Green Gun}}|7- AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +6
 +
|1.45
 +
|58 %
 +
|rowspan=2|'''{{Ship/Link|Kinu/Kai Ni}}'''
 
|-
 
|-
 +
!20
 +
!37
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +4
 +
|1.25
 +
|65 %
 +
|-
 +
!21
 +
!22
 +
|{{Green Gun}} {{Air Radar}}
 +
| +6
 +
|1.45
 +
|60 %
 +
|'''{{Ship/Link|Yura/Kai Ni}}'''
 +
|-
 +
!22
 +
!45
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
 +
|-
 +
!23
 +
!47
 +
|nowrap|{{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +2
 +
|1.05
 +
|80 %
 +
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
 +
|-
 +
!24
 +
!38
 +
|nowrap|{{Green Gun}} {{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +4
 +
|1.25
 +
|40 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni|Tatsuta/Kai Ni|text=''Tenryuu''-class Kai Ni|link_class=Tenryuu}}'''
 +
|-
 +
!25
 +
!10
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}} {{AA Shell}}
 +
| +8
 +
|1.55
 +
|60 %
 +
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}}'''
 +
|-
 +
!26
 +
!14
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Air Radar}}
 +
| +7
 +
|1.4
 +
|55 %
 +
|'''{{Ship/Link|Yamato/Kai|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai|Musashi/Kai Ni|text=''Yamato''-class Kai/Ni|link_class=Yamato}}'''
 +
|-
 +
!27
 +
!19
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|55 %
 +
|'''{{Ship/Link|Ooyodo/Kai}}'''
 +
|-
 +
!28
 +
!29
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|55 %
 +
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}} &<br>{{Ship/Link|Musashi/Kai|Musashi/Kai Ni|text=Musashi Kai/Ni}}'''
 +
|-
 +
!29
 +
!23
 +
|{{Green Gun}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|60 %
 +
|'''{{Ship/Link|Hamakaze/B Kai}} &<br>{{Ship/Link|Isokaze/B Kai}}
 +
|-
 +
!30
 +
!32
 +
|{{Green Gun}} {{Green Gun}} {{Green Gun}}
 +
| +4
 +
|1.3
 +
|45 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 +
|-
 +
!31
 +
!41
 +
|{{Green Gun}} {{Green Gun}}
 +
| +3
 +
|1.2
 +
|52 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}}'''
 +
|-
 +
!32
 +
!39
 +
|{{Equipment/Card|16inch Mk.I Triple Gun Mount Kai + FCR Type 284|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}}
 +
| +4
 +
|1.2
 +
|50 %
 +
|'''[[RN|Royal Navy Ships]] &<br> {{Class|Kongou|Kai Ni/B/C}}'''
 +
|-
 +
!33
 +
!31
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|4+ AA|9}}
 +
| +4
 +
|1.35
 +
|45 %
 +
|'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 +
|-
 +
!34
 +
!12
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}}
 +
| +8
 +
|1.6
 +
|55 %
 +
|rowspan=4|'''{{Class|Fletcher}}'''
 +
|-
 +
!35
 +
!17
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
 +
| +7
 +
|1.55
 +
|55 %
 +
|-
 +
!36
 +
!18
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
 +
| +7
 +
|1.55
 +
|50 %
 +
|-
 +
!37
 +
!30
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
 +
| +5
 +
|1.45
 +
|40 %
 +
|-
 +
!38
 +
!1
 +
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
 +
| +11
 +
|1.85
 +
|57 %
 +
|rowspan=4|'''{{Ship/Link|Atlanta|text=''Atlanta''-class|link_class=Atlanta}}'''
 +
|-
 +
!39
 +
!2
 +
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
 +
| +11
 +
|1.7
 +
|57 %
 +
|-
 +
!40
 +
!3
 +
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
 +
| +11
 +
|1.7
 +
|56 %
 +
|-
 +
!41
 +
!5
 +
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
 +
| +10
 +
|1.65
 +
|55 %
 +
|-
 +
!42
 +
!4
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
 +
| +11
 +
|1.65
 +
|64 %
 +
|rowspan=4|'''{{Ship/Link|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai Ni|text=''Yamato''-class Kai Ni|link_class=Yamato}}'''
 +
|-
 +
!43
 +
!7
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
 +
| +9
 +
|1.6
 +
|59 %
 +
|-
 +
!44
 +
!13
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
 +
| +7
 +
|1.6
 +
|54 %
 +
|-
 +
!45
 +
!20
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
 +
| +6
 +
|1.55
 +
|40 %
 +
|-
 +
!46
 +
!8
 +
|{{Equipment/Card|35.6cm Twin Gun Mount Kai San (Dazzle Camouflage)|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}<br>'''OR'''<br>{{Equipment/Card|35.6cm Twin Gun Mount Kai Yon|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
| +8
 +
|1.55
 +
|50 %
 +
|'''{{Ship/Link|Haruna Kai Ni B}}'''
 +
|-
 +
!47
 +
!42
 +
|{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|25mm Anti-aircraft Autocannon Mount & Machine Guns|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{IconText|{{Radar}}|4+ AA|9}}
 +
| +2?
 +
|??
 +
|70? %
 +
|'''{{Ship/Link|Shiratsuyu/Kai Ni}}<br>{{Ship/Link|Shigure/Kai Ni|Shigure/Kai San|text=Shigure Kai Ni/San}}<br>{{Ship/Link|Murasame/Kai Ni}}<br>{{Ship/Link|Harusame/Kai Ni}}
 
|}
 
|}
  
'''Important Notes'''
+
;Examples
* The Type 0 11B Skilled is the best plane for triggering contact. Having the best multiplier and a decent chance of being selected. Try to place them on ships at the top of the fleet.
+
*[[Akizuki]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
 +
**The resulting trigger rate is 95.22 %.
 +
 
 +
*[[Fletcher]] with {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=36px}}{{AAFD}} fulfills the requirements of the AACIs 34, 35, 8, 9 (in this order).
 +
**The resulting trigger rate is 93.93 %.
 +
 
 +
*[[Musashi]] with {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=36px}}{{Very Large Radar}} fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
 +
**The resulting trigger rate is 99.73 %.
 +
 
 +
*[[Isokaze B Kai]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 29, 5, 8, 13 (in this order).
 +
**The resulting trigger rate is 94.15 %.
 +
 
 +
;Sequential AACIs
 +
The '''Sequential AACIs''' were the AACIs introduced with the implementation of [[Johnston]], allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the [[Game Updates/2023/May 26th|26/05/2023]] update, this mechanic is defunct, being available to all ships.
 +
*''See [[Sequential AACI|here]] for more details.
 +
 
 +
'''''Main Sources: [https://docs.google.com/spreadsheets/d/1agGoLv57g5eOXLXtNIKHRoBYy61OQYxibWP6Vi_DMuY/edit#gid=13450409] [https://twitter.com/CC_jabberwock/status/1665406435969097729?s=20]
 +
*Old sources: [https://docs.google.com/spreadsheets/d/1YUppVErQj7P9f9-ddpdR-e7fTaycjSK9-x4GE9ibCrA/edit#gid=1156988467] [https://twitter.com/syoukuretin/status/1535102184530276352] [https://gyazo.com/2472468c10c0dacd28a493a79ff140da]
 +
<references/>
 +
 
 +
=Stage 3 - Airstrike=
 +
 
 +
Planes that participate in this phase:
 +
* {{Seaplane}} Reconnaissance Seaplanes
 +
* {{Carrier Recon}} Carrier-based Reconnaissance Aircraft
 +
* {{Torpedo Bomber}}{{Dive Bomber}}{{JetFighterBomber2}} Carrier-based Bombers
 +
* {{Seaplane}} Seaplane Bombers
 +
* {{ASWPlane}} [[Liaison Aircraft]] with {{Dive}} Dive Bombing stat.
  
=Fleet Air Defense=
+
With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as [[Shelling]] target selection. The targeted ship is '''not necessarily''' the ship that has defended against said bomber during Stage 2.
  
Following contact, the bombers will face anti-air fire from opposing sides. For more details on the formulas involved and anti-air cut-ins, please see [[Anti-Air Fire]].  
+
See [[Damage_Calculations#Airstrike|Damage Calculations]] for details on airstrike damage.
  
* To start, each bomber slot is randomly assigned to an opposing ship that will perform the defense.
+
;Notes
** The same ship can be selected multiple times.
+
* Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
* Each defending ship has a chance to trigger on, both or neither shoot down actions.
+
* The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
** 50% for proportional shotdown to trigger.
+
* Submarines are untargetable by Airstrike
** 50% for fixed shotdown to trigger.
 
*** This means 25% chance for both to trigger and 25% for neither to trigger.
 
* One bomber from every enemy squadron will be guaranteed to be shot down.
 
** This only applies for active player fleet.
 
** If an anti-air cut-in is triggered, it's fixed shoot down will be added to the one guaranteed shoot down.
 
* Abyssals have their own anti-air formulas that are weaker than the ship girl ones. Please see [[Anti-Air_Fire#Abyssal_Anti-Air|Abyssal Anti-Air]] for details.
 
  
=Airstrike=
+
==Contact==
 +
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
 +
Contact is a special mechanic that increases the damage of '''all bombers''' participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text '''Making contact!''' (触接中!, ''shokusetsu-chū!'').
  
Finally, the remaining bombers will perform an attack on the enemy fleet. For details on how the attack power is calculated, please see [[Damage_Calculations#Airstrike|Damage Calculations]]. Remember that the final attack power is modified by critical hits, contact, enemy armour and the remaining ammo modifier. All of those are '''post-cap'''.
+
* Contact may be triggered only under {{color|green|'''AS+'''}}, {{color|green|'''AS'''}}, and {{color|red|'''AD'''}}. It '''cannot''' trigger under '''AP''' and {{color|red|'''AI'''}}.
 +
* At least one {{Carrier Recon}} [[Carrier Recon]], {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]], {{SPR}}/{{Night Recon}} [[SPR|Seaplane Recon]], or {{LFB}} [[Large Flying Boat]] must be present.
 +
** {{SPB}} [[SPB|Seaplane Bombers]] '''cannot''' perform contact.
  
'''Important Notes'''
+
===Step 1: Contact Trigger===
* Each bomber is randomly assinged one ship to attack.
+
This step determines if any contact can trigger at all. Each plane that can perform Contact '''except''' {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber|Torpedo Bombers]] contributes an independent trigger rate based on the plane's {{LOS}} LoS stat and slot size. The Final Trigger Rate is determined using the sum of all independent trigger rates, and is also affected by Air State.
* Damage is unaffected by engagement, formation, damage state, or morale.
+
* If only {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber|Torpedo Bombers]] are present, there is still a very small chance Contact Trigger can succeed.
* The accuracy of the airstrike is fixed at around 95%.
 
  
====Rocket Barrage====
+
{{Formula
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise successfully triggers the AARB during opening Air Phase, Choukai is equipped with a T3 Shell and triggers the AA animation of it]]
+
|Title=Contact Trigger Rate Formula<ref name="vita">[[KanColle Kai]] decompile</ref>
Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.
+
|Math=\text{Contact Rate}= \frac{1 + \sum^{\text{All Planes} } \left( \lfloor \sqrt{\text{Plane}_\text{Count} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} }
 +
|Var=<math>\text{All Planes}</math> refer only to all planes that can perform Contact ({{Carrier Recon}}/{{SPR}}/{{Night Recon}}/{{LFB}}) '''except''' Torpedo Bombers ({{Torpedo Bomber}}/{{Night Torpedo Bomber}}).
 +
* <math>\text{Plane}_\text{Count}</math> is the current plane's slot size.
 +
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 25
 +
** {{color|green|'''AS'''}}: 40
 +
** {{color|red|'''AD'''}}: 55
 +
}}
  
* The ship must be a [[:Category:Seaplane Tenders|AV]], [[:Category:Aviation Battleships|BBV]], [[:Category:Aviation Cruisers|CAV]], [[:Category:Light Carriers|CVL]] or [[:Category:Standard Carriers|CV]].
+
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
** It '''only''' applies to ships within those categories.
 
* The ship must be equipped with a [[12cm 30 Tube Rocket Launcher Kai 2]].
 
  
The trigger chance is:
+
===Step 2: Aircraft Selection===
  
<math>\text{Barrage %} = \frac{\text{AA}_{adjusted} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class}</math>
+
After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:
  
* <math>\text{AA}_{adjusted}</math> is the adjusted AA of the ship. For information on how it is calculated, please see [[Anti-Air Fire#Adjusted Anti-Air|Anti-Air Fire]].
+
* {{Acc}} Accuracy stat, starting from highest.
* <math>\text{Luck}</math> is the ship's {{Luck}} stat.
+
* The Carrier's position in the fleet, starting from Flagship.
* <math>\\text{N}_\text{rocket}</math> is the number of 12cm rocket k2 equipped.
+
* The Equipment slot position, starting from the first.
* <math>\text{Mod}_\text{Ise-class}</math> is the [[:Category:Ise Class|Ise-class]] bonus of <math>25</math>.
 
  
When triggered, the ship will slide forward and "噴進弾幕成功" (Rocket Barrage Success) will be displayed over her banner. A flak burst animation will also appear in front of her.
+
{{Formula
 +
|Title=Aircraft Selection Formula<ref name="vita"></ref>
 +
|Math=\text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} }
 +
|Var=<math>\text{Selection Rate}</math> applies only to planes that can perform Contact ({{Carrier Recon}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{SPR}}/{{Night Recon}}/{{LFB}}).
 +
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 14
 +
** {{color|green|'''AS'''}}: 16
 +
** {{color|red|'''AD'''}}: 18
 +
}}
  
'''Important Notes'''
+
The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, '''Contact will not trigger''', even if Step 1 was successful.
* It is possible to achieve more than 100% activation rate.
 
* There are other anti-air barrages for [[Type 3 Shell]]s and a combination of Type 3 Shells and the 12cm rocket k2. Effects and trigger chance are currently unknown.
 
  
====Jet Assault====
+
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
Only [[Jets|jet-powered planes]] will be able to participate in this phase.
 
  
* Damage is calculated like a normal airstrike.
+
{|class="wikitable" style="margin:auto; text-align:center"
* Contact '''does not''' apply to jet assault.
+
!Accuracy {{Acc}}!!Damage Modifier
* Ships sunk by jet assaults do not participate in the rest of air combat.
+
|-
** However they '''will still contribute''' to Fleet Anti-Air.
+
|0||112 %
* It will not take place if aerial combat would not occur. Eg if detection fails.
+
|-
* Jets assigned to a land base will perform their jet assault during the [[LBAS]] phase.
+
|1||112 %
 +
|-
 +
|2||117 %
 +
|-
 +
|3+||120 %
 +
|}
 +
 
 +
<references/>
 +
 
 +
==Anti-Air Rocket Barrage==
 +
Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage.
 +
 
 +
* The '''only''' ships types able to trigger this mechanic are:
 +
** [[BBV]], [[CV]], [[CVB]], [[CVL]], [[CAV]], and [[AV]].
 +
* The ship must be equipped with a '''{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}'''.
 +
** It is often referred to as "RLK2" or "Rosa Kai Ni" for short.
 +
{{Formula
 +
|Title=AARB Trigger Rate Formula
 +
|Math=\text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)}
 +
|Var=<math>\text{AdjAA}_\text{ship}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted AA]] of the ship'''.
 +
* <math>\text{Luck}</math> the ship's {{Luck}} Luck stat.
 +
* <math>\text{N}_\text{rocket}</math> the number of {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} equipped on the ship.
 +
* <math>\text{AdjAA}_\text{RLK2}</math> the '''[[#Adjusted Anti-Air|Adjusted AA]] of the RLK2''', being {{ToolTip|'''48'''|<math>\text{8} \times \text{6}</math>}}.
 +
* <math>\text{Mod}_\text{Ise-class}</math> being '''70''' if the ship is an {{Class|Ise}}, '''0''' otherwise.
 +
}}
 +
 
 +
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.]]
 +
 
 +
If the AARB triggers on a ship, the ship will slide forward, and '''Rocket Barrage Successful''' (噴進弾幕成功, ''funshindan maku seikō'') will be displayed over its card.
 +
*If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
 +
*Generally when a ship is targeted by any bomber and takes no damage, the text "'''miss'''" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
 +
 
 +
;Notes
 +
* It is possible to achieve more than 100 % activation rate.
 +
* There is another anti-air barrage animation in-game for only {{AA Shell}} [[AA Shell]]s. ''No effects were found for it.''
 +
** The combination of a [[AA Shell]]s and the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is also supposed to have extra effects. ''No effects were found for it.''
 +
** The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
 +
* [[Smoke]]s reduce the AARB trigger rate, either directly or by reducing the '''Adjusted AA'''.
  
 
=See Also=
 
=See Also=
 
+
*[[Day Battle|Carrier Day Attacks]]
 +
**[[CVCI]]
 +
*[[Combat/Night Battle#Carrier Night Attacks|Carrier Night Attacks]]
 +
**[[CVNCI]]
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 21:45, 14 April 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Aerial Combat Breakdown

Aerial Combat is one of the Day Battle intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

  1. LBAS's Jet Assault
  2. Fleet's Jet Assault
  3. Land-Based Aerial Support
  4. Stage 1 - Battle for Air Superiority
  5. Stage 2 - Fleet Anti-Air Defense
  6. Stage 3 - Airstrike

If an LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.

  • See LBAS for more details.

In case neither fleets meet the requirements, the sub-phase will be skipped.

Planes in combat phases
Plane type Detection Contact Airpower Opening airstrike Day Cut-in ASW
FighterNight Fighter Fighters ✔️ ✔️
Torpedo BomberNight Torpedo Bomber Torpedo Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Dive Bomber Dive Bombers ✔️ ✔️ ✔️ ✔️
JetFighterBomber1.pngJetFighterBomber2.png Jets ✔️ ✔️
Reconnaissance Aircraft Carrier Recons ✔️ ✔️
Reconnaissance SeaplaneReconNight Reconnaissance Seaplane Seaplane Recons ✔️ ✔️ ✔️
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Seaplane Fighter Seaplane Fighters ✔️
Large Flying Boat Large Flying Boats ✔️ ✔️ ✔️
Rotorcraft Rotorcraft ✔️ ✔️
Liaison Aircraft Liaison Aircraft ✔️ ✔️

Jet Assault Phase

Planes that participate in this phase:

  • JetFighterBomber2.png,JetFighterBomber1.png "Jets" (turbojet propelled fighter-bombers)

If any carrier on either side is equipped with Jets, the "Jet Assault" (JA) Phase will commence first of all. The JA Phase may only commence during battles where Airstrikes can be performed. The JA follows the same rules as Stage 3.

The defending side is allowed to defend against the Jets following the same rules as Stage 2, however, Jets possess great Anti-Air Resistance, specifically during the JA, and enemy AACI cannot be triggered during this phase either.

Jets also take part in the regular Stage 3, but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during Stage 2.

Steel Cost: every time the Jet Assault Phase is triggered, Steel is automatically subtracted from the stockpile.

[math]\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Plane}_\text{Count} \times \text{Steel Cost} \rceil }[/math]

  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the current plane count at the start of the battle.
  • [math]\displaystyle{ \text{Steel Cost} }[/math] is the steel cost per plane.

Stage 1 - Battle for Air Superiority

Green text at the bottom of the screen indicating an Air Supremacy result.

Planes that participate in this phase:

  • Fighters:
    • Fighter/Night Fighter carrier-based,
    • Seaplane Fighter seaplanes.
    • Liaison AircraftHayabusa ASW Hayabusa
  • Bombers
    • Dive Bomber/Torpedo Bomber/Night Torpedo Bomber/JetFighterBomber1.png/JetFighterBomber2.png carrier-based,
    • Seaplane BomberBomber seaplanes.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

Fighter Power Formula
[math]\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Plane}_\text{Count} } \right) + \text{Mod}_\text{proficiency} \right] }[/math]
With
  • [math]\displaystyle{ \text{AA}_\text{Plane} }[/math] is the Anti-Air AA stat of the plane, including Improvements.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the number of planes in the slot prior to Stage 1's start.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:

After Fighter Power is calculated for each fleet (FP and EFP for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)
制空権確保!
[math]\displaystyle{ \text{FP} \ge 3\text{EFP} }[/math] 3/120 - 7/120 0 % - 100 % Allied Only Allied Only Allied Only
Air Superiority (AS)
航空優勢!
[math]\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }[/math] 9/120 - 21/120 0 % - 80 % Allied & Enemy Allied Only Allied & Enemy
Air Parity (AP)
No text
[math]\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }[/math] 15/120 - 35/120 0 % - 60 % Neither Neither Neither
Air Denial (AD)
No text
[math]\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }[/math] 21/120 - 49/120 0 % - 40 % Allied & Enemy Enemy Only Allied & Enemy
Air Incapability (AI)
制空権喪失!
[math]\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }[/math] 30/120 - 70/120 0 % - 10 % Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas
Allied Fleet

For each slot of the Allied Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Plane}_\text{Count} \times \left( \text{random} \left[ 0 ; \frac{\text{Mod}_\text{Air State}}{3} \right] + \frac{\text{Mod}_\text{Air State}}{4} \right) \times 0.1 \times \text{Mod}_\text{Jet} \right \rfloor }[/math]
Enemy Fleet

For each slot of the Enemy Fleet:

[math]\displaystyle{ \text{Plane Loss} = \Big\lfloor \text{Plane}_\text{Count} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor }[/math]
With
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the plane's count in the slot.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier for each side, with:
    • AS+: 1
    • AS: 3
    • AP: 5
    • AD: 7
    • AI: 10
  • [math]\displaystyle{ \text{Mod}_\text{Jet} }[/math] is 0.6 for JetsKikka Kai
    Jet Keiun Kai
    , 1 otherwise.
  • The random function takes a random integer within the range in a linear distribution.
Notes
  • Aircraft will be launched regardless of the carrier's state (except Sunk).
  • The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
  • If both sides launch no planes, the Air State will be Air Parity.
  • By solely using planes with no Anti-Air AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
    • In such case, the allied fleet will attain AS+ even if no planes are launched.

Stage 2 - Fleet Anti-Air Defense

Planes that participate in this phase:

  • Bombers

Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.

  • Each bomber is assigned to a random enemy ship.
    • Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
      • Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
      • Sunk ships cannot be chosen to defend[1], but sunk enemy ships can still activate Anti-Air Cut-in for the fleet[2]
  • When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
    • The first roll, denominated Proportional Shootdown, or Prop for short, reduces the slot size by a given % value.
    • The second roll, denominated Fixed Shootdown, or Fixed for short, reduces the slot size by a given X value.
    • There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
    • Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see Anti-Air Cut-in for details.

Adjusted Anti-Air

Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value Ship Adjusted AA applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value Fleet Adjusted AA has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.


Adjusted Anti-Air Formulas
Allied Fleet
Ship Adj AA

Allied Fleet:

  • Ship Adjusted AA of each ship is defined by[1]:
[math]\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right) }[/math]
  • Then, if ship has any equipment equipped: [math]\displaystyle{ \text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)
Fleet Adj AA
  • Fleet Adjusted AA is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]
Enemy Fleet
Ship Adj AA

Enemy Fleet

  • Ship Adjusted AA of each ship is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} ) }[/math]
  • Then: [math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)
Fleet Adj AA
  • Fleet Adjusted AA is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]
With
  • [math]\displaystyle{ \text{AA}_\text{ship} }[/math] the base Anti-Air AA stat of the ship.
  • [math]\displaystyle{ \text{AA}_\text{Equip} }[/math] the Anti-Air AA stat of the equipment
  • [math]\displaystyle{ \text{AA}_\text{★-Equip} }[/math] the "equipment" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{AA}_\text{★-Fleet} }[/math] the "fleet" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{Mod}_\text{Formation} }[/math] the Formation modifier. See Combat for more details.
  • [math]\displaystyle{ \text{Mod}_\text{Equip-XX} }[/math] the equipment type modifier, with each value used in their respective formulas:
Equipment Type [math]\displaystyle{ \text{Mod}_\text{Equip-Ship} }[/math] [math]\displaystyle{ \text{Mod}_\text{Equip-Fleet} }[/math]
High-Angle GunAnti-Aircraft Fire Director
High-Angle Guns, AAFDType 91 Anti-Aircraft Fire Director
Type 94 Anti-Aircraft Fire Director
4 0.35
Air RADARAir
Air Radars
3 0.4
Anti-Aircraft Shell
AA ShellsType 3 Shell
Type 3 Shell Kai
Type 3 Shell Kai Ni
0 0.6
Large Caliber Main Gun
46cm Triple Gun Mount46cm Triple Gun Mount[3]
0 0.25
Anti-Aircraft Gun
AA Guns
6 0.2
All other equipment 0
Other Abyssal AA Equipment
Including CIC, HA Single-Guns
0

Proportional and Fixed shootdowns

  • Ship Adjusted AA is used to calculate Proportional shootdown.
  • Ship Adjusted AA and Fleet Adjusted AA are used to calculate Fixed shootdown.
Prop/Fixed Shootdown Formulas
Allied Fleet

Allied Fleet's ship:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor }[/math]
[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor }[/math]
Enemy Fleet

Enemy Fleet's ship:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor }[/math]
[math]\displaystyle{ \text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor }[/math]
With
  • [math]\displaystyle{ \text{AdjAA}_\text{xx} }[/math] the previously calculated Adjusted Anti-Air.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the current number of attacking planes.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the Combined Fleet modifier, being:
    • 1 in Single Fleets vs Single Fleet
    • 0.8 if in Single Fleets vs Combined Fleets[1]
    • 0.8 if the ship is in a CF's main fleet on Surface Nodes
    • 0.72 if the ship is in a CF's main fleet on Air Raid Nodes
    • 0.48 if the ship is in a CF's escort fleet
  • [math]\displaystyle{ \text{K}_\text{value} }[/math] the Anti Air Cut-in (AACI) multiplier.
  • [math]\displaystyle{ \text{AAR}_\text{ship} }[/math] the attacking plane's Ship AA Resist.
  • [math]\displaystyle{ \text{AAR}_\text{fleet} }[/math] the attacking plane's Fleet AA Resist.
Notes
  • Smoke effects:
    • The smoke affects the allied shootdown but not the enemy shootdown.
    • No fixed shootdown above 2 has been observed under a smoke.
    • The guaranteed shootdown does not seem to be affected.
    • A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
Guaranteed Shootdown Formula
[math]\displaystyle{ \text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB} }[/math]
With
  • [math]\displaystyle{ \text{AAR}_\text{AACI} }[/math] the attacking plane's AACI Resist.
    • Value is suspected to be equal to [math]\displaystyle{ \text{AAR}_\text{ship} }[/math], but not confirmed for all planes.[1]
  • [math]\displaystyle{ \text{AACI}_\text{shotA} }[/math] and [math]\displaystyle{ \text{AACI}_\text{shotB} }[/math] are Anti Air Cut-in (AACI) Shot-down values
    • See Shot down per slot column of AACI Patterns for values in tooltips.
      • Player fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 1 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Enemy fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 0 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Values for API values after 13 are unconfirmed
Notes
  • The current formula only works for average AAR[2]
  • For the other AAR:
    • Low AAR: No reduction of the Guaranteed Shootdown have been observed,
    • High AAR: a reduction of 3 have been observed,
    • Extremely high AAR: a reduction of 3 have been observed.
      • The reduction for the Kikka Kai is inconsistant between 3 and 4.

Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

  • Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
  • High resistance: Aircraft that presents a resistance of 0.5/0.7
  • Average resistance: Aircraft that presents a resistance of 0.6/0.7
  • Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo BomberNight Torpedo Bomber Torpedo Bombers
Type 97 Torpedo Bomber (Tomonaga Squadron)Type 97 Torpedo Bomber (Tomonaga Squadron) 1 0.6 1
Tenzan Model 12 (Tomonaga Squadron)Tenzan Model 12 (Tomonaga Squadron) 1 0.6 1
Type 97 Torpedo Bomber (Murata Squadron)Type 97 Torpedo Bomber (Murata Squadron) 1 0.6 1
Tenzan Model 12 (Murata Squadron)Tenzan Model 12 (Murata Squadron) 1 0.6 1
Ryuusei Kai (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 1 0.6 1
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai) 1 0.6 1
Ryuusei Kai (Skilled)Ryuusei Kai (Skilled) 1 0.6 1
Mosquito TR Mk.33Mosquito TR Mk.33 1 0.6 1
Dive Bomber Dive Bombers
Type 99 Dive Bomber (Egusa Squadron)Type 99 Dive Bomber (Egusa Squadron) 1 0.6 1
Suisei (Egusa Squadron)Suisei (Egusa Squadron) 1 0.6 0.7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) 1 0.6 0.7
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) 1 0.6 1
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 1 0.6 1
F4U-4F4U-4 1 0.6 1
AU-1AU-1 1 0.6 1
F4U-7F4U-7 1 0.6 1
Type 0 Fighter Model 64 (Skilled Fighter-bomber)Type 0 Fighter Model 64 (Skilled Fighter-bomber) 1 0.6 1
JetFighterBomber1.pngJetFighterBomber2.png Jets
Jet Keiun KaiJet Keiun Kai 0.6 0.5 0.7
Kikka KaiKikka Kai 0.6 0.5 0.5
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers
Zuiun (634 Air Group)Zuiun (634 Air Group) 1 0.6 1
Zuiun Model 12Zuiun Model 12 1 0.6 1
Zuiun Model 12 (634 Air Group)Zuiun Model 12 (634 Air Group) 1 0.6 0.7
Seiran (631 Air Group)Seiran (631 Air Group) 1 0.6 1
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) 1 0.6 0.7
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) 1 0.5 0.7
Zuiun Kai Ni (634 Air Group/Skilled)Zuiun Kai Ni (634 Air Group/Skilled) 1 0.5 0.5
Prototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment) 1 0.5 0.7
Liaison Aircraft Liaison Aircraft
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron) 1 0.6 1
Land-based Attack AircraftLand-based Assault AircraftLand-based Fighter Land Based Bombers
Type 1 Land-based Attack Aircraft (Nonaka Squadron)Type 1 Land-based Attack Aircraft (Nonaka Squadron) 1 0.6 1
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) 1 0.6 0.7
Ginga (Egusa Squadron)Ginga (Egusa Squadron) 1 0.6 1
Type 4 Heavy Bomber Hiryuu (Skilled)Type 4 Heavy Bomber Hiryuu (Skilled) 1 0.6 1
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model 1 0.6 1
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X 1 0.6 1
SM.79 bis (Skilled)SM.79 bis (Skilled) 1 0.6 1
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile 1 0.6 1
Ki-102 BKi-102 B 1 0.6 1
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile 1 0.6 0.7
Mosquito FB Mk.VIMosquito FB Mk.VI 1 0.6 0.7
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile 1 0.6 1
Ginga (Skilled)Ginga (Skilled) 1 0.6 1
Abyssal Planes
Abyssal Night Dive Bomber 1 0.6 0.7
Abyssal Night Revenge Torpedo Bomber 1 0.6 0.7
Abyssal Two-seat Fighter-bomber Hawk 1 0.6? 0.7?
Abyssal Two-seat Fighter-bomber Hawk Kai 1 0.6? 0.7?
[2] [3] [4] [5] [6] [7] [8]

Anti-Air Cut-in

Akizuki performing the ID 1 AACI.

Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as AACI, during Stage 2.

AACI types
  • Each AACI is defined by its "ID" (its API value), and is arbitrary (see the below table).
    • They are then mostly referred to by their "ID".
    • Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
  • For all AACI, the "ID" therefore fully determines:
    • The setup of the AACI and the ships able to trigger it,
    • The "Trigger Rate" and the "Priority Order",
    • The "K-value" and "shot down per slot" value,
AACI effects
  • Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the K-value, regardless of what ship triggers it,
  • Remove a fixed number of planes from each enemy bomber slot ("shot down per slot").

These effects make depleting the entirety of enemy planes much more feasible.

AACI triggering
  • Only one AACI can be performed per battle,
  • Only a ship equipped with proper AACI setups can trigger one (see the below table),
  • If multiple ships are equipped with AACI setups, each ship will roll their available AACI in ID's "Priority Order" (see the below table).
    • If IDs are tied, priority goes by fleet order from top to bottom.
    • Thus, for a given fleet & setup, some ships will take priority over others always the same way.
    • If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in ID's "Priority Order".
  • The trigger rate is unaffected by Stats like the damage status, Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
  • It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
  • If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.
    • It can activate during the regular airstrike phase, but not during other phases like the Jet Assaults, LBAS phases, OASW, or Shelling phases.
    • There is a bug that allows enemy ships to activate AACI even if they were sunk[1].

For the following table:

Do note that some setups also required a maximal or minimal base Anti-Air AA stat for the equipment to be counted.

AACI List

AACI Patterns
ID Priority
Order
Setup Shot down
per slot
K-value Rate Users
None Triggers if no other AACI is activated +1A = 1, B = 0 1.0 N/A Player's fleet only
1 11 High-Angle Gun High-Angle Gun RADAR +8A = 3, B = 5 1.7 65 % Akizuki-class
2 16 High-Angle Gun RADAR +7A = 3, B = 4 1.7 58 %
3 26 High-Angle Gun High-Angle Gun +5A = 2, B = 3 1.6 50 %
4 15 Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire DirectorAir RADARAir +7A = 5, B = 2 1.5 52 % All
5 27 High-Angle Gun8+ AA High-Angle Gun8+ AA Air RADARAir +5A = 2, B = 3 1.5 55 % All
(except Akizuki-class)
6 28 Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire Director +5A = 4, B = 1 1.45 40 % All
7 36 High-Angle Gun Anti-Aircraft Fire Director Air RADARAir +4A = 2, B = 2 1.35 45 % All
(except Akizuki-class)
8 33 High-Angle Gun8+ AA Air RADARAir +5A = 2, B = 3 1.4 50 %
9 46 High-Angle Gun Anti-Aircraft Fire Director +3A = 1, B = 2 1.3 40 % All
10 6 High-Angle Gun Anti-Aircraft Gun9+ AA Air RADARAir +9A = 3, B = 6 1.65 60 % Maya Kai NiMaya Kai Ni
11 9 High-Angle Gun Anti-Aircraft Gun9+ AA +7A = 2, B = 5 1.5 55 %
12 40 Anti-Aircraft Gun9+ AA Anti-Aircraft Gun3+ AA Air RADARAir +4A = 1, B = 3 1.25 45 % All
13 34 High-Angle Gun8+ AA Anti-Aircraft Gun9+ AA Air RADARAir +5A = 1, B = 4 1.35 35 % All
(except Maya Kai NiMaya Kai Ni)
14 25 High-Angle Gun Anti-Aircraft Gun Air RADARAir +5 1.45 62 % Isuzu Kai NiIsuzu Kai Ni
15 35 High-Angle Gun Anti-Aircraft Gun +4 1.3 55 %
16 24 High-Angle Gun Anti-Aircraft Gun Air RADARAir +5 1.4 62 % Kasumi Kai Ni BKasumi Kai Ni B &
Yuubari Kai NiYuubari Kai Ni
(not Toku/DYuubari Kai Ni Toku
Yuubari Kai Ni D
)
17 43 High-Angle Gun Anti-Aircraft Gun +3 1.25 55 % Kasumi Kai Ni BKasumi Kai Ni B
18 44 Anti-Aircraft Gun9+ AA +3 1.2 60 % Satsuki Kai NiSatsuki Kai Ni
19 21 High-Angle Gun7- AA Anti-Aircraft Gun9+ AA +6 1.45 58 % Kinu Kai NiKinu Kai Ni
20 37 Anti-Aircraft Gun9+ AA +4 1.25 65 %
21 22 High-Angle Gun Air RADARAir +6 1.45 60 % Yura Kai NiYura Kai Ni
22 45 Anti-Aircraft Gun9+ AA +3 1.2 60 % Fumizuki Kai NiFumizuki Kai Ni
23 47 Anti-Aircraft Gun3~8 AA +2 1.05 80 % UIT-25/I-504UIT-25
I-504
24 38 High-Angle Gun Anti-Aircraft Gun3~8 AA +4 1.25 40 % Tenryuu-class Kai NiTenryuu Kai Ni
Tatsuta Kai Ni
25 10 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir Anti-Aircraft Shell +8 1.55 60 % Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
26 14 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Air RADARAir +7 1.4 55 % Yamato-class Kai/NiYamato Kai
Yamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai
Musashi Kai Ni
27 19 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +6 1.55 55 % Ooyodo KaiOoyodo Kai
28 29 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +5 1.4 55 % Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
&
Musashi Kai/NiMusashi Kai
Musashi Kai Ni
29 23 High-Angle Gun Air RADARAir +6 1.55 60 % Hamakaze B KaiHamakaze B Kai &
Isokaze B KaiIsokaze B Kai
30 32 High-Angle Gun High-Angle Gun High-Angle Gun +4 1.3 45 % Tenryuu Kai NiTenryuu Kai Ni &
Gotland Kai/AndraGotland Kai
Gotland Andra
31 41 High-Angle Gun High-Angle Gun +3 1.2 52 % Tenryuu Kai NiTenryuu Kai Ni
32 39 Equipment Card 16inch Mk.I Triple Gun Mount Kai + FCR Type 284.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card 20-tube 7inch UP Rocket Launchers.png
+4 1.2 50 % Royal Navy Ships &
Kongou-class Kai Ni/B/C
33 31 High-Angle Gun Anti-Aircraft Gun4+ AA +4 1.35 45 % Gotland Kai/AndraGotland Kai
Gotland Andra
34 12 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png +8 1.6 55 % Fletcher-class
35 17 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
+7 1.55 55 %
36 18 Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card GFCS Mk.37.png
+7 1.55 50 %
37 30 Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png +5 1.45 40 %
38 1 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.85 57 % Atlanta-classAtlanta
39 2 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.7 57 %
40 3 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
+11 1.7 56 %
41 5 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
+10 1.65 55 %
42 4 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +11 1.65 64 % Yamato-class Kai NiYamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai Ni
43 7 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +9 1.6 59 %
44 13 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +7 1.6 54 %
45 20 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +6 1.55 40 %
46 8 Equipment Card 35.6cm Twin Gun Mount Kai 3 (Dazzle Camouflage).png Anti-Aircraft Gun9+ AA Air RADARAir
OR
Equipment Card 35.6cm Twin Gun Mount Kai 4.png Anti-Aircraft Gun9+ AA Air RADARAir
+8 1.55 50 % Haruna Kai Ni BHaruna Kai Ni B
47 42 Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png
OR
Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png Equipment Card 25mm Anti-aircraft Autocannon Mount & Machine Guns.png
OR
Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png RADAR4+ AA
+2? ?? 70? % Shiratsuyu Kai NiShiratsuyu Kai Ni
Shigure Kai Ni/SanShigure Kai Ni
Shigure Kai San

Murasame Kai NiMurasame Kai Ni
Harusame Kai NiHarusame Kai Ni
Examples
  • Akizuki with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAirAnti-Aircraft Gun9+ AA fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
    • The resulting trigger rate is 95.22 %.
  • Fletcher with Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.pngEquipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.pngEquipment Card 5inch Single Gun Mount Mk.30 Kai.pngAnti-Aircraft Fire Director fulfills the requirements of the AACIs 34, 35, 8, 9 (in this order).
    • The resulting trigger rate is 93.93 %.
  • Musashi with Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.pngEquipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.pngEquipment Card 12cm 30-tube Rocket Launcher Kai 2.pngVery Large RADARSp fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
    • The resulting trigger rate is 99.73 %.
  • Isokaze B Kai with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAirAnti-Aircraft Gun9+ AA fulfills the requirements of the AACIs 29, 5, 8, 13 (in this order).
    • The resulting trigger rate is 94.15 %.
Sequential AACIs

The Sequential AACIs were the AACIs introduced with the implementation of Johnston, allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the 26/05/2023 update, this mechanic is defunct, being available to all ships.

  • See here for more details.

Main Sources: [9] [10]

Stage 3 - Airstrike

Planes that participate in this phase:

  • Seaplane Reconnaissance Seaplanes
  • Reconnaissance Aircraft Carrier-based Reconnaissance Aircraft
  • Torpedo BomberDive BomberJetFighterBomber2.png Carrier-based Bombers
  • Seaplane Seaplane Bombers
  • Liaison Aircraft Liaison Aircraft with Dive Bomber Attack Dive Bombing stat.

With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is not necessarily the ship that has defended against said bomber during Stage 2.

See Damage Calculations for details on airstrike damage.

Notes
  • Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
  • The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
  • Submarines are untargetable by Airstrike

Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

Contact is a special mechanic that increases the damage of all bombers participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text Making contact! (触接中!, shokusetsu-chū!).

Step 1: Contact Trigger

This step determines if any contact can trigger at all. Each plane that can perform Contact except Torpedo Bomber/Night Torpedo Bomber Torpedo Bombers contributes an independent trigger rate based on the plane's Line of Sight LoS stat and slot size. The Final Trigger Rate is determined using the sum of all independent trigger rates, and is also affected by Air State.

  • If only Torpedo Bomber/Night Torpedo Bomber Torpedo Bombers are present, there is still a very small chance Contact Trigger can succeed.


Contact Trigger Rate Formula[1]
[math]\displaystyle{ \text{Contact Rate}= \frac{1 + \sum^{\text{All Planes} } \left( \lfloor \sqrt{\text{Plane}_\text{Count} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} } }[/math]
With
  • [math]\displaystyle{ \text{All Planes} }[/math] refer only to all planes that can perform Contact (Reconnaissance Aircraft/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat) except Torpedo Bombers (Torpedo Bomber/Night Torpedo Bomber).
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the current plane's slot size.
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 25
    • AS: 40
    • AD: 55

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

Step 2: Aircraft Selection

After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:

  • Accuracy Accuracy stat, starting from highest.
  • The Carrier's position in the fleet, starting from Flagship.
  • The Equipment slot position, starting from the first.


Aircraft Selection Formula[1]
[math]\displaystyle{ \text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} } }[/math]
With
  • [math]\displaystyle{ \text{Selection Rate} }[/math] applies only to planes that can perform Contact (Reconnaissance Aircraft/Torpedo Bomber/Night Torpedo Bomber/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat).
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 14
    • AS: 16
    • AD: 18

The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, Contact will not trigger, even if Step 1 was successful.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's Accuracy stat.

Accuracy Accuracy Damage Modifier
0 112 %
1 112 %
2 117 %
3+ 120 %
  1. 1.0 1.1 KanColle Kai decompile

Anti-Air Rocket Barrage

Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage.

AARB Trigger Rate Formula
[math]\displaystyle{ \text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)} }[/math]
With
  • [math]\displaystyle{ \text{AdjAA}_\text{ship} }[/math] the previously calculated Adjusted AA of the ship.
  • [math]\displaystyle{ \text{Luck} }[/math] the ship's Luck Luck stat.
  • [math]\displaystyle{ \text{N}_\text{rocket} }[/math] the number of RLK212cm 30-tube Rocket Launcher Kai Ni equipped on the ship.
  • [math]\displaystyle{ \text{AdjAA}_\text{RLK2} }[/math] the Adjusted AA of the RLK2, being 48[math]\displaystyle{ \text{8} \times \text{6} }[/math].
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] being 70 if the ship is an Ise-class, 0 otherwise.
Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.

If the AARB triggers on a ship, the ship will slide forward, and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over its card.

  • If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
  • Generally when a ship is targeted by any bomber and takes no damage, the text "miss" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
Notes
  • It is possible to achieve more than 100 % activation rate.
  • There is another anti-air barrage animation in-game for only Anti-Aircraft Shell AA Shells. No effects were found for it.
    • The combination of a AA Shells and the RLK212cm 30-tube Rocket Launcher Kai Ni is also supposed to have extra effects. No effects were found for it.
    • The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
  • Smokes reduce the AARB trigger rate, either directly or by reducing the Adjusted AA.

See Also