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Difference between revisions of "Combat"

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(Undo revision 7885 by 183.90.103.159 (talk))
(Replaced content with "==FUCK YOU - signed Dante  == *")
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==Combat Stages==
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==FUCK YOU - signed Dante  ==
{| border="0" cellpadding="1" cellspacing="1" class="article-table"
 
|-
 
! scope="col"|Stage
 
! scope="col"|Notes
 
|-
 
|Detection
 
|
 
Requires planes or high detection stat.
 
  
Success increases hit rate and evasion.
+
*
 
 
Failure leaves you unable to participate in air combat phase.
 
|-
 
|Air Combat
 
|
 
|-
 
|Supporting Fire
 
|Map 5, requires sortie support expedition.
 
|-
 
|Opening Torpedo Salvo
 
|Requires midget subs or submarines over level 10
 
|-
 
|Shelling, 1st Round (Range Order)
 
|Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
 
|-
 
|Shelling, 2nd Round (Lineup Order)
 
|Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼, 姫, 戦鬼, or 戦姫.
 
|-
 
|Torpedo Salvo
 
|Must not have taken more than light damage to participate.
 
|-
 
|Night Combat
 
|Lineup Order
 
|}
 
==Night Combat Attacks==
 
Any vessel at night must not have taken more than moderate (orange) damage before nighttime in order to participate in night battle.
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
 
|-
 
! scope="col"|Type
 
! scope="col"|Main
 
! scope="col"|Secondary
 
! scope="col"|Torpedo
 
! scope="col"|Notes
 
|-
 
| rowspan="4"|Cut-In
 
|
 
|
 
|2+
 
|Torpedo Attack
 
|-
 
|3+
 
|
 
|
 
| rowspan="2"|Shelling
 
|-
 
|2
 
|1+
 
|
 
|-
 
|1-2
 
|
 
|1
 
|Combined Attack
 
|-
 
| rowspan="3"|Double Attack
 
|2
 
|0
 
|0
 
|
 
|-
 
|1
 
|1+
 
|0
 
|
 
|-
 
|0
 
|2
 
|0-1
 
|Secondary Gun Double-Attack, Torpedo doesn't fire
 
|-
 
|Single Attack
 
| colspan="4"|Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
 
|-
 
|Anti-Submarine
 
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.
 
|}
 
 
 
==Victory Conditions==
 
 
 
*Perfect S
 
**No damage taken, all enemy ships sunk.
 
*S (Victory)
 
**All enemy ships sunk.
 
*A (Victory)
 
**No friendly ships sunk and required number of enemy ships sunk.
 
*** Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
 
*B (Tactical Victory)
 
**Enemy flagship sunk.
 
**No damage taken, and enemy took over a certain amount of damage.
 
**Damage gauge at least twice enemy damage gauge.
 
**Friendly ship sunk, specified number of enemy ships sunk, and damage gauge twice enemy gauge.
 
**Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
 
*C (Tactical Defeat)
 
**Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
 
**Damage gauge higher than enemy gauge, but not reaching twice as much.
 
**Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
 
*D (Defeat)
 
**Enemy took less than a certain amount of damage.
 
***Both sides taking 0 damage is also D.
 
**Damage gauge lower than enemy gauge.
 
**Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
*E (Defeat)
 
**Over a certain number of friendly ships sunk.
 
**Friendly ship sunk while not meeting any victory conditions.
 
**No damage done to enemy, while taking over a certain amount.
 

Revision as of 12:24, 12 October 2013

FUCK YOU - signed Dante