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=Introduction=
+
{{imbox|type=content|textstyle=color:red|text='''''There is no such thing as a "perfect" or "universal" setup.<br>Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others.}}
This article aims to cover the most commonly used equipment setups for each ship type. It is to give you an idea of what are the most efficient load outs to make your girls effective in a particular role. This means that this article will not cover niche setups that are specific to a map. For those equipment setups, please refer to the map pages.
 
  
=Destroyer (DD)=
+
<div style="margin:20px 10px 30px; padding:10px; font-size:16px; text-align:center; border:5px solid #5c5; font-weight:bold">To observe what setups other players are using in any given situation, please see [https://tsunkit.net/nav/ KCnav]</div>
 +
 
 +
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.
 +
*''See [[Equipment|here]] for a breakdown of all equipment types and their related mechanics.
 +
*''For more details on some mechanics, please see each relevant page.
 +
*''Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
 +
{{color|red|'''Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.'''}}
 +
*In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise).
 +
*If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules.
 +
 
 +
=Standard Combat=
 
<tabber>
 
<tabber>
|-|Standard Combat=
+
|-|Introduction=
 +
"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.
 +
 
 +
{{details|Combat}}
 +
{{details|Day Battle}}
 +
{{details|Aerial Combat}}
 +
{{details|Night Battle}}
 +
 
 +
When referring to "supporting equipment", the following are counted:
 +
*{{FCF}} [[Command Facilities]],
 +
*Day only: {{Smoke}} [[Smoke Generator]]s, {{Sonar}}/{{DepthCharge}} ASW equipment,
 +
*Night only: {{Night Recon}} [[Night Recon]]s, {{Searchlight}} [[Searchlight]]s, {{StarShell}} [[Star Shell]]s,
 +
*RE only: {{AA Gun}} [[AA Gun]]s & {{AAFD}} [[AAFD]] are good universal picks in general, bringing ship and fleet AA, as well as some general stat boosts for the equipping ship.
 +
 
 +
|-|FBB/BB/BBV=
 +
{{Category:Battleships}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}
 +
| This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time.
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{AP Shell}}
 +
| This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.
 +
This setup is also good to maximize [[Special Attack]]s damage.
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Seaplane}}/{{SPF}}
 +
| This is the most basic combat setup for BBVs, with the seaplane mix that can be adapted by using more of less [[SPB]] or [[SPF]]
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Large Gun}} {{AP Shell}}
 +
| The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high {{Armor}} stat.
 +
*The {{AP Shell}} can be replaced by a {{Seaplane}} or {{Searchlight}} in some cases.
 +
|}
 +
 
 +
Misc
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Seaplane}} {{SPF}} {{AP Shell}}+{{Radar}}
 +
| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 +
It also have all the damage bonuses for [[Special Attacks]].
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Green Gun}} {{Seaplane}} {{AP Shell}}+{{Radar}}
 +
| This is a setup for the {{Class|Yamato|Kai Ni}} and requires a reinforcement expansion. This setup should also '''only be used in a main fleet''' of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Fighter}} {{Seaplane}} {{AP Shell}}
 +
| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with great fighter power.
 +
The {{AP Shell}} can be replaced by an additional {{Fighter}} if more fighter power is required.
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}}/{{Seaplane}} {{Seaplane}}
 +
| This is a setup for the {{Class|Ise|Kai Ni}}, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting).
 +
|-
 +
| {{Large Gun}} {{Large Gun}} {{Surface Radar}} {{Large Searchlight}}
 +
| This is a setup for the {{Class|Kongou|Kai Ni B/C}} [[Touch]].
 +
The radar must have 8+ {{LOS}} to increase the trigger rate. The {{Equipment/Link|Passive Radiolocator (E27) + Type 22 Surface Radar Kai 4 (Calibrated Late Model)|text=Radiolocator+T22 Radar K4 LM}} at {{Star}}+4 is very valuable, being the only such radar that can fit in their RE.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
 +
*For BBV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 +
*When applicable, {{Radar}} are better options.
 +
 
 +
|-|CV/CVB/CVL=
 +
{{Category:Standard Aircraft Carriers}}
 +
 
 +
'''Unlike other ship types, equipment placement order matters for carriers.'''
 +
 
 +
The general rules are:
 +
* Bombers in top slots,
 +
* Torpedo bomber in largest slot,
 +
* Fighters in the smaller slots,
 +
* Recons and mics equipment in the smallest slots.
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} {{Fighter}}
 +
| This is the basic setup for CV(B/L). It balances striking power with fighter power. One {{Fighter}} can be swapped out with a [[Saiun]] if preventing Red-T engagement is necessary.
 +
|-
 +
| {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}} {{Fighter}}<br>{{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}
 +
| This is the basic setup for CV(B/L) that maximize damage.
 +
|-
 +
| {{Torpedo Bomber}} {{Torpedo Bomber}} {{Dive Bomber}} {{Dive Bomber}}
 +
| A setup to use when enemy fighter power is almost non-existent/annihilated.
 +
|}
 +
 
 +
Misc
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Night Torpedo Bomber}} {{Night Fighter}} {{Night Fighter}} {{IconText|{{Aviation Personnel}}|NOAP}}
 +
| This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the {{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}, careful consideration needs to be taken when running this setup.
 +
|-
 +
| {{Night Torpedo Bomber}} {{Dive Bomber}} {{Night Fighter}} {{Night Fighter}}
 +
| This setup is only for [[CVN]] as they are able to perform night battle special attacks without the NOAP. The {{Dive Bomber}} should ideally be a [[Night Aircraft]] to maximize NB damage and allow CVCI during the day.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power,
 +
*The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output.
 +
 
 +
|-|CA/CAV=
 +
{{Category:Heavy Cruisers}}
 +
 
 +
In addition, for night battle only, all {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|Prototype 20.3cm (No.4) Twin Gun Mount|text=IJN 20.3 cm guns}} give special [[Hidden Fit Bonuses]].
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Seaplane}} {{WildCard}}
 +
| This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks.
 +
The wild card can be anything that does not interfere with the double attack setup, usually a {{Radar}} or another {{Seaplane}}
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Med Gun}} {{Seaplane}}
 +
| This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high {{Armor}}.
 +
If applicable, on {{Med Gun}} can be replaced by the {{IconText|{{Aviation Personnel}}|SCAMP}} {{Equipment/Link|Skilled Carrier-based Aircraft Maintenance Personnel|text=SCAMP}} to gain the firepower without losing the DA.
 +
|-
 +
| {{Med Gun}} {{Sec Gun}} {{Sec Gun}} {{WildCard}}
 +
| This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
 +
|-
 +
| {{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}} {{WildCard}}
 +
| This is the standard CA setup for [[TCI]]. The wild cards can be anything that does not interfere with this setup, usually be a mix of {{TorpedoWeapon}}/{{Med Gun}} to increase the damage output, or {{SurfaceShipPersonnel}}/{{StarShell}} to increase the trigger rate.
 +
|}
 +
 
 +
Misc
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Med Gun}} {{Green Gun}} {{Radar}} {{Seaplane}}+{{AA Gun}}
 +
| This is a unique setup for [[Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a {{Med Gun}} for a {{Green Gun}} will let her focus more on anti-air at the expense of artillery spotting. If having two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, it is possible to maintain artillery spotting and AACI.
 +
|-
 +
| {{Med Gun}} {{SPF}} {{SPF}} {{SPF}}+{{Green Gun}}
 +
| This setup is for the {{Class|Mogami|Kai Ni}}. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.
 +
|-
 +
| {{Med Gun}} {{Minisub}} {{SPB}} {{WildCard}}+{{Green Gun}}
 +
| This setup is for [[Mogami Kai Ni]], allowing for oTorp, artillery spiting, and DA.
 +
The wild card is typically a {{SPF}}, but can be other night equipment.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, using {{AA Shell}} is enough, especially the Kai & Kai 2 varainat that brings {{Firepower}}
 +
*For CAV, the {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 +
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
 +
 
 +
|-|CL/CT=
 +
{{Category:Light Cruisers}}
 +
 
 +
*4 slots CL can mostly follow CA setups.
 +
*''Also applicable to [[CT]] to some extent for standard combat and ASW.
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Seaplane}}
 +
| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.
 +
|-
 +
| {{Green Gun}} {{Green Gun}} {{Air Radar}}
 +
| The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI.
 +
|-
 +
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{TorpedoWeapon}}
 +
| This setup is the standard [[TCI]] setup.
 +
One {{TorpedoWeapon}} may be a {{Minisub}} to add an opening torpedo for capable ships. Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 +
|}
 +
 
 +
Misc
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Minisub}}
 +
| The "cheat CLT setup" for {{Minisub}} minisub capable ships, allowing for an opening torpedo and night DA.
 +
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 +
|-
 +
| {{Med Gun}} {{Minisub}} {{Seaplane}}/{{SPF}}+{{Green Gun}}
 +
| A setup for [[Yura Kai Ni]] and [[Yahagi Kai Ni B]] that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a [[RE]] to fit the gun.
 +
In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.
 +
|-
 +
| {{Minisub}} {{Radar}} {{WildCard}}+{{Green Gun}}
 +
| An AACI setup for [[Yura Kai Ni]]. This requires a [[RE]] to fit the gun.
 +
The wildcard should preferably be a {{Med Gun}} to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
 +
|-
 +
| {{Med Gun}} {{Seaplane}} {{WildCard}} {{WildCard}}+{{Green Gun}}
 +
| This is a setup to take advantage of [[Ooyodo]]/{{Class|Agano|Kai Ni}}/[[CT]] reinforcement expansion.
 +
By placing a {{Green Gun}} in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a [[Fleet Command Facility]].
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Minisub}} {{WildCard}} {{Radar}}
 +
| This is a unique setup for [[Yuubari Kai Ni Toku]] when she isn't running the full TCI setup.
 +
The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW.
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
 +
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 +
|-
 +
| {{Medium Green}} {{Medium Green}} {{Air Radar}}
 +
| The AACI setup for {{Class|Atlanta}}, the only viable setup for them, and the best AACI in the game.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
*When applicable, {{Green Gun}} are good options, as they allow to have AS/DA with one less main slot.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 +
*When applicable, {{Radar}} are good options.
 +
 
 +
|-|CLT=
 +
{{Category:Torpedo Cruisers}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Med Gun}} {{Med Gun}} {{Minisub}}
 +
| This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
 +
* {{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".
 +
|-
 +
| {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{IconText|{{TorpedoWeapon}}|Torpedo|8}} {{Minisub}}
 +
| This setup is the standard [[TCI]] setup.
 +
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 +
|-
 +
| {{WildCard}} {{WildCard}} {{Minisub}}
 +
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
  
 +
|-|DD=
 +
{{Category:Destroyers}}
  
{| class="wikitable" style="width: 100%;"
+
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
|{{Green Gun}} {{Green Gun}} {{WildCard}}
 +
|This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Radar}}
 +
|This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{TorpedoWeapon}}
 +
|This setup is the standard [[TCI]] setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{WildCard}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|This setup is an alternative TCI setup. This setup is typically used for either destroyers with powerful yasen (how can reach the night cap with 2 torpedoes), or low luck (<30 {{Luck}}) destroyers.  
|-
+
In the case of powerful destroyers, the wild card can be night battle equipment or a utility one like a radar or sonar. For low-luck destroyers, the wild card should be a {{SurfaceShipPersonnel}}. This will help increase their trigger rate somewhat.
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
 
| This is the most basic combat setup for all destroyers. Green dual-purpose guns like the [[10cm Twin High-angle Mount]] contribute Fleet Anti-Air (FAA) while allowing your destroyers to perform night time double attacks. Ideally you would be using the [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]. Destroyer guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Anti-Air {{Radar}}. This will allow any destroyer to activate AACI API5.  
 
 
|-
 
|-
| {{RedGunLight}}{{RedGunLight}}{{Radar}}
+
|{{Small Green}} {{Small Green}} {{Air Radar}} + {{AA Gun}}/{{AAFD}}
| This is an alternative setup for maps with minimal enemy air power. This setup should only be used for destroyers with fit bonuses. It is for maximising firepower just to squeeze out every last bit of damage.
+
|This is the best destroyer AACI setup. The {{Small Green}} must have 8+ AA and the {{AA Gun}} 9+ AA, in order to unlock the best AACI.
 +
For ships with their own [[AACI]], like the {{Class|Akizuki}} and {{Class|Fletcher}} notably, those setups have to be tweaked in order to meet the right conditions.
 +
|}
 +
 
 +
For Lv80+ DD only:
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
+
|{{RedGunLight}} {{TorpedoWeapon}} {{Surface Radar}}+{{SurfaceShipPersonnel}}
| This setup is the standard torpedo cut-in (TCI) setup. It should only be used on destroyers with at least 50 {{Luck}}. Destroyers with 40 {{Luck}} are still possible candidates for TCI, but should be placed as the flagship to maximise their trigger chances.
+
|The "[[GTRL]]", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 +
The gun should ideally be a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or a {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 
|-
 
|-
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{WildCard}}
+
|{{Drum}} {{TorpedoWeapon}} {{Surface Radar}}+{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
| This setup is an alternative TCI setup. This setup is typically used for either powerful destroyers (E.g. [[Yuudachi]], [[Ayanami]], [[Naganami]]) that can hit the night battle cap with two torpedoes or low luck (30 {{Luck}}) destroyers. In the case of powerful destroyers, the wild card can be night battle equipment or a main gun. The latter will help them maintain some effectiveness during day combat. For low luck destroyers, the wild card should be a {{SurfaceShipPersonnel}}. This will help increase their trigger rate somewhat.
+
|The "[[GTRL|DTRL]]", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.
 +
This setup should only be utilized for routing reasons.
 
|-
 
|-
 +
|{{RedGunLight}} {{RedGunLight}} {{TorpedoWeapon}}+{{Surface Radar}}
 +
|The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
 +
*The guns should ideally be the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7 cm Mod D K2}} or/and the {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7 cm Mod D K3}}, as they give additional damage bonuses.
 +
*This setup is only recommended for extreme cases due to its below-average damage output on average, and the fact that it required a DD with 4 slots or capable of equipping a radar in its RE.
 
|}
 
|}
  
|-|Anti-Submarine=
+
[[RE]] recommendations:
{| class="wikitable" style="width: 100%;"
+
*In most cases, using {{SurfaceShipPersonnel}} is enough, giving fit bonuses and increasing [[Cut-in]] trigger rate.
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
*When applicable, {{Radar}} are great options.
 +
*When applicable (very specific), the {{IconText|{{CommandFacility}}|ETSCF}} {{Equipment/Link|Elite Torpedo Squadron Command Facility|text=ETSCF}} is a good choice.
 +
 
 +
|-|DE=
 +
{{Category:Coastal Defense Ships}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
| {{Green Gun}} {{Green Gun}} {{WildCard}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an {{Air Radar}}, allowing any ship to activate at least AACI 5.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*For AACI setups, using {{AA Gun}}/{{AAFD}} are great, increasing the provided AA and adding more AACI to be triggered.
 +
 
 +
|-|SS/SSV=
 +
{{Category:Submarines}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-  
 
|-  
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
+
|{{TorpedoWeapon}} {{TorpedoWeapon}}
| This is the ASW setup that maximises the ASW bonus you get. One of the depth charges needs to be a Depth Charge Projector ([[Type 3 Depth Charge Launcher|Type 3]] or [[Type 94 Depth Charge Launcher|Type 94]]) while the other needs to be a normal Depth Charge ([[Type 2 Depth Charge|Type 2]] or [[Type 95 Depth Charge|Type 95]]). Take note that '''reaching the OASW threshold takes precedence over everything'''. So you should just replace depth charges with equipment that has better ASW if you cannot hit the threshold with this setup.
+
|This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another {{TorpedoWeapon}} or utility equipment like {{SubmarineRadar}} or {{Seaplane}}.
 +
Two {{TorpedoWeapon}} must not be minisubs, as minisubs do not count as torpedos for TCI.
 +
|-
 +
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{IconText|{{TorpedoWeapon}}|Sub_LM}}
 +
|rowspan=2|By combining [[:Category:Late Model Submarine Torpedoes|Late Model Submarine Torpedoes]] with {{SubmarineRadar}} or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above.
 
|-
 
|-
 +
|{{IconText|{{TorpedoWeapon}}|Sub_LM}} + {{SubmarineRadar}}
 
|}
 
|}
  
|-|Anti-Installation=
+
[[RE]] recommendations:
{| class="wikitable" style="width: 100%;"
+
*In most cases, using {{SubmarineRadar}} is enough, giving fit bonuses and {{LOS}}.
 +
 
 +
|-|AV=
 +
{{Category:Seaplane Tenders}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
| {{SPB}} {{SPB}} {{Minisub}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
| This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.
 +
AV that cannot equip {{Minisub}} can swap for an extra {{SPB}} or main guns, with 4-slot also able to take an extra {{SPB}}. SPB may be replaced with fighters if more airpower is needed.
 
|-  
 
|-  
| {{LandingCraft}}{{Amphibious Tank}}{{AntiGroundArtillery}}
+
| {{Med Gun}} {{Med Gun}} {{SPB}} {{Minisub}}<br>{{SPB}} {{SPB}} {{Med Gun}} {{Med Gun}}
| This setup is for dealing with [[Supply Depot Princess]] and her variants. Since she is the only installation that takes post-cap damage, this setup will allow any girl to kill her in one shot.
+
| This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform [[Artillery Spotting]] with the double guns.
 +
*{{Med Gun}} may be replaced by {{Sec Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]", and some {{SPB}} may be replaced by {{SPF}} for air power, to the detriment of [[Artillery Spotting]].
 
|-
 
|-
| {{GreenGunDP}}{{GreenGunDP}}{{LandingCraft}}'''/'''{{Amphibious Tank}}'''/'''{{AntiGroundArtillery}}
+
| {{WildCard}} {{WildCard}} {{Minisub}}
| This is the more typical setup for anti-installation work. It still gives significant bonuses against all installations and allows destroyers to double attack at night. Which equipment you pick for the 3rd slot depends on your upgrade values and/or what the destroyer is capable of equipping.
+
| When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} is also a viable option.
 +
 
 +
|-|Aux=
 +
Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.
 +
*''They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible.
 +
----
 +
{{Category:Submarine Tenders}}
 +
----
 +
{{Category:Fleet Oilers}}
 +
----
 +
{{Category:Repair Ships}}
 +
----
 +
{{Category:Amphibious Assault Ships}}
 +
----
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
 +
| {{AnyBomber}} {{AnyBomber}} {{WildCard}}
 +
| A unique setup for [[Hayasui Kai]], [[Yamashio Maru Kai]], [[Kumano Maru Kai]] to allow them to do carrier stricks.
 +
The wild card is usually a {{Fighter}}/{{SPF}}/{{Supplies}}.
 
|}
 
|}
 +
</tabber>
 +
 +
=Exotic Setups=
 +
<tabber>
 +
|-|Introduction=
 +
Other setups that are used in specific situations and/or on specific ships.
 +
*Usually, only a few ships in a fleet would use such setups.
 +
*Those setups would not be discarded.
 +
 +
|-|Fighter Mule=
 +
When a very high amount of [[Fighter Power]] is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.
 +
*As many as the best {{Fighter}}/{{SPF}} fighters have to be used on a single ship.
 +
*Such setup should not be used in the escort fleet of a combined fleet.
  
|-|Misc=
+
{|class="wikitable" width=100%
{| class="wikitable" style="width: 100%;"
+
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Fighter}} {{Fighter}} {{Fighter}} {{Fighter}}
 +
| A setup reserved for CV/CVB/CVL and other {{Fighter}} capable ships.
 +
A {{Fighter}} can be replaced by a [[Saiun]] for red-T avoidance.
 +
|-
 +
| {{SPF}} {{SPF}} {{SPF}} {{SPF}}
 +
| A setup reserved for BBV/CAV/SSV/AV and other {{SPF}} capable ships.
 +
|}
 +
 
 +
|-|Anti-PT=
 +
Special setups are required to counter the massive accuracy penalties against [[PT boat]]s.
 +
*DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do benefit as much from them.
 +
{{Anti-PT Imp Setups}}
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
| {{Green Gun}} {{Green Gun}}+{{AA Gun}}/{{SurfaceShipPersonnel}}
 +
| The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the {{AA Gun}} so that another main gun can be used to maintain double attacks.
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
| {{Green Gun}} {{Green Gun}} {{IconText|{{Landing Craft}}|Armed}} + {{SurfaceShipPersonnel}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
| Utilises the same principles as above, with the greater bonus of the {{IconText|{{Landing Craft}}|Armed}} armed boats.
 +
This setup has also some effectiveness against [[Installation]]s.
 +
|}
 +
 
 +
|-|TP phases=
 +
[[Transport Operation]]s requires to bring as much "TP points" as possible per run to be completed:
 +
;Notes
 +
*The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
 +
*CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
 +
*Even so the {{Supplies}} {{EquipmentLink|Underway Replenishment}} icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
 +
 
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-  
 
|-  
| {{GreenGunDP}}{{GreenGunMG}}{{SurfaceShipPersonnel}}
+
!colspan=2|CAV/CL/DD/AV/LHA/AO
| This is an anti-[[PT Imp Group]] setup. The combination of equipment makes hits nearly guaranteed and their low HP means they can be killed in one hit. It does mean that the destroyer's combat effectiveness is severely reduced against other targets though. Therefore, it is highly recommended that you use Reinforcement Expansions to fit the {{GreenGunMG}} so that another main gun can be used to maintain double attacks.
+
|-
 +
|{{Landing Craft}}/{{Drum}}/{{Amphibious Tank}}
 +
|As much of those equipment must be equipped in the fleet.
 +
{{Landing Craft}} should be utilized as much as possible as they provide the most TP points
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Drum}}
 +
|The main setup that still keeps a DA for boss clearing.
 
|-
 
|-
 +
|''Any "normal" setup''
 +
|In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.
 
|}
 
|}
  
 
</tabber>
 
</tabber>
  
=Destroyer Escort (DE)=
+
=Anti-Submarine=
 
<tabber>
 
<tabber>
|-|Anti-Submarine=
+
|-|Introduction=
{| class="wikitable" style="width: 100%;"
+
{{details|Anti-Submarine Warfare}}
 +
 
 +
Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter.
 +
As general rules:
 +
*The first priority is to have an [[OASW]], even at the expense of damage synergy (''see the 2nd tab'').
 +
*{{Sonar}} [[Sonar]]s are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases.
 +
*To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup".
 +
**This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 {{Small Sonar}} [[Small Sonar]], 1 {{DCP}} [[Depth Charge Projector]], and 1 {{DCR}} [[Depth Charge Rack]].
 +
*Do note that DE also have an armor penetration bonus when using [[Depth Charge]]s.
 +
 
 +
{{Equipment/ASW_Synergy}}
 +
 
 +
|-|OASW=
 +
As already stated, in most cases, having a ship triggering an "[[opening ASW]]" takes priority over having the best damage setup.
 +
 
 +
When putting aside the "special OASW" that each have other characteristics (''see [[OASW]]''), the mains OASW are the:
 +
*"Shelling OASW", where [[DD]], [[CL]], [[CLT]], [[CT]], and [[AO]] needs to reach 100 {{ASW}} while carrying a {{Sonar}} [[Sonar]].
 +
**[[DE]] are great in the OASW role, only needing 60 {{ASW}} when using a {{Sonar}} [[Sonar]].
 +
*"Carrier OASW", where a CVL, but more commonly a [[CVE]] is equipped with at least one [[ASW Aircraft]].
 +
**Other setups variations do exist but are detrimental to the regular carrier role.
 +
*Because {{ASW}} increase with levels, using high-level ships will help reach the required stat threshold,
 +
**Many ships do notably reach 100+ ASW at higher levels once [[marriage|married]].
 +
 
 +
In most cases, DD and CL are used for OASW due to their versatility, hence, their required setup are mostly as follow:
 +
{|class="wikitable"
 +
!Setup
 +
!Equipment<br>total ASW
 +
!Base ship ASW<br>required for OASW
 +
!Notes
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
|{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Active Sonar|size=50px}}||30||70||A setup focussing on OASW only, with no synergy.
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|-
 +
|{{Equipment/Card|Type 3 Active Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 95 Depth Charge|size=50px}}||22||78||The base synergy setup, using buildable equipment only.
 +
|-
 +
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Type 3 Depth Charge Projector|size=50px}} {{Equipment/Card|Type 2 Depth Charge|size=50px}}||27||72||A base synergy setup, using early obtainable equipment only.
 +
|-
 +
|{{Equipment/Card|Type 4 Passive Sonar|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||61||39||The best 3 slot synergy setup with obtainable equipment
 +
|-
 +
|{{Equipment/Card|HF/DF + Type144/147 ASDIC|size=50px}} {{Equipment/Card|Mk.32 ASW Torpedo (Mk.2 Thrower)|size=50px}} {{Equipment/Card|Lightweight ASW Torpedo (Initial Test Model)|size=50px}}||64||36||The best 3 slot synergy setup
 +
|}
 +
*Those setups are further improved by:
 +
**Using better ASW gears,
 +
**A 4th ASW gear for 4 slots ships,
 +
**Using other equipment giving {{ASW}} stat, notably {{SurfaceShipPersonnel}} [[Lookout]]s on IJN ships.
 +
 
 +
|-|CL/CLT/CT/DD=
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-  
 
|-  
| {{GreenGunDP}}{{GreenGunDP}}{{WildCard}}
+
|{{Small Sonar}} {{DCP}} {{DCR}} {{WildCard}}
| Destroyer escorts will be used primarily for ASW. In the event that you need to use them for combat, green dual-purpose guns like the [[10cm Twin High-angle Mount]] contribute Fleet Anti-Air (FAA) while allowing them to perform night time double attacks. Ideally you would be using the [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]. Small main guns do not provide enough extra firepower to allow them to contribute to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that doesn't interfere with double attacks. In most cases, this will be an Anti-Air {{Radar}}. This will allow any DE to activate AACI API5.  
+
| Best ASW damage setup utilizing synergy.
 +
Do note that '''reaching the [[OASW]] threshold takes precedence over everything''', and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Small Sonar}} {{WildCard}}
 +
| A setup keeping a DA, while unlocking OASW for ships with enough ASW.
 +
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Small Sonar}} {{WildCard}}
 +
| A setup keeping a TCI, while unlocking OASW for ships with enough ASW.
 +
For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.
 +
|}
 +
 
 +
|-|DE=
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
|{{Small Sonar}} {{DCP}} {{DCR}}
 +
| Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*{{DCR}} [[Depth Charge Rack]]s can be used to increase the damage output,
 +
 
 +
|-|CV/CVL=
 +
Only [[CVE]] & [[Kaga Kai Ni Go]] should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats.
 +
*The use of [[ASW Aircraft]] is recommended or even mandatory, in order to unlock certain OASW.
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
|{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}
 +
|When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present.
 +
|-
 +
|{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}+{{ASWPlane}}/{{Autogyro}}
 +
|When the right OASW conditions are not met, using an additional [[ASW Aircraft]] just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown.
 
|-
 
|-
 +
|{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
 +
|When focusing on submarines only, using an assortment of [[ASW Aircraft]]/[[Sonar]]/[[Depth Charge]] is enough, as a CVCI cannot trigger against submarines.
 
|}
 
|}
  
|-|Anti-Submarine=
+
|-|Misc=
{| class="wikitable" style="width: 100%;"
+
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{WildCard}} {{Autogyro}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|Setup unique to {{Ship/Link|Hyuuga Kai Ni}} which allows her to do an [[OASW]] with a decent base ASW, while keeping some surface combat capabilities like [[Artillery Spotting]].
|-
+
The {{Autogyro}} must be an '''{{EquipmentLink|S-51J|S-51J Kai|text=Helicopter|link_category=Helicopters}}''', and should be placed in the smaller plane slot when other planes are used.
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 
| This is the ASW setup that maximises the ASW bonus you get. One of the depth charges needs to be a Depth Charge Projector ([[Type 3 Depth Charge Launcher|Type 3]] or [[Type 94 Depth Charge Launcher|Type 94]]) while the other needs to be a normal Depth Charge ([[Type 2 Depth Charge|Type 2]] or [[Type 95 Depth Charge|Type 95]]). Take note that '''reaching the OASW threshold takes precedence over everything'''. So you should just replace depth charges with equipment that has better ASW if you cannot hit the threshold with this setup. Take note that DEs have bonus armour penetration from Depth Charges.
 
 
|-
 
|-
 +
|{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}}
 +
|Setup for {{Ship/Link|Yamashio Maru Kai}} to allows her to do an [[OASW]], while keeping some utilities by using {{Fighter}} or {{Supplies}}.
 
|}
 
|}
 
</tabber>
 
</tabber>
  
=Light Cruiser (CL)=
+
=Anti-Installation=
 
<tabber>
 
<tabber>
|-|Standard Combat=
+
|-|Introduction=
 +
{{details|Anti-Installation}}
 +
 
 +
As a general rule, to engage in anti-installation warfare, a combination of regular setups (DA, AACI, ASW, ...), has to be mixed with the use of more or less "anti-installation equipment":
 +
{{:Category:Equipment with Anti-Installation Mechanics}}
 +
 
 +
*Regarding {{Landing Craft}} {{Amphibious Tank}} {{Landing Forces}} [[Landing Equipment]]:
 +
**These provide on average the highest flat/multiplier damage bonus against all installations.
 +
**As Landing Craft, Amphibious Vehicles, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect.
 +
**Only the following ships can equip those equipment, and so are particularly valuable in those situations:
 +
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
 +
 
 +
*Regarding {{AntiGroundArtillery}} [[Anti-Ground Rocket]]s:
 +
**If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
 +
**Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
 +
**{{DepthCharge}} {{Equipment/Link|Type 2 12cm Mortar Kai|Type 2 12cm Mortar Kai (Concentrated Deployment)|text=ASW Mortar|link_category=ASW Mortars}} are inferior substitutes to regular Anti-Ground Rockets when lacking those.
 +
 
 +
*Regarding [[Shell]]s:
 +
**{{AP Shell}} [[AP Shell]]s are mostly effective against "Hard Skin Installations",
 +
**{{AA Shell}} [[AA Shell]]s are mostly effective against "Soft Skin Installations".
 +
 
 +
{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").
 +
*Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
 +
*Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
 +
*The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
 +
** For example, equipping multiple {{Amphibious Tank}} Amphibious Vehicles or {{Landing Craft}} Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.
 +
 
 +
All "surface" anti-installation setups can be further enhanced by using them in '''[[Special Attacks]]''', especially the {{Class|Nelson}}'s Touch.
 +
 
 +
In addition to the regular "supporting equipment" can also be added the {{Balloon}} '''[[Barrage Balloon]]s''' for anti-installation only.
 +
 
 +
|-|FBB/BB/BBV=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}+{{AA Shell}}
 +
|"Best of both worlds", one of the best setups for 4+[[RE]] or 5 slot battleships, being both good in regular combat a well as against most installations.
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Large Gun}} {{Large Gun}} {{AP Shell}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|[[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only.
 +
*Note that since they have high FP, they benefit less from precap modifiers, hence such setup sees little use in most cases.
 +
*Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
 +
*Yamato can equip both {{Seaplane}} & {{AP Shell}}, and Yamato & Haruna can equip an additional {{Radar}} in their [[RE]] if possible.
 +
*This setup is most effective against SDP & installation-like warships.
 +
|-
 +
!colspan=2|Anti-hard skins setups
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AP Shell}}
 +
|The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet.
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Dive Bomber}} {{Dive Bomber}} {{WildCard}}
 +
|{{Class|Ise|Kai Ni}} only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB.
 +
|-
 +
!colspan=2|Anti-soft skins setups
 +
|-
 +
|{{Large Gun}} {{Large Gun}} {{Seaplane}} {{AA Shell}}
 +
|This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Large Gun}} {{AP Shell}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Radar}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Yamato Kai Ni Juu]] only.
 +
*This utilizes most equipment bonuses for the [[Special Attack]].
 +
|-
 +
|4-5 x {{Landing Craft}}/{{Amphibious Tank}}
 +
|{{TextGlow|'''Mega Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Haruna Kai Ni C]], {{Class|Nagato|Kai Ni}}, & [[Yamato Kai Ni Juu]] only.
 +
*A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness.
 +
|-
 +
|{{Large Gun}} {{Amphibious Tank}} {{Amphibious Tank}} {{AntiGroundArtillery}}+{{Green Gun}}
 +
|[[Haruna Kai Ni C]] & [[Yamato Kai Ni Juu]] only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness.
 +
|-
 +
!colspan=2|Anti-installation-like warships setups
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Amphibious Tank}} {{Amphibious Tank}}
 +
|[[Haruna Kai Ni C]] only.
 +
|-
 +
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|{{Class|Kongou|Kai Ni B/C}} & [[Conte di Cavour Nuovo]] only.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, {{AA Shell}} are better by bringing additional bonuses, especially the Kai & Kai 2 variants, that brings {{Firepower}}
  
 +
|-|CV/CVB/CVL=
 +
In most situations, it is advisable to use regular setups on carriers (with no [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations:
  
{| class="wikitable" style="width: 100%;"
+
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Dive Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}}
 +
|This is only to be used when having [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]. It will allow the carrier to still perform CVCI against other targets.
 +
|-
 +
|{{Torpedo Bomber}} {{Torpedo Bomber}} {{Fighter}} {{WildCard}}
 +
|A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets.
 +
*The number of torpedo bombers and fighters can be varied depending on the amount of fighter power required.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Dive Bomber}} {{Torpedo Bomber}} {{Landing Craft}} {{WildCard}}
 +
|{{TextGlow|'''CV-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 +
*A setup combining CVCI with landing craft bonuses ([[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]] still required).
 +
*Effective when used in the escort of a combined fleet against single fleets, especially for Unyou Kai Ni, who can do night shelling.
 +
|-
 +
|{{Dive Bomber}} {{Landing Craft}}/{{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}} {{WildCard}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Houshou Kai Ni Sen]], [[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only.
 +
*Sacrifices CVCI for larger "nuke" bonuses (requires [[:Category:Anti-Installation Dive Bombers|anti-installation dive bomber]]).
 +
*The 4th slot can be used to carry a {{Dive Bomber}}/{{Fighter}}/{{ASWPlane}}/{{Landing Craft}}/{{Amphibious Tank}}, depending on the situation.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*{{Extra Armor}} [[Extra Armor]] in most cases,
 +
*The {{Equipment/Card|12cm 30-tube Rocket Launcher Kai 2|size=36px}} {{Equipment/Link|12cm 30-tube Rocket Launcher Kai 2|text=RoSa K2}} when facing air power,
 +
*The {{IconText|{{Aviation Personnel}}|SDP}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}} to increase carrier damage output.
 +
 
 +
|-|CA/CAV=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{SPR}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{WildCard}}+{{AA Shell}}
 +
|The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but [[Pillbox]]es, and very effective against soft-skinned installations.
 +
*It allows artillery spotting and deals decent damage against installations.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{SPB}}/{{SPF}} {{WildCard}}+{{AA Shell}}
 +
|{{Class|Zara|Kai/Due}} Only, with the SPB/SPF providing additional bonuses.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AA Shell}}<br>{{Med Gun}} {{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}}+{{AA Shell}}
 +
|This is an alternative setup only for CAV.
 +
*If no [[RE]] is available, it removes the ability to artillery spot, but for much more powerful damage at night.
 +
|-
 +
|{{Med Gun}} {{Seaplane}} {{AntiGroundArtillery}} {{AA Shell}}+{{Green Gun}}
 +
|For the {{Class|Mogami|Kai Ni}} with an RE, this setup additionally maintains the artillery spotting.
 +
|-
 +
|{{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}+{{Green Gun}}
 +
|For the {{Class|Mogami|Kai Ni}} with an RE, a DA pseudo-nuke.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
 +
|This setup is for [[Mogami Kai Ni Toku]], allowing for oTorp, artillery spiting, and DA with anti-installation bonuses.
 +
*The seaplane can be a {{SPB}}/{{SPF}} for further bonuses.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}<br>{{Med Gun}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}<br>{{Med Gun}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
 +
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 +
*Uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[RE]], making this a true nuke setup while keeping the Double Attack.
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Mogami Kai Ni Toku]] only.
 +
*Not recommended as it loses the DA.
 +
|}
 +
 
 +
[[RE]] recommendations:
 +
*In most cases, {{AA Shell}} are better by bringing additional bonuses, with the Kai & Kai 2 variants also bringing additional {{Firepower}}.
 +
 
 +
|-|CL/CT=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}}
 +
|The most basic DA setup for cruisers who cannot carry landing craft.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}<br>{{Med Gun}} {{Med Gun}} {{SPR}} {{AntiGroundArtillery}}
 +
|A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
 +
*Using the {{SPR}} is less effective but maintains the day DA for normal combat.
 +
|-
 +
|{{Med Gun}} {{Med Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|The most basic DA setup for cruisers who can carry landing craft.
 +
|-
 +
|{{Med Gun}} {{Minisub}} {{SPB}} {{Landing Craft}}/{{Amphibious Tank}}+{{Green Gun}}
 +
|This setup is for [[Yahagi Kai Ni B]], allowing for oTorp, artillery spiting, and DA with anti-installation bonuses
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
|-
 +
|{{Med Gun}} {{Landing Craft}} {{Amphibious Tank}}+{{Green Gun}}
 +
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}} for CL that can equip guns in their [[RE]].
 +
|}
 +
 
 +
|-|CLT=
 +
CLT should not engage in anti-installation warfare.
 +
*They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...).
 +
 
 +
|-|DD=
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{AntiGroundArtillery}}
 +
|The most basic DA setup for destroyers who cannot carry landing craft.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Balloon}}
 +
|A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet.
 +
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|This setup can be better than some basic CA in some cases.
 +
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|The most basic DA setup for destroyers who can carry landing craft.
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}}/{{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|{{TextGlow|'''Mini-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
|-
+
*Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles.
| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 
| This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.  
 
 
|-
 
|-
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
+
!colspan=2|Anti-installation-like warships / mixed fleet setups
| This setup is the standard torpedo cut-in (TCI) setup. The usual candidates are [[Yuubari|Yuubari Kai Ni Toku]] and [[Abukuma|Abukuma Kai Ni]]. the latter needs to be luckmodded to be viable.
 
 
|-
 
|-
| {{TorpedoWeapon}}{{SeaplaneFighter}}{{RedGunMedium}}{{GreenGunDP}}
+
|{{TorpedoWeapon}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}
| This is a unique setup for [[Yura|Yura Kai Ni]] that allows her to provide air support while maintaining night time double attacks and opening torpedoes. The gun in the Reinforcement Expansion must be a [[8cm High-angle Mount]] or [[8cm Twin High-angle Mount + Additional Machine Guns]].
+
|TCI + anti-installation setup
 +
*Adding a {{Skilled Lookout}} in the RE increases the trigger rate.
 
|-
 
|-
| {{TorpedoWeapon}}{{RedGunMedium}}{{RedGunMedium}}{{WildCard}}{{Radar}}
+
|{{Light Gun}} {{TorpedoWeapon}} {{Landing Craft}}/{{Amphibious Tank}}+{{Surface Radar}}
| This is a unique setup for [[Yuubari|Yuubari Kai Ni Toku]] when she isn't running the full TCI setup. The wild card can be a tank, landing craft or anti-ground rocket for anti-installation work or a sonar for ASW work.
+
|Only for Lv80+ high-luck DD that can carry radar in RE.
 +
*GTR + anti-installation setup
 +
|}
 +
 
 +
|-|DE=
 +
DE should not engage in anti-installation warfare.
 +
*They should serve a support purpose (oasw, balloon, smoke, ...).
 +
 
 +
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
 +
|{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{AntiGroundArtillery}}
 +
|Against SDP only, this setup can be better than some basic CA.
 +
*All 3 {{AntiGroundArtillery}} should be different to maximize the bonus.
 
|}
 
|}
|-|Anti-Submarine=
+
 
{| class="wikitable" style="width: 100%;"
+
|-|SS/SSV=
 +
SS/SSV should not engage in anti-installation warfare.
 +
 
 +
{|class="wikitable" width=100%
 +
!width=250px|Equipment Setup
 +
!Notes
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!colspan=2|General anti-installation setups
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
 
|-  
 
| {{Sonar}}{{DepthCharge}}{{DepthCharge}}
 
| This is the ASW setup that maximises the ASW bonus you get. One of the depth charges needs to be a Depth Charge Projector ([[Type 3 Depth Charge Launcher|Type 3]] or [[Type 94 Depth Charge Launcher|Type 94]]) while the other needs to be a normal Depth Charge ([[Type 2 Depth Charge|Type 2]] or [[Type 95 Depth Charge|Type 95]]). Take note that '''reaching the OASW threshold takes precedence over everything'''. So you should just replace depth charges with equipment that has better ASW if you cannot hit the threshold with this setup.
 
 
|-
 
|-
 +
|{{Amphibious Tank}} / {{AntiGroundArtillery}}
 +
|Equipping either is required for SS/V to attack installations during shelling.
 +
*SSV can also equip {{SPB}}/{{SPF}} for further bonuses.
 
|}
 
|}
  
|-|Anti-Installation=
+
|-|AV=
{| class="wikitable" style="width: 100%;"
+
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|Basic setup maintaining a DA at both day and night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|General night DA
 +
|-
 +
|{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}}
 +
|When artillery spotting is unavailable
 +
|-
 +
!colspan=2|Anti-SDP setups
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
|-
+
*4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
| {{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{AntiGroundArtillery}}
 
| Primarily only 4-slot CLs will be used for a dedicated anti-installation role because the daihatsu-capable CLs are better suited to other roles. The bonus firepower from the anti-ground rockets are more than enough to let any of the 4-slot CLs hit the day and night caps.  
 
 
|-
 
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*{{Sec Gun}} are recommended instead of {{Med Gun}} to avoid "[[Hidden Fit Bonuses|Hidden Accuracy Penalties]]".<br>This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA".
 
|}
 
|}
  
|-|Misc=
+
|-|LHA=
{| class="wikitable" style="width: 100%;"
+
{|class="wikitable"
 +
!width=250px|Equipment Setup
 +
!Notes
 +
|-
 +
!colspan=2|General anti-installation setups
 +
|-
 +
|{{Light Gun}} {{Light Gun}} {{Seaplane}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|Basic setup maintaining a DA at both day and night.
 +
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}}/{{Amphibious Tank}}
 +
|General night DA
 +
|-
 +
|{{Landing Craft}}/{{Amphibious Tank}} {{WildCard}} {{WildCard}}
 +
|When artillery spotting is unavailable
 +
|-
 +
!colspan=2|Anti-SDP setups
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}<br>{{AntiGroundArtillery}} {{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*LHAs can carry some of the strongest 4 slots nuke configurations.
 +
|-
 +
|{{Landing Craft}} {{Landing Craft}} {{Amphibious Tank}} {{Amphibious Tank}}+{{Landing Craft}}<br>{{AntiGroundArtillery}} {{AntiGroundArtillery}} {{Landing Craft}} {{Amphibious Tank}}+{{Landing Craft}}
 +
|{{TextGlow|'''Mega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[Shinshuu Maru Kai]] only.
 +
*Uses Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[RE]] to further improve the LHA setup.
 +
*The other Landing Craft should be the {{Equipment/Link|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)}} for optimum effectiveness.
 +
|-
 +
|{{Landing Forces}} {{Landing Forces}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Omega-Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
 +
*Uses LST's unique ability to carry {{Landing Forces}} [[Landing Force]]s.
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
|{{Green Gun}} {{Landing Forces}} {{Landing Forces}}+{{Green Gun}}
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
|{{TextGlow|'''DA Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}, [[No.101 Transport Ship Kai]] only.
|-
+
*Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night.
| {{TorpedoWeapon}}{{Radar}}{{WildCard}}{{GreenGunDP}}
 
| This is a unique setup for [[Yura|Yura Kai Ni's]] AACI. The gun in the Reinforcement Expansion must be a [[8cm High-angle Mount]] or [[8cm Twin High-angle Mount + Additional Machine Guns]]. The wildcard should preferably be a {{RedGunMedium}} to allow her to maintain night time double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.
 
 
|-
 
|-
 +
|{{Sec Gun}} {{Sec Gun}} {{Landing Craft}} {{Amphibious Tank}}
 +
|{{TextGlow|'''Double Nuke Setup'''|black|text-colour=#A9F377|glow-size=2px}}
 +
*This setup is to utilize the "Nuke" with a "Night DA".
 
|}
 
|}
 +
 +
|-|Aux=
 +
Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.
  
 
</tabber>
 
</tabber>
  
=Heavy Cruiser (CA/V)=
+
=Equipment Selection=
=Battleship (BB/V)=
+
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
=Carrier (CV/L)=
+
 
=Submarine (SS/V)=
+
Equipment of a same type are mainly differentiated by their "[[Stats]]" ({{Firepower}}, {{Torpedo}}, {{AA}}, ...), including [[Fit Bonuses]] (both visible and invisible) and [[Improvement]]s ({{Star}}) stats, as well as some more specific attributes, like:
=Seaplane Tender (AV)=
+
* Modifiers brought in certain mechanics, ranging from combat to routing,
=Auxiliary (AX)=
+
* Special mechanics induced by certain equipment,
 +
* Map "historical bonuses".
 +
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
 +
 
 +
Here, equipment stats are dispatched into 3 categories:
 +
* '''Primary Stats''': stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
 +
* '''Secondary Stats''': stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
 +
* '''Bonus Stats''': All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
 +
 
 +
{|class="wikitable"
 +
!colspan=6|Equipment Stats Category
 +
|-
 +
!colspan=6|Main Armament
 +
|-
 +
!Icon
 +
!Equipment Types
 +
!Primary Stats
 +
!Secondary Stats
 +
!Notes
 +
|-
 +
|{{Light Gun}}{{Med Gun}}{{Large Gun}}{{Sec Gun}}
 +
|[[Main Gun]] & [[Secondary Gun]]
 +
|{{Firepower}}
 +
|{{Hit}}
 +
|
 +
* For smal caliber [[Fit Bonus]] generaly are higher than base stats
 +
* For Medium and Large caliber [[Hidden Fit Bonuses]] plays a major role when choosing a gun
 +
|-
 +
|{{Green Gun}}
 +
|[[High-Angle Gun]]
 +
|{{AA}}
 +
|{{Firepower}} {{Hit}}
 +
|Having an good [[AACI]] takes priority over stats
 +
|-
 +
|{{AA Gun}}
 +
|[[AA Gun]]
 +
|{{AA}}
 +
|{{Firepower}} {{Hit}}
 +
|
 +
* Despite its stats the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is '''the best''' on certain ships, due to its [[AARB|unique mechanic]].
 +
* Having an good [[AACI]] takes priority over stats
 +
|-
 +
|rowspan=2|{{TorpedoWeapon}}
 +
|[[Torpedo]]
 +
|rowspan=2|{{Torpedo}}
 +
|rowspan=2|{{Firepower}} {{Hit}}
 +
|rowspan=2| For [[:Category:Submarine Torpedoes|Sub torps]], [[:Category:Late Model Submarine Torpedoes|Late model]] ones unlock a better [[Cut-in]]
 +
|-
 +
|[[Midget Submarine]]
 +
|-
 +
|{{Sonar}} {{DepthCharge}}
 +
|[[:Category:Anti-submarine Weaponry|Anti-submarine Weaponry]]
 +
|{{ASW}}
 +
|{{Hit}} [[ASW Synergy|Armor Penetration]]
 +
|
 +
* Having [[OASW]] takes priority over stats
 +
* When already having [[OASW]], then [[ASW Synergy]] takes priority over stats
 +
|-
 +
!colspan=6|Aircraft
 +
|-
 +
!Icon
 +
!Equipment types
 +
!Primary stats
 +
!Secondary stats
 +
!Note
 +
|-
 +
|rowspan=2|{{Dive Bomber}} {{JetFighterBomber1}}
 +
|[[Dive Bomber]]
 +
|{{Dive}}
 +
|[[AAR]] {{Double Chevron}} {{Firepower}}
 +
|rowspan=2|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
 +
|-
 +
|[[Fighter-Bomber]] and [[Jets]]
 +
|{{AA}}
 +
|{{Dive}} [[AAR]] {{Double Chevron}} {{Firepower}}
 +
|-
 +
|{{Torpedo Bomber}} {{Night Torpedo Bomber}}
 +
|[[Torpedo Bomber]]
 +
|{{Torpedo}}
 +
|[[AAR]] {{Double Chevron}} {{Firepower}}
 +
|If the main purpose of the ship is [[ASW]] then naturally {{ASW}} becomes a primary stat
 +
|-
 +
|{{Fighter}} {{Night Fighter Aircraft}}
 +
|[[Fighter]]
 +
|{{AA}}
 +
|{{Double Chevron}} {{Firepower}}
 +
|
 +
|-
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|{{YellowPlane}}
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|[[Carrier Recon]]
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|{{LOS}} {{Hit}}
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|{{Firepower}}
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|Equipping a {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''', see ''[[Combat/Day Battle#Engagement|here]]''
 +
|-
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|{{Seaplane}} {{Night Recon}}
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|[[Seaplane Recon]]
 +
|rowpsna=2|{{LOS}} {{Hit}}
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|{{Firepower}}
 +
|
 +
|-
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|{{SPB}}
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|[[Seaplane Bomber]]
 +
|{{LOS}} {{Dive}}
 +
|{{Double Chevron}} [[AAR]]
 +
|[[Night Seaplane Bomber]]s also unlock the night SPB CI.
 +
|-
 +
|{{SPF}}
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|[[SPF|Seaplane Fighter]]
 +
|{{AA}}
 +
|{{Double Chevron}}
 +
|
 +
|-
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|{{Autogyro}} {{ASWPlane}}
 +
|[[ASW Aircraft]]
 +
|{{ASW}}
 +
|
 +
|
 +
|-
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!colspan=6|Other Equipment
 +
|-
 +
!Icon
 +
!Equipment types
 +
!Primary stats
 +
!Secondary stats
 +
!Note
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|-
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|Rowspan=2|{{Radar}}
 +
|[[Surface Radar]]
 +
|{{LOS}}
 +
|{{Hit}} {{AA}}  {{Firepower}}
 +
|Because of [[AACI]] priority, radar without {{AA}} may be choosed
 +
|-
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|[[Air Radar]]
 +
|{{AA}}
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|{{Hit}} {{LOS}}
 +
|
 +
|-
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|{{Landing Craft}} {{Amphibious Tank}} {{Army Units}} {{AntiGroundArtillery}}
 +
|[[Anti-Installation Equipment]]
 +
|[[Combat/Anti-Installation#Bonuses|Anti-installation modifiers]]
 +
|
 +
|The best equipment can change depending on the enemy installation
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|-
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|{{Extra Armor}}
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|[[Extra Armor]]
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|{{Armor}}
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|
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|The {{Evasion}} malus is negligible
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|-
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|{{Turbine}}
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|[[Engine Improvement]]
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|{{Speed}}
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|{{Evasion}}
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|{{Evasion}} [[Evasion]] is almost always negligible, as the soft-cap is only at '''40'''.
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|-
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|colspan=2|All Other Equipment
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|colspan=4|Are chosen on a case-by-case basis, being often bounded to some specific mechanics
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|}
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 +
;Notes
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*{{Range}} [[Range]] gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for [[Special Attacks]] or when [[Leveling]].
 +
 
 
=See Also=
 
=See Also=
 +
* [[Equipment]]
 
{{Help}}
 
{{Help}}

Latest revision as of 17:27, 4 April 2024

To observe what setups other players are using in any given situation, please see KCnav

This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.

  • See here for a breakdown of all equipment types and their related mechanics.
  • For more details on some mechanics, please see each relevant page.
  • Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.

Do note that the vast majority of the game mechanics are "equipment bases" and not "ship based", which means that most setup aspects are shared on all types of ships.

  • In addition, if a ship can equip a setup viable on other ships, then it will generally be at viable too or at least not detrimental (unless specifically stated otherwise).
  • If a setup is missing on this page, it is possible to extrapolate it from the knowledge of the general setup and equipment rules.

Standard Combat

"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.

When referring to "supporting equipment", the following are counted:

Battleships (BB) notably utilize Large Caliber Main Gun Large Caliber Main Guns, Reconnaissance SeaplaneRecon Seaplane Recons, and Armor-Piercing Shell AP Shells, having heavy firepower Firepower and armor Armor, but lacking torpedo & ASW stats. They:

Equipment Setup Notes
Large Caliber Main Gun Large Caliber Main Gun Seaplane Armor-Piercing Shell This is the most basic combat setup for BBs. The AP shell enables the most powerful artillery spotting attack and provides bonus damage. This setup should be run the majority of the time.
Large Caliber Main Gun Large Caliber Main Gun Surface RADARSurface Armor-Piercing Shell This is the most basic combat setup for BBs under air incapacity. being similar to the regular one, but lacking the artillery spotting as it cannot be achieved in this circumstance.

This setup is also good to maximize Special Attacks damage.

Large Caliber Main Gun Large Caliber Main Gun Seaplane/Seaplane Fighter This is the most basic combat setup for BBVs, with the seaplane mix that can be adapted by using more of less SPB or SPF
Large Caliber Main Gun Large Caliber Main Gun Large Caliber Main Gun Armor-Piercing Shell The "triple gun cutin", a relatively bad cutin in general, but that can be valuable against enemies with very high Armor stat.
  • The Armor-Piercing Shell can be replaced by a Seaplane or Searchlight in some cases.

Misc

Equipment Setup Notes
Large Caliber Main Gun Large Caliber Main Gun Seaplane Seaplane Fighter Armor-Piercing Shell+RADAR This is a setup for the Yamato-class Kai Ni and requires a reinforcement expansion (SPF is optional, so it can be replaced with the radar if no RE). It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.

It also have all the damage bonuses for Special Attacks.

Large Caliber Main Gun Large Caliber Main Gun High-Angle Gun Seaplane Armor-Piercing Shell+RADAR This is a setup for the Yamato-class Kai Ni and requires a reinforcement expansion. This setup should also only be used in a main fleet of a combined fleet as it can trigger main/secondary cut-in at night. This setup allows to perform AACI. It also has a higher trigger rate of artillery spotting because the equipment setup fulfills the trigger requirements for a wider array of special attacks.
Large Caliber Main Gun Large Caliber Main Gun Fighter Seaplane Armor-Piercing Shell This is a setup for the Ise-class Kai Ni, having artillery spotting and DA, with great fighter power.

The Armor-Piercing Shell can be replaced by an additional Fighter if more fighter power is required.

Large Caliber Main Gun Large Caliber Main Gun Dive Bomber Dive Bomber/Seaplane Seaplane This is a setup for the Ise-class Kai Ni, having artillery spotting and DA, with additional opening airstrike power (it can also allow the special Suisei/Zuiun artillery spotting).
Large Caliber Main Gun Large Caliber Main Gun Surface RADARSurface Large SearchlightLarge This is a setup for the Kongou-class Kai Ni B/C Touch.

The radar must have 8+ Line of Sight to increase the trigger rate. The Radiolocator+T22 Radar K4 LMPassive Radiolocator (E27) + Type 22 Surface Radar Kai 4 (Calibrated Late Model) at Improved+4 is very valuable, being the only such radar that can fit in their RE.

RE recommendations:

  • In most cases, using Anti-Aircraft Shell is enough, especially the Kai & Kai 2 varainat that brings Firepower
  • For BBV, the Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png RoSa K212cm 30-tube Rocket Launcher Kai 2 is also a viable option.
  • When applicable, RADAR are better options.

Standard Aircraft Carriers (CV) notably utilize Dive Bomber Dive Bombers, Torpedo Bomber Torpedo Bombers, Fighter Fighters, required to take part in both Aerial Combat and regular Combat, with their "plane slot" Aircraft stat being the most important. They:

  • Must equip Dive Bomber/Torpedo Bomber bombers to be able to carry any attack.
  • Cannot attack during Night Battle without the right equipment.
Unlike other ship types, equipment placement order matters for carriers. The general rules are:
  • Bombers in top slots,
  • Torpedo bomber in largest slot,
  • Fighters in the smaller slots,
  • Recons and mics equipment in the smallest slots.
Equipment Setup Notes
Torpedo Bomber Dive Bomber Fighter Fighter This is the basic setup for CV(B/L). It balances striking power with fighter power. One Fighter can be swapped out with a Saiun if preventing Red-T engagement is necessary.
Torpedo Bomber Dive Bomber Dive Bomber Fighter
Torpedo Bomber Torpedo Bomber Dive Bomber Fighter
This is the basic setup for CV(B/L) that maximize damage.
Torpedo Bomber Torpedo Bomber Dive Bomber Dive Bomber A setup to use when enemy fighter power is almost non-existent/annihilated.

Misc

Equipment Setup Notes
Night Torpedo Bomber Night Fighter Night Fighter Aviation PersonnelNOAP This setup is to allow CV/Ls to perform night battle attacks. Since the CV/L will lose 1 slot to fit the NOAPNight Operation Aviation Personnel
Night Operation Aviation Personnel + Skilled Deckhands
, careful consideration needs to be taken when running this setup.
Night Torpedo Bomber Dive Bomber Night Fighter Night Fighter This setup is only for CVN as they are able to perform night battle special attacks without the NOAP. The Dive Bomber should ideally be a Night Aircraft to maximize NB damage and allow CVCI during the day.

RE recommendations:

  • Armor Extra Armor in most cases,
  • The Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png RoSa K212cm 30-tube Rocket Launcher Kai 2 when facing air power,
  • The Aviation PersonnelSDP SDP+Skilled Deck Personnel + Aviation Maintenance Hands to increase carrier damage output.

Heavy Cruisers (CA) are relatively flexible, utilizing Medium Caliber Main Gun Medium Caliber Main Guns, Torpedoes Torpedoes, and Reconnaissance SeaplaneRecon Seaplane Recons, and having strong firepower Firepower, torpedo Torpedo Attack, and "night attack power Night Battle Power" stats, but no ASW. In addition, for night battle only, all IJN 20.3 cm guns20.3cm Twin Gun Mount
20.3cm (No.2) Twin Gun Mount
20.3cm (No.3) Twin Gun Mount
Prototype 20.3cm (No.4) Twin Gun Mount
give special Hidden Fit Bonuses.

Equipment Setup Notes
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane Wildcard This is the most basic combat setup for most heavy cruisers. It provides both day and night double attacks.

The wild card can be anything that does not interfere with the double attack setup, usually a RADAR or another Seaplane

Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Seaplane This is an alternative setup for CAs in the main fleet of a combined fleet. This setup should be used only in main fleets of combined fleets, or against targets with high Armor.

If applicable, on Medium Caliber Main Gun can be replaced by the Aviation PersonnelSCAMP SCAMPSkilled Carrier-based Aircraft Maintenance Personnel to gain the firepower without losing the DA.

Medium Caliber Main Gun Secondary Gun Secondary Gun Wildcard This is an alternative combat setup where CAs are expected to be fighting without artillery spotting. The extra secondary guns will give them extra firepower in the daytime without interfering with night battle double attacks. Any secondary gun can be used but yellow ones are preferred for the higher firepower. The wild card can be anything that doesn't interfere with night battle attacks. It will typically be night battle equipment or an additional yellow gun.
Torpedoes Torpedoes Wildcard Wildcard This is the standard CA setup for TCI. The wild cards can be anything that does not interfere with this setup, usually be a mix of Torpedoes/Medium Caliber Main Gun to increase the damage output, or Lookout/FlareIcon.png to increase the trigger rate.

Misc

Equipment Setup Notes
Medium Caliber Main Gun High-Angle Gun RADAR Seaplane+Anti-Aircraft Gun This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night battle double attacks, and AACI. There are several variants to this setup depending on what role she needs to be specialized in. Trading a Medium Caliber Main Gun for a High-Angle Gun will let her focus more on anti-air at the expense of artillery spotting. If having two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, it is possible to maintain artillery spotting and AACI.
Medium Caliber Main Gun Seaplane Fighter Seaplane Fighter Seaplane Fighter+High-Angle Gun This setup is for the Mogami-class Kai Ni. It maximizes the air power they can bring to bear while maintaining nighttime double attacks. One SPF can be swapped out for a recon seaplane if you need them to perform daytime spotting as well.
Medium Caliber Main Gun Midget SubmarineMinisub Seaplane BomberBomber Wildcard +High-Angle Gun This setup is for Mogami Kai Ni, allowing for oTorp, artillery spiting, and DA.

The wild card is typically a Seaplane Fighter, but can be other night equipment.

RE recommendations:

  • In most cases, using Anti-Aircraft Shell is enough, especially the Kai & Kai 2 varainat that brings Firepower
  • For CAV, the Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png RoSa K212cm 30-tube Rocket Launcher Kai 2 is also a viable option.
  • When applicable, High-Angle Gun are good options, as they allow to have AS/DA with one less main slot.

Light Cruisers (CL) are very flexible, utilizing Medium Caliber Main Gun Medium Caliber Main Guns, Torpedoes Torpedoes, Reconnaissance SeaplaneRecon Seaplane Recons, and Depth ChargesSONAR ASW equipment, and having strong torpedo Torpedo Attack, ASW Anti-Submarine Warfare, and "night attack power Night Battle Power" stats.

  • 4 slots CL can mostly follow CA setups.
  • Also applicable to CT to some extent for standard combat and ASW.
Equipment Setup Notes
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane This is the most basic combat setup for most light cruisers. The exception would be light cruisers that have 0 plane slots. In that case, swap the seaplane for any utility equipment that won't interfere with the double attack setup.
High-Angle Gun High-Angle Gun Air RADARAir The basic AACI setup for light cruisers. It is not particularly recommended, unless the CL is incapable of doing artillery spotting or no other other ship in the fleet is fitted to carry the AACI.
TorpedoesTorpedo TorpedoesTorpedo Torpedoes This setup is the standard TCI setup.

One Torpedoes may be a Midget SubmarineMinisub to add an opening torpedo for capable ships. Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.

Misc

Equipment Setup Notes
Medium Caliber Main Gun Medium Caliber Main Gun Midget SubmarineMinisub The "cheat CLT setup" for Midget SubmarineMinisub minisub capable ships, allowing for an opening torpedo and night DA.
Medium Caliber Main Gun Midget SubmarineMinisub Seaplane/Seaplane Fighter+High-Angle Gun A setup for Yura Kai Ni and Yahagi Kai Ni B that allows her to provide either air support or artillery spotting, while maintaining night battle double attacks and opening torpedo. This requires a RE to fit the gun.

In the case of Yahagi, the 4th slot can bring any utility equipment like a sonar, another seaplane, or a radar.

Midget SubmarineMinisub RADAR Wildcard +High-Angle Gun An AACI setup for Yura Kai Ni. This requires a RE to fit the gun.

The wildcard should preferably be a Medium Caliber Main Gun to allow her to maintain night battle double attacks. If need be, the midget submarine can be swapped for a recon seaplane to allow her to perform daytime spotting.

Medium Caliber Main Gun Seaplane Wildcard Wildcard +High-Angle Gun This is a setup to take advantage of Ooyodo/Agano-class Kai Ni/CT reinforcement expansion.

By placing a High-Angle Gun in it, it allows to perform artillery spotting and night battle double attacks while freeing up one/two slots for utility purposes. The wild cards can be anything that does not interfere with the special attacks. It can be night battle equipment or a Fleet Command Facility.

Medium Caliber Main Gun Medium Caliber Main Gun Midget SubmarineMinisub Wildcard RADAR This is a unique setup for Yuubari Kai Ni Toku when she isn't running the full TCI setup.

The wild card can be a tank, landing craft, or anti-ground rocket for anti-installation warfare, or a sonar for ASW.

Wildcard Wildcard Midget SubmarineMinisub When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.
Medium Main High-Angle GunMedium Medium Main High-Angle GunMedium Air RADARAir The AACI setup for Atlanta-class, the only viable setup for them, and the best AACI in the game.

RE recommendations:

  • In most cases, using Lookout is enough, giving fit bonuses and increasing Cut-in trigger rate.
  • For AACI setups, using Anti-Aircraft Gun/Anti-Aircraft Fire Director are great, increasing the provided AA and adding more AACI to be triggered.
  • When applicable, High-Angle Gun are good options, as they allow to have AS/DA with one less main slot.
  • When applicable (very specific), the Command FacilityETSCF ETSCFElite Torpedo Squadron Command Facility is a good choice.
  • When applicable, RADAR are good options.

Torpedo Cruisers (CLT) have a very high torpedo Torpedo Attack stat, having the strongest "night attack power Night Battle Power" in the game. They:

Equipment Setup Notes
Medium Caliber Main Gun Medium Caliber Main Gun Midget SubmarineMinisub This is the most basic combat setup for Kai Ni torpedo cruisers, opening torpedo + night double attack.
TorpedoesTorpedo TorpedoesTorpedo Midget SubmarineMinisub This setup is the standard TCI setup.

Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.

Wildcard Wildcard Midget SubmarineMinisub When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.

RE recommendations:

  • In most cases, using Lookout is enough, giving fit bonuses and increasing Cut-in trigger rate.
  • When applicable (very specific), the Command FacilityETSCF ETSCFElite Torpedo Squadron Command Facility is a good choice.

Destroyers (DD) are very versatile, utilizing Small Caliber Main Gun Small Caliber Main Guns, Torpedoes Torpedoes, and Depth ChargesSONAR ASW equipment, and having high torpedo Torpedo Attack, ASW Anti-Submarine Warfare, and evasion Evasion, and good "night attack power Night Battle Power" stats, to the detriment of firepower and armor. They:

Equipment Setup Notes
High-Angle Gun High-Angle Gun Wildcard This is the most basic combat setup for all destroyers. Dual-purpose high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute much to day combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an Air RADARAir, allowing any ship to activate AACI 5, with AACI 9 & 13 being also possible if the ship has an RE.
Small Caliber Main Gun Small Caliber Main Gun RADAR This is an alternative setup for maps with minimal enemy airpower. This setup should only be used for destroyers with fit bonuses. It is for maximizing firepower just to squeeze out every last bit of damage.
Torpedoes Torpedoes Torpedoes This setup is the standard TCI setup. It should only be used on destroyers with at least 50 Luck. Destroyers with 40 Luck are still possible candidates for TCI, but should be placed as the flagship to maximize their trigger chances.
Torpedoes Torpedoes Wildcard This setup is an alternative TCI setup. This setup is typically used for either destroyers with powerful yasen (how can reach the night cap with 2 torpedoes), or low luck (<30 Luck) destroyers.

In the case of powerful destroyers, the wild card can be night battle equipment or a utility one like a radar or sonar. For low-luck destroyers, the wild card should be a Lookout. This will help increase their trigger rate somewhat.

Small Caliber Main High-Angle GunSmall Small Caliber Main High-Angle GunSmall Air RADARAir + Anti-Aircraft Gun/Anti-Aircraft Fire Director This is the best destroyer AACI setup. The Small Caliber Main High-Angle GunSmall must have 8+ AA and the Anti-Aircraft Gun 9+ AA, in order to unlock the best AACI.

For ships with their own AACI, like the Akizuki-class and Fletcher-class notably, those setups have to be tweaked in order to meet the right conditions.

For Lv80+ DD only:

Equipment Setup Notes
Small Caliber Main Gun Torpedoes Surface RADARSurface+Lookout The "GTRL", a night cutin setup that has a great trigger rate, even for ships with relatively low luck.

The gun should ideally be a 12.7 cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 or a 12.7 cm Mod D K312.7cm Twin Gun Mount Model D Kai 3, as they give additional damage bonuses.

Drum Canister Torpedoes Surface RADARSurface+Equipment Card Torpedo Squadron Skilled Lookouts.png The "DTRL", a niche night cutin setup that has a great trigger rate, even for ships with relatively low luck.

This setup should only be utilized for routing reasons.

Small Caliber Main Gun Small Caliber Main Gun Torpedoes+Surface RADARSurface The "super mixed cutin", a niche night cutin setup that has the best potential damage output, at the cost of an inferior trigger rate.
  • The guns should ideally be the 12.7 cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 or/and the 12.7 cm Mod D K312.7cm Twin Gun Mount Model D Kai 3, as they give additional damage bonuses.
  • This setup is only recommended for extreme cases due to its below-average damage output on average, and the fact that it required a DD with 4 slots or capable of equipping a radar in its RE.

RE recommendations:

  • In most cases, using Lookout is enough, giving fit bonuses and increasing Cut-in trigger rate.
  • For AACI setups, using Anti-Aircraft Gun/Anti-Aircraft Fire Director are great, increasing the provided AA and adding more AACI to be triggered.
  • When applicable, RADAR are great options.
  • When applicable (very specific), the Command FacilityETSCF ETSCFElite Torpedo Squadron Command Facility is a good choice.

Coastal Defense Ships (DE) are weak ships with high ASW Anti-Submarine Warfare stat, utilizing Depth ChargesSONAR ASW equipment. They:

Equipment Setup Notes
High-Angle Gun High-Angle Gun Wildcard DE are primarily used for ASW. In the event they are used for combat, high-angle guns contribute to Fleet Anti-Air (FAA) while allowing them to perform night battle double attacks. Most light guns do not provide enough firepower to allow them to contribute in combat. The extra FAA from dual-purpose guns will help more by mitigating airstrike damage. The wildcard can be anything that does not interfere with double attacks. In most cases, this will be an Air RADARAir, allowing any ship to activate at least AACI 5.

RE recommendations:

  • For AACI setups, using Anti-Aircraft Gun/Anti-Aircraft Fire Director are great, increasing the provided AA and adding more AACI to be triggered.

Submarines (SS) have high torpedo Torpedo Attack stats, and are limited to the Opening Torpedo Salvo, the Closing Torpedo Salvo, and Night Battle. They:

Equipment Setup Notes
Torpedoes Torpedoes This is the standard setup for SS. This setup aims to maximize their opening and closing torpedo power. Any TCI that manages to trigger in night battle is just a bonus. SS with 3 slots can either take another Torpedoes or utility equipment like Submarine Equipment or Seaplane.

Two Torpedoes must not be minisubs, as minisubs do not count as torpedos for TCI.

TorpedoesSub_LM + TorpedoesSub_LM By combining Late Model Submarine Torpedoes with Submarine Equipment or with other LM sub torpedoes, the SS will be able to trigger a special TCI at night, while keeping the advantages listed above.
TorpedoesSub_LM + Submarine Equipment

RE recommendations:

  • In most cases, using Submarine Equipment is enough, giving fit bonuses and Line of Sight.

Seaplane Tenders (AV) notably utilize Reconnaissance SeaplaneRecon/Seaplane BomberBomber/Seaplane Fighter seaplane Recons/Bombers/Fighters, as well as some Main Guns and Midget SubmarineMinisub Midget Submarines, participating in most Combat stages, given the correct setup. They can also be used for an Anti-Installation role, as they can carry most Anti-Ground Equipment.

Equipment Setup Notes
Seaplane BomberBomber Seaplane BomberBomber Midget SubmarineMinisub This is the most basic combat setup for most seaplane tenders. Provides maximum potential opening damage.

AV that cannot equip Midget SubmarineMinisub can swap for an extra Seaplane BomberBomber or main guns, with 4-slot also able to take an extra Seaplane BomberBomber. SPB may be replaced with fighters if more airpower is needed.

Medium Caliber Main Gun Medium Caliber Main Gun Seaplane BomberBomber Midget SubmarineMinisub
Seaplane BomberBomber Seaplane BomberBomber Medium Caliber Main Gun Medium Caliber Main Gun
This setup is for 4 slots AV. The seaplane bombers give a decent airstrike and allow to perform Artillery Spotting with the double guns.
Wildcard Wildcard Midget SubmarineMinisub When night power is not needed, this setup is enough to deal good damage and trigger the oTorp. The wild cards are then used for general supporting, such as night equipment.

RE recommendations:

Most of the other Auxiliary ships are not combat-focused, and so their set-ups are heavily dependent on special mechanics, or can serve for "stat mulling" such as fighter mulling.

  • They should utilize "CA/CL-like setups", general supporting setups, or mulling if possible.

Submarine Tenders (AS) are very weak, mostly used for certain Routings


Fleet Oilers (AO) can notably refuel ships mid-sortie using Supplies Underway ReplenishmentUnderway Replenishment.


Repair Ships (AR) have the ability to perform "Anchorage Repairs" outside of sorties, when equipped with Facility.png Ship Repair FacilityShip Repair Facility, synergizing when several AR are used.


Amphibious Assault Ships (LHA) are mostly used for an Anti-Installation role, notably utilizing "Landing Equipment".


Equipment Setup Notes
Dive-bomber or Torpedo Bomber Dive-bomber or Torpedo Bomber Wildcard A unique setup for Hayasui Kai, Yamashio Maru Kai, Kumano Maru Kai to allow them to do carrier stricks.

The wild card is usually a Fighter/Seaplane Fighter/Supplies.

Exotic Setups

Other setups that are used in specific situations and/or on specific ships.

  • Usually, only a few ships in a fleet would use such setups.
  • Those setups would not be discarded.

When a very high amount of Fighter Power is required on a specific node to reach air superiority (either for combat effectiveness or a gimmick), it is sometimes viable to sacrifice the attack power of a ship to focus it on bringing the most fighter power.

  • As many as the best Fighter/Seaplane Fighter fighters have to be used on a single ship.
  • Such setup should not be used in the escort fleet of a combined fleet.
Equipment Setup Notes
Fighter Fighter Fighter Fighter A setup reserved for CV/CVB/CVL and other Fighter capable ships.

A Fighter can be replaced by a Saiun for red-T avoidance.

Seaplane Fighter Seaplane Fighter Seaplane Fighter Seaplane Fighter A setup reserved for BBV/CAV/SSV/AV and other Seaplane Fighter capable ships.

Special setups are required to counter the massive accuracy penalties against PT boats.

  • DD and DE, and to some extent CL, should be fitted with such setups, as bigger ships do benefit as much from them.
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13]
? ? 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • Using other setups improving accuracy is also advisable:
References:
[edit]
Equipment Setup Notes
High-Angle Gun High-Angle Gun+Anti-Aircraft Gun/Lookout The combination of equipment greatly negates the accuracy penalty and increases the damage potential, almost guaranteeing one hit kills. It does mean that the destroyer's combat effectiveness is reduced against other targets. Therefore, it is highly recommended to use Reinforcement Expansions to fit the Anti-Aircraft Gun so that another main gun can be used to maintain double attacks.
High-Angle Gun High-Angle Gun Landing CraftArmed + Lookout Utilises the same principles as above, with the greater bonus of the Landing CraftArmed armed boats.

This setup has also some effectiveness against Installations.

Transport Operations requires to bring as much "TP points" as possible per run to be completed:

Notes
  • The landing craft used does not matter to complete the phase, unless it involves anti-installation battles.
  • CL, DD, and Aux should be the ones focussing on carrying the TP equipment, as they are the ship relatively losing the less combat effectiveness.
  • Even so the Supplies Underway ReplenishmentUnderway Replenishment icon is displayed on TP nodes, they do not contribute to TP gauge depletion.
Equipment Setup Notes
CAV/CL/DD/AV/LHA/AO
Landing Craft/Drum Canister/Amphibious Vehicle As much of those equipment must be equipped in the fleet.

Landing Craft should be utilized as much as possible as they provide the most TP points

Small Caliber Main Gun Small Caliber Main Gun Landing Craft/Drum Canister The main setup that still keeps a DA for boss clearing.
Any "normal" setup In some cases, it is better to keep normal combat setups (on some or all ships) in order to clear the boss or prolong as much the phase to drop some looked-after ships.

Anti-Submarine

Are listed here some recommended equipment setups for ASW duties. The equipment order is illustrative and does not reasonably matter. As general rules:
  • The first priority is to have an OASW, even at the expense of damage synergy (see the 2nd tab).
  • SONAR Sonars are required to trigger most OASW as well as directly contributing to accuracy, and should not be discarded, and even stacked in some cases.
  • To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup".
  • Do note that DE also have an armor penetration bonus when using Depth Charges.
ASW Damage Synergy
Small SONARSmall Small Sonars
Equipment Card Type 93 Passive Sonar.png
Type 93 Passive Sonar
Equipment Card Type 4 Passive Sonar.png
Type 4 Passive Sonar
Equipment Card Type 3 Active Sonar.png
Type 3 Active Sonar
Equipment Card Type 3 Active Sonar Kai.png
Type 3 Active Sonar Kai
Equipment Card Type124 ASDIC.png
Type124 ASDIC
Equipment Card Type144 147 ASDIC.png
Type144/147 ASDIC
Equipment Card HF DF + Type144 147 ASDIC.png
HF/DF + Type144/147 ASDIC
Large SONARLarge Large Sonars
Equipment Card Type 0 Passive Sonar.png
Type 0 Passive Sonar
Depth Charge ProjectorDCP Depth Charge Projectors (DCP)
Equipment Card Type 94 Depth Charge Projector.png
Type 94 Depth Charge Projector
Equipment Card Type 3 Depth Charge Projector.png
Type 3 Depth Charge Projector
Equipment Card Type 3 Depth Charge Projector (Concentrated Deployment).png
Type 3 Depth Charge Projector (Concentrated Deployment)
Equipment Card Prototype 15cm 9-tube ASW Rocket Launcher.png
Prototype 15cm 9-tube ASW Rocket Launcher
Equipment Card RUR-4A Weapon Alpha Kai.png
RUR-4A Weapon Alpha Kai
AP
Equipment Card Mk.32 ASW Torpedo (Mk.2 Thrower).png
Mk.32 ASW Torpedo (Mk.2 Thrower)
AP
Depth Charge RacksDCR Depth Charge (Racks) (DCR)
Equipment Card Type 95 Depth Charge.png
Type 95 Depth Charge
AP
Equipment Card Type 2 Depth Charge.png
Type 2 Depth Charge
AP
Equipment Card Lightweight ASW Torpedo (Initial Test Model).png
Lightweight ASW Torpedo (Initial Test Model)
AP
Equipment Card Hedgehog (Initial Model).png
Hedgehog (Initial Model)
AP
Equipment Card Type 2 Depth Charge Kai 2.png
Type 2 Depth Charge Kai Ni
AP
ASW MortarOther ASW Mortars
Equipment Card Type 2 12cm Mortar Kai.png
Type 2 12cm Mortar Kai
Equipment Card Type 2 12cm Mortar Kai (Concentrated Deployment).png
Type 2 12cm Mortar Kai (Concentrated Deployment)
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math]
[math]\displaystyle{ {Mod}_\text{1} }[/math] SONAR + Depth Charges
(Any Sonar + Any Depth Charge)
1.15
[math]\displaystyle{ {Mod}_\text{2} }[/math] Depth Charge ProjectorDCP + Depth Charge RacksDCR and NO Small SONARSmall 1.1
Small SONARSmall + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.25
Examples
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] Small SONARSmall + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math]
Large SONARLarge + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math]
Armor Penetration
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.

The flat armor penetration value is calculated as follows:

[math]\displaystyle{ \text{Pen} = \sum\limits_{\text{Equipment}} \Big( \sqrt{\text{ASW}_\text{Equipment} - 2} + \text{Mod}_\text{ship} \Big) }[/math]
With
  • [math]\displaystyle{ \text{ASW}_\text{Equipment} }[/math] the base ASW Anti-Submarine Warfare stat of the applicable equipment,
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] being 1 for DE, 0 otherwise,
Note
  • Armor penetration from equipment stacks,
  • The final armor of the targetted submarine cannot go below 1.

As already stated, in most cases, having a ship triggering an "opening ASW" takes priority over having the best damage setup. When putting aside the "special OASW" that each have other characteristics (see OASW), the mains OASW are the:

  • "Shelling OASW", where DD, CL, CLT, CT, and AO needs to reach 100 Anti-Submarine Warfare while carrying a SONAR Sonar.
    • DE are great in the OASW role, only needing 60 Anti-Submarine Warfare when using a SONAR Sonar.
  • "Carrier OASW", where a CVL, but more commonly a CVE is equipped with at least one ASW Aircraft.
    • Other setups variations do exist but are detrimental to the regular carrier role.
  • Because Anti-Submarine Warfare increase with levels, using high-level ships will help reach the required stat threshold,
    • Many ships do notably reach 100+ ASW at higher levels once married.
In most cases, DD and CL are used for OASW due to their versatility, hence, their required setup are mostly as follow:
Setup Equipment
total ASW
Base ship ASW
required for OASW
Notes
Equipment Card Type 3 Active Sonar.png Equipment Card Type 3 Active Sonar.png Equipment Card Type 3 Active Sonar.png 30 70 A setup focussing on OASW only, with no synergy.
Equipment Card Type 3 Active Sonar.png Equipment Card Type 3 Depth Charge Projector.png Equipment Card Type 95 Depth Charge.png 22 78 The base synergy setup, using buildable equipment only.
Equipment Card Type 4 Passive Sonar.png Equipment Card Type 3 Depth Charge Projector.png Equipment Card Type 2 Depth Charge.png 27 72 A base synergy setup, using early obtainable equipment only.
Equipment Card Type 4 Passive Sonar.png Equipment Card Mk.32 ASW Torpedo (Mk.2 Thrower).png Equipment Card Lightweight ASW Torpedo (Initial Test Model).png 61 39 The best 3 slot synergy setup with obtainable equipment
Equipment Card HF DF + Type144 147 ASDIC.png Equipment Card Mk.32 ASW Torpedo (Mk.2 Thrower).png Equipment Card Lightweight ASW Torpedo (Initial Test Model).png 64 36 The best 3 slot synergy setup
  • Those setups are further improved by:
    • Using better ASW gears,
    • A 4th ASW gear for 4 slots ships,
    • Using other equipment giving Anti-Submarine Warfare stat, notably Lookout Lookouts on IJN ships.

Equipment Setup Notes
Small SONARSmall Depth Charge ProjectorDCP Depth Charge RacksDCR Wildcard Best ASW damage setup utilizing synergy.

Do note that reaching the OASW threshold takes precedence over everything, and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead.

Small Caliber Main Gun Small Caliber Main Gun Small SONARSmall Wildcard A setup keeping a DA, while unlocking OASW for ships with enough ASW.

For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.

Torpedoes Torpedoes Small SONARSmall Wildcard A setup keeping a TCI, while unlocking OASW for ships with enough ASW.

For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration.

Equipment Setup Notes
Small SONARSmall Depth Charge ProjectorDCP Depth Charge RacksDCR Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable.

RE recommendations:

Only CVE & Kaga Kai Ni Go should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats.

  • The use of ASW Aircraft is recommended or even mandatory, in order to unlock certain OASW.
Equipment Setup Notes
Torpedo Bomber Dive Bomber Fighter When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present.
Torpedo Bomber Dive Bomber Fighter+Liaison Aircraft/Rotorcraft When the right OASW conditions are not met, using an additional ASW Aircraft just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown.
Torpedo Bomber/Dive Bomber/Rotorcraft/Liaison Aircraft/SONAR/Depth Charges When focusing on submarines only, using an assortment of ASW Aircraft/Sonar/Depth Charge is enough, as a CVCI cannot trigger against submarines.

Equipment Setup Notes
Large Caliber Main Gun Large Caliber Main Gun Seaplane Wildcard Rotorcraft Setup unique to Hyuuga Kai NiHyuuga Kai Ni which allows her to do an OASW with a decent base ASW, while keeping some surface combat capabilities like Artillery Spotting.

The Rotorcraft must be an HelicopterS-51J
S-51J Kai
, and should be placed in the smaller plane slot when other planes are used.

Dive Bomber/Rotorcraft/Liaison Aircraft/SONAR/Depth Charges Setup for Yamashio Maru KaiYamashio Maru Kai to allows her to do an OASW, while keeping some utilities by using Fighter or Supplies.

Anti-Installation

As a general rule, to engage in anti-installation warfare, a combination of regular setups (DA, AACI, ASW, ...), has to be mixed with the use of more or less "anti-installation equipment":
Anti-Ground Equipment
Shells Anti-Aircraft Shell Anti-Aircraft Shells
Armor-Piercing Shell Armor Piercing Shells
Anti-Ground Artilleries Anti-Ground Rocket Anti-Ground Rockets
ASW MortarOther ASW Mortars
Landing Craft Landing Craft Landing CraftTP Transport CraftDaihatsu Landing Craft
Toku Daihatsu Landing Craft
Landing CraftTank Landing Tanks
Landing CraftArmed Armed BoatsArmed Daihatsu
Soukoutei (Armored Boat Class)
Amphibious Vehicle Amphibious Vehicles
Landing Forces Landing Forces
Seaplanes Seaplane BomberBomber Seaplane Bombers
Seaplane Fighter Seaplane Fighters
Dive Bomber Anti-Installation Dive Bombers
Barrage Balloon Barrage Balloons
Ration Rations
  • Regarding Landing Craft Amphibious Vehicle Landing Forces Landing Equipment:
    • These provide on average the highest flat/multiplier damage bonus against all installations.
    • As Landing Craft, Amphibious Vehicles, and Landing Forces have separate multipliers, it is recommended to use them in tandem to maximize the effect.
    • Only the following ships can equip those equipment, and so are particularly valuable in those situations:
Ships that can equip Landing Craft / Amphibious Vehicles
Type Landing Craft Landing Craft Both Landing Craft & Amphibious Vehicle Amphibious Vehicle Amphibious Vehicle
DD Ship Banner Mutsuki Kai Ni.png Ship Banner Kisaragi Kai Ni.png Ship Banner Mikazuki Kai.png Ship Banner Miyuki Kai Ni.png Ship Banner Hatsushimo Kai Ni.png Ship Banner Ariake Kai.png Ship Banner Yuugure Kai.png Ship Banner Kawakaze Kai Ni.png Ship Banner Murasame Kai Ni.png Ship Banner Harusame Kai Ni.png Ship Banner Hayashio Kai.png Ship Banner Amatsukaze Kai Ni.png Ship Banner Tanikaze D Kai.png Ship Banner Makigumo Kai Ni.png Ship Banner Tamanami Kai.png Ship Banner Ume Kai.png Ship Banner Satsuki Kai Ni.png Ship Banner Fumizuki Kai Ni.png Ship Banner Isonami Kai Ni.png Ship Banner Uranami Kai Ni.png Ship Banner Amagiri Kai Ni D.pngKai Ni D Ship Banner Verniy.png Ship Banner Umikaze Kai Ni.png Ship Banner Yamakaze Kai Ni D.pngKai Ni D Ship Banner Michishio Kai Ni.png Ship Banner Arashio Kai Ni.png Ship Banner Asashio Kai Ni D.pngKai Ni D Ship Banner Ooshio Kai Ni.png Ship Banner Arare Kai Ni.png Ship Banner Kasumi Kai Ni.png Ship Banner Hayashio Kai Ni.png Ship Banner Kiyoshimo Kai Ni D.pngKai Ni D Ship Banner Shiratsuyu Kai Ni.png Ship Banner Shigure Kai San.png Ship Banner Yamakaze Kai Ni.pngKai Ni Ship Banner Kuroshio Kai Ni.png Ship Banner Oyashio Kai Ni.png Ship Banner Yukikaze Kai Ni.png Ship Banner Urakaze D Kai.png Ship Banner Kazagumo Kai Ni.png Ship Banner Okinami Kai Ni.png Ship Banner Asashimo Kai Ni.png
CL Ship Banner Gotland Andra.png Ship Banner Tatsuta Kai Ni.png Ship Banner Kuma Kai Ni D.pngKai Ni D Ship Banner Tama Kai Ni.png Ship Banner Yura Kai Ni.png Ship Banner Kinu Kai Ni.png Ship Banner Abukuma Kai Ni.png Ship Banner Yuubari Kai Ni Toku.pngKai Ni Toku Ship Banner Noshiro Kai Ni.png Ship Banner Yahagi Kai Ni.png
CAV Ship Banner Mogami Kai Ni Toku.pngKai Ni Toku
(F)BB(V) Ship Banner Nagato Kai Ni.png Ship Banner Yamato Kai Ni Juu.pngKai Ni Juu Ship Banner Mutsu Kai Ni.png Ship Banner Haruna Kai Ni C.pngKai Ni C
CVL Ship Banner Unyou Kai.png Ship Banner Gambier Bay Mk.II.png Ship Banner Houshou Kai Ni Sen.pngKai Ni Sen
AV Ship Banner Nisshin.png Ship Banner Kamoi Kai.png Ship Banner Chitose.png Ship Banner Chiyoda.png Ship Banner Mizuho.png Ship Banner Akitsushima Kai.png Ship Banner Commandant Teste Kai.png Ship Banner Nisshin Kai.png Ship Banner Mikuma Kai Ni Toku.pngKai Ni Toku
AO Ship Banner Souya (AGS).png Ship Banner Kamoi Kai Bo.png Ship Banner Hayasui Kai.png
LHA Ship Banner Kumano Maru.png Ship Banner Shinshuu Maru.png Ship Banner Akitsu Maru.png Ship Banner Kumano Maru Kai.png Ship Banner No.101 Transport Ship.png
SS(V) All
RE

Equipment Card Soukoutei (Armored Boat Class).png Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class): Shinshuu MaruShinshuu Maru
Shinshuu Maru Kai

Equipment Card Special Type 4 Amphibious Tank.pngEquipment Card Special Type 4 Amphibious Tank Kai.png Ka-Tsu tanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
: I-36I-36
I-36 Kai
 · I-41I-41
I-41 Kai
 · I-47 KaiI-47 Kai · I-58 KaiI-58 Kai

[edit]
  • Regarding Anti-Ground Rocket Anti-Ground Rockets:
    • If a ship's base firepower is low or just cannot equip landing equipment, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
    • Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
    • Depth Charges ASW MortarType 2 12cm Mortar Kai
      Type 2 12cm Mortar Kai (Concentrated Deployment)
      are inferior substitutes to regular Anti-Ground Rockets when lacking those.
  • Regarding Shells:
    • Armor-Piercing Shell AP Shells are mostly effective against "Hard Skin Installations",
    • Anti-Aircraft Shell AA Shells are mostly effective against "Soft Skin Installations".

Nuke Setup describes any setups using anti-installation equipment from multiple categories to multiplicatively amplify damage dealt to installations (dealing "nuclear-like damage").

  • Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
  • Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
  • The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
    • For example, equipping multiple Amphibious Vehicle Amphibious Vehicles or Landing Craft Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.

All "surface" anti-installation setups can be further enhanced by using them in Special Attacks, especially the Nelson-class's Touch.

In addition to the regular "supporting equipment" can also be added the Barrage Balloon Barrage Balloons for anti-installation only.

Equipment Setup Notes
General anti-installation setups
Large Caliber Main Gun Large Caliber Main Gun Seaplane Armor-Piercing Shell+Anti-Aircraft Shell "Best of both worlds", one of the best setups for 4+RE or 5 slot battleships, being both good in regular combat a well as against most installations.
Large Caliber Main Gun Large Caliber Main Gun Seaplane Landing Craft/Amphibious Vehicle
Large Caliber Main Gun Large Caliber Main Gun Armor-Piercing Shell Landing Craft/Amphibious Vehicle
Haruna Kai Ni C, Nagato-class Kai Ni, & Yamato Kai Ni Juu only.
  • Note that since they have high FP, they benefit less from precap modifiers, hence such setup sees little use in most cases.
  • Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
  • Yamato can equip both Seaplane & Armor-Piercing Shell, and Yamato & Haruna can equip an additional RADAR in their RE if possible.
  • This setup is most effective against SDP & installation-like warships.
Anti-hard skins setups
Large Caliber Main Gun Large Caliber Main Gun Seaplane Armor-Piercing Shell The basic battleship setup. Because Battleships are not far away from the damage cap compared to other ship types, they do not benefit much from the high pre-cap multipliers that anti-installation equipment provides. The standard artillery spotting setup will allow them to utilize spotting attacks and AP Shell's post-cap bonuses against the installation, as well as be effective against all other targets in the enemy fleet.
Large Caliber Main Gun Large Caliber Main Gun Dive Bomber Dive Bomber Wildcard Ise-class Kai Ni only, taking advantage of the dive bomber bonus, without being limited by the anti-installation DB.
Anti-soft skins setups
Large Caliber Main Gun Large Caliber Main Gun Seaplane Anti-Aircraft Shell This is an option when facing soft-skinned installations. Taking an AA shell will improve their damage against installations, but will also limit the battleship's effectiveness against all other targets by reducing their artillery spotting attack types.
Anti-SDP setups
Large Caliber Main Gun Armor-Piercing Shell Landing Craft Landing Craft Amphibious Vehicle+RADAR Nuke Setup , Yamato Kai Ni Juu only.
4-5 x Landing Craft/Amphibious Vehicle Mega Nuke Setup , Haruna Kai Ni C, Nagato-class Kai Ni, & Yamato Kai Ni Juu only.
  • A setup for extreme cases, not recommended in most cases as it negatively affects the normal combat effectiveness.
Large Caliber Main Gun Amphibious Vehicle Amphibious Vehicle Anti-Ground Rocket+High-Angle Gun Haruna Kai Ni C & Yamato Kai Ni Juu only, DA Nuke, not recommended in most cases as it negatively affects the normal combat effectiveness.
Anti-installation-like warships setups
Torpedoes Torpedoes Amphibious Vehicle Amphibious Vehicle Haruna Kai Ni C only.
Torpedoes Torpedoes Anti-Ground Rocket Anti-Ground Rocket Kongou-class Kai Ni B/C & Conte di Cavour Nuovo only.

RE recommendations:

  • In most cases, Anti-Aircraft Shell are better by bringing additional bonuses, especially the Kai & Kai 2 variants, that brings Firepower

In most situations, it is advisable to use regular setups on carriers (with no anti-installation dive bombers), so they will not attack the installations at all and focus on clearing the escorts. Else, the following setups must be used to be able to attack installations:

Equipment Setup Notes
General anti-installation setups
Dive Bomber Torpedo Bomber Fighter Wildcard This is only to be used when having anti-installation dive bombers. It will allow the carrier to still perform CVCI against other targets.
Torpedo Bomber Torpedo Bomber Fighter Wildcard A setup usually not recommended as it sacrifices the CVCI. It can still do significant damage to installations and other targets.
  • The number of torpedo bombers and fighters can be varied depending on the amount of fighter power required.
Anti-SDP setups
Dive Bomber Torpedo Bomber Landing Craft Wildcard CV-Nuke Setup , Gambier Bay Mk.II & Unyou Kai/Ni only.
  • A setup combining CVCI with landing craft bonuses (anti-installation dive bomber still required).
  • Effective when used in the escort of a combined fleet against single fleets, especially for Unyou Kai Ni, who can do night shelling.
Dive Bomber Landing Craft/Amphibious Vehicle Landing Craft/Amphibious Vehicle Wildcard Nuke Setup , Houshou Kai Ni Sen, Gambier Bay Mk.II & Unyou Kai/Ni only.
  • Sacrifices CVCI for larger "nuke" bonuses (requires anti-installation dive bomber).
  • The 4th slot can be used to carry a Dive Bomber/Fighter/Liaison Aircraft/Landing Craft/Amphibious Vehicle, depending on the situation.

RE recommendations:

  • Armor Extra Armor in most cases,
  • The Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png RoSa K212cm 30-tube Rocket Launcher Kai 2 when facing air power,
  • The Aviation PersonnelSDP SDP+Skilled Deck Personnel + Aviation Maintenance Hands to increase carrier damage output.

Equipment Setup Notes
General anti-installation setups
Medium Caliber Main Gun Medium Caliber Main Gun Reconnaissance SeaplaneRecon Anti-Aircraft Shell
Medium Caliber Main Gun Medium Caliber Main Gun Reconnaissance SeaplaneRecon Wildcard +Anti-Aircraft Shell
The only anti-installation equipment a regular CA can carry are AA shells, which is effective against all installations but Pillboxes, and very effective against soft-skinned installations.
  • It allows artillery spotting and deals decent damage against installations.
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane BomberBomber/Seaplane Fighter Anti-Aircraft Shell
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane BomberBomber/Seaplane Fighter Wildcard +Anti-Aircraft Shell
Zara-class Kai/Due Only, with the SPB/SPF providing additional bonuses.
Medium Caliber Main Gun Medium Caliber Main Gun Anti-Ground Rocket Anti-Aircraft Shell
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane Anti-Ground Rocket+Anti-Aircraft Shell
This is an alternative setup only for CAV.
  • If no RE is available, it removes the ability to artillery spot, but for much more powerful damage at night.
Medium Caliber Main Gun Seaplane Anti-Ground Rocket Anti-Aircraft Shell+High-Angle Gun For the Mogami-class Kai Ni with an RE, this setup additionally maintains the artillery spotting.
Medium Caliber Main Gun Anti-Ground Rocket Anti-Ground Rocket Anti-Ground Rocket+High-Angle Gun For the Mogami-class Kai Ni with an RE, a DA pseudo-nuke.
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane Landing Craft/Amphibious Vehicle
Medium Caliber Main Gun Midget SubmarineMinisub Seaplane BomberBomber Landing Craft/Amphibious Vehicle+High-Angle Gun
This setup is for Mogami Kai Ni Toku, allowing for oTorp, artillery spiting, and DA with anti-installation bonuses.
  • The seaplane can be a Seaplane BomberBomber/Seaplane Fighter for further bonuses.
Anti-SDP setups
Medium Caliber Main Gun Medium Caliber Main Gun Landing Craft Amphibious Vehicle
Medium Caliber Main Gun Anti-Ground Rocket Landing Craft Amphibious Vehicle+High-Angle Gun
Medium Caliber Main Gun Landing Craft Landing Craft Amphibious Vehicle+High-Angle Gun
DA Nuke Setup , Mogami Kai Ni Toku only.
  • Uses Mogami's ability to carry 8cm High-angle Guns8cm High-angle Gun
    8cm High-angle Gun Kai + Additional Machine Guns
    in her RE, making this a true nuke setup while keeping the Double Attack.
Anti-Ground Rocket Anti-Ground Rocket Landing Craft Amphibious Vehicle
Anti-Ground Rocket Landing Craft Amphibious Vehicle Landing Craft/Amphibious Vehicle
Nuke Setup , Mogami Kai Ni Toku only.
  • Not recommended as it loses the DA.

RE recommendations:

  • In most cases, Anti-Aircraft Shell are better by bringing additional bonuses, with the Kai & Kai 2 variants also bringing additional Firepower.

Equipment Setup Notes
General anti-installation setups
Medium Caliber Main Gun Medium Caliber Main Gun Anti-Ground Rocket The most basic DA setup for cruisers who cannot carry landing craft.
Medium Caliber Main Gun Medium Caliber Main Gun Anti-Ground Rocket Anti-Ground Rocket
Medium Caliber Main Gun Medium Caliber Main Gun Reconnaissance SeaplaneRecon Anti-Ground Rocket
A setup for 4-slot cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power.
  • Using the Reconnaissance SeaplaneRecon is less effective but maintains the day DA for normal combat.
Medium Caliber Main Gun Medium Caliber Main Gun Landing Craft/Amphibious Vehicle The most basic DA setup for cruisers who can carry landing craft.
Medium Caliber Main Gun Midget SubmarineMinisub Seaplane BomberBomber Landing Craft/Amphibious Vehicle+High-Angle Gun This setup is for Yahagi Kai Ni B, allowing for oTorp, artillery spiting, and DA with anti-installation bonuses
Anti-SDP setups
Landing Craft Landing Craft Amphibious Vehicle
Anti-Ground Rocket Landing Craft Amphibious Vehicle
Nuke Setup
Medium Caliber Main Gun Landing Craft Amphibious Vehicle+High-Angle Gun DA Nuke Setup for CL that can equip guns in their RE.

CLT should not engage in anti-installation warfare.

  • They should serve a support purpose (oTorp against regular ships, oasw, balloon, smoke, ...).

Equipment Setup Notes
General anti-installation setups
Small Caliber Main Gun Small Caliber Main Gun Anti-Ground Rocket The most basic DA setup for destroyers who cannot carry landing craft.
Small Caliber Main Gun Small Caliber Main Gun Barrage Balloon A basic setup DA for destroyers who cannot carry landing craft, providing a general bonus to the fleet.
Anti-Ground Rocket Anti-Ground Rocket Anti-Ground Rocket This setup can be better than some basic CA in some cases.
  • All 3 Anti-Ground Rocket should be different to maximize the bonus.
Small Caliber Main Gun Small Caliber Main Gun Landing Craft/Amphibious Vehicle The most basic DA setup for destroyers who can carry landing craft.
Anti-SDP setups
Landing Craft Landing Craft Amphibious Vehicle Nuke Setup
Anti-Ground Rocket Anti-Ground Rocket Landing Craft/Amphibious Vehicle
Anti-Ground Rocket Landing Craft Landing Craft
Mini-Nuke Setup
  • Substitute nuke setups to use ONLY when lacking Landing Craft or Amphibious Vehicles.
Anti-installation-like warships / mixed fleet setups
Torpedoes Torpedoes Landing Craft/Amphibious Vehicle TCI + anti-installation setup
  • Adding a Lookout in the RE increases the trigger rate.
Small Caliber Main Gun Torpedoes Landing Craft/Amphibious Vehicle+Surface RADARSurface Only for Lv80+ high-luck DD that can carry radar in RE.
  • GTR + anti-installation setup

DE should not engage in anti-installation warfare.

  • They should serve a support purpose (oasw, balloon, smoke, ...).
Equipment Setup Notes
Anti-Ground Rocket Anti-Ground Rocket Anti-Ground Rocket Against SDP only, this setup can be better than some basic CA.
  • All 3 Anti-Ground Rocket should be different to maximize the bonus.

SS/SSV should not engage in anti-installation warfare.

Equipment Setup Notes
General anti-installation setups
Amphibious Vehicle / Anti-Ground Rocket Equipping either is required for SS/V to attack installations during shelling.
  • SSV can also equip Seaplane BomberBomber/Seaplane Fighter for further bonuses.

Equipment Setup Notes
General anti-installation setups
Small Caliber Main Gun Small Caliber Main Gun Seaplane Landing Craft/Amphibious Vehicle Basic setup maintaining a DA at both day and night.
Secondary Gun Secondary Gun Landing Craft/Amphibious Vehicle General night DA
Landing Craft/Amphibious Vehicle Wildcard Wildcard When artillery spotting is unavailable
Anti-SDP setups
Landing Craft Landing Craft Amphibious Vehicle
Anti-Ground Rocket Landing Craft Amphibious Vehicle
Nuke Setup
  • 4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
Secondary Gun Secondary Gun Landing Craft Amphibious Vehicle Double Nuke Setup
  • Secondary Gun are recommended instead of Medium Caliber Main Gun to avoid "Hidden Accuracy Penalties".
    This setup is for 4 slots AV to utilize the "Nuke" with a "Night DA".

Equipment Setup Notes
General anti-installation setups
Small Caliber Main Gun Small Caliber Main Gun Seaplane Landing Craft/Amphibious Vehicle Basic setup maintaining a DA at both day and night.
Secondary Gun Secondary Gun Landing Craft/Amphibious Vehicle General night DA
Landing Craft/Amphibious Vehicle Wildcard Wildcard When artillery spotting is unavailable
Anti-SDP setups
Landing Craft Landing Craft Amphibious Vehicle Amphibious Vehicle
Anti-Ground Rocket Anti-Ground Rocket Landing Craft Amphibious Vehicle
Anti-Ground Rocket Landing Craft Landing Craft Amphibious Vehicle
Nuke Setup
  • LHAs can carry some of the strongest 4 slots nuke configurations.
Landing Craft Landing Craft Amphibious Vehicle Amphibious Vehicle+Landing Craft
Anti-Ground Rocket Anti-Ground Rocket Landing Craft Amphibious Vehicle+Landing Craft
Mega-Nuke Setup , Shinshuu Maru Kai only.
Landing Forces Landing Forces Amphibious Vehicle Omega-Nuke Setup , No.101 Transport Ship Kai only.
High-Angle Gun Landing Forces Landing Forces+High-Angle Gun DA Nuke Setup , No.101 Transport Ship Kai only.
  • Has a lower maximal damage output than the Omega-Nuke, but is more versatile against non-SDP installations with a DA at night.
Secondary Gun Secondary Gun Landing Craft Amphibious Vehicle Double Nuke Setup
  • This setup is to utilize the "Nuke" with a "Night DA".

Other auxiliaries should not focus on the anti-installation role. However, they can still utilize anti-installation equipment, such as in TP phases.

Equipment Selection

While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.

Equipment of a same type are mainly differentiated by their "Stats" (Firepower, Torpedo Attack, Anti-Air, ...), including Fit Bonuses (both visible and invisible) and Improvements (Improved) stats, as well as some more specific attributes, like:

  • Modifiers brought in certain mechanics, ranging from combat to routing,
  • Special mechanics induced by certain equipment,
  • Map "historical bonuses".

Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.

Here, equipment stats are dispatched into 3 categories:

  • Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
  • Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
  • Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
Equipment Stats Category
Main Armament
Icon Equipment Types Primary Stats Secondary Stats Notes
Small Caliber Main GunMedium Caliber Main GunLarge Caliber Main GunSecondary Gun Main Gun & Secondary Gun Firepower Accuracy
  • For smal caliber Fit Bonus generaly are higher than base stats
  • For Medium and Large caliber Hidden Fit Bonuses plays a major role when choosing a gun
High-Angle Gun High-Angle Gun Anti-Air Firepower Accuracy Having an good AACI takes priority over stats
Anti-Aircraft Gun AA Gun Anti-Air Firepower Accuracy
  • Despite its stats the RLK212cm 30-tube Rocket Launcher Kai Ni is the best on certain ships, due to its unique mechanic.
  • Having an good AACI takes priority over stats
Torpedoes Torpedo Torpedo Attack Firepower Accuracy For Sub torps, Late model ones unlock a better Cut-in
Midget Submarine
SONAR Depth Charges Anti-submarine Weaponry Anti-Submarine Warfare Accuracy Armor Penetration
  • Having OASW takes priority over stats
  • When already having OASW, then ASW Synergy takes priority over stats
Aircraft
Icon Equipment types Primary stats Secondary stats Note
Dive Bomber JetFighterBomber1.png Dive Bomber Dive Bomber Attack AAR ❱❱ Firepower If the main purpose of the ship is ASW then naturally Anti-Submarine Warfare becomes a primary stat
Fighter-Bomber and Jets Anti-Air Dive Bomber Attack AAR ❱❱ Firepower
Torpedo Bomber Night Torpedo Bomber Torpedo Bomber Torpedo Attack AAR ❱❱ Firepower If the main purpose of the ship is ASW then naturally Anti-Submarine Warfare becomes a primary stat
Fighter Night Fighter Fighter Anti-Air ❱❱ Firepower
Reconnaissance Aircraft Carrier Recon Line of Sight Accuracy Firepower Equipping a SaiunSaiun
Saiun (Eastern Caroline Air Group)
Saiun (4th Recon Squad)
will override Red T engagements and turn them into Head-on, see here
Seaplane Night Reconnaissance Seaplane Seaplane Recon Line of Sight Accuracy Firepower
Seaplane BomberBomber Seaplane Bomber Line of Sight Dive Bomber Attack ❱❱ AAR Night Seaplane Bombers also unlock the night SPB CI.
Seaplane Fighter Seaplane Fighter Anti-Air ❱❱
Rotorcraft Liaison Aircraft ASW Aircraft Anti-Submarine Warfare
Other Equipment
Icon Equipment types Primary stats Secondary stats Note
RADAR Surface Radar Line of Sight Accuracy Anti-Air Firepower Because of AACI priority, radar without Anti-Air may be choosed
Air Radar Anti-Air Accuracy Line of Sight
Landing Craft Amphibious Vehicle Landing Forces Anti-Ground Rocket Anti-Installation Equipment Anti-installation modifiers The best equipment can change depending on the enemy installation
Armor Extra Armor Armor The Evasion malus is negligible
Engine Improvement Engine Improvement Speed Evasion Evasion Evasion is almost always negligible, as the soft-cap is only at 40.
All Other Equipment Are chosen on a case-by-case basis, being often bounded to some specific mechanics
Notes
  • Range Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.

See Also