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Difference between revisions of "Help:Equipment Setup"

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=Heavy Cruiser (CA/V)=
 
=Heavy Cruiser (CA/V)=
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<tabber>
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|-|Standard Combat=
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{| class="wikitable" style="width: 100%;"
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|-
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!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
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!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
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|-
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| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
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| 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. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate.
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|-
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| {{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
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| This is an alternative setup for CAs in the main fleet of a combined fleet. '''Do not''' use this setup if your CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in.
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|-
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| {{RedGunMedium}}{{YellowGun}}{{YellowGun}}{{WildCard}}
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| This is an alternative combat setup where your 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 time 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.
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|-
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| {{RedGunMedium}}{{TorpedoWeapon}}{{TorpedoWeapon}}{{WildCard}}
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| This is the standard CA setup for TCI. Since any CA that can TCI or should be luckmodded to be capable of TCI can already hit the cap with two torpedoes, it is better to have a main gun over a 3rd torpedo. This will allow them to be somewhat effective during the day and gain the bonus accuracy from equipping an [:Category:20.3cm_Variants|IJN 20.3]]. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment.
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|-
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|-|Anti-Installation=
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{| class="wikitable" style="width: 100%;"
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|-
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!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
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!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
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|-
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| {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{GreenAmmo}}
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| This is the typical anti-installation setup for CAs. It is sufficient to allow CAs to hit the daytime shelling cap against most installation targets. It also allows them to perform artillery spotting.
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|-
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| {{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{GreenAmmo}}
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| This is an alternative anti-installation setup for CAVs. It allows them to significant damage to all installation types in exchange for not being able to artillery spot. CAVs with this setup are able to hit the night battle shelling cap against installations.
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|-
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|}
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|-|Misc=
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{| class="wikitable" style="width: 100%;"
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|-
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!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
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!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
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|-
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| {{RedGunMedium}}{{GreenGunDP}}{{Radar}}{{Seaplane}}{{GreenGunMG}}
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| This is a unique setup for [[Maya|Maya Kai Ni]]. This is the typical setup that allows her to perform artillery spotting, night time double attacks and AACI. There are several variants to this setup depending on what role you need her to specialise in. Trading a {{RedGunMedium}} for a {{GreenGunDP}} will let her focus more on anti-air at the expense of artillery spotting. If you have two [[5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)]] or the GFCS variant, you can maintain artillery spotting and AACI.
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|-
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|}
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=Battleship (BB/V)=
 
=Battleship (BB/V)=
 
=Carrier (CV/L)=
 
=Carrier (CV/L)=

Revision as of 04:51, 21 January 2020

Introduction

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)

Equipment Notes
High-Angle GunHigh-Angle GunWildcard 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.
Small Caliber Main GunSmall Caliber Main GunRADAR 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.
TorpedoesTorpedoesTorpedoes 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.
TorpedoesTorpedoesWildcard 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 Lookout. This will help increase their trigger rate somewhat.

Equipment Notes
SONARDepth ChargesDepth Charges 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 or Type 94) while the other needs to be a normal Depth Charge (Type 2 or 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.

Equipment Notes
Landing CraftAmphibious VehicleAnti-Ground Rocket 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.
High-Angle GunHigh-Angle GunLanding Craft/Amphibious Vehicle/Anti-Ground Rocket 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.

Equipment Notes
High-Angle GunAnti-Aircraft GunLookout 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 Anti-Aircraft Gun so that another main gun can be used to maintain double attacks.

Destroyer Escort (DE)

Equipment Notes
High-Angle GunHigh-Angle GunWildcard 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.

Equipment Notes
SONARDepth ChargesDepth Charges 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 or Type 94) while the other needs to be a normal Depth Charge (Type 2 or 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.

Light Cruiser (CL)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplane 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.
TorpedoesTorpedoesTorpedoes This setup is the standard torpedo cut-in (TCI) setup. The usual candidates are Yuubari Kai Ni Toku and Abukuma Kai Ni. the latter needs to be luckmodded to be viable.
TorpedoesSeaplane FighterMedium Caliber Main GunHigh-Angle Gun This is a unique setup for 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.
TorpedoesMedium Caliber Main GunMedium Caliber Main GunWildcard 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 work or a sonar for ASW work.

Equipment Notes
SONARDepth ChargesDepth Charges 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 or Type 94) while the other needs to be a normal Depth Charge (Type 2 or 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.

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunAnti-Ground RocketAnti-Ground Rocket 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.

Equipment Notes
TorpedoesRADARWildcard High-Angle Gun This is a unique setup for 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 Medium Caliber Main Gun 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.

Heavy Cruiser (CA/V)

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplaneWildcard 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. The wild card is usually a RADAR of some sort to increase the artillery spotting trigger rate.
Medium Caliber Main GunMedium Caliber Main GunMedium Caliber Main GunSeaplane This is an alternative setup for CAs in the main fleet of a combined fleet. Do not use this setup if your CAs are expected to engage in night battle. This setup gives them extra hitting power for artillery spotting at the expense of having a terrible night battle cut in.
Medium Caliber Main GunSecondary GunSecondary GunWildcard This is an alternative combat setup where your 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 time 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.
Medium Caliber Main GunTorpedoesTorpedoesWildcard IJN 20.3]]. The wild card can be anything that doesn't interfere with this setup. It will typically be night battle equipment.

Equipment Notes
Medium Caliber Main GunMedium Caliber Main GunSeaplaneAnti-Aircraft Shell This is the typical anti-installation setup for CAs. It is sufficient to allow CAs to hit the daytime shelling cap against most installation targets. It also allows them to perform artillery spotting.
Medium Caliber Main GunMedium Caliber Main GunAnti-Ground RocketAnti-Aircraft Shell This is an alternative anti-installation setup for CAVs. It allows them to significant damage to all installation types in exchange for not being able to artillery spot. CAVs with this setup are able to hit the night battle shelling cap against installations.

Equipment Notes
Medium Caliber Main GunHigh-Angle GunRADARSeaplaneAnti-Aircraft Gun This is a unique setup for Maya Kai Ni. This is the typical setup that allows her to perform artillery spotting, night time double attacks and AACI. There are several variants to this setup depending on what role you need her to specialise 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 you have two 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) or the GFCS variant, you can maintain artillery spotting and AACI.

Battleship (BB/V)

Carrier (CV/L)

Submarine (SS/V)

Seaplane Tender (AV)

Auxiliary (AX)

See Also