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Help:Equipment Setup

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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. Be careful that you do not run this if you take any other more powerful AACI in your fleet as it will override those AACI if it triggers.
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. Be careful that you do not run this if you take any other more powerful AACI in your fleet as it will override those AACI if it triggers.

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)

Heavy Cruiser (CA/V)

Battleship (BB/V)

Carrier (CV/L)

Submarine (SS/V)

Seaplane Tender (AV)

Auxiliary (AX)

See Also