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{{CombatPortal}}
 
{{CombatPortal}}
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In certain maps, it is possible to call support expeditions to help the fleet during battles. These expeditions are deployed like normal resource expeditions and have a chance of appearing at certain nodes and at the boss.   
+
On certain maps, it is possible to call "support expeditions" to help the fleet during battles. These expeditions are deployed like normal resource expeditions and have a chance of appearing at certain nodes or at the boss.   
 
*Currently, these are only available in [[World 5]] and [[Events]].
 
*Currently, these are only available in [[World 5]] and [[Events]].
    
=Overview=
 
=Overview=
[[File:Support_Expedition.png|thumb|right|A shelling Support Expedition appears in a night battle node]]
+
===Expedition List===
#Areas that have support expeditions available for use have support expeditions listed under the expedition tab for the corresponding area. For a list of support expeditions, please [[Support_Expedition#Expedition_List|see below]].
+
Areas that have support expeditions available for use have support expeditions listed under the expedition tab for the corresponding area:
#The type of support fleet that appears depends on the composition of the fleet. Please see the [[Support_Expedition#Support_Types|various support types]] for more details.
+
*[[World 5]]:
#The a sortie must be started '''before the support expedition fleet returns to port''' in order for support to appear.
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**Node support
#* If the expedition fleet has returned to port, support fleets will not appear.
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**Boss support
#Shelling and torpedo support can '''appear in night or day nodes''' but airstrike and ASW support can '''only appear in day nodes'''.
+
*[[Events]]:
#* No support will appear in air raids, air battles, or radar ambush nodes.
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**Node support
#The support fleet will appear after the [[Aerial Combat]] phase during day battles.
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**Boss support
#* The exception are night-day nodes where airstrike/ASW support arrives after [[LBAS]] but before [[Aerial Combat]].
  −
#The damage cap for support is '''170''' for all cases.
  −
#* This means that even if support shows up in night battle, it does not get advantage of the 360 damage cap.
  −
#* The cap during '''head-on engagement''' is 212.
  −
#Only '''visible stats''' are taken into account.
  −
#* This means any hidden modifiers from upgrades or gun fit are ignored.
  −
#When the sortie fleet returns, the support fleets will return as well.
  −
#* They will return regardless of if they have performed any support attacks.
  −
#* The timer must be waited to expire like normal expeditions.
  −
#Support expeditions will always require resupplying '''regardless of if they have performed a support attack'''.
  −
#Instead of the normal 3 morale reduction for normal expeditions, the cost for support expeditions vary.
  −
#* Node support: 1-5
  −
#* Boss support: 1-10
  −
#The resource cost is '''rounded up''' instead of down.
  −
 
  −
===Trigger Rate===
  −
The trigger rate differs between node support and boss support.
  −
 
  −
<math>\text{Node %} = 51 + \text{Mod}_\text{flag} + 5 \times \text{N}_\text{escort}</math>
  −
 
  −
<math>\text{Boss %} = 86 + \text{Mod}_\text{flag} + 5 \times \text{N}_\text{escort}</math>
  −
 
  −
* <math>\text{Mod}_\text{flag}</math> is the '''sparkled flagship bonus''' of <math>15</math>.
     −
* <math>\text{N}_\text{escort}</math> is the '''Number of non-flagship sparkled ships'''.
+
It behaves differently than other expeditions:
 +
*Instead of the normal 3 morale reduction for normal expeditions, the morale loss from support expeditions varies:
 +
** Node support: 1-5
 +
** Boss support: 1-10
 +
*The resource cost is '''rounded up''' instead of down.
   −
;Notes
  −
* The flagship affects trigger rate disproportionately.
  −
** Always place a sparkled ship as flagship.
  −
* The maximum chance for node support to trigger is '''91%''' and the lowest is '''51%'''.
  −
** It is recommended to sparkle all the ships for node support in order to get the maximum trigger chance.
  −
* Boss support can reach '''100%''' trigger chance with only the flagship sparkled.
  −
** It is recommended to at least sparkle the four heavy hitters in order to maximize accuracy.
  −
  −
===Expedition List===
   
{|width=100%
 
{|width=100%
 
|style="width:50px"|[[File:IcoArea5.png]]
 
|style="width:50px"|[[File:IcoArea5.png]]
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</div>
 
</div>
   −
=Support Types=
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[[File:Support_Expedition.png|thumb|right|A shelling Support Expedition appears in a night battle node]]
==Shelling Support==
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===Steps===
This is the most commonly used support expedition. It is just a shelling attack against the whole enemy fleet.
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#Deploy the support fleet in the expedition menu,
 +
#Send another fleet in sortie,
 +
#The support expedition will come back automatically once the sortie ends, even if she did not show up.
 +
Support expeditions will always consume resources, '''regardless of whether they have performed a support attack'''.
   −
;Trigger Requirements
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===Node===
 +
{{Details|Nodes}}
 +
* Nose support may appear on most battle nodes. But not on boss nodes.
 +
** Note that only aerial support can appear on Submarine Nodes or Airstrike Supported Battle.
 +
** Note that aerial support cannot appear during [[night battle]].
 +
* Boss support can appear only on boss nodes.
 +
 
 +
===Support type===
 +
There are 4 types of support which are determined by the fleet composition:
 +
* Shelling support,
 +
* Aerial support,
 +
** Airstrike support,
 +
** ASW Support,
 +
* Torpedo support,
 +
 
 +
===Trigger Rate===
 +
The trigger rate differs between node support and boss support.
 +
{{Formula
 +
|Title=Trigger Rate Formula
 +
|Math=\begin{align}
 +
\text{Node %} &= 51 + \text{Mod}_\text{flag} + 5 \times \text{N}_\text{escort} \\
 +
\text{Boss %} &= 86 + \text{Mod}_\text{flag} + 5 \times \text{N}_\text{escort}
 +
\end{align}
 +
|Var=<math>\text{Mod}_\text{flag}</math> is the '''sparkled flagship bonus''' of <math>15</math>.
 +
* <math>\text{N}_\text{escort}</math> is the '''Number of non-flagship sparkled ships'''.
 +
}}
 +
;Notes
 +
* The flagship affects the trigger rate disproportionately.
 +
** Always place a sparkled ship as flagship.
 +
* The maximum chance for node support to trigger is '''91%''' and the lowest is '''51%'''.
 +
** It is recommended to sparkle all the ships for node support in order to get the maximum trigger chance.
 +
* Boss support can reach '''100%''' trigger chance with only the flagship sparkled.
 +
** It is recommended to at least sparkle the four heavy hitters in order to maximize accuracy.
 +
 
 +
==Attack Specification==
 +
The support fleet will appear between the [[Aerial Combat]] and the [[Battle Opening]] phase during day battles.
 +
* The exception is night-day nodes where airstrike/ASW support arrives after [[LBAS]] but before [[Aerial Combat]],
 +
* The ships attack random targets in the fleet order.
 +
** To maximize the [[Scratch Damage]], the weakest ships (usually DD) should be placed first.
 +
 
 +
===Damage===
 +
{{Details|Damage Calculations}}
 +
Supports use slightly different formulas than regular shelling attacks.
 +
* Only '''visible stats''' are taken into account,
 +
** This means [[Hidden Fit Bonuses]] and [[Improvement]] bonuses are ignored,
 +
** [[Plane Proficiency]] are ignored.
 +
* The damage cap for supports is '''170''' in all cases,
 +
** This means that even if a support shows up in night battle, it does not get the advantage of the 360 damage cap,
 +
* The only modifier are the [[engagement]] and the [[formation]], even in night battles,
 +
* Misses are also displayed on ships that are not targeted.
 +
 
 +
* [[AO]] use the surface shelling formula instead of the carrier attack formula for support even when equipped with torpedo bombers.
 +
** Enemy ships sunk in earlier combat phases '''are still counted''' towards contesting air control for airstrike support.
 +
 
 +
===Acuracy===
 +
{{Details|Accuracy}}
 +
* Only '''base stats''' are taken into account.
 +
** This means [[Hidden Fit Bonuses]] and [[Improvement]] bonuses are ignored.
 +
** unlike damage Accuracy [[Visible Fit Bonuses]] doesn't work.
 +
* The only modifier are the [[morale]] and the [[formation]].
 +
'''As a consequence, contrary to the rest of the battle, here the accuracy needs to be balanced with the attack power.
    +
===Fleet composition===
 +
<tabber>
 +
|-|Shelling Support=
 
Meet '''all''' of the following requirements:
 
Meet '''all''' of the following requirements:
 
* 2 or more (F)BB(V) '''OR''' 4 CA(V),
 
* 2 or more (F)BB(V) '''OR''' 4 CA(V),
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** Note that using 3BBV will trigger Aerial Support. To avoid Aerial Support, use at least one (F)BB.  
 
** Note that using 3BBV will trigger Aerial Support. To avoid Aerial Support, use at least one (F)BB.  
   −
;Details
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Ship should be chosen based on '''firepower'''{{firepower}}, '''level''' and '''luck'''{{Luck}}.
* Each ship in the support fleet targets a random enemy ship.
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** Misses are also displayed on ships that aren't targeted.
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|-|Airstrike Support=
* Damage is affected by '''engagement and formation'''.
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Meet '''one''' of the following requirements:
* Basic attack power is calculated in the same way as normal for [[Damage_Calculations#Surface_Shelling|surface ships]] and [[Damage_Calculations#Carrier Attacks|carriers]] except that '''firepower is reduced by 1'''.
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* At least 2 or more CV(B/L)/AV/LHA in the fleet,
* [[AO]] use the surface shelling formula instead of the carrier attack formula for support even when equipped with torpedo bombers.
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* 1 or more CV(B/L)/AV/LHA and no (F)BB(V)/CA/CAV,
 +
* 2 or more BBV/CAV/AV/LHA/AO and no (F)BB/CA.
 +
 
 +
;Recommended Composition
 +
* 2DD, 4CV(B/L)
 +
 
 +
Ship should only be chosen based on plane slots.
 +
|-|ASW Support=
 +
Meet '''all''' of the following requirements:
 +
* At least 1CVL present.
 +
* At least 1 additional CVL/AV/AO/LHA/CL/CT or 2DE
 +
 
 +
;Recommended Composition
 +
* 2DD, 2CVL, 2CV(B)
 +
Carriers should only be chosen based on plane slots.
 +
</tabber>
    
;Notes
 
;Notes
* Shelling support deals the highest damage among all support types.
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<tabber>
** It is the most likely to sink enemy ships.
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|-|Shelling Support=
* It costs the most out of all the support types.
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The attack works similarly to the [[shelling]] phase.
** This is due to the requirements for battleships and heavy cruisers.
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*This support cost huge amount of fuel{{Fuel}} and ammo{{Ammo}}
** Costs can be controlled by using cheaper battleships and light carriers but '''it is not recommended to use heavy cruisers'''.
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* Try to aim for 166 displayed firepower on battleships to meet the parallel cap (209 for head-on).
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|-|Airstrike Support=
* For carriers, 52 displayed firepower is needed to meet the parallel cap with a single 10{{Dive}} plane (77 for head-on).
+
The attack will go through the normal [[Aerial Combat]] phases.
** It is 39 for parallel and 64 for head-on with two 10{{Dive}} planes.
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* This means that damage can be reduced by plane losses through the air control and anti-air fire phases.
 +
* Planes in airstrike support appear to have some shoot-down resistance that helps them survive anti-air fire.
 +
** But the required fighter power for obtaining air control is reduced by planes lost in earlier air control phases.
 +
* Airstrike support '''costs bauxite {{bauxite}}''' on top of the normal resupply costs because lost planes need to be resupplied.
 +
* Taking [[jets]] on airstrike support still costs steel {{steel}} but does not trigger a jet assault phase.
 +
* Ships that cannot launch bombers '''will not participate in airstrike support'''.
 +
;Bug
 +
*The {{Item/Icon|Provisional Resupply|size=50px}} Provisional Resupply will not resupply aircraft.
 +
 
 +
|-|ASW Support=
 +
* All planes with an ASW stat will participate in support.
 +
** Fighters, Carrier Recons, and Jets are excluded.
 +
** They will not even contribute to determining air control, but they will not be shot down.
 +
** Seaplane fighters and fighter bombers will participate.
 +
* Although DDs and DEs are included in the fleet, they '''do not participate''' since it is a variant of airstrike support.
 +
* It only takes into account '''plane ASW''', equipping sonars and depth charges will be a waste.
 +
** However the [[Damage_Calculations#Anti-Submarine_Warfare|armor penetration]] mechanic from [[Depth Charge]]s still works.{{cite}}
 +
;Bug
 +
*The {{Item/Icon|Provisional Resupply|size=50px}} Provisional Resupply will not resupply aircraft.
 +
</tabber>
   −
;Equipment Setups
+
===Equipment Setups===
 +
<tabber>
 +
|-|Shelling Support=
 
Any eligible ship type not mentioned in this table is subpar '''not recommended''' for use in support. The order of the equipment is for illustrative purposes only. Can be placed in any order.
 
Any eligible ship type not mentioned in this table is subpar '''not recommended''' for use in support. The order of the equipment is for illustrative purposes only. Can be placed in any order.
 
{|class="wikitable" width="75%" style="margin:auto"
 
{|class="wikitable" width="75%" style="margin:auto"
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|-  
 
|-  
 
!colspan=3|Destroyers
 
!colspan=3|Destroyers
 +
|-
 +
|{{RedGunLight}}{{RedGunLight}}{{Radar}}
 +
|When running a gun on a destroyer, '''ensure that it is a gun with bonus fit firepower''' to maximize her damage potential.
 
|-
 
|-
 
|{{RedGunLight}}{{Radar}}{{Radar}}
 
|{{RedGunLight}}{{Radar}}{{Radar}}
|When running a red gun on a destroyer, '''ensure that it is a gun with bonus fit firepower''' to maximize her damage potential.
  −
|-
  −
|{{Radar}}{{Radar}}{{Radar}}
   
|For all other destroyers that don't have a fit gun, this setup ensures that they have the maximum chance to land a hit.
 
|For all other destroyers that don't have a fit gun, this setup ensures that they have the maximum chance to land a hit.
 
|-
 
|-
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|-  
 
|-  
 
|{{RedGunHeavy}}{{Radar}}{{Radar}}{{Radar}}
 
|{{RedGunHeavy}}{{Radar}}{{Radar}}{{Radar}}
|This is for high firepower battleships like the [[:Category:Yamato_Class|''Yamato''-class]] who can hit the parallel attack cap with a single high-firepower gun. Stacking all the extra radars will increase the chances that they manage to land a hit.
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|This is for high firepower battleships (>140) like the {{Class|Yamato}} who can hit the attack cap in parallel with a single high-firepower gun. Stacking all the extra radars will increase the accuracy.
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 +
|This setup should only be used if all guns have at least 4 {{Hit}}. It allows high firepower without sacrificing accuracy.
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}{{Radar}}
 +
|This setup should only be used if all guns have at least 3 {{Hit}}. It allows decent firepower without sacrificing accuracy.
 
|-
 
|-
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Radar}}{{Radar}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Radar}}{{Radar}}
|This is for battleships with '''95 to 120 firepower'''{{Firepower}} that require 2 guns to get to the parallel attack cap or for trying to hit the head-on cap. It is not recommended to run more than two guns on a battleship because it will compromise their ability to land a hit.
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|Without high-accuracy guns use this balanced setup.
 
|-
 
|-
 
!colspan=3|Carriers
 
!colspan=3|Carriers
 
|-  
 
|-  
|{{RedPlane}}{{Radar}}{{Radar}}{{Radar}}
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|{{RedPlane}}{{RedPlane}}{{Radar}}{{Radar}}
|This is for carriers that have '''above 52 firepower'''{{Firepower}} that can hit the parallel attack cap with a single 10{{Dive}} plane.  
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|Carriers that have '''above 52 firepower'''{{Firepower}} can hit the parallel attack cap with just two 10{{Dive}} plane.  
 
|-
 
|-
|{{RedPlane}}{{RedPlane}}{{Radar}}{{Radar}}
+
|{{AnyBomber}}{{AnyBomber}}{{Radar}}{{Radar}}
|This is for carriers that have '''above 39 firepower'''{{Firepower}} that can hit the parallel attack cap with a single 10{{Dive}} plane or for carriers to get closer to the head-on attack cap. It is not recommended to run more than two dive bombers on a carrier because it will compromise their ability to land a hit.
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|This is for carriers that have '''bellow 52 firepower'''{{Firepower}}. To compensate, planes with high "shelling power" (base attack power given by a plane following the [[Damage_Calculations#Carrier_Shelling_Attacks|carrier shelling formula]]) should be used.
 
|}
 
|}
   −
==Airstrike Support==
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|-|Airstrike Support=
Airstrike support functions much like a normal airstrike with a few major differences as detailed below.
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'''Bombers should be placed in the largest slots'''.
 
  −
;Trigger Requirements
  −
Meet '''one''' of the following requirements:
  −
* At least 2 or more CV(B/L)/AV/LHA in the fleet,
  −
* 1 or more CV(B/L)/AV/LHA and no (F)BB(V)/CA/CAV,
  −
* 2 or more BBV/CAV/AV/LHA/AO and no (F)BB/CA.
  −
 
  −
;Recommended Composition
  −
* 2DD, 4CV(B/L)
  −
 
  −
;Details
  −
* Every plane slot targets a random enemy ship.
  −
** This gives airstrike support up to 16 chances to hit.
  −
* The attack will go through the normal [[Aerial Combat]] phases.
  −
** This means that damage can be reduced by plane losses through the air control and anti-air fire phases.
  −
** Planes in airstrike support appear to have some shoot-down resistance that helps them survive anti-air fire.
  −
** Enemy ships sunk in earlier combat phases '''are still counted''' towards contesting air control for airstrike support.
  −
*** But the required fighter power for obtaining air control is reduced by planes lost in earlier air control phases.
  −
* Airstrike support '''costs bauxite''' on top of the normal resupply costs because lost planes need to be resupplied.
  −
* Taking jets on airstrike support still costs steel but does not trigger a jet assault phase.
  −
* Ships that cannot launch bombers '''will not participate in airstrike support'''.
  −
* Though the standard cost of airstrike support is 40% ammo, this only applies if '''there are 3 or more CVL/CV/CVB/AV''' in the fleet. Support will cost 80% ammo otherwise.
  −
* Only visible stats are considered for airstrike support.
  −
** This means all bonuses from upgrades or plane proficiency are ignored.
  −
* Damage is calculated slightly differently compared to normal airstrikes. Please see [[Damage_Calculations#Airstrike|airstrike damage]] for details on the variables used.
  −
 
  −
 
  −
<math>\text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35</math>
  −
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
  −
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
  −
** <math>1.0</math> for dive bombers and seaplane bombers.
  −
** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers.
  −
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
  −
 
  −
* Like airstrikes, damage is unaffected by formation or engagement.
  −
* The accuracy appears to be lower than normal airstrikes.
  −
* It does not appear in night battle nodes.
  −
** But does appear in night-day nodes once the battle shifts to day.
  −
 
  −
;Notes
  −
* This support is useful for dealing with multiple lightly armored ships or for racking up chip damage on high HP, high armor enemies.
  −
* Because it follows after LBAS and regular airstrikes, carriers can bring more bombers due to the reduced air control requirements.
  −
* It is one of the cheapest supports to run as long as 3 or more carriers are used.
  −
* Since slot size matters for damage, the carriers with the largest slots should be used to maximize damage.
  −
* Due to damage being calculated off remaining planes, airstrike support can be reduced '''the more nodes it appears in''' due to plane losses.
  −
 
  −
;Equipment Setups
  −
Any eligible ship type not mentioned in this table is subpar '''not recommended''' for use in support. The order of the equipment is for illustrative purposes only. '''Bombers should be placed in the largest slots'''.
  −
 
   
{|class="wikitable" width="75%" style="margin:auto"
 
{|class="wikitable" width="75%" style="margin:auto"
 
!width="150px"|Equipment Setup
 
!width="150px"|Equipment Setup
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|}
 
|}
   −
==Anti-Submarine Support==
+
|-|ASW Support=
Anti-Submarine support functions exactly like [[Support Expedition#Airstrike Support|airstrike support]]. Everything about airstrike support applies to ASW support with a few key differences. 
+
'''Bombers should be placed in the largest slots'''.
 
  −
;Trigger Requirements
  −
* At least 1CVL present. 
  −
* At least 1 additional CVL/AV/AO/LHA/CL/CT or 2DE
  −
 
  −
;Recommended Composition
  −
* 2DD, 2CVL, 2CV(B)
  −
 
  −
;Details
  −
* All planes with an ASW stat will participate in support.
  −
** Fighters, Carrier Recons, and Jets are exluded.
  −
** They will not even contribute to determining air control, but they will not be shot down.
  −
** Seaplane fighters and fighter bombers will participate.
  −
* Although DDs and DEs are included in the fleet, they '''do not participate''' since it is a variant of airstrike support.
  −
* If it encounters a mixed surface/sub fleet, only submarines will be attacked.
  −
** It will still attack surface fleets with airstrike support if equipped with bombers.
  −
* It only takes into account '''plane ASW''', equipping sonars and depth charges will be a waste.
  −
** However the [[Damage_Calculations#Anti-Submarine_Warfare|armor penetration]] mechanic from [[Depth Charge]]s still works.{{cite}}
  −
* Damage is calculated slightly differently to airstrike support:
  −
 
  −
<math>\text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35</math>
  −
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
  −
* <math>\text{Rand}</math> is a random number from 0 to 0.75 inclusive.
  −
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
  −
 
  −
;Notes
  −
* Because slot size matters, carriers make much better ASW support ships than light carriers.
  −
* It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
  −
** A full ASW support setup that runs into enemy airpower will get destroyed.
  −
* Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
  −
* It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
  −
 
  −
;Equipment Setups
  −
Any eligible ship type not mentioned in this table is subpar '''not recommended''' for use in support. The order of the equipment is for illustrative purposes only. '''Bombers should be placed in the largest slots'''.
      
{|class="wikitable" width="75%" style="margin:auto"
 
{|class="wikitable" width="75%" style="margin:auto"
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|-  
 
|-  
 
|N/A
 
|N/A
|There isn't any fixed setup for ASW support. Just put the aircraft with the highest ASW stat into the largest slots (see [[ASW Aircraft]]). Fighters can be included if facing some '''surface battles''' with enemy airpower.
+
|There isn't any fixed setup for ASW support. Just put the aircraft with the highest base '''ASW'''{{ASW}}stat into the largest slots (see [[ASW Aircraft]]). Fighters can be included if facing some '''surface battles''' with enemy airpower.
 +
*Do not take into account the '''ASW''' [[Visible Fit Bonuses]].
 
|}
 
|}
 +
</tabber>
 +
    
==Long Range Torpedo Support==
 
==Long Range Torpedo Support==
This support exists to prevent using too many light cruisers and destroyers for cheap support. It appears as a torpedo strike with very low accuracy.
+
It is the cheapest support but also by far the weakest. In addition, there is a bug that massively reduced the accuracy of this support.
    
;Trigger Requirements
 
;Trigger Requirements
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;Notes
 
;Notes
 
* Do not bother using this type of support, since it is by design inferior to the previously mentioned ones.
 
* Do not bother using this type of support, since it is by design inferior to the previously mentioned ones.
 +
    
=FAQ=
 
=FAQ=
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'''A:''' Double check that you have:
 
'''A:''' Double check that you have:
# Sent the the support to the right area.
+
# Sent the support to the right area.
# Sparkled the sufficient number of ships.
+
# Sparkled a sufficient number of ships.
 
# Have the correct composition for support to appear.
 
# Have the correct composition for support to appear.
 
# You resupplied the fleet before sending them off.
 
# You resupplied the fleet before sending them off.
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