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Support Expedition

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Introduction

In certain maps, you are able to access support expeditions to help you during battles. These expeditions are deployed like normal resource expeditions and have a chance of appearing at certain nodes and at the boss.

Currently these are only available in World 5 and events.

Overview

1. Areas which 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 see below.

2. The type of support fleet that appears depends on the composition of the fleet. Please see the various support types for more details.

3. The sortie fleet must encounter an eligible node before the support expedition timer runs out in order for support to appear.

  • If the timer runs out, support fleets will not appear.

4. Shelling and torpedo support can appear in night or day nodes but airstrike and ASW support can only appear in day nodes.

  • No support will appear in air raids, air battle or RADAR ambush nodes.

5. The support fleet will appear after the Aerial Combat phase during day battles.

  • The exception are night-day nodes where airstrike/ASW support arrives after LBAS but before Aerial Combat.

6. The damage cap for support is 150 for all cases.

  • This means that even if support shows up in night battle, it does not get advantage of the 300 damage cap.

7. Only visible stats are taken into account.

  • This means any hidden modifiers from upgrades or gun fit are ignored.

8. When the sortie fleet returns, the support fleets will return as well.

  • They will return regardless of if they have performed any support attacks.
  • You do not have to wait for the timer to expire like normal expeditions.

9. Support expeditions will always require resupplying regardless of if they have performed a support attack.

10. Instead of the normal 3 morale reduction for normal expeditions, the cost for support expeditions vary.

  • Node support: 1-5
  • Boss support: 1-10

11. The resource cost is rounded up instead of down.

Trigger Rate

The trigger rate differs between node support and boss support.


[math]\displaystyle{ \text{Node %} = 50 + \text{Mod}_\text{flag} + 5 \times \text{Mod}_\text{consort} + 1 }[/math]


[math]\displaystyle{ \text{Boss %} = 85 + \text{Mod}_\text{flag} + 5 \times \text{Mod}_\text{consort} + 1 }[/math]


  • [math]\displaystyle{ \text{Mod}_\text{flag} }[/math] is the sparkled flagship bonus of [math]\displaystyle{ 15 }[/math].
  • [math]\displaystyle{ \text{Mod}_\text{consort} }[/math] is the sparkled ship bonus of [math]\displaystyle{ 5 }[/math] for every other ship in the fleet.


Important Notes

  • The flagship affects trigger rate disproportionately.
    • Always place a sparkled ship as the flagship if you do not have the time to sparkle the rest of the fleet.
  • The maximum chance for node support to trigger is 91% and the lowest is 51%.
    • It is recommended that you 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 that you at least sparkle the four heavy hitters in order to maximise accuracy.

Expedition List

World 5 Icon.png
南方海域 - Southern Waters
# Name Time Σ(Lv) Flagship icon.png Minimum Fleet Size Requirements Needed Fuel.png Ammunition.png
33 前衛支援任務
Vanguard Support Mission
00:15 4XX2DD -5 -4
(Airstrike/ASW)

-8
(Shelling/Torpedo)

34 艦隊決戦支援任務
Decisive Battle Fleet Support Mission
00:30 4XX2DD -5 -4
(Airstrike/ASW)

-8
(Shelling/Torpedo)

Event Expeditions
# Name Time Σ(Lv) Flagship icon.png Minimum Fleet Size Requirements Needed Fuel.png Ammunition.png
S1 前衛支援任務
Vanguard Support Mission
00:15 4XX2DD -5 -4
(Airstrike/ASW)

-8
(Shelling/Torpedo)

S2 艦隊決戦支援任務
Decisive Battle Fleet Support Mission
00:30 4XX2DD -5 -4
(Airstrike/ASW)

-8
(Shelling/Torpedo)

Support Types

Shelling Support

This is the most commonly used support expedition. It is just a shelling attack against the whole enemy fleet.


Trigger Requirements

  • At least 2 or more FBB/BB/BBV/CA/CAV in the fleet.
  • Not more than 1 CVL/CV/CVB/AV/LHA.


Details

  • Each ship in the support fleet targets a random enemy ship.
    • Misses are also displayed on ships that aren't targeted.
  • Damage is affected by engagement and formation
  • Basic attack power is calculated in the same way as normal for surface ships and carriers except that firepower is reduced by 1.
  • Hayasui uses the surface shelling formula instead of the carrier attack formula for support even when equipped with torpedo bombers.


Important Notes

  • Shelling support deals the highest damage among all support types.
    • It is the most likely to sink enemy ships.
  • It costs the most out of all the support types.
    • This is due to the requirements for battleships and heavy cruisers.
    • You can control costs by using cheaper battleships and light carriers but it is not recommended to use heavy cruisers.
  • Try to aim for 147 displayed firepower on battleships to meet the parallel cap (184 for head-on).
  • For carriers, you need 52 displayed firepower to meet the parallel cap with a single 10Dive Bomber Attack plane (77 for head-on).
    • It is 39 for parallel and 64 for head-on with two 10Dive Bomber Attack planes.


Equipment Setups

Battleships
Equipment Setup Notes
Large Caliber Main GunRADARRADARRADAR This is for high firepower battleships like the 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.
Large Caliber Main GunLarge Caliber Main GunRADARRADAR This is for battleships with 95 to 120 firepowerFirepower that require 2 guns to get to the parallel attack cap or for trying to hit the head-on cap. It is not recommended that you run more than two guns on a battleship because it will compromise their ability to land a hit.
Carrier/Light Carrier
Equipment Setup Notes
Dive BomberRADARRADARRADAR This is for carriers that have above 52 firepowerFirepower that can hit the parallel attack cap with a single 10Dive Bomber Attack plane.
Dive BomberDive BomberRADARRADAR This is for carriers that have above 39 firepowerFirepower that can hit the parallel attack cap with a single 10Dive Bomber Attack plane or for carriers to get closer to the head-on attack cap. It is not recommended that you run more than two dive bombers on a carrier because it will compromise their ability to land a hit.
Destroyers
Equipment Setup Notes
Small Caliber Main GunRADARRADAR When running a red gun on a destroyer, ensure that it is a gun with bonus fit firepower to maximise her damage potential.
RADARRADARRADAR For all other destroyers that don't have a fit gun, this setup ensures that they have the maximum chance to land a hit.

Airstrike Support

Anti-Submarine Support

Long Range Torpedo Support

Troubleshooting