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IntroductionEdit

Support expedition

Support expeditions involve sending a fleet into an expedition to provide additional bombardment during the opening stages of Combat. There are two types of support expeditions, normal support and boss support:

  • Expedition 33 (15 minutes) is a normal support expedition, only works for pre-boss nodes.
  • Expedition 34 (30 minutes) is a boss support expedition, only works for the boss node.

Some important points about support expeditions are:

  • Events come with their exclusive support expeditions (e.g. expeditions 133 and 134 for normal and boss support, respectively) that can only be used throughout the event.
    • These event expeditions are unlocked by default.
    •  Ships that take part in support expeditions are exempted from ship locking.
  • Outside of events support expeditions only work in World 5.
  • Support expeditions do not work on nodes that begin in night battle.

In addition:

  • Sparkling your ships (mainly flagship) increases the probability to trigger support, while using fatigued ships reduces it.
  • For a support type, Support Shelling is the usual choice, while Aerial Support is also used sometimes.
  • Support expedition will end if either of these two conditions is fulfilled:
    • Finish a sortie.
    • The timer runs out before starting a sortie. As long as the sortie is underway, having the counter running out on the way will not disable the support during battles.
  • Because support expeditions are ended but not returned, they do not count for daily and weekly expedition quests.

Support TypesEdit

A support expedition requires a minimum of at least 2 DD?. The other 4 slots affect what type of support will be provided. The three types provided are Aerial Support, Long Range Torpedo Attack, and Support Shelling:

Type Fleet Fuel Ammunition Bauxite Pros Cons
Aerial Support 3CV(L/B)/AV/LHA 50% 40% • Damage is spread out
• Low cost
• Not affected by formation and engagement
• Unlikely to sink heavily-armored ships
• Affected by enemy's AA
• Cost bauxite
Long Range Torpedo Attack 4CL/CLT/DD 80% • Practically none • Low accuracy and damage
• Unable to sink any ship
Support Shelling Other fleets • High damage if hit
• Likely to sink enemy's ships
• High cost
• Affected by formation and engagement

Support ShellingEdit

Standard composition is 2 DD, 2 CV(L), 2 BB(V) with 4 ships capable of dealing big damage (2 DD required, maximum 2 CV/CVL, or it will be Aerial Support otherwise, 2 BB added as they also can reach the damage cap). Another option is 2 DD, 2 CVL, which is cheaper, but only with 2 ships capable of dealing big damage; 2 DD, 2 CVL, 2 CA also can be used.

Shelling damage calculationEdit

  • Each ship attacks randomly selected enemy ship
  • Damage calculated as usual, see Damage Calculation, noting that some modifiers don't affect support shelling, as described below
    • For DD, BB, Cruisers and etc., the same shelling formula for basic attack power is used; if FP is ship's firepower, EFP is equipment firepower:
      5 + FP_{-1} + \sum{EFP}
      • AO use shelling damage formula regardless of equipment
    • For CV and CVL the carrier shelling formula is used; if FP is ships's firepower, TP is equipment torpedo, DB is equipment divebomb:
      55 + [1.5 \times (FP_{-1} + \sum{TP} + [1.3 \times \sum{DB}])]
    • However, in both cases FP is reduced by one point:[1]
      FP_{-1} = FP - 1
  • Applicable modifiers: formation and engagement modifiers, damage cap, critical damage modifier
  • Accuracy (at least from morale, equipment accuracy, and levels[2]) also has its effect
  • The following factors are considered to have no effects (or pending verification):

The attack power cap and the importance of accuracy render 2-3 main guns or 2-3 bombers + 1-2 radars as standard setup for battleships and carriers (when dealing with heavily armored targets, DD can use 3 radars to increase the chance for their scratch damage). Sparkling all ships for better accuracy is also recommended.

For example:

See the following tables for reference

List of bombers by shelling attack power
Bomber Icon Torpedo Icon Dive Attack Power Icon Hit Buildable
RedPlaneSuisei (Egusa Squadron) 13 24 4 No
BluePlaneTenzan Model 12 (Murata Squadron) 15 22.5 2 No
BluePlaneTenzan Model 12 (Tomonaga Squadron) 14 21 3 No
RedPlaneSuisei (601 Air Group) 11 21 1 No
RedPlanePrototype Nanzan 11 21 No
RedPlaneType 99 Dive Bomber (Egusa Squadron) 10 19.5 4 No
BluePlaneRyuusei (601 Air Group) 13 19.5 1 No
RedPlaneSuisei Model 12A 10 19.5 Yes
BluePlaneRyuusei Kai 13 19.5 Yes
BluePlaneType 97 Torpedo Bomber (Murata Squadron) 12 18 2 No
BluePlaneType 97 Torpedo Bomber (Tomonaga Squadron) 11 16.5 3 No
RedPlaneJu 87C Kai 9 16.5 1 No
BluePlaneTenzan (601 Air Group) 10 15 1 No
RedPlaneSuisei 8 15 Yes
BluePlaneRyuusei 10 15 Yes
RedPlaneType 99 Dive Bomber (Skilled) 7 13.5 2 No
BluePlaneTenzan (931 Air Group) 9 13.5 No
BluePlaneType 97 Torpedo Bomber (Skilled) 8 12 2 No
List of ships and setups by shelling attack power
  • Maximal remodel and modernization
  • Bombers with 19.5 attack power used for CV/CVL (Suisei Model 12A, Ryuusei Kai)
  • 46cm Triple Gun Mount used for BB
  • Attack power highlighted in orange is over the damage cap
  • Attack power highlighted in red is over the damage cap in head-on engagement
  • Consumption-wise Kongou, Ise, Unryuu class ships and CVLs are the most effective, while more expensive ships allow using more radars
Attack Power with N guns / bombers
Ship Icon Gun 1 2 3 4
Shouhou, Hiyou, Zuihou 29 118 137 157 176
Ryuuhou 32 122 142 161 181
Chitose, Chiyoda 34 125 145 164 184
Ryuujou, Junyou 40 134 154 173 193
Amagi, Katsuragi 45 142 161 181 200
Unryuu 48 146 166 185 205
Akagi, Kaga 49 148 167 187 206
Souryuu 57 160 179 199 218
Taihou 59 163 182 202 221
Hiryuu 64 170 190 209 229
Zuikaku 65 172 191 211 230
Shoukaku 70 179 199 218 238
Ise, Hyuuga 79 110 136 162 188
Haruna 96 127 153 179 205
Kongou, Hiei, Yamashiro 98 129 155 181 207
Nagato, Mutsu, Fusou, Bismarck 99 130 156 182 208
Italia 102 133 159 185 211
Kirishima 104 135 161 187 213
Roma 105 136 162 188 214
Yamato, Musashi 139 170 196 222 248

Aerial SupportEdit

Standard composition is 2 DD, 4CV(L/B) with the maximum amount of carriers possible participating in the airstrike. Only ships with planes participate in this phase, as this support type will lead you through a self-contained air phase. This means that your fleet will be subject to the 1st and 2nd phase of Aerial Combat. The efficiency of this support is heavily dependent on whether you can reach a desirable air status, and whether the enemy Icon AA is strong or not. Since this support also makes use of the airstrike formula, the only thing relevant are the planes you're using on your carriers.

Airstrike PhaseEdit

The Aerial Support Fleet fights for the air control for a desirable air status, just like how it happens with the main fleet, with a few twists:

  • Your bombers will each randomly select a target to attack.
    • The damage done here is weaker in comparison to the airstrike from a main fleet.
  • The enemy fleet will not attack your support fleet.
  • Whatever air state you reach with your support fleet, will not affect the air state of the main fleet.
  • Your bombers are still susceptible to Icon AA fire, while your opponent is immune to it. Obviously, if a plane slot gets obliterated, it does not launch its attack either.
    • The enemy shot down ratio for both proportional and fixed is 20% less effective than usual.
  • There is no Contact, YellowPlane have no uses here.
  • The base accuracy is reduced in comparison to the airstrike from the main fleet.
  • Improvements are not taken into account.
  • Aircraft Proficiency has no effect.
  • Using Jets will not trigger a Jet phase.

Airstrike Damage CalculationEdit

Since each bomber attacks their own target using the airstrike formula, it is important that you try to reach a favorable air control, to reduce the amount of bombers being lost and to maximize the damage you can dish.

The Aerial Support fleet uses the following formula for basic attack power of each plane (same as the usual airstrike formula, with the exception of 25 constant being reduced to 3):

(P \times \sqrt{N} + 3) \times R
where:
  • P is the bomber's Torpedo or Dive Bombing stat
  • N is the current plane count (slot size) of the slot
  • R is the bomber's Plane Scaling:
Bomber Type Plane Scaling Notes
RedPlane Seaplane 1 This value is fixed, regardless the situation.
BluePlane 0.8 or 1.5 About 50% chance of either modifier.

Trigger rateEdit

This is the general trigger rate for all support expeditions.[citation needed]

  • Route support, normal morale: ~50%
  • Route support, only flagship is sparkled: ~60%
  • Route support, all ships are sparkled: ~80%
  • Boss support, normal morale: ~80%
  • Boss support, only flagship is sparkled: ~90-100%

ReferencesEdit

  1. 1.0 1.1 http://kiritr.blogspot.jp/2015/12/blog-post.html
  2. 2.0 2.1 2.2 2.3 http://ja.kancolle.wikia.com/wiki/%E3%82%B9%E3%83%AC%E3%83%83%E3%83%89:1253
  3. http://www.nicovideo.jp/watch/sm27095718
  4. http://jbbs.shitaraba.net/bbs/read.cgi/netgame/13745/1400461230/493
  5. http://jbbs.shitaraba.net/bbs/read.cgi/netgame/13745/1400461230/972
  6. http://jbbs.shitaraba.net/bbs/read.cgi/netgame/13745/1439793270/159