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Introduction
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SHIPS TO KEEP
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Not willing to spend money on a free-to-win game? Not having enough slots to go around? Follow this guide and you won't have to worry about that again. …kamo.
3+
DISCLAIMER: This list does not take into account possible future remodels or possible new ships. Accurate as of 2 May 2015.
4
5-
While parts [1] and [2] are for those who don't buy slots, part [3] is for anyone who doesn't want to buy improvement materials (i.e. screws), which makes up a much larger portion of the playerbase.
5+
DDs to keep:
6
Yuudachi
7-
WARNING: This guide assumes you are willing to play for stats. Especially part 1 of the guide. If you don't want to play for stats, that's fine, but you should still at least take note of the number of each type of ship you need, because that is even more important than what ships are the best to keep stats-wise.
7+
8
Yukikaze
9
Shigure
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Contents
10+
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[1] SHIPS TO KEEP
11+
12-
[1a] DDs
12+
13-
[1b] CL(T)s
13+
14-
[1c] CA(V)s
14+
15-
[1d] BB(V)s
15+
Fubuki (if she isn't your starter)
16-
[1e] CV(L)s
16+
17-
[1f] SS(V)s
17+
18-
[1g] AVs
18+
19-
[1h] Other ships
19+
20-
[1i] Total
20+
Make sure to have enough DDs to run expeditions, even when an event is going on. 14 DDs (enough to run expeditions 21, 37 and 38 simultaneously) is the absolute minimum. During event time, switch to expeditions which need fewer DDs if you need to sortie any DDs. Mutsuki-class is useful for this purpose. If you are open to having duplicates, that works too.
21-
[1j] Sample ship lists
21+
22-
[1j(a)] List 1
22+
23-
[1j(b)] List 2
23+
CL(T)s to keep:
24-
[2] EQUIPMENT TO KEEP
24+
25-
[2-1] Main Section
25+
26-
[2-1a] Main Gun (Primary armament)
26+
27-
[2-1b] Secondary Gun (Secondary armament)
27+
28-
[2-1c] Anti-Air Gun (AA gun)
28+
29-
[2-1d] Torpedo
29+
30-
[2-1e] Aircraft (Carrier-based aircraft/Reconaissance)
30+
31-
[2-1f] Radar
31+
32-
[2-1g] ASW equipment (Sonar/Depth charge/Autogyro/Antisubmarine patrol)
32+
33-
[2-1h] Miscellaneous
33+
34-
[2-2] Equipment For Support Expeditions
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35-
[2-3] Sample equipment lists
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36-
[2-3a] List 1
36+
37-
[2-3b] List 2
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[3] EQUIPMENT TO UPGRADE (under construction)
38+
39
CA(V)s to keep:
40
Myoukou
41-
[1] SHIPS TO KEEP
41+
42
Haguro
43-
DISCLAIMER: This list does not take into account possible future remodels or possible new ships. Accurate as of 30 May 2015.
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44
Chikuma
45-
[1a] DDs to keep
45+
46
Optional:
47
Choukai
48
Maya
49
Mogami-class (Mikuma in particular)
50
Prinz Eugen
51
52
All the Myoukous except Ashigara are required for a monthly quest, and they can pull their own weight in events as well, if they are ever needed. Tone and Chikuma are for if you need CAVs in events. Choukai is the strongest CA, and Mikuma and Maya are for upgrading equipment at Akashi's.
53
54
In case of ship locking, consider either duplicates or those in the optional list. 4 CAs and 4 CAVs should be enough.
55-
Akatsuki
55+
56
57
BB(V)s to keep:
58
Any 4 different fast BBs
59
Fusou
60-
For more information see http://pastebin.com/03kihLwt
60+
61
Yamato
62-
Make sure to have enough DDs to run expeditions, even when an event is going on. 14 DDs (enough to run expeditions 21, 37 and 38 simultaneously) is the absolute minimum. During event time, switch to expeditions which need fewer DDs if you need to sortie any DDs. If you are open to having duplicates, that works too.
62+
63
64
Optional:
65-
[1b] CL(T)s to keep:
65+
66
67
BBs are good to have, but you'll only really need those who are best in their own field (fast BBs for speed, BBVs for seaplane bombers, hotels for pure damage). That said, a total of 8 (in case of ship locking) + 4 (for support fleets), for a minimum of 12 BB(V)s total (of which 4+ should be BBVs; preferably one of each), is highly encouraged.
68
69
(cont.)
70
71
72
CVLs from best to worst:
73
Jun'you > Chitose-class > Hiyou > Ryuujou > Shouhou-class > Ryuuhou > Houshou
74
75
CVs from best to worst:
76
Kaga > Taihou > Hiryuu > Akagi > Souryuu > Shoukaku-class > Unryuu > Katsuragi >Amagi
77
78
In case of ship locking, 12+ CV(L)s (4 of them for support) should be kept. At least 6 of them should be CVs and at least 4 of them should be CVLs.
79
80
Subs to keep:
81-
[1c] CA(V)s to keep:
81+
82
83
This is the most interesting part. For effective subslaving, at least 18 subs (failing that, 12) should be kept. Eg: 4x Imuya, 4x Goya, 4x Iku, 4x Hachi, 1x Shioi, 1x Ro. In addition, where possible, keep at least 3 of each SS (not SSV) who can carry 2 torps for cut-in (currently only Imuya as U-511 is not farmable yet).
84
85
A good rule of thumb for 2-3 subslaving is to have either 4x SS (no SSV), or 3 subs who can cut-in, if you don't want to gimp your win percentage. If you don't care about it, use one sub less than stated.
86
87
Kai at least 1 of each sub (and all subs who do not change class on remodel eg. Imuya, Shioi) to final form. For endgame purposes it might be wise to Kai all subs to their final form.
88
89
90
AVs to keep:
91
Chitose
92
Chiyoda
93
94-
All the Myoukous except Ashigara are required for a monthly quest, and they can pull their own weight in events as well, if they are ever needed. Tone and Chikuma are for if and when you need CAVs in events. Choukai is the strongest CA, and Mikuma and Maya are for upgrading equipment at Akashi's.
94+
95
Akitsushima
96-
In case of ship locking, consider those in the optional list. 4 CAs and 4 CAVs should be enough.
96+
97
Expedition 36. End of story. (They're useful for expeditions which require CVs too, such as expedition 35. As well as for carrying daihatsu for extra resources from every other expedition you can fit them in.)
98
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[1d] BB(V)s to keep:
99+
100-
Any 2 (recommended: 4) fast BBs (in order from best to worst: Bismarck, Roma, Kirishima, Italia, Hiei, Kongou, Kirishima)
100+
Other ships to keep:
101
Taigei
102
Akashi
103
Katori
104
Akitsu Maru
105
106
Yes, 1 of each. Event compass rules can be a bitch.
107
108
Total: 14 + 6(+3) + 8 + 12 + 12 + 12(+6) + 2(+1) + 4 = 70+10 ships. Leaving 20-30 slots for you to play around with (be it for keeping extra girls you like, keeping farming fodder, buffer for events, etc).
109-
BBs are good to have, but you'll only really need those who are best in their own field (fast BBs for speed, BBVs for seaplane bombers, hotels for pure damage). That said, a total of 8 (in case of ship locking) + 4 (for support fleets), for a minimum of 12 BB(V)s total (of which 4+ should be BBVs; highly preferably one of each), is highly encouraged. 2+ fast BBs are required in case of compass rules, but unless you're going with 3 pairs of hotels (1 for main fleet, 1 for each support fleet; though you'd have to be insane to do that) I would recommend you go with 4 fast BBs.
109+
110
Below are two sample ship lists.
111-
For newer players especially who may not have access to the higher tier battleships, 2 sets of Kongou-class (obtainable from 3-2-A) will be enough to make up the numbers. Fusou-class and Ise-class should also be easy enough to acquire. In case slow BBs are needed, you can even keep a set of Ise-class unremodelled (not Fusou-class since they have 10 less armour) and just two duplicate Kongou-class, at least until you get Nagato- and Yamato-class. Or just Hyuuga since Ise has 5 less firepower, and three duplicate Kongou-class.
111+
The first list is that of someone who has enough ships to clear an event (80 total ships). Whether luck is on your side is another story…
112
The second ship list (having 76 ships) is that of someone who is relatively new, and so has no event rewards or otherwise relatively rarer ships. However, due to having duplicates, they still have a good chance of clearing any event. (These duplicates are only placeholders for when you get other ships; for example, feel free to get rid of your duplicate Kongou-class as you get Nagato-class + Yamato-class.)
113
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[1e] CV(L)s to keep:
114+
List 1:
115
116
Fubuki
117
Murakumo
118
Ayanami
119
Sazanami
120-
Kaga > Taihou > Hiryuu > Akagi > Souryuu > Shoukaku-class > Unryuu > Katsuragi > Amagi
120+
Верный
121
Inazuma
122
Shigure
123
Yuudachi
124
Samidare
125-
[1f] SS(V)s to keep:
125+
126
Isokaze
127
Nowaki
128-
This is the most interesting part. For effective subslaving, at least 18 subs (failing that, 12) should be kept. Eg: 4x Imuya, 4x Goya, 4x Iku, 4x Hachi, 1x Shioi, 1x Ro. In addition, where possible, keep at least 3 of each SS (not SSV) who can carry 2 torps for cut-in (currently only Imuya as U-511 is not farmable yet). Maruyu is only good for 3-2-A tanking and for improving others' luck. There is no reason to keep one permanently around, especially since she'll be less effective as a 3-2-A tank over time due to increasing repair times as she levels up.
128+
129
Shimakaze
130-
A good rule of thumb for 2-3 subslaving is to have either 4x SS (no SSV), or 3 subs who can cut-in, if you don't want to gimp your win percentage. If you don't care about it, use one sub less than stated. If you really care about your win percentage, you can use one sub more than stated, but I do not recommend more than that.
130+
131
Kitakami x2
132-
For subslaving at other maps, I recommend 5 subs who can cut-in for 4-2 (world 4 weekly) and 2-4 (world 2 daily), though you can add or remove 1 sub as you like; if you feel bold enough you can even remove 2, but no more. If you want to subslave at 3-4, 6 subs who can cut-in is a must.
132+
133
Kiso
134-
Kai at least 1 of each sub (and all subs who do not change class on remodel eg. Imuya, Shioi) to final form. For endgame purposes it might be wise to Kai all subs to their final form. By then you can probably reduce the number of subs you keep to 15 (3 sets of 5 for maps like 2-4 and 4-2, 5 sets of 3 for maps like 2-3) or 10 (2 sets of 5 for maps like 2-4 and 4-2, 3 sets of 3 + a spare for maps like 2-3).
134+
135
Yuubari
136
Jintsuu
137-
[1g] AVs to keep:
137+
138
139
Myoukou
140
Nachi
141
Haguro
142
Maya
143
Mogami
144-
Expedition 36. End of story. (They're useful for expeditions which require CVs too, such as expedition 35. As well as for carrying daihatsu for extra resources from every other expedition you can fit them in. Except Akitsushima, that is.)
144+
145
Tone
146
Chikuma
147-
[1h] Other ships to keep:
147+
148
Kirishima
149
Bismarck
150
Italia
151
Roma
152
Fusou
153
Yamashiro
154
Ise
155-
[1i] Total: 14 + 6(+3) + 8 + 12 + 12 + 12(+6) + 2(+1) + 4 = 70+10 ships. Leaving 20-30 slots for you to play around with (be it for keeping extra girls you like, keeping farming fodder, buffer for events, keeping specific ships for quest completion, etc).
155+
156
Yamato x2
157-
[1j] Sample ship lists
157+
158
159
Ryuujou
160-
The first list (80 total ships) is that of someone who has enough ships to clear an event. Whether luck is on your side is another story…
160+
161
Jun'you
162
Chitose CVL
163-
[1j(a)] List 1 (80 ships):
163+
164
Akagi
165
Kaga
166
Souryuu
167
Hiryuu
168
Shoukaku
169-
Akatsuki
169+
170
Taihou
171
172
I-168 x4
173
I-8 x4
174
I-19 x4
175
I-58 x4
176
I-401 x1
177
Ro-500 x1
178
179
Chitose AV
180
Chiyoda AV
181
Akitsushima
182
183
Taigei
184
Akashi
185
Katori
186
Akitsu Maru
187
188
189
190
List 2:
191
192
Fubuki
193
Murakumo
194
Ayanami x2
195
Sazanami
196
Верный
197
Inazuma
198
Shigure x2
199
Yuudachi x2
200
Samidare
201
Yukikaze
202
Shimakaze
203
204
Kitakami x2
205
Ooi x2
206
Kiso
207
Isuzu
208
Yuubari
209
Jintsuu x2 (Picked her over Yuubari because she's more common, and it may be wise to have 2 CLs that have planes, rather than just 1)
210
211
Myoukou
212
Nachi
213
Haguro
214
Maya
215
Mogami
216
Suzuya
217
Tone
218
Chikuma
219
220
Kongou x2
221
Hiei x2
222
Haruna x2
223
Kirishima x2
224
Fusou
225
Yamashiro
226
Ise
227
Hyuuga
228
229
Ryuujou
230
Hiyou
231
Jun'you
232
Chitose CVL
233
Chiyoda CVL
234
Akagi x2
235
Kaga x2
236
Souryuu x2
237
Hiryuu (I left her out as a dupe option because Kaga and Souryuu have lower rarity and you get a free Akagi, but your individual luck may be different)
238-
[1j(b)] List 2 (76 ships):
238+
239
I-168 x5
240
I-8 x5
241
I-19 x4
242
I-58 x4
243
244-
Akatsuki
244+
245
Chiyoda AV
246
247
Akashi
248
249
250
251
252
EQUIPMENT TO KEEP
253
254
DISCLAIMER: This list does not take into account possible future upgrading paths equipment can take, or possible new equipment. It also does not take into account potential equipment locking in future event maps, or potential new usage for currently useless equipment (unless said equipment is particularly difficult to get), or any other new mechanic that may be introduced. However, this DOES take into account stock equipment from potential drops in future events. Accurate as of 2 May 2015.
255
256
If you really are jewing, you will know that screws come in extremely limited quantity. This guide will not only suggest what equipment to keep, it will also suggest what equipment to upgrade, so as to make full use of your limited screw count.
257
258
Since knowing what equipment to keep is complicated, I have split the Support Expeditions section from the main section.
259
260
261
262
Main Section (Equipment for support expeditions are not included in this list. Scroll down to see a list of equipment for support expeditions instead.)
263
264-
Suzuya (Picked her over Kumano because she drops everywhere Kumano does and she drops in 5-3 boss but Kumano doesn't, and over Mikuma because Mikuma drops only in 4-3 and 5-2 boss nodes)
264+
265
Main Guns:
266
-Light: 12 is enough for this. You aren't likely to need more than that outside of support.
267
Best guns to worst: Akizuki gun > Urakaze gun ≈ normal 10 cm gun ≈ Poi gun > everything else. Screws are only worth using on Akizuki guns.
268
269
-Medium: Again, 12 is enough. You probably won't even use these guns in support.
270
Best guns to worst: 20.3cm(3) gun (fully upgraded) > Prinz Eugen gun > 20.3cm(3) gun (not upgraded) > 20.3cm(2) gun > everything else. Screws are only worth using on 20.3cm(3) guns (since you can't upgrade Prinz Eugen guns at the moment).
271
272
-Heavy: In a combined fleet, main fleet can have up to 4 BBs and escort fleet can have up to 2. This makes for a total of 6 BBs you'll potentially be sortieing, so you will need at least 12 battleship guns for that. Personally I'd go with 20 46cm guns (or if you have Nagato- or Yamato-class BBs, you can swap in 51cm instead), but due to concerns of accuracy penalty due to overloading mechanics, you may want to swap in a few 35.6cm, 38cm or 41cm guns instead. Unupgraded vanilla versions suck though, so you may want the prototype versions (for 35.6cm and 41cm guns) or Kai versions (for 38cm guns), unless you plan to upgrade them, since the prototype 35.6cm/41cm guns can't be upgraded at the moment. However, due to your limited screw count, it is NOT recommended to upgrade 41cm guns (35.6cm guns are fine), and until their prototype counterparts can be upgraded, definitely don't bother with converting them (not like you can convert vanilla 41cm guns to prototypes at the moment, anyway). Better to have them as stock equipment from remodelling ships instead. That said, if you have nothing else to upgrade (which will probably take years of playing) and you have an excess of screws, you CAN consider improving 46cm guns to +8 or even higher. By then you can discard even 51cm guns, if they still aren't upgradable yet.
273
274
275
Secondary Guns:
276
With the advent of artillery spotting, they've been rendered mostly useless, but in situations where you won't get air superiority, they can still come in handy. In such situations, 12 of the 15.5cm secondary guns should do. If you have the Italian 15.2cm secondary guns, even better, since they can be upgraded (not like you'd really need to, though).
277
278
If you are that concerned about enemy planes, you may want to consider up to 12 green secondary guns as well. Even then, it's best to keep 15.5 secondary guns around for when enemy planes aren't a concern.
279
280
281
Anti-Air (AA) Guns:
282
Skip.
283
…Is what I'd like to say, but in case they become useful later on, keep the Maya Kai 2 AA gun and the FlaK M42, since they're the best AA guns and they aren't exactly easy to get. Well, unless you're willing to waste more screws to get more Maya Kai 2 AA guns, that is. Not that I'd recommend it anyway; screws are better spent elsewhere.
284
http://kancolle.wikia.com/wiki/25mm_Triple_Autocannon_Mount_(Concentrated_Deployment)http://kancolle.wikia.com/wiki/3.7cm_FlaK_M42
285
286
287
AA Fire Directors:
288
You won't need more than 6. However, due to your limited screw count, it is not advisable to upgrade all of them. Keep type 91 AA fire directors as is, and upgrade only Type 94 FDs instead. Even then, it would probably be better to just farm Akizuki guns from Akizuki herself instead, once it becomes viable to do so.
289
290
291
Torpedoes:
292
A very interesting part. For endgame purposes, you won't need more than 12 torpedoes for any sortie, but since chances are you'll be regularly switching subs around for subslaving, even if you're jewing on slots it's highly recommended to permanently keep 2 torps on each sub with 2 slots (and 1 Type A Ko-hyoteki on each sub with 1 slot; see below). That will make for up to 36 torps on subs and 12 torps for normal usage, for a total of 48.
293
294
As for what torps to keep, a rule of thumb is don't keep any torps weaker than quad oxygen torps (which give +10 torp stat). You can however make an exception for triple oxygen torps (which give +8 torp) since they also give +1 evasion and +1 armour, which can be useful for subslaving in maps like 2-3 or 4-2.
295
296
Regarding what torps to upgrade, upgrade only quint oxygen torps where possible. Only when you have one screw left, then you upgrade quad oxygen torps.
297
298
299-
[2] EQUIPMENT TO KEEP
299+
Planes:
300
-12+ Reppuu or stronger green planes (fighters) so that you can meet the required fighter power for important nodes.
301-
DISCLAIMER: This list does not take into account possible future upgrading paths equipment can take, or possible new equipment. It also does not take into account potential equipment locking in future event maps, or potential new usage for currently useless equipment (unless said equipment is particularly difficult to get), or any other new mechanic that may be introduced. However, this DOES take into account stock equipment from potential drops in future events. Accurate as of 30 May 2015.
301+
-4+ Suisei 12A/Ryuusei Kai or stronger bombers are recommended for the main fleet.
302
-Enough Saiun to ensure you meet the LoS check. 6 would be a safe bet.
303
-Enough recon seaplanes (Type 0 Obervation planes are recommended since most people won't have Shiun, but use Type 0 recon planes if you don't have enough; you can also use night recon planes for night battle) to do the above and also to do artillery spotting. 1 night recon, as well as 8 of the rest, would be a safe bet.
304
-Enough seaplane bombers (Zuiun will do, but use stronger planes if you have them) to do the above, as well as to get air superiority. 8 would be a safe bet (I used 10 in MI on 2 CAVs in each fleet; 4 each on the CAVs in main fleet and 1 each of the CAVs in escort fleet, BUT they won't do seaplane bombing if they're in escort fleet, so you might as well use normal recon seaplanes there instead, since under the LoS formula, LoS from normal seaplanes counts more towards effective LoS than LoS from seaplane bombers).
305
306-
[2-1] Main Section (Equipment for support expeditions are not included in this list. Scroll down to see a list of equipment for support expeditions instead.)
306+
307
308-
Non-exhaustive list of terminology:
308+
309-
12.7cm Twin Mount Type-B Kai 2: Poi gun
309+
Radars:
310-
12.7cm Twin High-Angle Mount (Late Model): Urakaze gun
310+
You won't need more than 6 of each of the following radars: Type 13 Air Radar Kai, the Type 14 Air Radar, the Type 33 Surface Radar or the Type 32 Surface Radar (you can dump 1 of each of the latter two if you have the FuMO25 Radar). Keep any Type 22 Surface Radars Kai 4 you may have for support expeditions to use.
311-
10cm Twin High-angle Mount + Anti-Aircraft Fire Director: Akizuki gun
311+
312-
SKC34 20.3cm Twin Cannon: Prinz Eugen gun
312+
313-
Torpedo bomber: Blue plane
313+
ASW equipment:
314-
Dive bomber: Red plane
314+
6 Type 3 Depth Charges and 15 Type 3 Active Sonars, in case you're dispatching Yuubari, Ooyodo and Katori together. Also prepare 6 autogyros (4 on BBV, 2 on CVL) when doing 1-5.
315
316
317-
[2-1a] Main Gun (Primary armament):
317+
Miscellaneous:
318-
-Light:
318+
-Amatsukaze boilers (do you really need them? I don't think you'll ever need more than 6 turbines/boilers (eg. for clearing 3-2 Mutsukis quest), and that's if you actually use them)
319-
12 is enough for this. You aren't likely to need more than that outside of support.
319+
-AP Shells (type 91 and type 1 exist; up to 6 for combined fleet; 4 BBs in main, 2 BBs in escort)
320-
Best guns to worst: Akizuki gun > Urakaze gun ≈ normal 10 cm gun ≈ Poi gun > everything else.
320+
-Sanshiki (it's better to have 6 in case of maps like Autumn 2013 E4)
321
-Type A Ko-hyoteki (1 each for your Kai 2 CLTs and 1 each for your un-Kai'd subs. If you're farming Kitakami/Ooi for their quint torps, make sure to stack 2 midget subs on each of them)
322-
-Medium:
322+
-Daihatsu (with 2 AVs and Akitsu Maru, 9 is enough. Even if you have more Daihatsu carrying ships, you'll only need 12 max, 4 for each expedition fleet)
323-
For CAs, 12 is enough. You probably won't even use these guns in support.
323+
-Medium torpedo bulges/Large torpedo bulges (Again, do you really need them? Even less reason to use than boilers)
324-
Best guns to worst: 20.3cm(3) gun (fully upgraded) > 20.2cm(2) gun (fully upgraded) > Prinz Eugen gun > 20.3cm(3) gun (not upgraded) > 20.3cm(2) gun (not upgraded) > everything else.
324+
-Searchlight (1 is enough, for obvious reasons)
325
-Repair Facility (your first Akashi will give you 2 total; aim for 4)
326-
For CLs, now that they have fit gun mechanics, you may want to equip fit guns to them. You shouldn't need more than 4, though. That said, the fit gun mechanics for each CL have yet to be figured out, but you should be fine with two 15.2cm guns and two 15.5cm guns. I doubt it's worth it to obtain 15.2cm guns from upgrading the yellow variants, even for newer players.
326+
-Drum (15 total, for running 21/37/38 in case you need to)
327
-Star Shell (you won't need more than 2)
328-
-Heavy:
328+
-Fleet Command Facility (1 is enough)
329-
In a combined fleet, the main fleet can have up to 4 BBs and the escort fleet can have up to 2. This makes for a total of 6 BBs you'll potentially be sortieing, so you will need at least 12 battleship guns for that. For single fleet I'd go with 12 46cm guns (or if you have Nagato- or Yamato-class BBs, you can swap in 51cm instead if you have them), but in combined fleet due to concerns of accuracy penalty due to overloading mechanics, you may want to swap in a few 35.6cm, 38cm or 41cm guns instead. Unupgraded vanilla versions suck though, so you may want the prototype versions (for 35.6cm and 41cm guns) or Kai versions (for 38cm guns), unless you plan to upgrade them, since the prototype 35.6cm/41cm guns can't be upgraded at the moment. However, until their prototype counterparts can be upgraded, definitely don't bother with converting them (not like you can convert vanilla 41cm guns to prototypes at the moment, anyway). Better to have them as stock equipment from remodelling ships instead.
329+
-SCAMP (You probably won't need more than 2 of this, not that you can get more at this point anyway)
330
-WG42 (Same as sanshiki, so 6, except that you'll need multiple Yuu to get more)
331-
While 35.6cm guns pale in comparison to 38cm guns even on BBs whose fit guns are 35.6cms, 38cm guns are only available from Bismarck thus far, who is a rare result from LSC, so most of your BBs will likely end up using 35.6cm guns in combined fleet. I don't really recommend keeping and upgrading more than four 41cm guns total; they should be used on Nagato-class, or failing that, Fusou-class Kai or Kai 2. Yamato-class are fine with 46cm guns, but then again they don't have any fit guns.
331+
-Skilled Lookout (if you want cut-ins galore, aim for 6, but 2 is already enough for most purposes)
332
333
334-
[2-1b] Secondary Gun (Secondary armament):
334+
335-
With the advent of artillery spotting, they've been rendered mostly useless, but in situations where you won't get air superiority, they can still come in handy. In such situations, 12 of the 15.5cm secondary guns should do. If you have the Italian 15.2cm secondary guns, even better, since they can be upgraded.
335+
Equipment For Support Expeditions
336
337-
If you are that concerned about enemy planes, you may want to consider up to 6 green secondary guns as well. Even then, it's best to keep 15.5 secondary guns around for when enemy planes aren't a concern.
337+
338
339
You will have 4 DDs, 4 CV(L)s and 4 BBs, and you will want to equip them properly.
340-
[2-1c] Anti-Air Gun (AA gun):
340+
DDs will have a combination of DD guns and Type 33 Surface Radars (or Type 22 Surface Radar Kai 4 if you have enough radars to go around); usually 2 guns and 1 radar.
341
BBs will have two 46cm guns, a Type 32 Surface Radar/Type 22 Surface Radar Kai 4, and either a second radar (nothing less than a Type 33 Surface Radar) OR an AP shell.
342-
…Is what I'd like to say, but in case they become useful later on, keep the Maya Kai 2 AA gun and the FlaK M42, since they're the best AA guns and they aren't exactly easy to get. Well, unless you're willing to waste more screws to get more Maya Kai 2 AA guns, that is. Not that I'd recommend it anyway; screws are better spent elsewhere. Or you can simply farm more Maya Kai 2 for that; that works too.
342+
CV(L)s will have bombers (of at least Suisei 12A/Ryuusei Kai strength) and radars (at least 1 Type 32 Surface Radar/Type 22 Surface Radar Kai 4). Either 3 bombers and 1 radar, or 2 bombers and 2 radars (second radar must be nothing less than a Type 33 Surface Radar).
343-
http://en.kancollewiki.net/wiki/25mm_Triple_Autocannon_Mount_(Concentrated_Deployment)http://en.kancollewiki.net/wiki/3.7cm_FlaK_M42
343+
344
345
346-
[2-1d] Torpedo:
346+
Below is a sample equipment list of someone who has everything stated above. And then some.
347
348
-2 Akizuki guns
349
-14 vanilla 10cm guns
350
-4 Poi guns
351-
Regarding what torps to upgrade, upgrade only quint oxygen torps where possible. Only when you have one screw left (or when you have nothing else to upgrade), then you upgrade quad oxygen torps. Quad oxygen torps are also the ideal equipment to upgrade for newer players who just got Akashi, since they will carry you throughout the game, can be farmed very easily from level 10 Kitakami/Ooi, can be upgraded every day, and only need one screw per upgrade, at least until +6 beyond which they need 2 screws.
351+
352
-2 20.3cm(3) guns
353
-8 20.3cm(2) guns
354-
[2-1e] Aircraft (Carrier-based aircraft/Reconaissance):
354+
355
356-
-6+ Ryuusei Kai or stronger blue planes are recommended for the main fleet. Blue planes are highly recommended over red planes since carriers equipped with any red planes cannot attack enemy installation bosses. If you ever need red planes, swap out the blue planes with the red planes your support expedition would use. Due to how damage is calculated, your carriers will only deal 0.5 less damage in parallel engagement for every Ryuusei Kai they carry instead of a Suisei 12A, so there'll hardly be an impact.
356+
357
-4 41cm guns
358
-7 46cm guns
359-
-Enough seaplane bombers (Zuiun will do, but use stronger planes if you have them) to do the above, as well as to get air superiority. 8 would be a safe bet (I used 10 in MI on 2 CAVs in each fleet; 4 each on the CAVs in main fleet and 1 each of the CAVs in escort fleet, BUT they won't participate in the aerial phase if they're in escort fleet, so you might as well use normal recon seaplanes there instead, since under the LoS formula, LoS from normal seaplanes counts more towards effective LoS than LoS from seaplane bombers).
359+
-1 51cm gun
360
361
-12 15.5cm secondary guns
362
-12 12.7cm secondary guns
363
364-
[2-1f] Radar:
364+
365-
You won't need more than 6 of each of the following radars: Type 13 Air Radar Kai, the Type 33 Surface Radar, the Type 14 Air Radar or the Type 32 Surface Radar (you can dump 1 of each of the latter two for each FuMO25 Radar you have). Keep any Type 22 Surface Radars Kai 4 you may have for support expeditions to use.
365+
366
367
-4 Type 91 AA Fire Directors
368-
[2-1g] ASW equipment (Sonar/Depth charge/Autogyro/Antisubmarine patrol):
368+
-2 Type 94 AA Fire Directors
369-
6 Type 3 Depth Charges and 15 Type 3 Active Sonars, in case you're dispatching Yuubari, Ooyodo and Katori together. Also prepare 6 Ka-type Observation Autogyros (4 on BBV, 2 on CVL) when doing 1-5. For the time being, Type 3 Spotter/Liaison is useless for the time being.
369+
370
-39 quad oxygen torps
371
-6 quint oxygen torps
372-
[2-1h] Miscellaneous:
372+
373-
-AA Director: You won't need more than 6 of them. You can upgrade excess AA directors to Akizuki guns though. However, it is not advisable to upgrade all of them. Keep type 91 AA fire directors as is, and upgrade only Type 94 FDs instead. Even then, it would probably be better to just farm Akizuki guns from Akizuki herself instead, once it becomes viable to do so.
373+
374
375-
-Engine/boiler (Engine upgrades): Do you really need them? I don't think you'll ever need more than 6 turbines/boilers (eg. for clearing 3-2 Mutsuki-class quest), and that's if you actually use them in things like that.
375+
-11 Reppuu
376
-1 Reppuu 601
377-
-APshell: Type 91 and type 1 exist; you'll need up to 6 for combined fleet (4 BBs in main, 2 BBs in escort).
377+
378
-8 Suisei 12A
379-
-Sanshiki (AAshell): It's better to have 6 in case of maps like Autumn 2013 E4.
379+
-1 Suisei 601
380
-1 Suisei Egusa
381-
-Type A Ko-hyoteki (Midget submarine): 1 each for your Kai 2 CLTs and 1 each for your un-Kai'd subs. If you're farming Kitakami/Ooi for their quint torps, make sure to stack 2 midget subs on each of them when they're at Kai.
381+
-4 Ryuusei Kai
382
-1 Tenzan 12 Tomonaga
383-
-Daihatsu (Landing craft): With 2 AVs and Akitsu Maru, 9 is enough. Even if you have more Daihatsu carrying ships, you'll only need 12 max, 4 for each expedition fleet.
383+
-1 Ryuusei 601
384
385-
-Torpedo bulge (Extension armor): Again, do you really need them? Even less reason to use than boilers, although 5-5 is one of the few places where they may actually be viable.
385+
386
387-
-Search light: 1 normal and 1 BB-only, for a total of 2. If you want, you can use excess search lights to upgrade these 2.
387+
388
-1 Type 98 night recon plane
389-
-Repair Facility (Machine tools): Your first Akashi will give you 2 total; aim for 4.
389+
390
-2 Zuiun
391-
-Drum (Supply): 15 total, for running 21/37/38 in case you need to. They are viable for 24 and 40 too, but their exact effects are unknown.
391+
392
-2 Zuiun 12
393-
-Flare: You won't need more than 2.
393+
394
-20 Type 33 Surface Radars
395-
-Fleet Command Facility (Fleet Command): 1 is enough.
395+
396
-6 Type 13 Air Radars Kai
397-
-SCAMP (Maintenance team): You probably won't need more than 2 of this, not that you can get more at this point anyway.
397+
398
-5 Type 14 Air Radars
399-
-WG42 (Rocket artillery): Same as sanshiki, so 6, except that you'll need multiple Yuu to get more. Not that they're of much use anyway, so you can probably get by with 0.
399+
-1 FuMO25 Radar
400
401-
-Skilled Lookout (Picket crew): If you want cut-ins galore, aim for 6, but 2 is already enough for most purposes.
401+
402
-6 Type 3 Depth Charges
403-
-Flying boat: 3 Type 2 flying boats. Akitsushima, the only ship able to carry them so far, has only 3 slots, and you can't get any more in the game, so… yeah.
403+
404
405
-6 Amatsukaze boilers
406-
[2-2] Equipment For Support Expeditions
406+
407
-8 Type 91 AP Shells
408
-2 Type 1 AP Shells
409
-15 Type A Ko-hyoteki
410
-12 Daihatsu
411-
DDs will have a combination of DD guns and Type 33 Surface Radars (or Type 22 Surface Radar Kai 4 if you have enough radars to go around); usually 2 guns and 1 radar, or 3 radars (this setup has become increasingly popular as of late).
411+
412-
BBs will have two 46cm guns OR two fit guns, a Type 32 Surface Radar/Type 22 Surface Radar Kai 4, and either a second radar (nothing less than a Type 33 Surface Radar) OR an APshell.
412+
413-
CV(L)s will have bombers (of at least Suisei 12A/Ryuusei Kai strength; Suisei 12A is recommended here as it gives an extra 0.5 damage in parallel engagement) and radars (at least 1 Type 32 Surface Radar/Type 22 Surface Radar Kai 4). Either 3 bombers and 1 radar, or 2 bombers and 2 radars (second radar must be nothing less than a Type 33 Surface Radar).
413+
-1 Searchlight
414
-4 Repair Facilities
415-
Personally, I would give Souryuu, Hiryuu and Taihou 2 bombers and 2 radars, and the rest of the CV(L)s 3 bombers and 1 radar, but depending on player and even on map, the setup can change. For example, if you do 3 BB 3 SS route for 5-5, route support should have at least 2 strong radars on each ship.
415+
416
-2 Star Shells
417
-1 Fleet Command Facility
418-
[2-3] Sample equipment lists
418+
419
-2 WG42
420-
Below are two sample equipment lists. The first list is that of someone who has everything stated above. And then some.
420+
421
422-
The second list is that of someone who is relatively new, and so has no event rewards or otherwise relatively rarer equipment. However, their equipment allows them to hold their own in events. They stand a good chance of clearing hard mode in any event thrown at them.
422+
Total: 340 pieces of equipment. Which leaves 160 free slots (actually 157 in practice) for anything you like. Like fodder for upgrading things. Or damecon. Or just a nice buffer to have.
423
424-
[2-3a] List 1:
424+
425
426
Summary of list of things to improve/upgrade at Akashi's (up to 9 stars (+9) unless stated otherwise; brackets indicate level of upgrade to attain if you believe in accuracy effect increment being significant for each upgrade, and is taken to be max unless stated otherwise):
427-
-14 10cm HA guns
427+
428
Recommended:
429
-Akizuki guns (needs Akizuki)
430
-20.3cm(3) guns (needs Mikuma)
431
-Quint oxygen torps (needs Shimakaze)
432-
-2 15.5cm guns
432+
433-
-2 15.2cm Kai guns
433+
434
-Type 91 AP Shells (either +9 or max; upgrade to Type 1 if max. Needs Hiei or Kirishima)
435
-Type 1 AP Shells (+4(+6). Needs Kongou or Haruna)
436
-35.6cm guns (+8. Needs Fusou)
437
-Type 94 AA Fire Directors (max; upgrade to Akizuki guns. Not recommended once farming Akizuki guns from Akizuki (or her sister ships) becomes viable. Needs Akizuki, Fubuki or Maya; Maya can be considered over the other 2 if you don't want to waste too many 10cm guns, which can be hard to come by. However, Akizuki can upgrade type 94 every day of the week, unlike Maya. Also, at max stars Maya upgrades them to a different gun unlike Akizuki or Fubuki, so take care not to use her for the final upgrade unless you really want that secondary gun for some reason)
438-
-14 46cm guns
438+
439-
-2 51cm guns
439+
440
-Quad oxygen torps (+4(+6) or +9; +4 recommended. Further recommended to only upgrade if you have one screw left, your daily isn't done and you have nothing else you can upgrade for the day, that only needs one screw, since you can upgrade it any day of the week. In other words, only as a last resort. +9 or max (and upgrade to quints) should be avoided if possible; upgrading to quint torps in particular is not recommended since you have limited screws. Needs Kitakami or Ooi)
441-
-7 15.5cm secondary guns
441+
442-
-5 OTO 152mm machine guns
442+