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kancolle

May 26th, 2015
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  1. SHIPS TO KEEP
  2.  
  3. DISCLAIMER: This list does not take into account possible future remodels or possible new ships. Accurate as of 2 May 2015.
  4.  
  5. DDs to keep:
  6. Yuudachi
  7. Ayanami
  8. Yukikaze
  9. Shigure
  10. Akizuki
  11. Shimakaze
  12.  
  13. Optional:
  14. Your starter
  15. Fubuki (if she isn't your starter)
  16. Isokaze*
  17. Nowaki*
  18. * is purely for rarity reasons. These can be removed if they become more common.
  19.  
  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.  
  22.  
  23. CL(T)s to keep:
  24. Jintsuu
  25. Kitakami
  26. Ooi
  27. Yuubari
  28. Ooyodo
  29.  
  30. Optional:
  31. Isuzu
  32. Kiso
  33.  
  34. In case of ship locking, an extra pair of KitaOoi can be considered. Kiso is when you are allowed to use 3 CLTs, such as for Autumn 2014 E4. Isuzu is for upgrading type 3 depth charges at Akashi's.
  35.  
  36. Keep at least one extra CL around for ship locking, for a total of 4+ CLs. You may also end up with 2-5 CLTs.
  37.  
  38.  
  39. CA(V)s to keep:
  40. Myoukou
  41. Nachi
  42. Haguro
  43. Tone
  44. Chikuma
  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.  
  56.  
  57. BB(V)s to keep:
  58. Any 4 different fast BBs
  59. Fusou
  60. Yamashiro
  61. Yamato
  62. Musashi
  63.  
  64. Optional:
  65. The rest
  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. All of them (not counting Maruyu)
  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. Optional(?)
  95. Akitsushima
  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.  
  99.  
  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.  
  110. Below are two sample ship lists.
  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.  
  114. List 1:
  115.  
  116. Fubuki
  117. Murakumo
  118. Ayanami
  119. Sazanami
  120. Верный
  121. Inazuma
  122. Shigure
  123. Yuudachi
  124. Samidare
  125. Yukikaze
  126. Isokaze
  127. Nowaki
  128. Akizuki
  129. Shimakaze
  130.  
  131. Kitakami x2
  132. Ooi x2
  133. Kiso
  134. Isuzu
  135. Yuubari
  136. Jintsuu
  137. Ooyodo
  138.  
  139. Myoukou
  140. Nachi
  141. Haguro
  142. Maya
  143. Mogami
  144. Mikuma
  145. Tone
  146. Chikuma
  147.  
  148. Kirishima
  149. Bismarck
  150. Italia
  151. Roma
  152. Fusou
  153. Yamashiro
  154. Ise
  155. Hyuuga
  156. Yamato x2
  157. Musashi x2
  158.  
  159. Ryuujou
  160. Hiyou
  161. Jun'you
  162. Chitose CVL
  163. Chiyoda CVL
  164. Akagi
  165. Kaga
  166. Souryuu
  167. Hiryuu
  168. Shoukaku
  169. Zuikaku
  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.  
  239. I-168 x5
  240. I-8 x5
  241. I-19 x4
  242. I-58 x4
  243.  
  244. Chitose AV
  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.  
  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. Planes:
  300. -12+ Reppuu or stronger green planes (fighters) so that you can meet the required fighter power for important nodes.
  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. ASW planes from Akitsu Maru Kai will be covered in the ASW section.
  307.  
  308.  
  309. Radars:
  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.  
  312.  
  313. ASW equipment:
  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. Miscellaneous:
  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. -AP Shells (type 91 and type 1 exist; up to 6 for combined fleet; 4 BBs in main, 2 BBs in escort)
  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. -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. -Medium torpedo bulges/Large torpedo bulges (Again, do you really need them? Even less reason to use than boilers)
  324. -Searchlight (1 is enough, for obvious reasons)
  325. -Repair Facility (your first Akashi will give you 2 total; aim for 4)
  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. -Fleet Command Facility (1 is enough)
  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. -Skilled Lookout (if you want cut-ins galore, aim for 6, but 2 is already enough for most purposes)
  332.  
  333.  
  334.  
  335. Equipment For Support Expeditions
  336.  
  337. The following will assume generic support fleet setups of 2 DDs, 2 BBs and 2 CV(L)s, for both route and boss support. The equipment to be kept is not included in the Main Section.
  338.  
  339. You will have 4 DDs, 4 CV(L)s and 4 BBs, and you will want to equip them properly.
  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. 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.  
  344.  
  345.  
  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.  
  352. -2 20.3cm(3) guns
  353. -8 20.3cm(2) guns
  354. -2 Prinz Eugen guns
  355.  
  356. -8 35.6cm guns
  357. -4 41cm guns
  358. -7 46cm guns
  359. -1 51cm gun
  360.  
  361. -12 15.5cm secondary guns
  362. -12 12.7cm secondary guns
  363.  
  364. -3 3.7cm FlaK M42s
  365. -1 Maya Kai 2 AA gun
  366.  
  367. -4 Type 91 AA Fire Directors
  368. -2 Type 94 AA Fire Directors
  369.  
  370. -39 quad oxygen torps
  371. -6 quint oxygen torps
  372. -2 53cm submarine torps
  373. -1 FaT submarine torp
  374.  
  375. -11 Reppuu
  376. -1 Reppuu 601
  377.  
  378. -8 Suisei 12A
  379. -1 Suisei 601
  380. -1 Suisei Egusa
  381. -4 Ryuusei Kai
  382. -1 Tenzan 12 Tomonaga
  383. -1 Ryuusei 601
  384.  
  385. -6 Saiun
  386.  
  387. -8 Type 0 Observation Seaplanes
  388. -1 Type 98 night recon plane
  389.  
  390. -2 Zuiun
  391. -4 Zuiun 634
  392. -2 Zuiun 12
  393.  
  394. -20 Type 33 Surface Radars
  395. -14 Type 32 Surface Radars
  396. -6 Type 13 Air Radars Kai
  397. -2 Type 22 Surface Radars Kai 4
  398. -5 Type 14 Air Radars
  399. -1 FuMO25 Radar
  400.  
  401. -15 Type 3 Active Sonars
  402. -6 Type 3 Depth Charges
  403. -6 Ka-type Autogyros
  404.  
  405. -6 Amatsukaze boilers
  406. -6 sanshiki
  407. -8 Type 91 AP Shells
  408. -2 Type 1 AP Shells
  409. -15 Type A Ko-hyoteki
  410. -12 Daihatsu
  411. -1 Medium Torpedo Bulge
  412. -1 Large Torpedo Bulge
  413. -1 Searchlight
  414. -4 Repair Facilities
  415. -15 Drums
  416. -2 Star Shells
  417. -1 Fleet Command Facility
  418. -2 SCAMP
  419. -2 WG42
  420. -2 Skilled Lookouts
  421.  
  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.  
  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.  
  428. Recommended:
  429. -Akizuki guns (needs Akizuki)
  430. -20.3cm(3) guns (needs Mikuma)
  431. -Quint oxygen torps (needs Shimakaze)
  432. -Type 3 Active Sonars (unknown effect beyond +6. Needs Isuzu or Yuubari)
  433. -Type 3 Depth Charges (unknown effect beyond +6. Needs Isuzu)
  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.  
  439. Optional:
  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. -41cm guns (+8. Not recommended unless you have nothing else to max, which is highly unlikely if you're jewing. Needs Nagato or Mutsu.)
  442. -46cm guns (+8. See 41cm remarks. Needs Yamato or Musashi)
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