User blog comment:Juuryoushin/Extra Operation Guide: 5-5 - The Tail of a Dangerous Salmon/@comment-26486243-20160126084617

Well, several issues.
 * AFGN would be the southeast route if ADEN is the east route. Alternatively if ADEN is the southeast route AFGN would be termed as the south route. Calling both of them southeast is kind of odd. =P
 * Yamato have neither overweight penalty nor fit bonus (or from another perspective, have both overweight penalties and fit bonuses that cancel each other out). However, Nagato classes do take an overweight penalty from 46cm turrets, both the prototype and the standard versions. Placing dual 46cms on Yamato is pointless as 41cms are already enough for them to hit firepower cap even on Head-on engagement. Nagato classes need dual 51cm turrets in order to reach firepower cap on head-on at the cost of evasion, or can use 41cms for firepower cap only on parallel; they experience overweight penalties from any 46cm calibre, but not from 51cms. Kadokawa logic.
 * Using Nagato-classes on support shelling is pointless as 150 cap can be achieved with Kongou-classes or Ise-classes at a much lower resource cost. Due to the base of 5, the target to aim for is a displayed firepower value of 145.
 * Nagato classes in the AFGN route use 41-OTO-T1-Bulge/Radar, not twin heavy calibre. Non-upgraded 41-OTO-T1 will give 141 effective firepower, after which upgrades add 4-3-2 for the full 150 firepower cap. This still triggers double attack at night, but the day damage will be greater as the postcap multiplier given by the main-sec-AP combination is greater than that of a main-main-AP combination. Radars give more accuracy; if your main problem is your submarines getting rekt main-sec-AP-radar is probably preferable, while main-sec-AP-bulge/amatsuboiler is preferable if it's your BBs getting rekt.
 * It's entirely possible for a torpedo bomber to go overcap if loaded into an excessively big slot, resulting in greater fractional losses from base AA, but offer no increased airstrike potential. Slot size doesn't affect firepower. As a general guide small slots are bad for bombers since they get wiped out and reset their rank, but overly big slots (30?) are bad as they offer no advantage over middling values like 24, but result in increased bauxite costs, while fighters would give an advantage in those massive slots. To generalise as 'big slots are for bombers only' is detrimental to bauxite usage.
 * Firepower wise normal carriers should aim for 188 shelling damage to get 150 firepower cap under head-on conditions, while armored carriers should aim for 215 shelling damage to get 150 firepower cap under chuuha conditions. Overshooting these numbers will draw FP away from another carrier that needs it more.
 * Maxed rank bombers give +20% critical damage in first slot and +10% in any other carrier slot, not postcap damage. If the carrier doesn't crit, the effect of rank is only to increase its accuracy.
 * When using the Junyou formation, consider using a Reinforcement Expansion on Junyou plus a Damage Control team in her. She has zero attack in this formation, so whether she is taiha or not makes a sum total difference of zero to your combat viability, and if you get directed off to node L after choosing to continue with the Expansion, the Repair Team will not be used anyway. This allows you to continue to boss in the event that Junyou takes critical damage but the rest of your team is in good health, otherwise you'll be forced back to port by the FS-taiha mechanic. This is one of the very only instances in the game where Damage Control outside events makes any sense at all, given the ridiculous sortie costs of dual-Yamato.
 * 3 fBB 2 aCV 1 CV works as a variant of the 2 fBB 4 CV method. It gets all three carriers to firepower cap plus air superiority, and focuses more on shelling than airstrike. The chance of instant taiha by Re Elite is smaller than 4 CV as fBBs are generally more survivable, and the night battle potential in boss node is also greater as fBBs can enter yasen. In exchange, the chance of wasting attacks on destroyers in node E is greater, so there's a slightly greater chance of being taiha'd by Re Elite's second shelling phase if things go badly. As fewer bombers are used it costs less bauxite, but as more BB are used it costs more ammo and fuel.