User blog:Hayashi H/Max-efficiency Map-clear Formations

'''DISCLAIMER: THE FOLLOWING ARE ENDGAME FORMATIONS INTENDED FOR LOW-RESOURCE EFFICIENT CLEARS WITH LVL 90+ SHIPS. USAGE OF UNDERLEVELLED SHIPS MAY RESULT IN A HIGHER FAILURE RATE THAN EXPECTED. REFER TO THE VARIOUS MAPS' RECOMMENDED FORMATIONS FOR LOWER LEVELLED ADMIRALS AS THEY HAVE A HIGHER SAFETY MARGIN.'''

Aircraft Setups
Due to the number of combinations of maps, squadron types and carriers used, it is pointless to list the precise setups for any given combination.

However, the following general principles apply:
 * 1) Only use SCAMP when you sortie at least 2 carriers with plane slots of 3 or below. Otherwise, SCAMP belongs in CAVs, particularly the Tone-class.
 * 2) Against targets with AACI, do not load any bombers of any type on any slot smaller than 20.
 * 3) Against targets without AACI, do not load any bombers of any type on any slot smaller than 11.
 * 4) Zuiuns and their variants of seaplane bombers should not be loaded on any slot smaller than 6 if you possess air superiority.
 * 5) Zuiuns and their variants of seaplane bombers should not be loaded on any slot smaller than 10 if you do not possess air superiority.
 * 6) Do not load fighters of any type on any slot smaller than 6.
 * 7) Do not load more than one Saiun in a fleet, and if using one, always load it in the smallest slot (unless using SCAMP, in which case it takes the second smallest slot).
 * 8) For 3-2A grinding specifically, a Hayasui flagship may load torpedo bombers in the two largest slots. Using this in most other maps may not guarantee the squadrons are not wiped out.
 * 9) AACIs are flat numbers which lead to equal losses per AACI regardless of the total number of bombers sortied. In contrast, the number of planes lost to fleet AA and enemy fighters is a fraction of the total number of aircraft sortied. If AACI is involved, increasing bomber numbers will lead to only very slightly more aircraft lost; the % of aircraft lost as a fraction of the total number launched drops as the number of aircraft launched increases, so sortieing more bombers is insurance against a carrier having all bombers wiped and being unable to participate in shelling at all. If it is not involved, increasing bomber numbers will lead to a proportional increase in aircraft lost. It is difficult for a squadron to be entirely wiped out when the above rules are followed unless AACI is involved.
 * 10) The first slot of all carriers has an additional +20% critdmg when a >> bomber squadron is equipped, while all other slots have a +10% critdmg bonus. Thus as far as possible all first slots should contain bombers after the above conditions are met.
 * 11) The non-bomb non-torpedo non-AA stat bonuses of squadrons do not scale with slot size, so squadrons used to add these stat bonuses should be loaded in the smallest slots that fit the above, while those adding bomb/torpedo/AA stats should be loaded in the larger slots.
 * 12) If all the above are fulfilled, use http://aircalc.net/ to load the minimum number of fighters that leads to Air Superiority(Green)/Supremacy(Blue). As a general guide, setups based on initial strike for the purpose of minimising damage taken will aim for Air Superiority to bring more bombers, whereas setups used to enable Artillery Spotting on a large number of CLs, CAs or BBs will aim for Air Supremacy, as the latter leads to a greater Artillery Spotting rate than mere Air Superiority.
 * 13) When yasen nodes are involved, aim for the minimum number of carriers possible to increase the chance of clearing the node with minimal damage taken.

Anti-submarine Warfare
DD/CL that isn't Ooyodo or Yuubari: Type 3 Sonar x2 + Type 3 Depth Charge

Ooyodo/Yuubari: Type 3 Sonar x3 + Type 3 Depth Charge

Hybrid ASW + Night Double Attack
DD/CL that isn't Ooyodo or Yuubari, pref DD as opportunity cost is lower: 12.7cm HA Gun (LM) x2 + Type 3 Sonar

Ooyodo/Yuubari: 15.2cm Twin Red Gun Kai x2 + Type 3 Sonar + Type 3 Depth Charge

Anti-Air Cut-in + Night Double Attack
Maya Kai Ni: 20.3cm (No.3) Twin Gun + 90mm HA Gun + 25mm AA Gun (CD) + Type 14 Air Radar (or upgraded Type 21 Air Radar Kai or FuMO25 Radar)

Teruzuki Kai and Akizuki Kai or any other DDs in the absence of the earlier two: 10cm HA Gun + AAFD x2 + Type 13 Air Radar Kai; do NOT use this setup on other DDs if any of the aforementioned two are present as they will overwrite the superior Akizuki-class API 1 HHR AACI with an inferior API 5 BBR AACI - in that event you must sortie other DDs with the Akizuki-classes, they should be in Night Cut-in/Pure DA setups as elaborated below.

Hybrid ASW + Anti-Air Cut-in
Isuzu Kai Ni: 12.7cm HA Gun (LM) + 3.7cm FlaK + Type 14 Air Radar (or upgraded Type 21 Air Radar Kai or FuMO25 Radar); the LM adds a slight ASW boost, but replace with 10cm HA Gun + AAFD if this is unnecessary. Avoid using Isuzu Kai Ni unless both AACI and ASW are needed (or ship-specific branching rules are in effect) as her effectiveness in either of those functions alone is inferior to other options.

Anti-Air Cut-in and Night Battle Mixed Cut-in
Hatsushimo Kai Ni (+7 luck from Maruyu) and non-Flagship Yukikaze Kai: 10cm HA Gun + AAFD + 61 Quint O2 Torps + Type 13 Air Radar Kai. Do not use this setup if an Akizuki-class is present as it will override the Akizuki-class API 1 HHR AACI with an inferior API 8 BR AACI - in that event, use Yukikaze Kai's night battle cut-in setup below.

Night Battle Cut-in
As far as possible, these ships should be in FLAGSHIP position to take advantage of the +25% cutin rate. Fleet position does not affect night double attack, but attacks proceed in fleet order. If yasen is likely to happen, you want carriers in your last slots; if it is not likely to happen, you want your carriers in your first slots so that they can shell earlier in the 2nd day shelling phase to avoid being chuuhaed or worse before they get to attack.

Flagship Yukikaze Kai and Shigure Kai Ni: Searchlight 9*+ + 61cm Quint O2 Torps 4*+ x2. Base Cut-in chance = 50+25 = 75%. Yasen damage = 268 on Yukikaze, 258 on Shigure. Adding a third quint torpedo mount is possible, but if it was necessary using Ayanami may be a better option since there can only be one flagship.

Flagship Ayanami Kai Ni (+10 luck from Maruyu): 61cm Quint O2 Torps 4*+ x3. Base Cut-in chance = 50+25 = 75%. Yasen damage = 298. With the searchlight mounted on a separate DD, this is one of the hardest hitting attacks a DD may make in the game.

Flagship Yuudachi Kai Ni (+30 luck from Maruyu): Searchlight 9*+ + 61cm Quint O2 Torps 4*+ x2. Base Cut-in chance = 50+25 = 75%. Yasen damage = 295. This is the single hardest hitting attack a DD may make in the game with a searchlight also equipped, but adding 30 luck from Maruyu will take a lot of time to prepare. Realistically speaking, it is probably more efficient to allocate the Maruyus to enable the Mixed Bismarck Drei setup instead, so that an Ayanami FS, a second searchlight carrying DD (probably a non-flagship Yukikaze) and Bismarck Drei can all attack at full power. However, for Admirals with too many Maruyus to spare this can be a worthwhile investment for very difficult events.

Flagship Abukuma Kai Ni (+30 luck from Maruyu): Hyoteki + 61cm Quint O2 Torps x2. Base Cut-in chance = 50+25 = 75%.

Flagship Kiso Kai Ni (+37 luck from Maruyu) Hyoteki + 61 Tri O2 Torps x2 (base 174 + 12 from hyoteki; 14 torpstat from equips is all that's required for torp CI damage cap; armor and EVA that increase chances Kiso reaches yasen without taiha > additional torpstat from quints that will be erased by cap. Base Cut-in chance = 50+25 = 75%.

Flagship Haruna Kai Ni: 35.6cm Twin Gun x3 + Type 0 ObsPlane; Base 96 FP + 54 FP from three 9*+ guns multiplied by the 200% scaling factor leads to 300 damage cap at night, but unlike the other cut-in types, this attacks only ONCE. Seaplane allows for double attack in day at 158 FP, which is reduced to 152 FP by daytime softcap. Base Cut-in chance = 40+25 = 65%.

Mixed Bismarck Drei (+38 luck from Maruyu): 38cm Twin Gun Kai x2 + 61cm Quint O2 Torps + Type 0 ObsPlane for 133 FP unupgraded. Upgrading both guns to 9* results in a daytime double attack at 147 FP. At night, her torpedo stat is added to FP, which results in 190 FP against non-installation targets with a 9*+ upgrade on the torpedo as well, which post-cut-in multiplier deals 247 damage. Base Cut-in chance = 60%. 38cm Twin Gun Kai adds an additional fit bonus to accuracy. In terms of balancing day and night firepower, this is the most viable option, but requires the most Maruyu-farming to be viable.

Flagship Gun Bismarck Drei (+18 luck from Maruyu): 38cm Twin Gun Kai x3 + Type 0 ObsPlane for 150 FP unupgraded, or 155 day firepower, softcapped down to 152. At night, the base is doubled resulting in 300 damage without upgrades, but unlike the other cut-in types, this attacks only ONCE. Seaplane allows for double attack in day at 155 FP, which is reduced to 152 FP by daytime softcap. Base Cut-in chance = 40+25 = 65%. 38cm Twin Gun Kai adds an additional fit bonus to accuracy. This is the strongest of the three cut-in options in the day but weakest at night except against absurdly high armour targets.

Flagship Torpedo Bismarck Drei (+28 luck from Maruyu): 61cm Quint O2 Torps x3 + Type 96 150cm Searchlight for 99 FP, which results in a daytime single attack at 104 FP. At night, with 3x 9* torpedoes, her final attack power is 180, which post-cut-in multiplier deals 270 damage. Base Cut-in chance = 50+25 = 75%. This is the ONLY half-viable setup in the game that uses the Type 96 150cm Searchlight, and given how the 99 FP value makes her hit like a heavy cruiser with only a single attack in the day but torpedo for less damage, this is NOT recommended unless you REALLY need the BB searchlight's ability to draw aggro away from other ships. This probably deals the most damage at night except against absurdly high armour targets where the gun cut-in might have slightly more damage, but is the absolute weakest in the day - and is weaker than a similar night cut-in from a heavy cruiser, though slightly stronger than the same heavy cruiser in the day.

Night Double Attack only
Almost all DDs except Teruzuki Kai and Akizuki Kai: 12.7cm BK2 x2 + Type 33 Surface Radar (Replace with Type 22 Surface Radar Kai 4 for the two most powerful DDs - usually, these will be on Ayanami and Yuudachi)

Artillery Spotting + Night Double Attack
All battleships have different firepower values, and so have slightly different setups to hit firepower cap with maximum accuracy.

Haruna Kai Ni: 38cm Twin Gun Kai + 35.6cm Twin Gun + Type 91 AP Shell + Type 0 ObsPlane for 142 FP unupgraded; upgrading both guns and the AP shell to 4* results in 150 daytime FP cap.

Kongou/Hiei Kai Ni: 35.6cm Twin Gun x2 + Type 91 AP Shell + Type 0 ObsPlane for 142 FP unupgraded; upgrading both guns and the AP shell to 4* results in 150 daytime FP cap.

Kirishima Kai Ni: 35.6cm Twin Gun x2 + Type 91 AP Shell + Type 0 ObsPlane for 148 FP unupgraded; upgrading any two to 1* results in 150 daytime FP cap.

Bismarck Drei: 38cm Twin Gun Kai x2 + Type 91 AP Shell + Type 0 ObsPlane for 147 FP unupgraded; upgrading all three to 1* results in 150 daytime FP cap. 38cm Twin Gun Kai adds an additional fit bonus to accuracy. For the sake of comparison against the cut-in based setups above, the night battle potential of this setup with 3x 9* upgrades (assuming the multiplier of an AP shell upgrade is still 1) is 187, or 224 damage. This makes her almost as strong as Yamato-classes in terms of yasen double-attack potential against non-installation targets, except unlike them, she is actually permitted to enter yasen for a Combined Fleet, as Bismarck's speed is fast. However, against very high armour/HP targets, it may be necessary for her to use the cut-in setups above in order to deal effective damage.

Roma Kai: 381mm/50 Triple Gun Kai x2 + Type 91 AP Shell + Type 0 ObsPlane for 161 FP unupgraded, softcapped at 153 FP. 381mm/50 Triple Gun Kai adds an additional fit bonus to accuracy.

Italia: 381mm/50 Triple Gun Kai x2 + Type 91 AP Shell + Type 0 ObsPlane for 158 FP unupgraded, softcapped at 152 FP. 381mm/50 Triple Gun Kai adds an additional fit bonus to accuracy.

Yamato/Musashi Kai: 41cm Twin Gun x2 + Type 91 AP Shell + Type 0 ObsPlane for 193 day FP unupgraded; in the event of Head-on Engagement form, this is reduced to 154 FP and softcapped at 152 FP. Heavier guns have no beneficial effect in the day and should be avoided if the Yamato-class does not enter night battle. While theoretically usage of upgraded Prototype 51cm Twin Gun x2 + Type 1 AP Shell + Type 0 ObsPlane will result in 220 FP or night double attack at 264 FP against non-installation targets, so far there has been no boss target which had sufficient armor to require this type of night battle firepower which allowed the participation of a Yamato-class (the recent Air Defence Princess which this might have been useful on was in a Combined Fleet map, in which Yamato-classes are not allowed to enter night battle). Against installation targets in night battle, 100 firepower is sufficient due to Type 3 shell bonuses.

Nagato/Mutsu Kai: 41cm Twin Gun x2 + Type 91 AP Shell + Type 0 ObsPlane for 153 day FP unupgraded, which is softcapped at 151 FP. 175 FP is possible for Prototype 51cm Twin Gun + 41cm Twin Gun + Type 1 AP Shell + Type 0 ObsPlane if both guns are 8*+ and the AP shell is 9*+ which will result in 140 FP in the event of Head-on Engagement form. Twin Prototype 51cm are not recommended due to the overweight penalty's effects on accuracy.

Fusou Kai Ni: 41cm Twin Gun x2 + Type 91 AP Shell + Type 0 ObsPlane for 153 day FP unupgraded, which is softcapped at 151 FP.

Yamashiro Kai Ni: 41cm Twin Gun x2 + Type 91 AP Shell + Type 0 ObsPlane for 152 day FP unupgraded, which is softcapped at 151 FP.

'''Do NOT use Fusou/Yamashiro/Ise/Hyuuga Kai for normal sorties unless you are forced to by insufficient depth, or shiplocks. They are all incapable of reaching the daytime firepower cap in a dual gun + AP + ObsPlane optimal setup, and are better used in Support Shelling.'''

Artillery Spotting + Night Anti-Installation Double Attack
The usage of a Type 3 shell prevents BBs from also carrying an AP shell, which changes the loadouts somewhat. The firepower value to aim for is 143, as a chuuha BB performing a Type 3 Shell DA on an installation target deals x*0.7*1.2*2.5 damage, which is 300 when x is 143. If it is possible to reach yasen against the final installation target without any ships going beyond shouha, battleships offer no additional advantage over heavy cruisers, and so CAs should be sortied instead if BBs are not required for some role in day battle.

Slow BB setups will not be elaborated as they have so much excess firepower that twin 41cm will always lead to firepower cap against installations, and they cannot even be used in combined fleet maps for this purpose. For the additional evasion bonus from a fast fleet, since the cap is reachable even in chuuha state with fast battleships alone, slow battleships should never be sortied against an installation target as an end-boss.

Also note that while the upgrade multiplier for large guns is 1.5 in the day, it is 1.0 at night, so the calculations are slightly more complicated.

Haruna Kai Ni: 38cm Twin Gun Kai x2 + Type 3 Shell + Type 0 ObsPlane for 130 FP unupgraded; upgrading both guns to 9* results in 144 day and 136 night firepower, which has a 285 chuuha yasen firepower against installation targets.

Kongou/Hiei Kai Ni: 38cm Twin Gun Kai x2 + Type 3 Shell + Type 0 ObsPlane for 132 FP unupgraded; upgrading both guns to 9* results in 146 day and 138 night firepower, which has a 289 chuuha yasen firepower against installation targets.

Kirishima Kai Ni: 38cm Twin Gun Kai x2 + Type 3 Shell + Type 0 ObsPlane for 138 FP unupgraded; upgrading both guns to 9* results in 152 day (softcapped down to 151) and 144 night firepower, which has a 302 chuuha yasen firepower cap against installation targets, which is softcapped down to 301.

Roma Kai: 381mm/50 Triple Gun Kai x2 + Type 3 Shell + Type 0 ObsPlane for 147 FP unupgraded, which is increased by 5 and softcapped down to 151 FP in the day. The chuuha yasen firepower without upgrades is 308, which is softcapped down to 302. 381mm/50 Triple Gun Kai adds an additional fit bonus to accuracy.

Italia: 381mm/50 Triple Gun Kai x2 + Type 3 Shell + Type 0 ObsPlane for 144 FP unupgraded, which is increased by 5 to 149 FP in the day. The chuuha yasen firepower without upgrades is 302, which is softcapped down to 301. 381mm/50 Triple Gun Kai adds an additional fit bonus to accuracy.

Bismarck Drei: 38cm Twin Gun Kai x2 + Type 3 Shell + Type 0 ObsPlane for 133 FP unupgraded; upgrading both guns to 9* results in 139, which leads to a daytime FP of 147. The fully upgraded chuuha yasen firepower against installation targets is 291. 38cm Twin Gun Kai adds an additional fit bonus to accuracy. It is additionally worth noting that Bismarck Drei has access to a torpedo stat, which is zeroed when attacking an installation target even though it normally gives her an advantage over every other fast battleship (her base FP+torp is similar to the Yamato-classes' FP stat). For this cause, if any shiplocks are involved, Bismarck Drei should NEVER be sortied against an installation target unless you have multiple copies to get around the locks.

It should be apparent from these numbers that Kirishima Kai Ni, Roma Kai and Italia are more suitable for sorties against installation targets, whereas Kongou Kai Ni, Hiei Kai Ni, Haruna Kai Ni and Bismarck Drei are more suitable for sorties against non-installation targets, where in particular, fights against targets with extremely high armor values should be done with Bismarck Drei as a first choice, and Haruna Kai Ni as a second choice. Against the highest difficulty levels, if ship locking allows for this type of allocation, one should attempt to allocate the FBBs according to this logic in order for the highest possible clear rates.

Support Shelling Expedition
Note that according to the best data available at present, upgrades imparted through Akashi's Improvement Arsenal do NOT confer any bonuses to these support expeditions, and so the most effective equipment have the highest base stats.

Sparkle all ships, not just the flagship. The trigger rate increase can be assumed to be approximately zero over a FS-only sparkle run, but the accuracy of the shelling will increase significantly when all ships are sparkling relative to when only the flagship is sparkling.

Ise/Hyuuga/Fusou/Yamashiro Kai: 41cm Twin Gun x3 + Type 1 AP Shell for 148 FP if your support is meant to sink CAs and heavier ships. Otherwise if focusing on CLs or lighter, prioritise accuracy and use 41cm Twin Gun x2 + Type 32 Surface Radar x2 instead.

Haruna Kai Ni: 35.6cm Twin Gun x3 + Type 91 AP Shell for 150 FP and only if support is meant to sink CAs and heavier ships.

Hiei/Kirishima/Kongou Kai Ni: 35.6cm Twin Gun x2 + Type 32 Surface Radar x2 and only if support is meant to sink CLs or lighter ships.

Zuikaku/Shoukaku Kai: 2x Suisei 12A + Type 32 Surface Radar x2, in that order.

Hiyou/Junyou/Shouhou/Zuihou/Ryuuhou Kai: 3x Suisei 12A + Type 32 Surface Radar, in that order.

Junyou/Ryuujou Kai Ni: 2x Suisei 12A + Type 32 Surface Radar x2, in that order.

Unryuu/Katsuragi/Amagi Kai: Suisei 601 + Type 32 Surface Radar x3, in that order.

DDs: 120mm Twin Gun x2 (12.7cm BK2 if insufficient of the former) + Type 22 Surface Radar Kai 4 (Type 33 Surface Radar if insufficient of the former)

All other carriers and battleships should not be used for support shelling as they will not be resource-efficient.

Order of Luck-modernisation
ALL factors considered, for the sake of raising your fleet's overall battle potential as fast as possible, this is probably the most efficient way to allocate Maruyus: If you have already achieved all of these we can discuss it then, but the number of Admirals in existence who have achieved these will likely be in the single digit range worldwide.
 * 1) Abukuma Kai Ni to 50
 * 2) Ayanami Kai Ni to 50
 * 3) Hatsushimo Kai Ni to 60
 * 4) Prinz Eugen Kai to 50
 * 5) Myoukou Kai Ni to 50
 * 6) Kitakami Kai Ni to 50
 * 7) Bismarck Drei to 60
 * 8) Kiso Kai Ni to 50
 * 9) Yuudachi Kai Ni to 50

Akashi and Upgrading Q&A
Should I upgrade a Type 91 AP Shell to Type 1 AP Shell?

No, unless you intend to upgrade the Type 1 AP Shell to 6* or beyond and have absolutely nothing left to upgrade (this is not true of the vast majority of Admirals). Upgrading beyond 6* takes a Type 1 AP Shell per star and is hideously expensive.

If the Type 91 AP Shell 9* and Type 1 AP Shell 4* are about the same power, which should I use?

Quests award 2x Type 1 AP Shells. Use these two unupgraded in your Support Expeditions as upgrade stars have no effect on those anyway. Raise the rest of your Type 91 AP Shells to 9*+ and use those in sorties.

Should I upgrade a Searchlight to Type 96 150cm Searchlight?

No, unless you already possess a 50 luck Bismarck AND and you have TWO Searchlight MAX*, as you'll still need one of them.

Should I upgrade a 35.6cm Twin Gun to a Prototype 35.6cm Triple Gun?

Only after you already have the guns necessary for all the above setups and still have 35.6cm Twin Gun to spare. These ones will be used only for Support Expeditions, as upgraded versions of the former are superior to the base version of the latter, and the latter cannot be upgraded.

What are 46cm Triple Guns used for?

Upgrading Prototype 51cm Twin Gun only. Yamato-classes have no need of them to reach daytime firepower cap in a Head-on Engagement form, and the 46cm Triple Guns themselves have overweight penalties on Nagato-classes even though the Prototype 51cm Twin Gun does not. They should never be mounted on any ship.

Should I upgrade 61cm Quad O2 Torps to 61cm Quint O2 Torps?

Never. Just grind additional Ooi/Kitakami drops to lvl 50, take the torpedo and scrap the ships.

Should I upgrade Type 91 AAFD to Type 94 AAFD?

If you have more time to play and less days until the next event, just farm the T94s directly from Kai Ni. If you have less time to play and more days until the next event, yes.

Should I create the 12.7cm HA Gun + AAFD?

Unless you really want the card unlocked in your equipment list, no. The only AACIs you should be using on anything that is not a DD are on Maya Kai Ni and Isuzu Kai Ni (only if ASW is ALSO needed), and the AAFD component is needed in neither case. Plus the 90mm HA Gun is superior. Just wait for Roma/Littorio to be available in another event and use that gun instead, or else just use the 8cm HA Gun from Agano-classes or 10cm HA Gun (Carriage) from Ooyodo in the meantime.

Should I use my Type 22 Surface Radar drops on Type 22 Surface Radar Kai 4 or Type 32 Surface Radar Kai?

The former is good for DDs, but in Combined Fleets where you'll only generally only bring three destroyers at max, you only really need 3 of the former at maximum, and a quest and Choukai Kai Ni already give you two of those. In contrast you'll be using the latter radar type on basically every CA that doesn't need to carry a Type 3 Shell. The LOS from the latter also increases Artillery Spotting rates, while the former has lower LOS. So prioritise the latter radar until you have about 5 or 6 of them at 4*+ before creating more of the former.

What should I upgrade first?
Because the upgrade lists change from day to day it's difficult to give a precise answer so the following general principles apply:
 * 1) Always make sure you upgrade something every day to get the daily screw. That quest is non-negotiable, though all other repeatable quests are optional and whether they're worth doing depends on how much time you have to spend on KanColle.
 * 2) Of the various things you can upgrade for each day, choose the one that has the fewest number of days it can be upgraded.
 * 3) Of those that match the above, choose the item that has the smallest number of stars.
 * 4) For those that match the above, prioritise the following criteria:
 * Get 4x10cm HA Gun + AAFD as a first priority. This gives you AACI that allows you to reach a boss behind a BWS preboss node wall.
 * Then upgrade the Battleship guns and Type 91 AP Shells for the BBs in your fleet. See above list for details as to what is optimal for each battleship in the Artillery Spotting + Night Double Attack list until all BBs in your possession are optimised. This allows you to sink the vast majority of bosses in the game.
 * Then upgrade all 20.3cm (no.X) guns to 1*.
 * Then upgrade all 15.5cm/15.2cm guns to 1*.
 * Then upgrade all 10cm HA Gun + AAFD and 12.7cm BK2 to 1*.
 * Then upgrade all 61cm Quint O2 Torps and 61 Tri O2 Torps to 1*.
 * Then upgrade all Type 22 Surface Radar Kai 4, Type 32 Surface Radar Kai , Type 32 Surface Radar to 1*.
 * Then upgrade the same number of Type 13 Air Radar Kai as the number of Akizuki-class DDs in your possession to 1*.
 * Then upgrade a single Searchlight to MAX*. You'll be transferring this between all your DD flagships using night cut-in attacks.
 * Then upgrade all 20.3cm (no.X) guns to 4*.
 * Then upgrade all 15.5cm/15.2cm guns to 4*.
 * Then upgrade all 10cm HA Gun + AAFD and 12.7cm BK2 to 4*.
 * Then upgrade all 61cm Quint O2 Torps and 61 Tri O2 Torps to 4*.
 * Then upgrade all Type 22 Surface Radar Kai 4 , Type 32 Surface Radar Kai , Type 32 Surface Radar to 4*.
 * Then upgrade the same number of Type 13 Air Radar Kai as the number of Akizuki-class DDs in your possession to 4*.
 * Then upgrade all 20.3cm (no.X) guns to 6*.
 * Then upgrade all 15.5cm/15.2cm guns to MAX*.
 * Then upgrade all 10cm HA Gun + AAFD to MAX* and 12.7cm BK2 to 6*.
 * Then upgrade all 61 Tri O2 Torps to MAX*.
 * Then upgrade all Type 22 Surface Radar Kai 4, Type 32 Surface Radar Kai , Type 32 Surface Radar to 6*.
 * Then upgrade the same number of Type 13 Air Radar Kai as the number of Akizuki-class DDs in your possession to MAX*.
 * Then upgrade the Battleship guns for the BBs in your fleet until they are optimised in the Artillery Spotting + Night Anti-Installation Double Attack list.
 * Then upgrade a single Type 21 Air Radar to Type 21 Air Radar Kai and then upgrade it to MAX*, and replace the Type 14 Air Radar on Maya with it.
 * Then upgrade Type 32 Surface Radars to Type 32 Surface Radar Kai and then upgrade them to 6*.
 * Then upgrade a single Type 22 Surface Radar to Type 22 Surface Radar Kai 4 and then upgrade it to 6*.
 * If you have completed all of the above, your battle potential is now at a high enough level that you have the luxury of upgrading whatever you wish. Sonars and Depth Charges are probably a good place to start, but you'll already be able to clear any map.

'''Finally, note that you should never do multiple upgrades on the same day, unless you are sure you have enough screws such that there is not a single day in which you cannot do the upgrading daily quest. This quest is the largest continuous source of screws in the game and should not be missed.'''