KanColle Kai talk:FAQ/@comment-49.150.67.66-20160305184829

Hi, it's me. The convoy guy. Here are a few tips to help you handle those pesky counter attacks and hex threat levels.

1) If you think your current fleet can't finish a map that is under threat just send a fleet that can fight and defeat the first abyssal node on that map. And when you are prompted if you want to continue the sortie after beating that first encounter just retire. That first victory would count as a succesful clearing operation.

2) Subs are great for quick clearing operations once they can make those opening torpedo attacks. Or the torpedo cruisers too. Just make sure you win the encounter. But hey, very few of those first node enemies can be called threats to Kitakami-sama right? Unless it's a sub node.

3) A few equips affect the battle commands. One of which is radar fire controlled shelling. I think many of you guys have noticed it already that sometimes when your aerial scouts have detected an enemy and the shelling begins you see a dramatic rise on shots missing their targets. Now think back to those circles you see during the isometric view of your girls and the enemies. Now think back during standard contact encounters when no one uses scout planes, when those circles from your girls overlap the red circles of the enemies. And think about night battle when both sides are pretty much overlapping.

Yup, effective attack range. Those circles aren't just for show. And I have a feeling that many if not all of you were already thinking that. Remember when you use the approach command you pretty much order your girls to mov nearer and into the range of the abyssals weapons. But what's the point of the radar controlled fire command you ask. It basically gives you the accuracy bonus without slapping on the evasion penalty. You'll even notice the circle pulse around your girls and those little line of sight cones track the enemy. However I don't specifically remember which radar unit or the number required to activate it. Ayanam