User blog:Hayashi H/Advanced Equipment Guide

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.
 * 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 (number of nodes *3).
 * 4) Zuiuns and their variants of seaplane bombers should not be loaded on any slot smaller than (number of nodes *3) if you possess air superiority.
 * 5) Zuiuns and their variants of seaplane bombers should not be loaded on any slot smaller than (number of nodes *4) if you do not possess air superiority.
 * 6) Zuiuns and their variants of seaplane bombers should not be used at all if an AACI user is present.
 * 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,  may load torpedo bombers in the two largest slots and a SCAMP in the third. 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 in all slots per AACI regardless of the size of the slot the squadrons are loaded in. In contrast, the number of planes lost to fleet AA and enemy fighters is a fraction of the total size of the squadron. If AACI is involved, increasing bomber slot size will lead to only very slightly more aircraft lost; the % of aircraft lost as a fraction of the total number launched drops as the slot size increases, so sortieing bombers in larger slots insures 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, so there is an incentive to load them in smaller slots to reduce bauxite costs.
 * 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. Additionally, torpedo bombers should be clustered on the same carriers in order to give those 'attack carriers' the highest possible critdmg% multiplier. The remaining 'air superiority carriers' should carry only as many bombers as they need to achieve firepower cap, in the smallest slot size allowable that can guarantee the squadron does not get wiped out.
 * 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 generally be loaded in the smallest slots that fit the above, while those adding bomb/torpedo/AA stats should be loaded in the larger slots. However, the rule below this may occasionally override this one.
 * 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. Setups used against AACI users in aerial nodes will always aim for Air Superiority in order to pack as many bombers as possible to sink the AACI user before the second airstrike phase in the aerial nodes.
 * 13) After the fighter slots are decided based on the above, change the bomber type allocation only (swapping Tenzan Tomonaga for Ryuusei Kai for instance) between carriers if there are cases where some ships fail to get daytime FP cap (150) or headon daytime FP cap (188) while others have too much. For instance, 4 carriers with 175 FP is not as efficient as 2 carriers with 150 and 2 carriers with 188 even though the latter has a lower total FP, as in the first case a head-on engagement form will produce 2 FP capped carriers capable of clearing a boss, while in the second it may be the case that all 4 are incapable of sinking the target.
 * 14) 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. Where possible use 'air superiority carrier' type setups on carriers with the highest possible evasion stat to ensure they can reach the final nodes without being chuuhaed or worse in a yasen node.

Equipment Setups
For the following tables, each row designates a build for a particular set of kanmusu as indicated in the mini-rows.

If a ★ rating below the equipment is given, it indicates that upgrade level with Akashi's Improvement Arsenal is required to achieve the damage numbers given in the notes - fewer ★ lead to lower numbers, but the base functionality of the setup will still work. Replacing equipment with easier-to-obtain equipment pieces as stated in the notes may also reduce the damage numbers.

If no ★ are given it means either that there is no damage estimate given in the notes, or that the upgrade level of that piece of equipment will have no effect on damage (but may still affect other statistics like AA, LOS or accuracy), or that piece of equipment is unupgradeable.

If an Aircraft Proficiency rating is given below a squadron it means it is capable of gaining said ranks.

These recommendations aim to maximise combat potential while minimising the number of Akashi upgrades and blueprints required - and so they use the various equipment obtained from blueprint-locked ships only once, and assumes the Admiral has access to exactly one of every single ship. The equipment types that may require repeated ship-levelling in order to acquire from remodelled forms of repeated ships are. All other equipment types are obtainable in sufficient numbers for the below builds to be installed on every ship that would use them (Searchlight and Aircraft squadrons will be swapped between the ships that use them, as only one of the former may ever trigger in any given battle, while the latter has hard limits on special squadron types).

Finally, all daytime damage numbers assume Parallel Engagement form unless otherwise stated, as Green T is too rare to base builds around and Head-on engagement is rare enough that sacrificing accuracy for enough firepower to achieve this (which will not help parallel engagement cases at all) will end up being inefficient for most builds.

Pure Anti-submarine Warfare
In maps that contain anything other than submarines, ASW should be done by preferably nothing but CLs and DDs (though CAVs have a ASW hybrid role in 4-5 centre route due to its final boss being an installation).

Hybrid ASW + Anti-Air Cut-in
Do not use this setup unless BOTH AACI and ASW are needed (or you possess zero AAFD/guns with an AAFD) as her 'special' AACI is weaker than all other AACIs in spite of overwriting all of them. Admirals who have not yet remodelled her to Kai Ni may wish to leave her at Kai unless they need her to Akashi-upgrade . Do not use this setup if any other AACI user is present.

Anti-Air Cut-in and Night Battle Mixed Cut-in
Do not use this setup if is present as it will override the Akizuki-class API 1 HHR AACI with an inferior API 8 BR AACI. See Night Battle Cut-in section below for more details on cut-in calculations. As a relative reference, does 213 x2 damage in her double attack configuration.

Night Battle Cut-in
As far as possible, ships with the flagship symbol should be in flagship position to take advantage of the +12.5% 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.

Add 5% to the base cut-in rates below if a Star Shell or Searchlight is mounted on another ship and it activates. Add 20% to the base cut-in rates if the ship is chuuhaed. If the sum is 100% or more, the cut-in will never fail (unlike yasen DAs, which have a small chance of failure). The 'base cut-in rate' numbers below only factor in the effects of Searchlight included in the setup itself and assumes that the luck value of the ships has been modernised to the luck cap for that cut-in type as stated under the ship icon. For example, if is sortied in a non-flagship position and chuuhaed with both Searchlight and Star Shell active from other ships, her cut-in rate will be 64.8%+20%+5%+5% = 94.8%, while if  is sortied in a flagship position in good health with a Star Shell active from other ships in addition to her own Searchlight, her cut-in rate will be 75.1%+5%+5% = 85.1%.

If the flagship symbol is not attached to a ship, it means the activation rate is high enough to exceed 100% if the ship in question is chuuhaed. Consider sortieing a ship that needs the flagship cut-in rate buff more as a flagship. An exceptional case is builds which include Searchlights, which should be in flagship position as the Searchlight draws aggro, and you'll want them to fire before they get chuuhaed/taihaed - and the over-100% chuuha effect is unlikely to occur as flagships are fired at less often in the day.

Finally, Searchlight effects do not stack and it already activates at a 100% rate as long as its carrier has more than 1 HP. For this cause, if you are using more than one of the below setups that include a Searchlight in the same fleet, equip Searchlight on the flagship only and replace all other instances with Skilled Lookouts, Star Shell or auxiliary equipment. Please note that Skilled Lookouts are suspected to have no effect on formula luck-capped ships at the moment - if the ship is already at the luck cap, do NOT equip Skilled Lookouts as it will have no effect. Skilled Lookouts may be useful if a ship's maximum luck is lower than 50 (for gun cut-ins), 60 (for torpedo cut-ins) or 70 (for mixed cut-ins), as it would be impossible for those ships to ever reach the maximum cut-in rates without additional help.

Further upgrading may increase numbers beyond the values stated. Contrary to common belief, Torpedo cut-in setups are inefficient on , as the Kouhyouteki alone already puts her above an effective torpedo stat of 150 in the day - so any further addition has little to no effect on the torpedo attacks while she is at shouha or above health. At night, her base stats alone will already break the night damage cap if a torpedo cut-in is used. so additional stats from the torpedoes are wasted a second time, while their day firepower remains a lot weaker than it could have been. Even without using any Maruyu or upgrading any equipment piece, a readily available setup already shells for more damage in the day, torpedo-attacks for the same damage in the day and has a cut-in rate equal to dual torpedoes at night with the same damage, except all the aforementioned attacks are more accurate than a dual torpedo build. However, due to the very small gain this mixed cut-in setup has over a double attack setup in spite of a very high luck requirement, the Double Attack setup is recommended for the majority of cases.

The only case when you'll want her to use the Torpedo cut-in setup is when you're assuming that she will be in chuuha state, or that the day battle will take place in head-on formation (though in this event the night battle potential is still wasted). In chuuha, the torpedo cut-in form will deal 254x2 damage (lower than full health double-attack, so if this level of damage was useful one could have gone double attack to begin with), while the day torpedo attack will be at 128 damage (opening torpedo only as chuuha ships don't fire a closing torpedo). This particular problem is ingrained deeply enough to deserve its own paragraph.

Night Double Attack + Initial Torpedo Strike
uses this setup against fleets where all targets except the boss are CAs or weaker. Otherwise she uses the torpedo cut-in setup and eschews day shelling firepower. Since the yasen damage is only 17 lower than the mixed cut-in setup but the difference in trigger rate can be as high as 35%, the accuracy of these attacks is higher and the day shelling firepower is greater by 14, it is recommended that use this setup almost all the time unless facing the rare case when the full 300 damage is required on a target, where the mixed cut-in setup will be optimal. Because has a low maximum luck of only 49, her maximum cut-in rate is 71.1% in flagship position - too low to be reliable, so she should always use this setup.

Light Cruiser Artillery Spotting + Night Double Attack
Unupgraded  may be used early on instead of  as they take considerable effort to acquire and upgrade in bulk.

The lowest firepower cruiser in the fleet with a seaplane slot size greater than 1 will use a Type 98 Reconnaissance Seaplane (Night Recon) instead of Type 0 Observation Seaplane if yasen is expected and at least Air Superiority is achieved.

CA/V Artillery Spotting + Night Double Attack
Replace Type 0 Observation Seaplane with Anti-torpedo Bulge (Medium) or Enhanced Kanhon Type Boiler if Air Superiority cannot be obtained, only yasen nodes are involved, or both.

In particular, as 100 firepower is converted by a Type 3 Shell yasen double attack into 300 firepower cap at night against installation targets, these setups are used to bring the ships as close to the 100 firepower value as possible. Any excess firepower is generally better placed into accuracy instead.

The lowest firepower cruiser in the fleet with a seaplane slot size greater than 1 will use a Type 98 Reconnaissance Seaplane (Night Recon) instead of Type 0 Observation Seaplane if yasen is expected and at least Air Superiority is achieved.

Battleship Artillery Spotting + Night Double Attack
Further upgrading may increase numbers beyond the values stated. '''Do NOT use  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 non-overweight dual gun + AP + ObsPlane optimal setup, and are better used in Support Shelling or Pure ASW.'''

Battleship Artillery Spotting + Night Anti-Installation Double Attack
The usage of a Type 3 Shell prevents BBs from also carrying T91 AP Shells or T1 AP Shells, 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.

To reduce dual-upgrading and gun-swapping nightmares, the gun setups used here will be identical to that in the earlier section, with the only difference that the same guns here may be upgraded to a significantly greater level as there is more to gain in both day and night battle.

Further upgrading may increase numbers beyond the values stated. It should be apparent from these numbers that are more suitable for sorties against installation targets, whereas all other Fast Battleships are more suitable for sorties against non-installation targets. In particular, fights against targets with extremely high armor values should be done with  if double attack alone is sufficient, and in her cut-in setup if necessary. 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.

Wurfgerät 42
This is a special piece of equipment obtained only from  and used specifically to deal with installation bosses, which adds 75 FP against installations and base 1 FP. At armor values typical of installation bosses, this 76 FP addition on its own is insufficient to deal critical damage without a critical hit. If only one is in the inventory its best use will be on a DD located as far down in the fleet order as possible, so it does the final hit against the installation boss - and it may result in a kill; early in the fleet order the damage of a single WG42 (Wurfgerät 42) is probably less than the damage of double scratch attacks. If multiple WG42 (Wurfgerät 42) are acquired the situation changes: for instance, with the above build will deal a single attack against the installation boss with the damage value of 301, which is higher than any other possible setup a DD can deal against an installation boss. Contrary to semi-common belief, the Wurfgerät 42 is not, in fact, useless.

Support Shelling Expedition
As this is the most effective support expedition type, only builds tailored for this support type are listed. To use this feature, fill a fleet with EXACTLY 2 DD + 2 BB(V) + 2 CV(L) and send it on a special Support Expedition. Expeditions 33 and 34 apply to World 5 maps ONLY, and will activate on Day Battle ONLY. Events will come with a pair of their own special support expeditions, which will apply to Event maps ONLY, and will activate on Day Battle ONLY. The 15 minute variant adds support at a 50-80% rate for all non-boss nodes, while the 30 minute variant adds support to the boss node ONLY at a 80-100% activation rate. The higher activation number applies to FS-sparkled support expeditions while the lower applies to FS-nonsparkled support expeditions. However, players are strongly advised to sparkle all ships, not just the flagship as the accuracy of the shelling will increase significantly when all ships are sparkling relative to when only the flagship is sparkling, even though it leads to no further increase in activation rate.

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, not the highest post-upgrade stats.

According to this source linked by AbsoluteLuck, overweight penalties do not actually apply to support expeditions at all in spite of multiple claims to the contrary (with no direct proof like this). This guide version incorporates this information in the build recommendations where V2.0 didn't.

Finally, given that as of this point, all other passive bonuses such as Artillery Spotting, overweight/fit mechanics and Akashi upgrade level have no effect, while bonuses that directly modify base stats such as Firepower or Accuracy are confirmed to have an effect, the following recommendations make the further assumption that the Expedition page is wrong twice - and that AP shells do not apply their anti-armored damage bonus or heavy gun-AP shell accuracy bonus, based on the usual internally-consistent behaviour of programmers - and the lack of this on any Japanese source. If anyone has a source of a test with sufficient statistical power to disprove this, please link it below and I will add builds with APs that specifically target armoured ships. Because that paragraph in the linked Wiki page has already been proven wrong once, its other claims cannot be trusted either at this stage without proof. All other carriers and battleships should not be used for support shelling as they will not be resource-efficient. This includes - only their kai forms are efficient in this role; once remodelled to their final form, your support BBs will be exclusively from the Ise-class and Kongou-class.

Auxiliary Repairs
uses as many Ship Repair Facilities as are in the inventory that will fit in her slots and will repair herself and the ship in slot 2 by default when set as the flagship, plus one ship slot per Ship Repair Facility equipped up to a total of 6 shipslots with four of them equipped.

She takes at least 20 minutes to repair all ships by at least 1 HP. Above 20 minutes, she repairs as much HP as the repair docks would in the same amount of time, rounded down, when she is interrupted (by returning to the HQ screen). If the fleet composition is changed, the timer is reset with zero HP repaired.

It is possible to get her to repair ships faster than the docks would if the ship takes more than 20 minutes per HP in the docks, and the Admiral interrupts her every 20 minutes.

ONLY SHIPS AT LIGHT DAMAGE OR LESS WILL BE REPAIRED BY 

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 Maruyu Kai luck-modernisation: If you have already achieved all of these we can discuss it then, but the total without considering submarines is already 46 sets - or 230 Maruyus. Assuming a relatively high LSC rate of one Maruyu a day, it'll take more than half a year to achieve these.
 * 1)  20 to 60 (5 sets)
 * 2) 41 to 49 (1 set)
 * 3)  50 to 58 (1 set)
 * 4) 50 to 58 (1 set)
 * 5)  53 to 69 (2 sets)
 * 6)  40 to 56 (2 sets)
 * 7)  32 to 56 (3 sets)
 * 8)  13 to 61 (6 sets)
 * 9)  22 to 70 (6 sets)
 * 10)  20 to 59 (5 sets) max
 * 11) 15 to 55 (5 sets)
 * 12)  30 to 70 (5 sets)
 * 13) 32 to 64 (4 sets)

USE MARUYU KAI ONLY IN MULTIPLES OF 5 AND ONLY IN HER KAI FORM!

Akashi and Upgrading Q&A
Should I upgrade a T91 AP Shell to T1 AP Shell?

No, unless you intend to upgrade the T1 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 T1 AP Shell per ★ and is hideously expensive.

If the T91 AP Shell(9★) and T1 AP Shell(4★) are about the same power, which should I use?

The former uses more screws (9) and fewer shells (3), the latter uses more shells (8) and fewer screws (4). Quests award 2x T1 AP Shells. In the long run you might want those two upgraded to 6★, and the remaining shells to be T91 AP Shells(MAX★) for maximum accuracy, where the former will be probably be slightly more accurate than the latter (though people are still debating the exact value of the accuracy multiplier).

In the above builds, Admirals with no intent to (or who do not possess the Prototype 51cm Twin Gun Mount necessary to) build the yasen/head-on focused builds for the Yamato/Nagato classes respectively may wish to use one T1 AP Shell(★) for Bismarck, and one T1 AP Shell(4★) for Kirishima instead, while building the rest with the specified upgrade levels of T91 AP Shell, in order to use the two that came with the quests most effectively.

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

No, unless you already possess a 50 luck AND you have spare Skilled Lookouts AND you have TWO Searchlight(MAX★), as you'll still need one of them.

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

No, as Prototype 35.6cm Triple Gun Mount is unupgradeable - and if overweight mechanics don't apply in Support Shelling, there's never a reason to use a base Prototype 35.6cm Triple Gun Mount if you own an upgraded 35.6cm Twin Gun Mount(MAX★). For card unlocking, quests already give two of these, which are used in the above recommendations to reduce the amount of screws that need to be spent on upgrading 35.6cm Twin Gun Mount.

Should I upgrade 61cm Quadruple (Oxygen) Torpedo Mount to 61cm Quintuple (Oxygen) Torpedo Mount?

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

Should I upgrade Type 91 Anti-Aircraft Fire Director to Type 94 Anti-Aircraft Fire Director?

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

Should I create the 12.7cm High-angle Gun + Anti-Aircraft Fire Director?

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 Single High-angle Gun Mount is superior. Just wait for Roma/Littorio to be available in another event and use that gun instead, or else just use the 8cm High-angle Gun from Agano-classes or 10cm Twin High-angle Gun Mount (Carriage) from 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  already gives 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 x4 as a first priority. This gives you AACI that allows you to reach a boss behind a  preboss node wall.
 * Then upgrade the Battleship guns and  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  to ★.
 * Then upgrade all to ★.
 * Then upgrade all  to ★.
 * Then upgrade all  to ★.
 * Then upgrade all  to ★.
 * Then upgrade the same number of as the number of  in your possession to ★.
 * Then upgrade a single to MAX★. You'll be transferring this between all your DD/CA flagships using night cut-in attacks. No more than one can trigger at once, so do not upgrade more than just one.
 * Then upgrade all  to 4★.
 * Then upgrade all to 4★.
 * Then upgrade all  to 4★.
 * Then upgrade all  to 4★.
 * Then upgrade all  to 4★.
 * Then upgrade the same number of as the number of  in your possession to 4★.
 * Then upgrade all to 6★.
 * Then upgrade all to MAX★.
 * Then upgrade all  to MAX★ and  to 6★.
 * Then upgrade all  to MAX★.
 * Then upgrade all  to 6★.
 * Then upgrade the same number of as the number of  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  to  and then upgrade it to MAX★, and replace the  on Maya with it.
 * Then upgrade  to  and then upgrade them to 6★.
 * Then upgrade a single  to  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.'''

Other Guides

 * User_blog:Hayashi_H/Max-efficiency_Map-clear_Formations - For 'what ships to use on repeatable quests'
 * User_blog:Hayashi_H/Advanced_Mechanics_Guide - For explanations on 'why the above are this way', and some more
 * User blog:Hayashi H/Anti-BWS Fleets - For a closer look at survivability against Abyssal firepower
 * User_blog:Hayashi_H/Abyssal_OHKO_Chart - To answer the question 'how much firepower is enough firepower'

Credits

 * Tennousu, Zeraphix and Erupi for spotting error re: AV-torps in an earlier version.
 * AbsoluteLuck for correcting me re: the lack of overweight mechanics in Support Expeditions.
 * Tennousu for spotting error re: sec-gun mixed cut-in on KTKM/Ooi in an earlier version.
 * Nekomahjong for spotting case of impossible recommendations due to maximum luck stat restrictions.