Threats
Note Example fleets are one page up at Chapter 14 Brief If you have reached Chapter 14 we assume you know basic fleet building fleet positioning and basic game terminology like BB CV ASW and concealment Read wiki notes for mechanics introduced by Chapter 14 You can skip it and just follow or copy this guide but if things go wrong then it would be helpful to know why they went wrong Please know what concealment and detection mean at least for the main fleet Now let s discuss the four main threats in Chapter 14 first These are BBs airplanes suicide boats and submarines Enemy BBs Chapter 14 isn t the first place where enemy BBs can deal significant damage to your main fleet What is new is that there can be three or even four enemy BBs on screen at once Also your own BB is now concealed which means enemies can blind fire your squishy CV L instead of focusing on your tanky BB An enemy mass produced BB blind fires Painlev Blind fire occurs when your whole main fleet is concealed In this image the production type BB fired two volleys of two HE shells at Painlev If they hit HE shells do some damage and have a chance to set a fire for a lot more damage Burning causes your ship s detection gauge to increase If revealed the ship will be focus fired by all enemy BBs for massive damage Your top main fleet ship seems to be more likely to receive shelling than your bottom main fleet ship It may be because more enemy BBs spawn in the top lane BBs in the top lane stay alive for longer or both Put your more fragile carrier in the bottom Do not use Bowguns or Hunting Bows because EVA stat is better Minimize enemy BBs opportunities to do damage by staggering your main fleet attacks and clearing enemy waves quickly Airplanes There are much fewer airplanes than in Chapter 13 Thus the airplanes can t do much damage to your main fleet or can they As mentioned in the wiki section about detection whenever an airplane reaches your main fleet all of your main fleets detection gauges increase And if a ship gets revealed through some combination of fires and airplanes then she will be targeted by all BBs Yamashiro launches 4 or 5 airplanes The key to killing sparse squadrons of airplanes consistently is range because airplanes usually need to be hit twice to die In the image the enemy Yamashiro launches planes directly into the player s high AA gun range and the airplanes will get hit a second time with high probability High range also applies to airplanes that come from the right of the screen it decreases the probability of airplane leaks due to your vanguard s random movement Suicide Boats There are two types of suicide boats in Chapter 14 the usual fast Bombing Ship with about 900 HP and the Kagerou Production unique to Chapter 14 Each Kagerou Production has over 9 000 HP okay over 10 000 and a frontal shield that can block 32 shells from your vanguard guns or BB auxiliary guns A Kagerou Production If any suicide boat survives it deals high damage and increases your main fleet s detection gauge If you ve been reading this guide in order then you know why that is significant Thanks to the shield most fleets won t be able to kill Kagerou Productions purely with vanguard guns and BB aux guns while having ammo let alone when out of ammo So you will need help from other damage sources like bombs BB shells torpedoes and skill barrages Tip Stagger your main fleet attacks and vanguard torpedoes both to clear enemy waves quickly and to randomly hit Kagerou Productions There are too many variables at play here to test which CL or DD gun is the best for BBs And nowadays Chapter 14 is not difficult or interesting enough to encourage someone to spend hours on testing Hence we prepared the following list based on logic and various players observations Neptune gun completely flunks the prerequisite of high shell count Plymouth gun only fires 4 shells and doesn t have great damage so it s probably not good despite being able to pierce and being rainbow Triple 155mm and its Eagle Union counterpart fire 6 shells and do high damage against light armor but their fixed spread patterns may not be ideal Triple 155mm Kai and Twin 137mm are the usual recommendations because they fire 6 shells and have reasonable chances to hit Triple 155mm Kai does more damage per shell while Twin 137mm has zero spread and can pierce Pierce is nice because sometimes a Bombing Ship hides behind a Kagerou Production Recommended BB auxiliary guns Submarines Enemy submarines only appear in 14 3 and 14 4 and they appear only in Reconnaissance Fleets a k a DD nodes Due to their concealment submarines often can dodge some depth charges You should bring more ASW in your mob fleet than a single Hedgehog and the default depth charges Options include the purple Improved Depth Charge the ASW airplanes like Gannet and Eldridge Retrofit Leaked submarines deal high damage and for the fourth time in this guide increases your main fleet s detection gauge