Re: Kantai Collection
Full destroyer "functions", but I wouldn't call it worth doing unless you have an extreme excess of buckets in comparison to resources (or a huge amount of levelled destroyers to rotate between for fatigue/repair).
The main issue is that the hard part about this map isn't the boss itself, its getting there to begin with between all the bulllshit cut-ins and compass trolling to H. Unless you're spectacularly overlevelled or RNG loves you, you're probably only going to get to hit the boss safely every hour, maybe every 45 minutes if you're risking emergency repairs by continuing with red ships on the 3rd node.
Ships unable to equip type 3 ammo will do very very mediocre damage (40-60 per attack) to the boss in the event that they even get there and you're lucky enough to have them shoot the boss instead of other ships. Even kitakami and ooi who will crit most other ships at night from 200-400 will only do 50-70 on the boss.
This is the reason why people bring cost-heavy ships even though its a night map and those ships have fat repair costs when they get cut in. You wanna make sure every time RNG pulls through and lets you fight the boss, that fight COUNTS. Type 3 lets ships do almost full night attack damage meaning if 2 type 3 equipped ships double attack the boss at night, there's a good chance they're gonna kill it, meaning more bar reduced and more time saved.
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Ideally you want 2 kongou's to use the shortcut, wouldn't recommend a third battleship unless you're going for the final kill because of expense.
So from top to bottom
DD/CL/CL(T)
DD/CL/CL(T)
DD/CL/CL(T)/CA
DD/CL/CL(T)/CA
KONGOU
KONGOU
You can make a kongou your flagship because its a lot less likely to take damage there (expense saved on repairs) or you can stick it at the bottom to help make sure if everything else gets shot at the boss, the boss is the only thing left for them to shoot.