World 6-3: グアノ環礁沖海域 - Guano Atoll Offshore Sea
Strategy Name
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K作戦 Operation K
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Difficulty
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☆ ☆ ☆ ☆ ☆ ☆ ☆
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Item
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Depends
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Strategy Content
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飛行艇または水上偵察機を装備した水上機母艦・軽巡・駆逐艦による艦隊を同方面へ進出、航空偵察「K作戦」を実施せよ! Sortie to this region with light cruisers, destroyers, and seaplane tenderd equipped with Flying boats
or recon seaplanes, and undertake the air reconnaissance "Operation K"!
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Boss Air Control
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AD
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AP
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AS
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AS+
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0
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0
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0
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0
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6-3 Unlocking & Progression
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Unlock conditions
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6-3 is unlocked after clearing 6-2 HP bar
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Clear conditions
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To clear the map: the boss's flagship must be sunk 4 times
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Stage Guide
6-3 Branching Rules
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Nodes |
Rules
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- Meet ANY of the following to go to F
- Amount of AV+CL ≥ 4
- Amount of AV ≥ 2
- Go to G if CL ≤ 1 and DD ≥ 3
- Otherwise, random routing (More likely to go to F)
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- Fail the LoS check
- Random routing if the 36 ≤ LoS ≤ 38 (Cn3)
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- Pass the LoS check: > 38 (Cn3)
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Tips
Regarding the map
Once the map is cleared, it is no longer possible to roll the final boss form.
- Only AVs, CLs, CTs, and DDs are allowed to sortie!
- Specifically at least 1AV, 1CL, and 1DD. CLT cannot be used here.
- Maximum of 2 AV allowed.
- Maximum of 3 CL/CT allowed.
Node notes
- Node C is a normal submarine node
- Node B is a submarine node that sometimes contains surface ships instead of submarines
- Regardless of enemies present, B is treated as a Submarine node for
/
consumption
- The only reason to head towards B is to have a fleet that cannot/doesn't want to face SS So-Class Elite at node C but at the cost of an extra surface node
- A CL Tsu-Class Elite can show up at node E.
- Node G can be guaranteed with 4 DDs in the fleet.
Recommended Fleets
AVs and CL able to carry Midget Submarines

are advised in every composition.
- Because only AV/CL/CT/DD can be deployed, it is unlikely that the fleet win during daytime battle, and so should be ready for yasen.
- Using Seaplane Bombers on the AV's biggest slots can help achieve AS and Artillery Spotting.
ExpandHeavy Fleet
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Fleet Info
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Single
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2 AV, 3 CL, 1 DD
2 AV, 1 CL, 1 DD, 2 CL/CT/DD
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LoS
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Cn3: 38
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Speed
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Any
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RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
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A C E F H J
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Air State
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AD
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AP
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AS
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AS+
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0
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0
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0
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0
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Fleet Notes
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Has the highest damage output at the boss, especially since the boss fight almost always requires night battle.
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ExpandLight Fleet
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Fleet Info
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Single
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1 AV, 1 CL, 4 DD
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LoS
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Cn3: 38
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Speed
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Any
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RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
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A C E G H J
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Air State
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AD
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AP
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AS
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AS+
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0
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0
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0
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0
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Fleet Notes
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**The most cost-effective way to get to the boss, and guarantees G branching, which allows two air reconnaissance rewards.
- The setup with the lowest damage output. It may not consistently get a victory at the boss.
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ExpandMedium Fleet
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Fleet Info
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Single
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1 AV, 2 CL, 3 DD
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LoS
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Cn3: 38
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Speed
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Any
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RouteNode Types: RED: Battle PURPLE: Night Battle PINK: Air Raid/Battle ORANGE: Enemy Ambush/ASS BLUE: Empty/Choice Light Blue: Emergency Anchorage Repair GREEN: Resource/TP VIOLET: Maelstrom
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Random:
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Quests
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Bq4
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Air State
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AD
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AP
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AS
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AS+
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0
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0
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0
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0
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Fleet Notes
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Has better damage over the light fleet, and on the shortest route, can fight at the boss with better damage output, but has to deal with RNG.
Being sent to Node F may hurt a bit more.
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On Nodes G and H, Seaplanes will be flown towards the "green X" (the recon route is shown on the map as green arrows).
- Successful reconnaissance will reward additional resources upon getting a B+ rank on the boss.
- Neither G or H have combat.
- Animation will be shown for the Air Reconnaissance; if both
Large Flying Boats
and other
Seaplanes (SPR and SPB) are brought, Flying Boat animation takes priority.
- Success rate of the air reconnaissance depends on the LoS and Seaplanes count.
- All reconnaissance rewards are forfeit if the fleet fails to win at the boss node J.
The formula for Air Reconnaissance is:
ExpandAir Reconnaissance Success Formula
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[math]\displaystyle{ R = \sum_{\text{SPR ; SPB} } \text{LoS} \times \sqrt{\sqrt{\text{Plane}_\text{Count} } } + \sum_{\text{Flying Boats} } \text{LoS} \times \sqrt{\text{Plane}_\text{Count} } }[/math]
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- With
- [math]\displaystyle{ \text{LoS} }[/math] is the base LoS
of the plane without fit bonuses.
- [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the remaining amount of planes in a slot.
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- Notes
- The minimum "[math]\displaystyle{ R }[/math]" to achieve success is 12 for G and 16 for H.
- For Great Success, the requirement is
[math]\displaystyle{ R_\text{GS} = R \times (1.6 + rand(0 ; 0.6)) }[/math]
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- This means that the minimum and maximum requirement for Great Success for H is 25.6 and 35.2.
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Air recon success shown after boss node win
To sum up, the more LoS and Seaplanes used, the better, with Flying Boats counting for more than other seaplanes.
Rewards for Nodes G and H
Normal Success
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Item |
Chance to Obtain
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80 |
5 % |
30 %
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60 |
10 %
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50 |
15 %
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50 |
5 % |
35 %
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40 |
10 %
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30 |
20 %
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1  |
35 %
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Great Success
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Item |
Chance to Obtain
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200 |
5 % |
30 %
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150 |
10%
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100 |
15%
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150 |
5% |
30 %
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100  |
10%
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80  |
15%
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4  |
5 % |
40 %
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3  |
10 %
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2  |
25 %
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Enemy CompositionsCollapse
Ship Drops
☑ All drops (enabled)☒ All drops (disabled, only rare drops)