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| | aircon = {{AirControlSystem | | | aircon = {{AirControlSystem |
| | Map = 2-3 | | | Map = 2-3 |
− | | Fleet = '''Light:''' CL 4DD XX or CL 5CA<br/>'''Heavy:''' 2CV AV CL 2DD | + | | Fleet = '''Light:''' 1CL, 4DD, 1XX, / 1CL, 5CA<br/>'''Heavy:''' 2CV, 1AV, 1CL, 2DD |
| | Route = Random ('''Heavy''' can offroute) | | | Route = Random ('''Heavy''' can offroute) |
| | AS = 81 | | | AS = 81 |
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| **CL ≥ 1 and CA = 5 | | **CL ≥ 1 and CA = 5 |
| *Random between M and N if fleet contains only SS(V) | | *Random between M and N if fleet contains only SS(V) |
− | *Random between L, M and N if fleet contains any SS(V) | + | *Random between L, M, and N if fleet contains any SS(V) |
| *Otherwise, random between L and N, but the heavier the fleet (as in more BB or CV(L)), the more likely you will go to L | | *Otherwise, random between L and N, but the heavier the fleet (as in more BB or CV(L)), the more likely you will go to L |
| }} | | }} |
| + | |
| | | |
| === Tips === | | === Tips === |
− | *Due to the danger of Late Model Destroyers present in Easter Orel Sea, Orel cruising has been rendered difficult to achieve and thus, can be rendered obsolete by changes to 2-3 after the HTML5 update.
| + | Regarding the branching rules, '''1XX, 1CL, 4DD''' or '''1CL, 5CA''' are the only two comps that guarantee the boss routing. Otherwise, any other fleets have a chance of off-routing, but should still be able to reach the boss node most of the time as long as CL+DD ≥ 4. |
− | *Regarding the branching rules, '''1 XX 1 CL 4 DD''' or '''1 CL 5 CA''' are the only two comps that guarantees the boss routing. Otherwise, any other fleets has a chance of off-routing, but should still be able to reach the boss node most of the times as long as CL+DD ≥ 4
| + | *Bring at least one AV, CV(L), or CL to avoid the chance of off-routing from {{MapRoute|F|red}} to {{MapRoute|H|green}}. |
− | **Bring at least one AV, CV(B/L) or CL to avoid chance of off-routing from F to H.
| + | *Bring at least 1AV and 2DD/DE to avoid the chance of off-routing from {{MapRoute|F|red}} to {{MapRoute|H|green}} when rolling the north route, and avoid off-routing entirely when rolling the south route. |
− | **Bring at least 1 AV, 2 DD/DE to avoid chance of off-routing from F to H when rolling the north branch, and avoid off-routing entirely when rolling the south branch.
| + | *Bringing more heavy ships ((F)BB(V)/CV(L/B)) will reduce the chances of reaching the boss. |
− | **Bringing more heavy ships ((F)BB(V)/CV(L/B)) will reduce the chances of reaching the boss.
| + | *Fleets that contains SS(V) have a chance of reaching dead-end nodes {{MapRoute|H|green|L|blue|M|red}}. |
− | **Fleets that contains SS/SSV have a chance of reaching dead end nodes which includes nodes H, L and M
| + | |
| + | |
| + | ===Recommended Fleet=== |
| + | *'''2(F)BB(V)/CV(L), 1AV 1CL 2DD''' |
| + | **Standard comps used for farming the boss node or clearing daily. |
| + | **If you start at node {{MapRoute|B|red}}, you have around 10% off-route near the end ({{MapRoute|J|red|L|blue}} route). |
| + | **If you start at node {{MapRoute|A|red}}, boss reach is guarantee. |
| | | |
− | <br/>'''Recommended Fleet'''
| + | *'''1CL, 4DD, 1XX''' |
− | *'''2(F)BB(V)+CV(L/B) 1AV 1CL 2DD''' | + | *'''1CL, 5CA''' |
− | **The standard comp used for farming the boss node or clearing daily. Note that if you start at node B in the beginning, you have around 10% offroute near the end ('''J-L''' route). If you start at node A however, will guarantee the boss fight due to no deadend in the south route.
| + | **Weaker fleets with 100% boss routing, but may cause some issue reaching the boss. |
− | *'''1CL 4DD 1XX or 1CL 5CA (Not CAV)''' | |
− | **100% boss routing, but may cause some issue reaching the boss. | |
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