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| | code = K作戦 (Operation K) | | | code = K作戦 (Operation K) |
| | jptext = 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! | | | jptext = 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! |
− | | entext = Sortie to this region with light cruisers, destroyers, and seaplane tenderd equipped with [[Type 2 Flying Boat|flying boats]] or recon seaplanes, and undertake the air reconnaissance "Operation K"! | + | | entext = Sortie to this region with light cruisers, destroyers, and seaplane tenderd equipped with {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Flying boats}} or recon seaplanes, and undertake the air reconnaissance "Operation K"! |
| | aircon = | | | aircon = |
| {{AirControlSystem | | {{AirControlSystem |
− | | Map = 6-3 Heavy Fleet | + | | Map = 6-3 Heavyer fleet |
− | | Route = A-C-E-F-H-J | + | | Route = {{MapRoute|A|blue|C|red|E|red|F|red|H|green|J|red}} |
| | AS = 0 | | | AS = 0 |
− | | Fleet = AV CL DD 3XX (XX = AV, CL or DD) | + | | Fleet = 1AV, 1CL, 1DD, 3AV/CL/DD |
| | Notes = | | | Notes = |
| }} | | }} |
| {{AirControlSystem | | {{AirControlSystem |
− | | Map = 6-3 Light Fleet | + | | Map = 6-3 Light fleet |
− | | Route = A-C-E-G-H-J | + | | Route = {{MapRoute|A|blue|C|red|E|red|G|green|H|green|J|red}} |
| | AS = 0 | | | AS = 0 |
− | | Fleet = AV CL 4DD | + | | Fleet = 1AV, 1CL, 4DD |
| | Notes = | | | Notes = |
| }} | | }} |
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| |E -> F, G/resource = | | |E -> F, G/resource = |
| *Meet '''ANY''' of the following to go to F | | *Meet '''ANY''' of the following to go to F |
− | **Amount of AV+CL ≧ 4 | + | **Amount of AV+CL ≥ 4 |
− | **Amount of AV ≧ 2 | + | **Amount of AV ≥ 2 |
− | *Go to G if CL ≤ 1 '''and''' DD ≧ 3 | + | *Go to G if CL ≤ 1 '''and''' DD ≥ 3 |
| *Otherwise, random routing (More likely to go to F) | | *Otherwise, random routing (More likely to go to F) |
| | | |
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| |H/resource -> I/empty = | | |H/resource -> I/empty = |
| * Fail the LoS check | | * Fail the LoS check |
− | ** Routing becomes random if the LoS is between '''36 - 38 F33 Cn3''' | + | ** Random routing if the 36 ≤ LoS ≤ 38 (Cn3) |
− | |H/resource -> J = * Pass the LoS check of 38 or higher using the '''F33 Cn3''' formula | + | |H/resource -> J = *Pass the LoS check: > 38 (Cn3) |
| }} | | }} |
| | | |
| ===Tips=== | | ===Tips=== |
− | '''Regarding the map'''
| + | ====Regarding the map==== |
− | *Requires '''sinking boss flagship 4 times''' to clear.
| + | Requires 4 Boss kills to deplete the HP gauge. |
− | **Once the map is cleared, you can no longer roll the Final Form at the boss node
| + | *Once the map is cleared, you can no longer roll the Final Form at the boss node. |
− | *'''Only seaplane tenders, light cruisers, training cruisers, and destroyers allowed!''' Specifically at least 1 AV, at least 1 DD, and at least 1 CL. Torpedo cruisers (CLT) cannot be used here. | + | *'''Only AVs, CLs, CTs, and DDs are allowed!''' |
− | '''<br/>Specific node notes'''
| + | **Specifically at least 1AV, 1CL, and 1DD. CLT cannot be used here. |
− | *Node C is a submarine node, but you will not get the normal indication that it is a submarine node. Node B can be a submarine node, but isn't always. | + | |
− | *There is very little reason to head towards B, unless the fleet cannot (or do not) want to face [[Submarine So-Class#Elite|SS So-Class Elite]] at node C. But avoiding So-Class requires an additional fight which is not preferable | + | ====Node notes==== |
− | *[[Light Cruiser Tsu-Class#Elite|CL Tsu-Class Elite]] can show up at node E. | + | *Node {{MapRoute|C|red}} is a normal submarine node |
− | *Node G can be guaranteed with 4 destroyers in the fleet. | + | *Node {{MapRoute|B|red}} can be a submarine node, but isn't always. |
− | '''<br/>Regarding air reconnaissance mechanic'''
| + | **The only reason to head towards {{MapRoute|B|red}} is to have a fleet that cannot/don't want to face [[Submarine So-Class#Elite|SS So-Class Elite]] at node {{MapRoute|C|red}}. But doing so requires an additional fight which is not preferable. |
− | *From nodes G and H, recon planes 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 '''winning at the boss node'''(B rank or higher).
| + | *A [[Light Cruiser Tsu-Class#Elite|CL Tsu-Class Elite]] can show up at node {{MapRoute|E|red}}. |
− | **Neither G or H have combat. | + | *Node {{MapRoute|G|green}} can be guaranteed with 4 DDs in the fleet. |
− | **Animation will be shown for the Air Reconnaissance; if both Large Flying Boats and other seaplanes are brought, Large Flying Boat animation takes priority. | + | |
− | **Success rate (and great success rate) of the air reconnaissance depends on the LoS and slot sizes of Seaplane Recon, Seaplane Bombers and Large Flying Boats brought. | + | ====Air reconnaissance mechanic==== |
| + | On Nodes {{MapRoute|G|green}} and {{MapRoute|H|green}}, recon planes 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 '''winning at the boss node'''(B rank or higher). |
| + | **Neither Nodes {{MapRoute|G|green}} or {{MapRoute|G|green}} have combat. |
| + | **Animation will be shown for the Air Reconnaissance; if both {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Flying boats}} and other seaplanes are brought, Flying Boat animation takes priority. |
| + | **Success rate of the air reconnaissance depends on the LoS and slot sizes of Seaplanes brought. |
| **'''You forfeit all reconnaissance rewards if you lose at or do not reach the boss node.'''. | | **'''You forfeit all reconnaissance rewards if you lose at or do not reach the boss node.'''. |
− | '''<br/>Regarding Boss Fleet'''
| |
− | *Before the gauge can be depleted ('''Initial Form'''), the boss fleet consists of 1~2 [[Battleship Ta-Class#Flagship|BB Ta-Class Flagships]], 1~2 [[Heavy Cruiser Ri-Class#Flagship|CA Ri-Class Flagships]], 0~1 [[Light Cruiser He-Class#Flagship|CL He-Class Flagship]], the [[Destroyer Princess]] (weaker version), and 2 late model destroyers (either [[Destroyer Ro-Class#Late Model|Ro-Class]], [[Destroyer Ha-Class#Late Model|Ha-Class]], or [[Destroyer Ni-Class#Late Model|Ni-Class]]). The two destroyers appearing will be the same class.
| |
− | *When the gauge can be depleted ('''Final Form'''), the boss fleet is led by [[Destroyer Princess]] (stronger version), 2 [[Battleship Ta-Class#Flagship|BB Ta-Class Flagships]], 1 [[Heavy Cruiser Ri-Class#Flagship|CA Ri-Class Flagship]], and 2 [[Destroyer Ni-Class#Late Model|DD Ni-Class Late Models]].
| |
− | **Because you can only deploy AV/CL/CT/DD, it is unlikely for the player's fleet to be able to inflict significant damage during daytime battle. You should expect the battle to last into night time.
| |
| | | |
− | <br/>'''Recommend Fleet'''
| |
− | *'''1 AV, 1 CL, 4 DD (A → C → E → G → H → J, 3 fights total)'''
| |
− | **Pros: The most cost-effective way to get to boss, and guarantees G branching, which allows two air reconnaissance rewards. CL can be [[Abukuma|Abukuma Kai Ni]] in order to grant yourself another preemptive torpedo salvo if she is equipped with a [[Type A Ko-hyoteki]].
| |
− | **Cons: Lowest damage output of the setup and may not be able to consistently get a victory at boss.
| |
− | *'''2 AV, 3 CL, 1 DD (A → C → E → F → H → J, 4 fights total)'''
| |
− | **Pros: Highest damage output at boss, especially due to the boss fight almost always requiring night battle
| |
− | **Cons: Needs to fight an extra battle against enemy fleet led by a [[Heavy Cruiser Ne-Class#Elite|CA Ne-Class Elite]] which has the stats close to a battleship.
| |
− | *'''1 AV, 2 CL, 3 DD (Either of the above routes, 3 or 4 fights total)'''
| |
− | **Pros: Has better damage over 1 AV 1 CL 4 DD, and if the random compass sends you to G node, can fight at boss with better output and still only fighting 3 battles total.
| |
− | **Cons: Has to deal with RNG, and being sent to node F this way hurts a bit more.
| |
| | | |
− | <br/>'''Suggested Ships (and equipment setups)''' | + | ===Recommend Fleets=== |
− | *AV: Despite the fact that [[Akitsushima]] with her [[Type 2 Flying Boat|flying boats]] can succeed at the air reconnaissance better, her battle output is low, and as the boss fleet is rather tanky, using either [[Chitose]], [[Chiyoda]] or [[Mizuho]] equipped with 2 Zuiun (or variants) and 1 [[Type A Ko-hyoteki]] is the better choice, especially since the opening torpedo can easily take out a less-armored target before shelling begins. If aviable, [[Nisshin|Nisshin A]] will be the best choice as AV, since her 4 slots allow her to equip Zuiun for Air Superiority and Artillery Spotting, Two main guns for day- and nighttime double-attack and a minisub with a potent opening Torpedo. (Akitsushima cannot equip [[Type A Ko-hyoteki]], lower plane capacity, and no torpedo capability, period.) Note that any setup with seaplane bombers have chances being shot down, especially if Tsu-Class Elite shows up at node E, which may result in no air superiority at boss node. | + | AVs and CLs able to carry a {{EquipmentLink|Type A Kouhyouteki|Type C Kouhyouteki|Type D Kouhyouteki Kai (Kouryuu Kai)|text=Midget Submarine}} are advised in every composition. |
− | *CL: Generally, your 1~3 best CLs here. Unless your other ships can compensate for the lowered night battle damage, it is not recommended to use [[Ooyodo]] here. [[Abukuma|Abukuma Kai Ni]] is highly recommended for here since she can be armed with a [[Type A Ko-hyoteki]].
| + | *Because you can only deploy AV/CL/CT/DD, it is unlikely that your fleet win during daytime battle. You should expect the battle to last into nighttime. |
− | *DD: Consider the boss fight will require night battle for the most part, and the fact that [[Destroyer Princess]] (harder version) has 115 armor, it is better to bring ships that have better night battle performances. Anti-Air equipment is not required for this map because no enemy fleets here have air capability. | + | *Using SPBs on your AV's biggest slots can help you achieve AS and Artillery Spotting. |
| + | *Consider using special night cut-ins on your DDs to damage the boss during night battle. |
| + | |
| + | <tabber> |
| + | |-|Light fleet= |
| + | *'''1AV, 1CL, 4DD''' |
| + | *Route = {{MapRoute|A|blue|C|red|E|red|G|green|H|green|J|red}} |
| + | **The most cost-effective way to get to the boss, and guarantees {{MapRoute|G|green}} branching, which allows two air reconnaissance rewards. |
| + | **The setup with the lowest damage output, that may not consistently get a victory at the boss. |
| + | |
| + | |-|Medium fleet= |
| + | *'''1AV, 2CL, 3DD |
| + | *Route = Random: |
| + | **{{MapRoute|A|blue|C|red|E|red|G|green|H|green|J|red}} |
| + | **{{MapRoute|A|blue|C|red|E|red|F|red|H|green|J|red}} |
| + | **Has better damage over the Light fleet, and on the shortest route, can fight at the boss with better output. |
| + | **Has to deal with RNG, and being sent to Node {{MapRoute|F|red}} may hurts a bit more. |
| + | |
| + | |-|Heavyer fleet= |
| + | *1AV, 1CL, 1DD, 3AV/CL/DD |
| + | *'''2AV, 3CL, 1DD''' |
| + | *Route = {{MapRoute|A|blue|C|red|E|red|F|red|H|green|J|red}} |
| + | **The highest damage output at the boss, especially due to the boss fight almost always requiring night battle. |
| + | **Needs to fight an extra battle against a fleet led by a [[Heavy Cruiser Ne-Class#Elite|CA Ne-Class Elite]] which has battleship-like stats. |
| + | </tabber> |
| + | |
| | | |
| ===Air Reconnaissance=== | | ===Air Reconnaissance=== |
− | From Kancolle Kai, the formula for Air Reconnaissance is
| + | The formula for Air Reconnaissance is |
− | | |
| <math>R = \sum_{\text{Seaplane Recon, Bombers}} \text{LoS} \times \sqrt{\sqrt{\text{No.}_\text{planes}}} + \sum_{\text{Large Flying Boats}} \text{LoS} \times \sqrt{\text{No.}_\text{planes}}</math> | | <math>R = \sum_{\text{Seaplane Recon, Bombers}} \text{LoS} \times \sqrt{\sqrt{\text{No.}_\text{planes}}} + \sum_{\text{Large Flying Boats}} \text{LoS} \times \sqrt{\text{No.}_\text{planes}}</math> |
| | | |
− | For node G, the minimum <math>R</math> to achieve success is 12 for G and 16 for H. | + | *For node {{MapRoute|G|green}}, the minimum <math>R</math> to achieve success is 12 for {{MapRoute|G|green}} and 16 for {{MapRoute|H|green}}. |
− | For Great Success, the requirement is multiplied by <math>(1.6 + rand(0.6))</math>. | + | *For Great Success, the requirement is multiplied by <math>(1.6 + rand(0.6))</math>. |
− | | + | *This means that the minimum and maximum requirement for Great Success for {{MapRoute|H|green}} is 25.6 and 35.2. |
− | This means that the minimum and maximum requirement for Great Success for H is 25.6 and 35.2. | |
| | | |
| + | '''Rewards for Nodes G and H :''' |
| {| class="wikitable" | | {| class="wikitable" |
− | |+ Great Success Rewards for Nodes G and H | + | |+ Great Success |
| |- | | |- |
| ! Item !! Chance to Obtain | | ! Item !! Chance to Obtain |
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| |} | | |} |
| {| class="wikitable" | | {| class="wikitable" |
− | |+ Normal Success Rewards for Nodes G and H | + | |+ Normal Success |
| |- | | |- |
| ! Item !! Chance to Obtain | | ! Item !! Chance to Obtain |
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| | 30 {{Bauxite}} || 20% | | | 30 {{Bauxite}} || 20% |
| |} | | |} |
| + | |
| + | |
| | | |
| ===Nodes And Enemy Encounters=== | | ===Nodes And Enemy Encounters=== |