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=Nodes=
 
=Nodes=
   
===Full Battle Nodes===
 
===Full Battle Nodes===
   
These nodes have as the main objective engaging the enemy fleet and destroying the enemy flagship and/or the enemy combatants as a whole.
 
These nodes have as the main objective engaging the enemy fleet and destroying the enemy flagship and/or the enemy combatants as a whole.
   −
{| class="wikitable"
+
{|class="wikitable"
! style="min-width: 150px" rowspan="2"|Node
+
!width=150px rowspan=2|Node
! rowspan="2"|Description
+
!rowspan=2|Description
! colspan="2"|Consumption
+
!colspan=2|Consumption
 
|-
 
|-
! style="width: 8%"|{{Fuel}}
+
!width=8%|{{Fuel}}
! style="width: 8%"|{{Ammo}}
+
!width=8%|{{Ammo}}
 
|-
 
|-
|style="text-align:center" rowspan="4"|[[File:BattleNode.png]]<br>'''Normal Battle'''
+
!rowspan=4|[[File:BattleNode.png]]<br>Normal Battle
 
|Normal Battle Nodes are the main types of nodes present in a sortie, oftentimes making up for the majority of nodes on the map. A Battle Node will always begin with Day Battle and can be followed up by a Night Battle.  
 
|Normal Battle Nodes are the main types of nodes present in a sortie, oftentimes making up for the majority of nodes on the map. A Battle Node will always begin with Day Battle and can be followed up by a Night Battle.  
 
*'''''Node'' Support Expedition''' may appear in these nodes.
 
*'''''Node'' Support Expedition''' may appear in these nodes.
 
*On some Battle Nodes, an abyssal submarine may appear above it upon reaching the node, indicating that this is a submarine node, involving ASW.
 
*On some Battle Nodes, an abyssal submarine may appear above it upon reaching the node, indicating that this is a submarine node, involving ASW.
   
Specifically for Battle Nodes, the battle cost varies depending on the node composition.
 
Specifically for Battle Nodes, the battle cost varies depending on the node composition.
 
|style="text-align:center"|20%
 
|style="text-align:center"|20%
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|style="text-align:center"|8%
 
|style="text-align:center"|8%
 
|-
 
|-
 
+
![[File:NightNode.png]]<br>Night Battle
|style="text-align:center"|[[File:NightNode.png]]<br>'''Night Battle'''
   
|Night Battle nodes consist of only the Night Battle phase. The battle will automatically finish after the Night Shelling phase is ended.
 
|Night Battle nodes consist of only the Night Battle phase. The battle will automatically finish after the Night Shelling phase is ended.
 
*'''''Node'' Support Expedition''' may appear in these nodes even though they begin the battle at night.  
 
*'''''Node'' Support Expedition''' may appear in these nodes even though they begin the battle at night.  
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|style="text-align:center"|10%
 
|style="text-align:center"|10%
 
|-
 
|-
 
+
![[File:NightToDayNode.png]]<br>Night to Day Battle
|style="text-align:center"|[[File:NightToDayNode.png]]<br>'''Night to Day Battle'''
   
|Night to Day Battle nodes invert the usual Battle node format, beginning the battle on Night Battle and then automatically transitioning to Day Battle afterward.  
 
|Night to Day Battle nodes invert the usual Battle node format, beginning the battle on Night Battle and then automatically transitioning to Day Battle afterward.  
 
*The applicable '''Support Expedition''' will trigger when the battle starts (during the night), but Day-only phases such as [[LBAS]] and [[Aerial Combat]] will be performed as soon as the Day Battle begins.
 
*The applicable '''Support Expedition''' will trigger when the battle starts (during the night), but Day-only phases such as [[LBAS]] and [[Aerial Combat]] will be performed as soon as the Day Battle begins.
* As of 04/2022, Night to Day Battles are exclusive to events, with its last appearance on [[Fall 2017 Event]].
+
* As of 03/2023, Night to Day Battles are exclusive to events, with its last appearance on [[Fall 2017 Event]].
 
|style="text-align:center"|20%
 
|style="text-align:center"|20%
 
|style="text-align:center"|30%<ref name="UP"/>
 
|style="text-align:center"|30%<ref name="UP"/>
 
|-
 
|-
 
+
![[File:Airstrike Supported Combat Node.png]]<br>Airstrike Supported Combat
|style="text-align:center"|[[File:BossNode.png]]<br>'''Boss Battle'''
+
|Airstrike Supported Combat nodes are combat nodes where the enemy fleet will consist of:
 +
*"Surface enemies" (4-5 SS so far), that are fought like in regular "combat nodes",
 +
*Followed by "air support enemies" (1-2 CVL so far), bringing an air assault like in "air raid nodes", and that cannot be attacked, being visually behind the rest of the enemy fleet and with no visible HP.
 +
* As of 03/2023, Airstrike Supported Combat Node are exclusive to events, with its last appearance on [[Early Spring 2023 Event]].
 +
|style="text-align:center"|??%
 +
|style="text-align:center"|??%
 +
|-
 +
![[File:BossNode.png]]<br>Boss Battle
 
|Boss Nodes are the Ending point of a map's route and are where the map's boss resides, if it has one. After the Boss Node battle ends, the sortie automatically finishes and the player fleet returns to Homeport. Boss nodes can be of any kind of battle node, meaning they can be a Night to Day Node, Night Battle Node, or a Battle Node.  
 
|Boss Nodes are the Ending point of a map's route and are where the map's boss resides, if it has one. After the Boss Node battle ends, the sortie automatically finishes and the player fleet returns to Homeport. Boss nodes can be of any kind of battle node, meaning they can be a Night to Day Node, Night Battle Node, or a Battle Node.  
 
*'''''Boss'' Support Expedition''' may appear in these nodes.
 
*'''''Boss'' Support Expedition''' may appear in these nodes.
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===Short Battle Nodes===
 
===Short Battle Nodes===
 +
These battle nodes have different objectives and win conditions from regular battles.
   −
These battle nodes have different objectives and win conditions from the regular battles.
+
{|class="wikitable"
 
+
! width=150px rowspan=2|Node
{| class="wikitable"
+
! rowspan=2|Description
! style="min-width: 150px" rowspan="2"|Node
+
! colspan=2|Consumption
! rowspan="2"|Description
  −
! colspan="2"|Consumption
   
|-
 
|-
! style="width: 8%"|{{Fuel}}
+
! width=8%|{{Fuel}}
! style="width: 8%"|{{Ammo}}
+
! width=8%|{{Ammo}}
 
|-
 
|-
 
+
! rowspan=2|[[File:AirRaidNode.png]]<br>Enemy Air Raid
|style="text-align:center" rowspan="2"|[[File:AirRaidNode.png]]<br>'''Enemy Air Raid'''
+
| rowspan=2|Air Raid nodes are special nodes where only [[LBAS]], as well as Stage 1 of the [[Aerial Combat]], are performed. This node consists of a purely defensive battle against enemy Aircraft Carriers. The enemy fleet is able to further progress to Stage 3 of Aerial Combat and perform an Airstrike against the fleet.
| rowspan="2"|Air Raid nodes are special nodes where only [[LBAS]], as well as Stage 1 of the [[Aerial Combat]], are performed. This node consists of a purely defensive battle against enemy Aircraft Carriers. The enemy fleet is able to further progress to Stage 3 of Aerial Combat and perform an Airstrike against the fleet.
   
*The enemy fleet cannot be damaged but by [[LBAS]] planes.
 
*The enemy fleet cannot be damaged but by [[LBAS]] planes.
 
*AA mechanics like [[AACI]] or {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} can also be triggered.
 
*AA mechanics like [[AACI]] or {{EquipmentLink|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} can also be triggered.
   
|style="text-align:center"|6%
 
|style="text-align:center"|6%
 
|style="text-align:center"|4%
 
|style="text-align:center"|4%
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|style="text-align:center"|'''World 6:'''<br>8%
 
|style="text-align:center"|'''World 6:'''<br>8%
 
|-
 
|-
 
+
![[File:AirBattleNode.png]]<br>Aerial Combat
|style="text-align:center"|[[File:AirBattleNode.png]]<br>'''Aerial Combat'''
   
|Similar to Air Raid nodes, however [[LBAS]] is performed once, followed by full [[Aerial Combat]] phases performed twice back-to-back. It is also possible to do night battle afterward, unlike regular Air nodes.
 
|Similar to Air Raid nodes, however [[LBAS]] is performed once, followed by full [[Aerial Combat]] phases performed twice back-to-back. It is also possible to do night battle afterward, unlike regular Air nodes.
 
*If the fleet has no ships that can attack during Aerial Combat, it will get a ''D rank'' (see [[Combat#Victory_Conditions|1st D rank condition]]), unless entering night combat.
 
*If the fleet has no ships that can attack during Aerial Combat, it will get a ''D rank'' (see [[Combat#Victory_Conditions|1st D rank condition]]), unless entering night combat.
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|style="text-align:center"|20%
 
|style="text-align:center"|20%
 
|-
 
|-
 
+
![[File:AmbushNode.png]]<br>Enemy Ambush
|style="text-align:center"|[[File:AmbushNode.png]]<br>'''Enemy Ambush'''
   
|Ambush nodes are purely defensive nodes where the fleet is attacked by an enemy fleet without being able to fight back. Specifically for Ambush nodes, '''there is no formation selection prompt prior to the battle''', and formation is set by default to Line Ahead or Cruising Formation 4 (for Combined Fleet).
 
|Ambush nodes are purely defensive nodes where the fleet is attacked by an enemy fleet without being able to fight back. Specifically for Ambush nodes, '''there is no formation selection prompt prior to the battle''', and formation is set by default to Line Ahead or Cruising Formation 4 (for Combined Fleet).
 
* As of 04/2022, Ambush Nodes are exclusive to events, with its last appearance on [[Spring 2019 Event]].
 
* As of 04/2022, Ambush Nodes are exclusive to events, with its last appearance on [[Spring 2019 Event]].
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===Non-Combat Nodes===
 
===Non-Combat Nodes===
   
These nodes present different mechanics that are unrelated to combat.
 
These nodes present different mechanics that are unrelated to combat.
   −
{| class="wikitable"
+
{|class="wikitable"
! style="min-width:150px" rowspan=2|Node
+
! width=150px rowspan=2|Node
! rowspan="2"|Description
+
! rowspan=2|Description
! colspan="2"|Consumption
+
! colspan=2|Consumption
 
|-
 
|-
! style="width: 8%"|{{Fuel}}
+
! width=8%|{{Fuel}}
! style="width: 8%"|{{Ammo}}
+
! width=8%|{{Ammo}}
 
|-
 
|-
|style="text-align:center"|[[File:StartNode.png]]<br>'''Start Node'''
+
![[File:StartNode.png]]<br>Start Node
 
|The Start Node dictates the point from which the fleet will start.
 
|The Start Node dictates the point from which the fleet will start.
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|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:EmptyNode.png]]<br>'''Empty Node'''
+
![[File:EmptyNode.png]]<br>Empty Node
 
|An Empty Node is a tool mainly used to increase routing complexity, creating branching paths, dead-ends, as well as to display a small piece of flavour text.
 
|An Empty Node is a tool mainly used to increase routing complexity, creating branching paths, dead-ends, as well as to display a small piece of flavour text.
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:ChoiceNode.png]]<br>'''Active Branching'''
+
![[File:ChoiceNode.png]]<br>Active Branching
 
|{{Anchor|Active Branching}}An Active Branching Node, also known as "Choice Node", is an Empty Node with a mechanic that allows the fleet to route to any of the desired paths.
 
|{{Anchor|Active Branching}}An Active Branching Node, also known as "Choice Node", is an Empty Node with a mechanic that allows the fleet to route to any of the desired paths.
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|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:EmptyNode.png]]<br>'''Emergency Repairs Node'''
+
![[File:EmptyNode.png]]<br>Emergency Repairs Node
 
|Generally only accessible with either '''[[Akashi Kai]]''', '''[[Akitsushima Kai]]''', or any '''Kai [[AO]]''' present in the fleet. By equipping {{EquipmentLink|Ship Repair Facility}}, it is possible to use [[Emergency Repair Materials]] to repair ships mid-sortie. Otherwise, it behave like an Empty Node.
 
|Generally only accessible with either '''[[Akashi Kai]]''', '''[[Akitsushima Kai]]''', or any '''Kai [[AO]]''' present in the fleet. By equipping {{EquipmentLink|Ship Repair Facility}}, it is possible to use [[Emergency Repair Materials]] to repair ships mid-sortie. Otherwise, it behave like an Empty Node.
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|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:MaelstromNode.png]]<br>'''Maelstrom'''
+
![[File:MaelstromNode.png]]<br>Maelstrom
|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strenght of Maelstroms can be mitigated by the number of ships independently carrying a RADAR. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
+
|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strength of Maelstroms can be mitigated by the number of ships independently carrying a RADAR. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
    
Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource. See [[Maelstrom]] page for details.
 
Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource. See [[Maelstrom]] page for details.
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|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
   
|-
 
|-
|style="text-align:center"|[[File:ResourceNode.png]]<br>'''Resource Node'''
+
![[File:ResourceNode.png]]<br>Resource Node
 
|Upon entering, adds a specific amount of a specific Resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), consumables ({{IR}}{{IC}}{{DM}}), or Coin Boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
 
|Upon entering, adds a specific amount of a specific Resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), consumables ({{IR}}{{IC}}{{DM}}), or Coin Boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
    
Note that the node must be a dead-end node, or a subsequent battle node must be completed, before the resources are added to the overall stockpile. Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
 
Note that the node must be a dead-end node, or a subsequent battle node must be completed, before the resources are added to the overall stockpile. Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
   −
Using {{Drum}} [[Drum]]s, {{LandingCraft}} [[:Category:Landing_Craft|Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain up to a possible node-specific cap:
+
Using {{Drum}} [[Drum]]s, {{LandingCraft}} [[Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain up to a possible node-specific cap:
    
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:FinishLineNode.png]]<br>'''Finish Line'''<br>'''Harbour Node'''
+
![[File:FinishLineNode.png]]<br>Finish Line<br>Harbour Node
 
|Is often considered an Ending node like Boss nodes.
 
|Is often considered an Ending node like Boss nodes.
 
*It can reward none, one, or two resources at once, but no consumable so far.
 
*It can reward none, one, or two resources at once, but no consumable so far.
**Like Resources nodes, using {{Drum}} [[Drum]]s, {{LandingCraft}} [[:Category:Landing_Craft|Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain, but equipment effectiveness may vary.
+
**Like Resources nodes, using {{Drum}} [[Drum]]s, {{LandingCraft}} [[Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain, but equipment effectiveness may vary.
 
*In [[1-6]], the Finish Line has a pool of possible resources as rewards rather than a single one.
 
*In [[1-6]], the Finish Line has a pool of possible resources as rewards rather than a single one.
 
**Unlike other Nodes, the resources here cannot be increased using any equipment.
 
**Unlike other Nodes, the resources here cannot be increased using any equipment.
   
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:TransportLoadoutNode.png]]<br>'''Transport Loadout'''
+
![[File:TransportLoadoutNode.png]]<br>Transport Loadout
 
|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{Drum}}, {{LandingCraft}}, {{Landing Craft}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
 
|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{Drum}}, {{LandingCraft}}, {{Landing Craft}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
 
*See [[Transport Operation]] page for breakdown of values.
 
*See [[Transport Operation]] page for breakdown of values.
   
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
   
|-
 
|-
|style="text-align:center"|[[File:AirReconNode.png]]<br>'''Aerial Reconnaisance Node'''
+
![[File:AirReconNode.png]]<br>Aerial Reconnaissance Node
 
|Exclusive to [[6-3]]. Can reward some Ammo {{Ammo}}, Bauxite {{Bauxite}}, or Devmats {{DM}}, using some aircraft. The type of aircraft as well as the ship carrying it influences the result. Unlike Resource Nodes, the resources obtainable originate from a drop pool.
 
|Exclusive to [[6-3]]. Can reward some Ammo {{Ammo}}, Bauxite {{Bauxite}}, or Devmats {{DM}}, using some aircraft. The type of aircraft as well as the ship carrying it influences the result. Unlike Resource Nodes, the resources obtainable originate from a drop pool.
 
*If the Boss Battle is a Defeat, the resources are forfeited. Otherwise, a small message saying that the resources were secured will be shown on the lower right side of the victory screen.
 
*If the Boss Battle is a Defeat, the resources are forfeited. Otherwise, a small message saying that the resources were secured will be shown on the lower right side of the victory screen.
 
*See [[Air Reconnaissance|here]] for more detail.
 
*See [[Air Reconnaissance|here]] for more detail.
   
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|}
 
|}
   −
'''Note about Consumption:'''
+
;Note about Consumption
 
* These percent values are applied to a ship's maximum Fuel/Ammo stat. The amount subtracted is '''rounded down but at least 1''' in most cases, except for ''Pursuing the enemy into night battle'' and ''Night to Day Battle'' where the ammo cost is '''rounded up'''.
 
* These percent values are applied to a ship's maximum Fuel/Ammo stat. The amount subtracted is '''rounded down but at least 1''' in most cases, except for ''Pursuing the enemy into night battle'' and ''Night to Day Battle'' where the ammo cost is '''rounded up'''.
 
** Some mechanics like [[Special Attacks]] will increase ammo consumption.
 
** Some mechanics like [[Special Attacks]] will increase ammo consumption.
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