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| *Using more than 4 will not increase this rate. | | *Using more than 4 will not increase this rate. |
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− | Farming this map can prove a bit frustrating because of the random routing at node C. If you get off-routed to node G, it is best that you refresh the game and end the sortie. If you need the {{DM}}, then you can continue on and retreat after node I. The maelstrom at node C also increases your fuel costs for farming. The basic strategy is to have 3CV/Ls for routing and to do the heavy lifting with 2SS/V to act as tanks. The DD is just there for an additional radar to reduce fuel loss at the maelstrom. | + | Farming this map can prove a bit frustrating because of the random routing at node {{MapRoute|C|purple}}. |
− | *It is additionally recommended to bring 1 {{Surface Radar}} [[Surface Radar]] on each girl to diminish the resource losses on the storm node. | + | *It is recommended to farm for {{DM}} DevMats too, as they are rewarded on the off-route path (see below). |
| + | *It is additionally recommended to bring 1 {{Surface Radar}} [[Surface Radar]] on each girl to diminish the resource losses on the storm maelstrom. |
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| ;Recommended Fleets | | ;Recommended Fleets |
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| *Route = {{MapRoute|B|red|C|purple|F|red|A|green}} | | *Route = {{MapRoute|B|red|C|purple|F|red|A|green}} |
| **50% chance to route to {{MapRoute|A|green}}, 50% to {{MapRoute|G|green}} | | **50% chance to route to {{MapRoute|A|green}}, 50% to {{MapRoute|G|green}} |
− | **No CVL allowed and 1DD max, else, the routing to {{MapRoute|A|green}} becomes even worse | + | **No CVL allowed and 1DD max, else, the routing to {{MapRoute|A|green}} becomes even worse. |
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| ;Equipment Setups | | ;Equipment Setups |
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| !Notes | | !Notes |
| |- | | |- |
− | ! rowspan=2|3CA(V)/CL/DD | + | ! rowspan=2|CA(V)/CL/DD |
| | {{WildCard}}{{WildCard}}{{Radar}} | | | {{WildCard}}{{WildCard}}{{Radar}} |
− | | The {{WildCard}} should be whatever brings the most combat/AA power to the shi, being {{Green Gun}} for an [[AACI]] setup, or {{SPF}} for air power. | + | | The {{WildCard}} should be whatever brings the most combat/AA power to the ship, being {{Green Gun}} for an [[AACI]] setup, or {{SPF}} for air power. |
| |- | | |- |
− | | 2{{LandingCraft}}/{{Amphibious Tank}} {{WildCard}} | + | | {{LandingCraft}}/{{Amphibious Tank}} {{WildCard}} |
| | The {{WildCard}} can preferably be a {{Minisub}} if equipped on capable CAV/CL, or a [[Surface Radar]] otherwise. | | | The {{WildCard}} can preferably be a {{Minisub}} if equipped on capable CAV/CL, or a [[Surface Radar]] otherwise. |
| |- | | |- |
| ! CV | | ! CV |
| | {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}<br>{{BluePlane}}{{BluePlane}}{{RedPlane}}{{Radar}} | | | {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}<br>{{BluePlane}}{{BluePlane}}{{RedPlane}}{{Radar}} |
− | | Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium-ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks. | + | | At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage. |
| + | *It is recommended to use carriers with at least "'''[[Range|medium range]]'''", so that their attack takes priority over the other ships. ''See [[Range]] for more details. |
| + | *The [[Radar]] can be used to block the largest slot and limit bauxite losses. |
| |- | | |- |
− | ! rowspan=2|SS(V) | + | ! SS(V) |
| | {{TorpedoWeapon}}{{TorpedoWeapon}}<br>{{Amphibious Tank}}{{Amphibious Tank}} | | | {{TorpedoWeapon}}{{TorpedoWeapon}}<br>{{Amphibious Tank}}{{Amphibious Tank}} |
| | When using a SS, it should either use torpedoes to maximize damage, or {{Amphibious Tank}} to bring additional buckets. | | | When using a SS, it should either use torpedoes to maximize damage, or {{Amphibious Tank}} to bring additional buckets. |