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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.  
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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.
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*It is recommended to farm for {{DM}} DevMats too, as they are rewarded on the off-route path (see below).
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*It is additionally recommended to bring 1 {{Surface Radar}} [[Surface Radar]] on each girl to diminish the resource losses on the storm maelstrom.
    
;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
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**No CVL allowed and 1DD max, else, the routing to {{MapRoute|A|green}} becomes even worse.
    
;Equipment Setups
 
;Equipment Setups
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!Notes
 
!Notes
 
|-
 
|-
! rowspan=2|3CA(V)/CL/DD
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! 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.
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| 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}}
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| {{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.
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| 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.
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*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.
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*The [[Radar]] can be used to block the largest slot and limit bauxite losses.
 
|-
 
|-
! rowspan=2|SS(V)
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! 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.
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