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'''Event Planning'''
 
'''Event Planning'''
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For this map, you will be using members of the <font color="Purple">''''Shima Fleet'''</font>. and also also other various members that partook in the Battle of Ormoc Bay. When planning for this map, carefully consider who can count historical team that partook in '''Battle of Ormoc Bay'''.  
 
For this map, you will be using members of the <font color="Purple">''''Shima Fleet'''</font>. and also also other various members that partook in the Battle of Ormoc Bay. When planning for this map, carefully consider who can count historical team that partook in '''Battle of Ormoc Bay'''.  
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'''DE:''' [[Shimushu]]
 
'''DE:''' [[Shimushu]]
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Do note that ships ships such as [[Abukuma]], [[Shiranui]], and [[Aoba]] '''do not count''' as part of the historical fleet for this segment of the event. Therefore it is possible to reconsider them for the map if necessary.
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Do note that ships ships such as [[Abukuma]], [[Shiranui]], and [[Aoba]] '''do not count''' as part of the historical fleet for this segment of the event. Therefore it is possible to reconsider them for the map or for E-6 if necessary.
    
'''Tagging Rules'''
 
'''Tagging Rules'''
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'''Transport Phase'''
 
'''Transport Phase'''
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The Transport Operation is relatively straight forward as long as you are able to have enough '''historical members that partook in Ormoc Bay''' ''(2 on Easy / 3 on Normal / 5 on Hard) most of this map operation will invovle you arranging your [[LBAS]] properly to help protect your fleet as you make your way to the transport point and boss fleet.
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As long as the fleet consist of the required fleet members you can organize a fleet in various ways. But some example players used that are most notable are:
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'''Example Fleet Composition'''<br>
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'''2 CA, 1 CL, 4 DD''' <br>
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'''2 CA, 1 CL, 3 DD, [[Akitsumaru]]
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As long as you have the historic fleet requirements you should go '''C-D-E-G-F-H-I-L'''.
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A good balance of equipped transport supplies and combat is also vital to helping deplete the TP gauge. So if you can bring Daihatsu carrying ships, consider using them here to help with depleting the gauge.
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One important thing to note that is special with this transport operation is that in this event, the [[Type 2 Ka-Mi Tank]] has a special TP bonus in which it gives you '''22 TP points''' upon successfully S-ranking the map. If you own these items, consider equipping them for this operation.
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Most of the battles of this map consist of air battles and a few surface battles against light ships. So organizing your [[LBAS]] to attack the air nodes of D and F with fighters is highly considered. In addition, a ship with AACI equipment to help take out planes is also vital and if you happen to own [[Akitsumaru]] you can consider using her to provide further AA support by loading her with fighters and in addition can also provide easy air superiority against the boss node (on most difficulties).
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In Node H and J you will face a surface fleet, consisting of destroyers and cruisers. Depending on the difficulty, you may either go with Vanguard Formation to evade attacks and get away with possibly scratch damage against the torpedo salvo. Since there will be some nodes that will feature [[PT Imp Groups]] consider bringing '''AA guns or skilled lookouts''' for some of your destroyers.
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Remember that if you have to pull out a member from your fleet using the [[Striking Force Fleet Command Facility]]. As long as they have reached '''Node I''', thier equipment will be counted for the TP guage once you fight the boss and score an A rank or above.
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The Boss Fleet consist of [[Light Cruiser Princess]] along with a Nu-class carrier, some destroyers and some PT imps. If you send your land base to target this node it shouldn't be too difficult to overpower and take out some of the units allowing for an easier fight. As long as you score an '''A rank or higher''' you will deplete the TP gauge.
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Once you deplete the gauge far enough for the final run, enemies become slightly more difficult, but otherwise not much changes are needed (outside of possibly taking off some TP gear depending on how much of TP gauge remains) and completing this part of the operation.
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'''Recommended LBAS'''
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'''4 Fighters/Interceptors''' (Distance needed 4)
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This will be used to mainly protect your fleet along nodes D and G since these nodes can feature some heavy air power you'll need to deal with. Consider making one of your LBAS be used to protect the fleet along the path.
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'''0-1 Fighter/Interceptor / 3-4 Land Base Bombers''' (Distance Needed 4)
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This can be used to concentrate an attack on the boss node of the transport segment. Since there may by a carrier present on the boss node you may want to have a fighter to help protect your bombers as you allow for them to help take out the enemy fleets to improve your odds for an easier victory. You can use one LBAS for here of if needed, you can use a 2nd one is necessary.
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'''Scoring Air Superiority on Node D (For Medium +)'''
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As one of the requirements to accessing the next phase you will need to score '''AS on Node D''' since node D consist of a lot light carriers, you will need a sizeable amount of air power in order to gain the necessary AS you need. In order to do this, you will need a set of ships that can use fighters and Seaplane Fighters along with the assisting of your [[LBAS]].
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As such, [[Akitsumaru]], seaplane tenders such as [[Commandant Teste]] [[Mizuho]], and the Seaplane Tender versions of [[Chiyoda]] and [[Chitose]] are considered vital helping clear this segment. You can use Aviation Cruisers for this segment too if you wish, but carefully plan it out as you will need some for E-6.
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'''Example Composition:'''
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'''[[Akitsumaru]], 1-2AV,0-1 CAV, 0-1CL, 4 DD'''
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'''Recommended LBAS'''
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'''4 Fighters/Interceptors''' (Both Land Bases, Distance needed 4)
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Depending on the difficulty, you may need between 2-3 units fully loaded with seaplane fighters and/or Zuiuns along with an [[LBAS]] concentrating on whipping out some of the planes the carriers launch in the process. If successfully done it should be possible to get AS with little issue. If you have to take the long path to reach Node D, then plan several DDs to carry ASW gear to deal with the sub node along with a ship to perform Anti-Air Cut ins in the process.
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If for some reason you lack in seaplane fighters and/or lack in them, consider building them in [[Akashi's Improvement Arsenal]] when available. Or in the worse case scenario, reduce the difficulty to Easy to by pass this requirement. Do note you will not be able to increase the difficulty again once you do this.
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'''Scoring Air Superiority on the Land Base Air Raid (Hard Only)'''
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If you loaded your fighters and interceptors you should be able to set your Land Bases on Air Defense and reenter the map. The cheapest and least resource consuming method to do this is to bring a '''single sub'''.
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'''Example Composition:'''<br>
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'''1SS (Highly Recommended)'''
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The sub will go through battles where it won't get hurt (since all the fights will be subs or air attacks) and should trigger the Land Base Air Raid Sequence before reaching the 2nd node or 3rd node. If your LBAS's air power is strong enough it should easily gain Air Superiority. Once this has been done the condition will be complete.
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Once all of the following conditions are done you will have access to the next part of map.
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