• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Changes

Jump to navigation Jump to search
Line 147: Line 147:  
'''Phase 1 - Transport Phase'''
 
'''Phase 1 - Transport Phase'''
   −
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.
+
The Transport Operation is relatively straightforward with the appropriate number of historical ships (2 on Easy / 3 on Normal / 5 on Hard). Even on hard, most of this phase faces little issues, largely due to the presence of an additional LBAS squadron.
   −
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:
+
'''Clearing the TP bar'''
   −
'''Example Fleet Composition'''<br>
+
Example fleet: 2CA CL 3DD DD/Akitsumaru
'''2 CA, 1 CL, 4 DD''' <br> (Historical Fleet members required Easy - 2 , Normal - 3, Hard - 5)
  −
'''2 CA, 1 CL, 3 DD, [[Akitsumaru]] (Historical Fleet members required Easy - 2 , Normal - 3, Hard - 5)
     −
As long as you have the historic fleet requirements you should go '''C-D-E-G-F-H-I-L'''.
+
With the appropriate number of historical ships, the route taken is '''C-D-E-G-F-H-I-J-L''', with two airstrike nodes and 2 surface nodes prior to the boss
   −
A good balance of equipped transport equipment and combat equipment 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.  
+
As with other transport operations, your main objective should be to bring as many drums and/or landing craft as possible while still scoring at least an A-rank at the boss. Unusually, the [[Type 2 Ka-Mi Tank]] grants 22 TP points on an S-rank at the boss, far more than it has provided in past TP maps.
   −
Unlike other transport operations , the [[Type 2 Ka-Mi Tank]] gives a special TP bonus worth '''22 TP points''' upon successfully S-ranking the map. If you own these items, it's recommended to equip them to speed through the operation even faster.
+
The primary threat posed prior to the boss on this map are the two air raid nodes and node J, the penultimate node.
   −
Most of the battles of this map consist of air battles and a few surface battles against light ships. Organizing your [[LBAS]] to attack the air nodes of D and F with fighters is highly recommened along with a ship with Anti-Air Cut in equipment to help take out planes.
+
Nodes H and J can be cleared consistently through the use of the vanguard formation
   −
If you 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. Otherwise, a CA(V) or a AV loaded with [[Type 2 Seaplane Fighter Kai]] can be an alternative approach.
+
Additionally, do note that ships that turn back after node I (i.e. those ships retreating at node J) will still count as having successfully offloaded their cargo, and will contribute towards the TP bar.
   −
In Node H and J you will face a surface fleet consisting of destroyers and cruisers. Use the Vanguard Formation to evade attacks and get away with possibly only 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.
+
The TP phase boss consists of the [[Light Cruiser Princess]] with a CVL (2 on hard), and most other ships being CAs, CLs, and DDs. The upshot being that as only an A-rank is required to -deplete the TP bar, the enemy flagship ''does not necessarily have to be sunk'', even on the final form. As such, killing enough of the escort fleet to night battle the main enemy force is usually enough to secure the kills needed to deplete the bar.
   −
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.
+
'''AP/AS at node D'''
   −
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.  
+
LBAS sorties with 4 fighters apiece can be used to decrease the air power requirement at node D prior to the air battle. Akitsumaru makes achieving AP/AS here a trivial issue following fighter sweeps; however, in the absence of Akitsumaru, Seaplane fighters will be required. Medium difficulty requires 326 for AP, which should be reduced by the aforementioned fighter sorties.
   −
As long as you score an '''A rank or higher''' you will deplete the TP gauge.
+
'''Air Superiority on a Raid'''
   −
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.  
+
The simplest way to achieve this is to utilize 3 interceptors and a saiun at both available bases, set to defense. A single submarine may be sortied to trigger the raid.
   −
'''Recommended LBAS'''
+
Note that only Air Superiority is required, not a perfect defense.
   −
'''4 Fighters/Interceptors''' (Distance needed 4)
     −
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 if you need additional air defense.
+
'''HP Bar Phase - CA Princess'''
   −
'''0-1 Fighter/Interceptor / 3-4 Land Base Bombers''' (Distance Needed 4)
+
This phase does not allow the use of AVs or Akitsumaru (which will start the fleet at the first phase start point) on any difficulty, as such, your primary source of air support will come in the form of LBAS, and if you so choose to use them, CAVs.
   −
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.  
+
Given the post-cap firepower buffs recieved by Nachi and Ashigara, however, this map is very doable even without any fighter power in the fleet itself. If you are not utilizing any fighter power, then utility equips may replace the recon planes as LoS requirements permit.
   −
You can use one LBAS for here of if needed or if you can use a 2nd one is necessary.  
+
This guide has been written in the context of hard mode, differences will be mentioned where possible.
   −
'''Scoring Air Parity/Superiority on Node D (For Medium +)'''
+
The best routing in this map is achieved through the use of 2CA(V) CL 4DD, with most other compositions offrouting, starting at the wrong start point, not being allowed to enter the map, or simply being inferior (e.g. bringing a DE)
 +
* 4DDs should first be selected to prevent an offroute to R node, this applies to all difficulties.
 +
** Ideally, Kasumi, Hatsuharu, Hatsushimo, and Ushio can all be used here.
 +
** One of these four DDs may be replaced by an Akizuki-class for AACI.
 +
* Nachi and Ashigara should be the two cruisers chosen for this map on account of their post-cap bonuses.
 +
** Either one of them may be substituted for a CAV if desired.
 +
* Abukuma would be the ideal CL for this map if available, Yura is also strong here.
   −
As one of the requirements to accessing the next phase you will need to score '''AP (Medium)/ AS(Hard) on Node D''' since node D consist of several 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]].
+
This phase comprises a single airstrike node and two surface nodes prior to the boss node. As with the first phase of this map, vanguard formation may be utilized to make it through the surface nodes, with the FCF utilized where taihas occur.
   −
[[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.  
+
Importantly, the pre-boss node possesses a submarine on some forms, which will draw fire from at least five of your ships. Sonars may be used as needed, with Double Line being a possible alternative (when support shelling is used).
   −
'''Example Composition:'''
+
The boss of this map is [[Heavy Cruiser Princess]]. Obtaining AS here is not likely, nonetheless, this boss is fairly easy to kill due to the combination of LBAS and the post-cap bonuses of most ships. TCIs for this boss are not required due to the post-cap firepower bonuses.
   −
'''[[Akitsumaru]], 1-2AV,0-1 CAV, 0-1CL, 4 DD'''
+
As with other maps, pre-boss support, boss support, and sparkling should be used as required. Do remember that the use of vanguard formation will affect the efficacy of your support shelling.
    
'''Recommended LBAS'''
 
'''Recommended LBAS'''
   −
'''4 Fighters/Interceptors''' (Both Land Bases, Distance needed 4)
+
'''4 Fighters''' f or node or.. '''3 Bombers 1 ASW Bomber''' for node P
 
  −
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.
  −
 
  −
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.
  −
 
  −
'''Scoring Air Superiority on the Land Base Air Raid (Hard Only)'''
  −
 
  −
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'''.
  −
 
  −
 
  −
'''Example Composition:'''<br>
  −
'''1SS (Highly Recommended)'''
  −
 
  −
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.
  −
 
  −
Once all of the following conditions are done you will have access to the next part of map.
  −
 
  −
'''Phase 2 - Taking out the [[Heavy Cruiser Princess]]'''
  −
 
  −
During the phase of the operation you won't be able to take any of your AVs or [[Akitsumaru]] to this map segment. So you will either be depending purely on an Anti-Air Cut in and/or on an Aviation Cruiser loaded with Seaplane Fighters to help pull the weight through the battle.
  −
 
  −
'''Example Composition:'''
  −
 
  −
''' 2CA(V), 1CL, 4 DD''' (Historical Fleet ['''Shima Fleet''' preffered] members required Easy - 2 , Normal - 3, Hard - 5)
  −
 
  −
Keep in mind that your fleet will need to have the historical members along with 4 DDs if you wish to complete most of the map's requirements for this segment.
  −
 
  −
The fights will mainly invovle carrier battles which will invovle hoping for a strong AACI to take out most of the threats while also dealing with whatever is thrown at you, consider bringing an [[LBAS]] to help protect or defend you during these segments.
  −
 
  −
Most of the surface nodes will also feature strong enemy units which you have to force your way through and since they may pose a threat to your fleet, it's best to consider Vanguard formation to try to get past these sequences with the pre-boss node possibly featuring a submarine in the mix.
  −
 
  −
While it's possible to get through all of this, consider using a shelling support fleet if needed for the in-route path.
  −
 
  −
The boss node will feature a [[Heavy Cruiser Princess]] who will come with some Nu-class CVL, a few heavy cruisers and some Destroyers among her fleet. Using an [[LBAS]] along with boss support is preferred to soften the damage you'll take from other units since you may lack in a means of obtaining AS should the Nu-class CVL survive the LBAS strike. The fight itself is however manageable and members of the '''Shima Fleet''' get a '''historical post cap bonus''' (except [[Abukuma]], [[Shiranui]] and [[Aoba]]) allowing for a much easier victory. Ships such as [[Ashigara]], [[Nachi]], [[Ushio]] and [[Hatsushimo]] (to name a few) will be vital to clearing the operation.
  −
 
  −
Do Note however there is '''No Friend Fleet''' for this segment. You will need to depend on your fleet's power to complete the operation.
  −
 
  −
The final kill's composition doesn't change drastically so using the same methods can work, but if needed, shift both LBAS over to the boss node if you feel you can manage all the node prior to it without loosing too many DDs or vital Shima members.
  −
 
  −
'''Recommended LBAS'''
     −
'''2 Fighters, 2 Land Base Bobmers''' (1 Land Base, Distance needed 4-5 needed for nodes N and P)
+
Combat radii of 4 and 5 are required for nodes N and P respectively.
   −
Both of these nodes can present some difficult fights which the fleet will need to survive, so if needed send 1 LBAS to one or both of these nodes to help improve your chances of survival.  
+
Node N is an airstrike risk, while node P can be somewhat annoying with its submarine. This LBAS base is mostly flexible and can be used as seen fit.
      −
'''1 Fighter, 3 Land Base Bombers''' (1-2 Land Bases, Distance needed 6 needed for Boss Node)
+
'''1 Fighter 3 Bombers''' - For Boss Node
   −
Since the boss mainly consist of just some Nu-class Light carrier, it's possible to brush by using only one fighter while maintaining most your bombers to do some damage. If possible, hope that the Land Base bombers hit the Nu-class Carriers to minimize or eliminate any air attacks and if you have a CAV, possibly achive AS in the battle when the aerial sequence begins. You may want to bring both LBAS on the final kill to improve the likely hood of your chances of winning the fight.
+
A combat radius of 6 is required for the boss node. A fighter should be added if doing so would improve your air state.
793

edits

Navigation menu