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| ==Overview== | | ==Overview== |
− | This is a guide to leveling your ship girls effectively through sorties. [[Experience and Rank|Experience (XP)]] increases the level of ships, which leads to increases stats of [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|Evasion]], [[Line of Sight|LOS]], and [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|ASW]], as well as passive accuracy increases. Leveling ships can also unlock [[Remodel|remodels]] at higher levels. | + | This is a guide to leveling your ship girls effectively through sorties. [[Experience and Rank|Experience (XP)]] increases the level of ships, which leads to increases in [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|Evasion]], [[Line of Sight|LOS]], and [[Tutorial: FAQ#Equipment.2C_Stats_and_Remodels|ASW]] stats, as well as passive increases in accuracy. Leveling ships can also unlock [[Remodel|remodels]] at higher levels. |
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| ==Suggested places to level:== | | ==Suggested places to level:== |
− | *'''[[World 1#World_1-5:_.E3.80.90Extra_Operation.E3.80.91_.E9.8E.AE.E5.AE.88.E5.BA.9C.E8.BF.91.E6.B5.B7_Adjacent_seas_of_the_naval_base|1-5]]''': [Base XP: '''150''', Node(s): '''3'''] Lower level Admirals who haven't cleared 2-4 yet. Good place to level DD/CL early on. | + | *'''2-2B:''' For lower level admirals to train CVLs, finish weekly transports and gain bauxite while doing so |
− | * [[World 2#World_2-4:_.E6.B2.96.E3.83.8E.E5.B3.B6.E6.B5.B7.E5.9F.9F_Okinoshima_Island|'''2-4A''']]: [Base XP: '''300''', Node(s): '''1'''] Typically used for admirals that have not cleared 2-4 yet. | + | *'''3-5B:''' Mostly subcheesable node with decent XP |
| + | *'''4-5B/D:''' First Node ASW leveling/leeching suitable for all ship types |
| + | *'''5-2C:''' Airstrike Node leveling suitable for aviation vessels and submarines |
| + | *'''5-3P:''' High XP leveling for night battle capable ships |
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− | *'''[[World 3#World_3-2:_.E3.82.AD.E3.82.B9.E5.B3.B6.E6.B2.96_.7C_The_Kis_Island|3-2A]]''': [Base XP: '''320''', Node(s): '''1'''] Often the default place to level. Features decent xp gain and very easy enemies. Is very versatile and can be used to level all types of ships. A good goal for newer admirals is to clear 2-4 to unlock the path to 3-2 for easy leveling and preparations for events and following maps.
| + | <tabber> |
− | *'''4-1''': [Base XP: '''310''', Node(s): '''1~2'''] | + | |-|2-2B= |
− | *'''[[World 4#World_4-3:_.E3.83.AA.E3.83.A9.E3.83.B3.E3.82.AB.E5.B3.B6.E7.A9.BA.E8.A5.B2_Bombing_of_Ri_Lanka|4-3]]''': [Base XP: '''330''', Node(s): '''3'''] A more challenging place to level. The main focus is to level a specific ship with ASW capabilities (DD, CL) at a fast pace by placing as flagship and achieving MVP. | + | [[File:02_02.png|thumb|right]] |
− | *'''[[World 5#World_5-2:_.E7.8F.8A.E7.91.9A.E8.AB.B8.E5.B3.B6.E6.B2.96_The_Coral_Islands|5-2]]''': [Base XP: '''380''', Node(s): '''3~4'''] | + | *'''Base-XP:''' 150-200 |
− | *'''5-3''': [Base XP: '''400''', Node(s): '''1'''] For submarines. Will increase sortie losses. | + | *'''Requirements:''' 3CV(L/B) |
− | *'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4A]]''': [Base XP: '''420''', Node(s): '''1'''] A good way to level up the expensive Yamato class. 2 CV/L goes to easier node and SS can be used to tank most of enemy fire.
| + | *'''Notes:''' |
− | *'''[[World 5#World_5-4:_.E3.82.B5.E3.83.BC.E3.83.A2.E3.83.B3.E6.B5.B7.E5.9F.9F_Salmon_Sea_Area|5-4]]''': [Base XP: '''420''', Node(s): '''3'''] A relatively easy map in comparison to base XP. Can be cleared for both HQ xp and Ship xp. | + | **Equip your CV exclusively with Torpedo Bombers to maximize the opening damage. The slot sizes should be smaller than or equal to 17 to prevent plane loss during the fighter combat phase due to [[Aerial_Combat|Aerial Combat]] rules. |
− | | + | ***Anything slot size 18 or larger will have a chance of losing plane(s) due to the aforementioned rules. |
− | <tabber>1-5={{Leveling1-5}}
| + | **Opening Airstrikes are not affected by morale, so you can run this map indefinitely |
− | |-|2-4A={{Leveling2-4A}}
| + | **A Submarine will be able to tank up to 4 of the remaining ships depending on enemy fleet composition |
− | |-|3-2A={{Leveling3-2A}} | + | **Even if a ship gets heavily damaged on this Node you can advance after this node to Node A to gain bauxite and end the sortie |
− | |-|4-1={{Leveling4-1}}
| + | **Equipping [[Daihatsu-class Landing Craft]] and [[Drum Canister]] on the remaining ships will increase Bauxite gain at Node A |
− | |-|4-3={{Leveling4-3}}
| + | |-|3-5B= |
− | |-|5-2={{Leveling5-2}}
| + | [[File:3-5_Map.png|thumb|right]] |
− | |-|5-3={{Leveling5-3}}
| + | *'''Base-XP:''' 300 |
− | |-|5-4A={{Leveling5-4A}}
| + | *'''Requirements:''' 1CLT or 1CV(L/B), 1SS |
− | |-|5-4={{Leveling5-4}} | + | *'''Notes:''' |
| + | **The submarine will be tanking 4 of the enemies present at this node |
| + | **Try to frontload as much damage as possible in the Opening Airstrike and Torpedo Phase to weaken the enemy before the Shelling Phase |
| + | **The presence of Ri-Class FS and Ta-Class Elite will lead to damage taken on all ships, especially when at low morale |
| + | **End the sortie after finishing Node B |
| + | **Not recommended when you have access to 5-2 and/or 5-3 leveling |
| + | |-|4-5B/D= |
| + | [[File:4-5_Map.png|thumb|right]] |
| + | *'''Base-XP:''' 170-230 |
| + | *'''Requirements:''' Preferably 5 Ships capable of OASW |
| + | *'''Notes:''' |
| + | **Put the Ship you want to level into Flagship Position, this method is suitable for all ship types |
| + | **Set up your remaining Ships for OASW attacks to clear out Submarines before their opening Torpedo Salvo |
| + | **If your Flagship is capable of ASW attacks as well, give it your strongest ASW synergy to ensure it achieves MVP more frequently |
| + | **A BB will enable a second shelling phase if you struggle to disable the Submarines before the Ending Torpedo Phase |
| + | **It is recommended to use DE for the escort ships. Their low consumption, repair times and OASW requirements make them prime candidates |
| + | **As these are Submarine nodes, they only take small amounts of fuel per sortie |
| + | **Node B yields higher XP than D |
| + | **End the sortie after one Node |
| + | **Please note that unlike opening airstrikes, OASW '''is''' affected by morale. |
| + | |-|5-2C= |
| + | [[File:5-2_Map.png|thumb|right]] |
| + | *'''Base-XP:''' 140-160 |
| + | *'''Requirements:''' [[12cm 30 Tube Rocket Launcher Kai 2]] |
| + | *'''Notes:''' |
| + | **This Leveling Method utilizes the ability of the RLK2 to negate all damage from the opening airstrike of the Airstrike node C |
| + | **Shiptypes eligible are: CAV, BBV, CV, CVB, CVL, AV, SS, SSV |
| + | **Equip every ship you intend to level with a [[12cm 30 Tube Rocket Launcher Kai 2]] and High-Angle Guns aswell as AA-MGs until you have 100% Activation Chance for the Anti-Aircraft Rocket Barrage. This stat can be looked up in most viewers when a Ship is equipped with said equipment. Otherwise, refer to [[Aerial_Combat#Anti-Air_Rocket_Barrage|this Page]] for additional info. |
| + | **Modernizing AA stat of the ships helps increase the activation chance of the AARB/AAPB |
| + | **Morale has no influence on the activation; it is therefore possible to level here indefinitely |
| + | **As this is an Airstrike node, fuel and ammo consumption is low |
| + | **The Flagship will always get MVP |
| + | **SS(V) take no damage on Airstrike nodes, guaranteeing perfect S ranks when using them exclusively |
| + | **Taking more than 2 CV(B) or 4 CV(B/L) or a SS(V) introduces a chance to get routed to the Maelstrom Node B, increasing sortie costs slightly |
| + | **End the sortie after Node C |
| + | |-|5-3P= |
| + | [[File:5-3_Map.png|thumb|right]] |
| + | *'''Base-XP:''' 700-750 |
| + | *'''Requirements:'''2 Destroyers, No CVL/B, BBV, SS(V). No more than 1 (F)BB |
| + | *'''Notes:''' |
| + | **This leveling method costs Buckets/Repair Time, but has huge payoff |
| + | **Both Combat Nodes I and P are night battles. |
| + | ***It is recommended to bring [[Star Shell|Star Shells]] {{StarShell}} to reduce enemy Cut-In Chance. Using Searchlights is highly discouraged. |
| + | **Node I is a night battle against an Abyssal Heavy Cruiser Squadron containing Ri-Class Flagship. |
| + | ***This Node is capable of damaging your ships heavily and/or forcing retreats, costing Buckets. |
| + | **After going to O, you select Node P. |
| + | **End the sortie after defeating the Transport Node P. |
| + | ***You can also complete both weekly Transport quests while leveling here |
| + | **The recommended Setup consists of 1XX (MVP Ship you intend to level) and 5DDs |
| + | ***The Flagship should be using a [[Combat#Night_Battle_Special_Attacks|Night Double-Attack]] set-up to maximize Damage and ensure MVP is achieved |
| + | ***To control which ship gets MVP, the remaining DDs could use the ({{Radar}}{{Template:TorpedoWeapon}}{{SurfaceShipPersonnel}}) Cut-In to reduce their damage instead of a regular double attack if deemed necessary; this also has an evasion synergy bonus for better survivability |
| + | ***It is also possible to use 5 fodder DDs instead; a disclaimer can be found further below |
| + | |-| |
| </tabber> | | </tabber> |
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| ==General Tips== | | ==General Tips== |
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− | *Maps have a base XP, which is typically the same for all nodes. Higher base XP maps can be faster leveling and/or more resource efficient. | + | *XP differs across the enemy compositions a node can spawn. The Boss node usually yields the most XP on any given map |
− | *Leveling speed, cycling ships | + | *Submarine, PT Imp, Airstrike and Night Battle nodes consume considerably less fuel and ammo than regular surface battle nodes |
− | *Resource cost: Submarines, Destroyers and Light Cruisers have relatively low consumption.
| + | *[[Modernization]]: Improves the primary four stats of your ships. AA tends to be difficult to modernize but is generally the least important for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel. |
− | * [[Modernization]]: Improves the primary four stats of your ships. AA tends to be difficult to modernize but also the least effective for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel. | + | *For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships. |
− | * For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships. | + | *Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped. |
− | * Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped. | + | **Spare BB can be used to grant double shelling without having to resupply them. |
− | ** Spare BB can be used (e.g Map 3-2A) to grant double shelling without having to resupply them. | |
− | ** BB/CV + spare ships can be used in 2-4
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| ====Sinking==== | | ====Sinking==== |
− | Avoid sinking ships by ending sorties if a ship is heavily damaged. Do not deploy ships that are heavily damaged. Ships entering a new node at Medium damage will not sink, having flagship heavily damaged during sortie will force your fleet return to base and needs immediate repair/change to continue. | + | Avoid sinking ships by ending sorties if a ship is heavily damaged. Do not deploy ships that are heavily damaged. Ships entering a new node at Medium damage will not sink, but having the flagship heavily damaged during a sortie will force your fleet return to base and requires immediate repair/change of flagship to continue. Sinking ships can also lead to lower battle ranks, lowering your XP gain and making consecutive sorties slower due to morale drain. |
| + | |
| + | ====Using Fodder Ships==== |
| + | If maps require passing a dangerous node (like 5-3 I) first to get to the leveling spot, it is possible to exploit disposable escort ships that can be sunk during the sortie to save on buckets and time. Be aware that sinking Ships intentionally can generate quite a bit of hostility from other admirals. It is generally not recommended to utilize these strategies, but are included here for sake of completion of the guide. Be aware of the following: |
| + | *Equipment from sunk ships is permanently lost, do not use anything but the most basic equipment on them |
| + | *Losing Ships can affect Battle Ranks |
| + | *Unmodernized Level 1 ships with disposable equipment will struggle to make any meaningful contribution to the battle, which will also affect Battle Ranks |
| + | *Sinking Ships can also lead to failure to fulfil certain branching rules later on in the same map |
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| ====Submarines as tanks==== | | ====Submarines as tanks==== |
− | Submarines draw fire from all ships that can target it (DD, CL) This helps to prevent damage to other ships and lowers your repair costs as submarines have very low repair costs. Early on, submarines can be obtained through [[construction]] or on the map 1-5. They have low sortie costs. | + | Submarines draw fire from all ships that can target them (DD, CL, certain CV(L)s) This helps to prevent damage to other ships and lowers your repair costs as submarines have very low repair costs. Non-Aircraft carrying Submarines also have low repair times, making cycling them for tanking an option. Early on, submarines can be obtained through [[Construction]] or from the map 1-5. They have low sortie costs. |
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| ====Morale considerations==== | | ====Morale considerations==== |
| Morale affects ship performance like accuracy and evasion which can affect rank and help influence MVP | | Morale affects ship performance like accuracy and evasion which can affect rank and help influence MVP |
− | -CVL premptive strike is not influenced by morale
| + | *CV(L/B)s' opening airstrike is not affected by morale |
− | | + | *OASW is affected by morale |
− | ==== Sortie for loss ====
| + | *If you intend to level a single ship on a map requiring the escort ships to have morale, consider using Fleet Presets to quickly rotate out the escorting ships to accelerate sortie rates. |
− | * For a non-critically damaged ship close to level, it is possible to solo a node at 5-5 for D rank of 945 XP and also unlocks damaged art if not already unlocked. | |
− | * 5-3 can be used for low level SS (80% to SS node for quick D rank XP)
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− | * This will reduce your sortie win ratio, which can effect your event participation eligibility. (Try to maintain ~85% win rate to be safe)
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| ==Experience Mechanics== | | ==Experience Mechanics== |
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| *MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot. | | *MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot. |
− | * S rank gives 20% extra XP; C/D- ranks have XP penalty | + | *S rank gives 20% extra XP; C/D- ranks have XP penalty |
| + | *Airstrike Nodes automatically reward MVP to the Flagship |
| + | *Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up. |
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− | *Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up. | + | *Where applicable, proceeding to night battles (after daytime battles) can increase rank earned and resulting XP. This is recommended for losing ranks (C,D,E) but not for winning ranks (B,A). Night battles increase fatigue and cost 1 additional bar of ammo. An exception can be when you want to give your flagship another chance to get MVP or want to score an S-Rank for Bonus XP in PvP. |
| + | *For a combined fleet, entering the night battle will automatically reset the damage dealt by the first fleet, which means the flagship of first fleet will get MVP by default. |
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− | *Night battle can increase rank and resulting XP. This is recommended for losing ranks (C-) but not for winning ranks (B+). Night battles increase fatigue and cost 1 bar of ammo. An exception can be when you want to give your flagship another chance to get MVP.
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− | * For a combined fleet, entering the night battle will automatically reset the damage dealt by the first fleet, which means the flagship of first fleet will get MVP by default.
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| ====Difference between HQ XP and Ship XP==== | | ====Difference between HQ XP and Ship XP==== |
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− | *HQ XP and ship XP are different things. | + | *HQ XP and ship XP are two different things. |
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| *HQ XP increases the most when you achieve victory at a boss node. | | *HQ XP increases the most when you achieve victory at a boss node. |
− | * Earlier on, It can help to try to reduce HQ XP gain as certain maps like event maps can get more difficult at certain HQ tiers. However, it is likely that the devs will continue to use the difficulty selection system so this may be a moot point. | + | *Earlier on, It can help to try to reduce HQ XP gain as certain maps get more difficult (in terms of enemy fleet compositions) at certain HQ tiers. |
− | * More details on the topic can be found on the [[Experience and Rank]]ings page. | + | *More details on the topic can be found on the [[Experience and Rank]] page. |
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| ==Equipment Configuration== | | ==Equipment Configuration== |
| === Artillery Spotting === | | === Artillery Spotting === |
− | * Artillery spotting helps increase the chances of doing damage and the amount of damage done. | + | *Artillery spotting helps increase the chances of doing damage and the amount of damage done. |
− | * Achieve air superiority an air phase to utilize it. | + | *Achieve air superiority during an air phase to utilize it. |
− | * Double attack, Mixed and Cut-in will vary damage outputs (trigger chances and multiplIers). | + | *Double attack, Mixed and Cut-in will vary in damage output (depending on trigger chances and multipliers). |
− | * Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP. | + | *Usually, it is advisable to put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP. |
− | * Common Double Attack Setup: ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) | + | *Common Double Attack Setup: ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) |
− | * Cut-in setup can be good for supporting ships as it helps boost accuracy and damage slightly but does not have chance for high amounts of damage like the other modes. ({{RedGunMedium}}{{YellowGun}}{{Template:Seaplane}}) | + | *Common APCI Attack Setup: ({{RedGunHeavy}}{{RedGunHeavy}}{{Template:Seaplane}}{{RedAmmo}}) |
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| === Carrier Equipment Configuration === | | === Carrier Equipment Configuration === |
− | * Torpedo bombers {{TorpBomb icon}} tend to do more damage on average. | + | *Torpedo bombers {{TorpBomb icon}} tend to do more damage on average. |
− | * Dive bombers {{DiveBomb icon}} have more consistent damage. | + | *Dive bombers {{DiveBomb icon}} have more consistent damage. |
− | * Both contribute similar amounts to shelling damage (Dive bomb stat adds +2 firepower and Torpedo stat adds 1.5 firepower). | + | *Both contribute similar amounts to shelling damage (Dive bomb stat adds x2 firepower and Torpedo stat adds x1.5 firepower). |
− | * You can place torpedo bombers on a carrier you want to MVP, and weaker or less bombers on other carriers. | + | *You can place torpedo bombers on a carrier you want to MVP, and weaker or fewer bombers on other carriers. |
− | * A Saiun {{Template:YellowPlane}} on any carrier avoids getting T crossed (both sides do much less damage). It is often useful to help you achieve consistent results. | + | *A [[Saiun]] on any carrier avoids getting Red T (both sides do 60% damage). It is often useful to help you achieve consistent results. |
− | ===Formation=== | + | |
− | * [[Combat#Formation_Modifiers|Formations]] can help you achieve the best results. Double line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling). | + | === Anti-Submarine Equipment Configuration === |
− | * Formations can also be used to help influence damage and be used to help certain ships be more likely to achieve MVP.
| + | * Equipping a SONAR {{Template:Sonar}} and reaching 100 {{ASW}}-Stat will enable Opening Anti-Submarine Attacks on Light Cruisers and Destroyers. |
| + | * Equipping a SONAR {{Template:Sonar}} and reaching 60 {{ASW}}-Stat will enable Opening Anti-Submarine Attacks on Destroyer Escorts. |
| + | * To maximize (or restrict) damage against submarines for MVP-Control, it is recommended to make use of Synergy-Bonuses, which can be read upon [[Combat#ASW_Synergy|here]]. |
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| === Range === | | === Range === |
− | Range determines which ships attack first. This can be influenced by the range of equipment such as [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] and secondary guns. Increasing the range can help influence which ships have a better chance of MVP. | + | Range determines which ships attack first, which can help influence MVP. It is not possible to reduce the base range of a ship, but certain equipment is capable of extending it: |
| + | {| class="wikitable" |
| + | |- |
| + | ! Equipment !! Usecases |
| + | |- |
| + | | [[GFCS Mk.37]], [[SG Radar (Initial Model)]] || Medium Range on DD, CL |
| + | |- |
| + | | [[203mm / 53 Twin Gun Mount]] || Long Range on CL, CA |
| + | |- |
| + | | [[381mm / 50 Triple Gun Mount|381mm / 50 Triple Gun Mount]] [[381mm / 50 Triple Gun Mount Kai|Kai]], [[46cm Triple Gun Mount]], [[46cm Triple Gun Mount Kai]] || Very Long Range on (F)BB(V) |
| + | |- |
| + | | [[51cm Twin Gun Mount]], [[Prototype 51cm Twin Gun Mount]] || Very Long Range on [[Mutsu|Mutsu Kai 2]], [[Nagato|Nagato Kai 2]] |
| + | |- |
| + | | [[SCAMP]] || Long Range on CV(L/B), [[Yura|Yura Kai 2]], [[Tama|Tama Kai 2]], [[Gotland]] |
| + | |- |
| + | | [[Night Operation Aviation Personnel + Skilled Deckhands]] || Long Range on CV(L/B) |
| + | |- |
| + | | [[Suisei Model 22 (634 Air Group)]], [[Suisei Model 22 (634 Air Group/Skilled)]], [[Ju 87 C Kai 2 (w/ KMX / Skilled)]]|| Long Range on CV(L/B) |
| + | |} |
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| + | ==Formation== |
| + | *[[Combat#Formation_Modifiers|Formations]] can help you achieve the best results. |
| + | **Line Ahead maximizes firepower and is considered the go-to formation. |
| + | **Double Line reduces firepower but can help if you are having issues with accuracy (Carriers tend to be less accurate in shelling), or used for mixed-fleet encounters containing surface ships and submarines. |
| + | **Line Abreast is the best formation for Anti-Submarine operations. |
| + | *Formations can also be used to help influence damage and be used to help certain ships be more likely to achieve MVP. |
| + | *For more detailed info about Formation modifiers, refer to [[Combat#Formation_Selection|this Page]] |
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| ==Other ways to level== | | ==Other ways to level== |
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| **Only refreshes twice a day for a maximum of 10 opponents per day. | | **Only refreshes twice a day for a maximum of 10 opponents per day. |
| **Targeted admiral might change his fleet composition while you are initiating attack. | | **Targeted admiral might change his fleet composition while you are initiating attack. |
− | **Different ship types may appear with various base XP gain depending on battle rank achievement and total level of 2 first ships on your opponent fleet. | + | **Different ship types may appear with various base XP gains depending on battle rank achievement and total level of 2 first ships on your opponent fleet. |
| *'''Expeditions''' - Can be a source of XP for lower level ships. | | *'''Expeditions''' - Can be a source of XP for lower level ships. |
| **Expeditions 22, 23 focus on XP instead of resources, but these specific expeditions are not recommended in general as they are very slow and resource inefficient as well as taking away the use of a fleet in gathering resources. | | **Expeditions 22, 23 focus on XP instead of resources, but these specific expeditions are not recommended in general as they are very slow and resource inefficient as well as taking away the use of a fleet in gathering resources. |