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| ** E4 is a difficult map, and calls for a heavy investment of ships for locking | | ** E4 is a difficult map, and calls for a heavy investment of ships for locking |
| ** Critically, E5 and E6 call for the Shima fleet, one member of which is 'Abukuma', a key asset in any event. Do consider keeping Abukuma for those maps if possible. | | ** Critically, E5 and E6 call for the Shima fleet, one member of which is 'Abukuma', a key asset in any event. Do consider keeping Abukuma for those maps if possible. |
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| + | * E3 utilizes a submarine, saving your best subs is a consideration |
| + | * E3, the Ozawa fleet map, calls for Zuihou, Chitose and Chiyoda as historical options, limiting the number of fast CVLs available |
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| For the most optimal branching, easy, medium, and hard require 3, 4, and 6 Nishimura ships respectively, and 4, 6, and 8 Kurita fleet ships respectively | | For the most optimal branching, easy, medium, and hard require 3, 4, and 6 Nishimura ships respectively, and 4, 6, and 8 Kurita fleet ships respectively |
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− | Tagging Details: | + | ''Tagging Details:'' |
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| * Strike forces sortied out in the third fleet will receive the Nishimura tag | | * Strike forces sortied out in the third fleet will receive the Nishimura tag |
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| * On Medium and hard, combined fleets may not include ships with the Nishimura tag | | * On Medium and hard, combined fleets may not include ships with the Nishimura tag |
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| + | Additional Planning |
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| + | * Suzuya, Kumano, Tone and Chikuma are all CAVs who were part of the Kurita fleet, be cautious before using them in the Nishimura fleet (if for some reason, you do not have Mogami and are doing medium) |
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| '''Map Objectives''' | | '''Map Objectives''' |
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| + | The fleet that will be used for the final boss is a combined fleet, with the map itself being relatively simple from the second starting point (2 airstrikes, 2 surface nodes prior to boss) |
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| In order to unlock the second starting point, up to four objectives must be met. | | In order to unlock the second starting point, up to four objectives must be met. |
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| * Easy: Reach Node T and A+ Node S | | * Easy: Reach Node T and A+ Node S |
| * Med+: Reach Node T and A+ Nodes S, X and Y | | * Med+: Reach Node T and A+ Nodes S, X and Y |
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| + | ''Nishimura Fleet Objective: Node S, X, and Y'' |
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| + | Nodes S, X, and Y are reached through going through at least nodes G and M, a sub and air raid node specifically, neither of these nodes is particularly dangerous, with G comprising Ka-flags at worst. |
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| + | Node S, X, and Y can be reached using the Nishimura fleet (i.e. third fleet strike force). Nodes S and X are PT boat nodes, while Node Y is a combined fleet battle starting at night. For this reason, DDs can be equipped with two guns and skilled lookouts. |
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| + | The fleet generally utilized for this route is 2BBV (Fusou-class) CAV (most often Mogami), 4DD (Shigure, Michishio, Asagumo, and Yamagumo). As only up to 6 of them are required, feel free to recompose your fleet as required. |
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| + | An additional option is to add on a submarine as a tank (e.g. 2BBV CAV 3DD SS), PT boats, like destroyers, are capable of ASW and are therefore forced to attack submarines. As the submarine here is only used as a tank to draw fire and is not under serious threat, do not feel pressured to use your best submarines. |
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| + | Node Y, being a conventional surface battle, calls for the use of anti-surface equipment, conventional double attack setups more than suffice, taking AS to utilize artillery spotting is possible in the day battle phase. |
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| + | AA guns and skilled lookouts function well as a third slot on DDs for anti PT boat equipment, while Mogami and the Fusous can utilize an AA gun (or secondary gun) with a seaplane bomber against them. Do take the need to fight effectively at Y into consideration before doing so. |
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| + | Throughout this phase, do consider the use of a (striking force) fleet command to withdraw ships as necessary. |
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| + | ''Kurita Fleet Objective: Reach T'' |
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| + | T can be reached in one of two ways: either with a single submarine (or fleet of submarines), or with a conventional surface task force. |
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| + | The Kurita fleet requires 4, 6, or 8 members of the historical fleet for the best possible path. Use of multiple (O)ASW ships and even ASW land support here should greatly simplify this run. |
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| + | Alternatively, T can be reached using a single fleet of submarines, this fleet will face ASW challenges at nodes C and I, conventional bomber support to these nodes should be used if required. |
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| + | ''Boss Phase'' |
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| + | With the second phase unlocked, obtaining the shortest route in this phase requires: |
| + | * Kurita fleet ships in an STF (once again, 4, 6, and 8 respectively) |
| + | * A FAST fleet |
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| + | Kongou, Haruna, Tone, Chikuma, Maya, Choukai, Suzuya, Kumano, Haguro, Myoukou and Yukikaze offer many options (that list is not exhaustive), the main group of ships that should be avoided here from the Kurita fleet include Nagato and Yamato class ships. |
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| + | A surface task group here can comprise an escort group of CL2DD 2CA (chosen from the many cruisers available for this map), with the main force comprising 2FBB 2CA(V) 2CVLs. Be cautious not to choose CVLs from the Ozawa fleet, Suzuya and Kumano here are particularly useful as they fulfill both roles at once. |
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| + | CVLs in this fleet will be mostly called upon to provide fighter power, with (usually) three fighters and a dive bomber, a dive is chosen over a TB in this case to provide shelling power and due to the high amount of enemy AA, consider the use of fighter bombers here. |
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| + | Likewise, CAVs here can carry seaplane fighters to provide supplementary air power. |
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| + | Overall, this map is relatively simple, even on hard, with the most dangerous node being node W, LBAS can safely be sent there, an FCF can be brought safely without compromising fleet capabilities too heavily. |
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