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→‎{{Anchor|1-5}}World 1-5: 【Extra Operation】 鎮守府近海 Seas Near the Naval Base: Reverting to former edit: Nano please view your User: Talk page
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Clearing this map gives you '''75 points''' and a '''medal'''. At the beginning of each month, the boss HP bar will be reset, thus allowing you to obtain the medal and bonus points again.
 
Clearing this map gives you '''75 points''' and a '''medal'''. At the beginning of each month, the boss HP bar will be reset, thus allowing you to obtain the medal and bonus points again.
 
*Unlike quests, the time limit for all Extra Operation is 11:59 PM JST on the last day of the month. Defeating the enemy flagship after the time limit will not count towards either the previous month or the next month.
 
*Unlike quests, the time limit for all Extra Operation is 11:59 PM JST on the last day of the month. Defeating the enemy flagship after the time limit will not count towards either the previous month or the next month.
*If the HP bar did not reset for you, refreshing the game typically will fix the problem.
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*If the HP bar did not reset for you, re-login to the game typically will fix the problem.
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Enemy fleets along the route to boss are composed purely of submarines. The enemies on the map is scaled to your admiral level, which means that the enemy may rank up when you hit certain admiral levels (40 and 80).
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Enemy fleets along the route to boss are composed purely of submarines.  
*Nodes F and G consist of very strong enemies, even after being adjusted to your admiral level. Make sure you satisfy the fleet requirements above and have at least 1 DD or 1 CL in order to reach the boss safely.
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*At HQ level 80, you are expected to encounter a [[Submarine Ka-Class|Ka-Class Elite Submarine]] at Node A which can perform a damaging pre-emptive torpedo strike, which its line ahead formation increasing the chance to hit your ships.
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**Using [[Isuzu|Isuzu Kai Ni]] or any DD/CL that has ASW stats that go over 100 will allow them to perform an [[Combat#Anti-Sub_Warfare|opening ASW attack (oASW)]], which can be very helpful for Node A and every other node that has submarines on this map. It can easily turn this map to your advantage for the most part.
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Branching rules:
   
*To reach the boss, a fleet of no more than 4 ships is required.
 
*To reach the boss, a fleet of no more than 4 ships is required.
 
**A fleet with 3 or fewer ships disallows the choice of formations (defaulting to Line Ahead), which has a low modifier for ASW damage. Therefore, it is critical that exactly 4 ships are deployed.
 
**A fleet with 3 or fewer ships disallows the choice of formations (defaulting to Line Ahead), which has a low modifier for ASW damage. Therefore, it is critical that exactly 4 ships are deployed.
*More than 2 CL (not CT or CLT) will route you to F (from C).
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**More than 2 CL (not CT or CLT) will route you to F (from C).
*Having more than 4 ships will send you to D (from B); there is a path from D to I but it apparently requires 4 or fewer ships.
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**Having more than 4 ships will send you to D (from B); there is a path from D to I but it apparently requires 4 or fewer ships.
**Thus D -> I is only possible if you lose enough ships to then have 4 or fewer ships left.
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***Thus D -> I is only possible if you lose enough ships to then have 4 or fewer ships left.
 
* 1 CVL, CAV, AV or [[Akitsu Maru]] is needed to have a direct route to the boss node without the risk of hitting a dead end node.
 
* 1 CVL, CAV, AV or [[Akitsu Maru]] is needed to have a direct route to the boss node without the risk of hitting a dead end node.
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*The enemies on the map is scaled to your admiral level, which means that the enemy may rank up when you hit certain admiral levels (40 and 80).
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**Nodes F and G consist of very strong enemies, even after being adjusted to your admiral level. Make sure you satisfy the fleet requirements above and have at least 1 DD or 1 CL in order to reach the boss safely.
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**At HQ level 80, you are expected to encounter a [[Submarine Ka-Class|Ka-Class Elite Submarine]] at Node A which can be problematic, since it'll be in the line ahead formation at the very start of the battle, giving it a good chance to perform a damaging torpedo strike.
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***Using [[Isuzu|Isuzu Kai Ni]] or any DD/CL that has ASW stats that go over 100 will allow them to perform an [[Combat#Anti-Sub_Warfare|Pre-emptive ASW attack]], which can be very helpful for Node A and every other node that has submarines on this map. It can easily turn this map to your advantage for the most part.
    
===Tips===
 
===Tips===
 
;Recommended Compositions
 
;Recommended Compositions
 
*1 CVL, 1 BBV, 2 DD/CL is recommended for beginners.  
 
*1 CVL, 1 BBV, 2 DD/CL is recommended for beginners.  
**Equipping the CVL with a Saiun will minimize the chance of <span style="color:red">Crossing the T - Disadvantage</span>
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**Equipping the Saiun to the CVL will minimize the chance of <span style="color:red">Crossing the T - Disadvantage</span>
**At least 1 BBV is highly recommended as it is capable of performing ASW with seaplane bombers while also granting you a second shelling phase.
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**At least 1 BBV is highly recommended as it is capable of performing ASW while also granting you a second shelling phase.
*1 CVL, 3 DD/CL capable of [[Combat#Anti-Sub_Warfare|oASW]] is recommended for experienced players since the DD and CL will be able to perform two rounds of ASW attacks without the need for a BBV (useful if you want to save your resources).
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*1 CVL, 3 DD/CL capable of [[Combat#Anti-Sub_Warfare|Pre-emptive ASW attack]] is recommended for experienced players since the DD and CL will be able to perform two rounds of ASW attacks without the need for a BBV (useful if you want to save your resources).
 
**Do not use more than 2 CL (CT and CLT don't count as CLs) in your composition if you are attempting the above set-up, or you ''will'' get routed to F.
 
**Do not use more than 2 CL (CT and CLT don't count as CLs) in your composition if you are attempting the above set-up, or you ''will'' get routed to F.
 
;Sparkling
 
;Sparkling
*This map can now also double for [[Morale_and_Fatigue#Running_1-5|sparkling]] any DD / CL, preferably with [[Combat#Anti-Sub_Warfare|oASW]].
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*This map can now also double for [[Morale_and_Fatigue#Running_1-5|Flagship Sparkling]] for any DD / CL, preferably with [[Combat#Anti-Sub_Warfare|Pre-emptive ASW attack]].
*Recommended sparkling fleet: 1 DD/CL with ASW equipment ([[Combat#Anti-Sub_Warfare|oASW]] is preferred, but not essential) as flagship + 2-3 fodder DDs/any other throwaway ships
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*Recommended Sparkling Fleet: 1 DD/CL with ASW equipment ([[Combat#Anti-Sub_Warfare|Pre-emptive ASW attack]] is preferred, but not essential) as Flagship + 2-3 throwaway LV 1 DDs + Any other throwaway ships
 
**By doing this, you can basically sparkle your DD while taking far less damage, aside from the occasional bad targeting roll.
 
**By doing this, you can basically sparkle your DD while taking far less damage, aside from the occasional bad targeting roll.
 
**Critically, this levelling method works best '''after''' level 80, as throwaway destroyers without ASW equipment are unable to defeat the armor of the Ka-Elite at node 1, guaranteeing your flag an MVP
 
**Critically, this levelling method works best '''after''' level 80, as throwaway destroyers without ASW equipment are unable to defeat the armor of the Ka-Elite at node 1, guaranteeing your flag an MVP
**Most importantly, by covering three nodes, you gain far more morale per node than you would from sparkling at 1-1. Max morale at 85 can be done within 2 runs compared to 1-1 with 3 runs.
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**Most importantly, by covering three nodes, you gain far more morale per node than you would from sparkling at 1-1.
 
** If you plan to use throwaway DDs, be sure to not use DDs you plan to keep/train since you are likely to choose to scrap them afterward the sparkling process.
 
** If you plan to use throwaway DDs, be sure to not use DDs you plan to keep/train since you are likely to choose to scrap them afterward the sparkling process.
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===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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