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{|
 
{|
 
  | style="vertical-align: top;" | {{AirControlSystem
 
  | style="vertical-align: top;" | {{AirControlSystem
| Map = 4-5 via J node
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| Map = 4-5 H-T
| Fleet = (BB+CV) ≤ 3
   
| AS = 207
 
| AS = 207
 
| Notes = Final form requires 333/167 for AS+/AS
 
| Notes = Final form requires 333/167 for AS+/AS
 
}}
 
}}
 
  | style="vertical-align: top;" | {{AirControlSystem
 
  | style="vertical-align: top;" | {{AirControlSystem
| Map = 4-5 via H node
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| Map = 4-5 via K node
 
| AS = 252
 
| AS = 252
 
}}
 
}}
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}}
 
}}
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*'''Unlocked by clearing both [[#4-4|4-4]] and [[World 5#5-1|5-1]].'''
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*Unlocked by clearing both 4-4 and 5-1
* The objective of this map is to defeat the Installation Boss (Seaport Hime)
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* It takes 5 kills to clear the map. Upon completion you are rewarded '''180 points''' and a '''medal'''. Boss's HP bar resets at midnight at the beginning of each month
* It takes 5 kills to clear the map.
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* Upon completion you are rewarded '''180 points''' and a '''medal'''
  −
* Boss's HP bar resets at midnight at the beginning of each month
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*'''[[Z1]] drops at node I.'''
     −
Regarding the nodes:
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*Regarding the boss, boss is [[Harbor Princess]], an installation-type enemy. Equipping [[Type 3 Shell]]s and [[WG42 (Wurfgerät 42)]] will deal extra damage to her.
*Node A, B, and G are all [[Active Branching]] nodes.
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**'''<span style="color:red">Warning: [[Harbor Princess]] becomes substantially stronger on final form!</span>''' The changes are, namely:
*The boss is an installation with AS requirement; depending on the fleet setup it may be better to avoid the night battle node (E) due to carriers not participating at night (which gives the enemy free shots) and the very dangerous enemies. (Ri-Class Kai Flagship, Ne-Class Elite and Tsu-Elite)
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***HP increases from '''380''' to '''490'''.
*Node F is a submarine node. This node is not that threatening, but for people using setups without seaplane bombers (or CVLs), this is a guaranteed D defeat, which will reduce the morale of the fleet.
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***Base firepower increases from '''100''' to '''180'''.
 
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***Armor increases from '''135''' to '''183''' (Counting equipment)
Regarding the boss:
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***This pushes her armor roll values from 128 to 236 (i.e. 183 (±30%)), above the daytime cap of 181. Barring low armor rolls, only critical hits will significantly damage her during the day.
*Boss is [[Harbor Princess]], an installation-type enemy. Equipping [[Type 3 Shell]]s and [[WG42 (Wurfgerät 42)]] will deal extra damage to her.
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***Base AA increases from '''150''' to '''170'''.
*'''<span style="color:red">Warning: [[Harbor Princess]] becomes substantially stronger on final form!</span>''' The changes are, namely:
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***She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be [[List_of_equipment_used_by_the_enemy|Abyssal Avenger Torpedo Bomber]]. As a side effect of her equipment, '''her range is increased to long'''.
:*HP increases from '''380''' to '''490'''.
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***The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (even though it is displayed as shelling). Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with <span style="color:red">Red T</span> engagement. She also gains double attack ability during night battle.
:*Base firepower increases from '''100''' to '''180'''.
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***On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD Late Model).
:*Armor increases from '''135''' to '''183''' (Counting equipment)
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<br/>
::*This pushes her armor roll values from 128 to 236 (i.e. 183 (±30%)), above the daytime cap of 181. Barring low armor rolls, only critical hits will significantly damage her during the day.
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'''Recommended Fleet'''
:*Base AA increases from '''150''' to '''170'''.
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*<u>Standard Routing '''D-H-K-T''' : '''3 CA(V) 3 CV(B), 1 BB(V) 3 CA(V) 2 CV(B), 2 BB CVB 2 CA CAV'''</u>
:*She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be [[List_of_equipment_used_by_the_enemy|Abyssal Avenger Torpedo Bomber]]. As a side effect of her equipments, '''her range is increased to long'''.
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**Please beware that Node K has a chance to Heavily Damage your ships due to the presence of 1 or 2 Battleship Ru-Class Kai Flagship
*The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (even though it is displayed as shelling). Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with <span style="color:red">Red T</span> engagement. She also gains double attack ability during night battle.
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**Los required to into the boss is Around 47.3 Formula 33 Cn=1
*On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD I/Ha-class Late Model).
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<br/>
 
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*<u>Fast+ Fleet Routing '''D-H-T''' : '''3 CA(V) 3 CV(B), 1 BB(V) 2 CA(V) 3 CV(B) (Fast+)'''</u>
 
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**All Ships are highly recommended to have been applied with Reinforcement Expansion and be equipped with Boiler and Turbine to reach '''Fast+''' speed
'''Example fleet setups:'''
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***Slow Ships must have 2x Boilers to become "Fast+", so unless you are using slow BBs who have 5 Equipment Slots, you are recommended to use FBBs.
:1BB(V), 2CV(B), 3CA(V) (B → C → F → J → M)
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**It will only go through the Submarine Node D and a Light Enemy Fleet in node H before going straight into the Boss Node, thus avoid going into node K completely, which contains a Heavy Enemy Fleet.
::*Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss. Should be able to maintain air superiority with enough distributed fighters (Usually 2 fighters per Carrier).
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**The exchange is that your BB(V)/CA(V) won't be able to do Artillery Spotting due to being unable to equip seaplane, though as they will still be outfitted with 2 Main Guns, they will still be able to do Double Attack during Night Battle.
::*Cons: Ships have lower HP and armor, so easier to accumulate damage along the way, reducing damage dealt at the boss node. Node C and J have Tsu-class (sometimes Elite), so the AS value may vary depending on how many planes are loss, but should maintain air superiority or partiality.
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**It is highly recommended that the CV(B)s are all outfitted with Aircraft Cut-In setup to be able to deal with non-Installation Escort Ships quickly and efficiently
::*Possible Equipment setups: One possible recommendation is to arm your BB with a 2 Main gun + 1 AP Shell + Seaplane scout set up, while having your CVs use thier strongest 2 Torpedo bombers + 2 Fighters, CA(V) can consider using 2 Main guns + 1 Type 3 Shell + 1 Seaplane.
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<br/>
::*If using a Yamato-Class, Iowa, or Nagato Kai Ni an AP shell may not be necessary as the base firepower of Yamato can still severely damage the Ru-Kais.
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*<u>CL and DD Routing</u>
::*Alternatively, you can also go with 2 Main guns + Seaplane Scouts + Type 3 Shell for the BBs which can work effectively if you make it to the boss node. Allowing you to do decent damage to the [[Harbor Princess]] during the daytime, and a stronger chance of scoring the kill at night battle.
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**Like '''Fast+''' routing, you will also skip node K which contains dangerous enemies but it can be difficult to defeat [[Harbour Princess]] at boss, especially in her Final Form.
:*2BB(V), 3CA(V), 1CV (B → C → F → J → M)
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**Four-slot DD such as [[Tashkent]], or four-slot CL like [[Ooyodo]] are useful in this situation as they can carry two WG42 to deal significant damage to [[Harbour Princess]].
::*Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss. Can save on Bauxite Costs.
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**Can be helpful should you do the quests that require you to take CL/DDs into 4-5 Boss or attempt to save cost from supplying and repairing ships.
::*Cons: Ships have lower HP and armor, so easier to accumulate damage along the way, reducing damage dealt at the boss node. Node C and J have Tsu-class (sometimes Elite), so the AS value may vary, and may even result in loss of artillery spotting attacks if all seaplane bombers are shot down.
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***'''2(F)BB(V)+CV(L/B) 1CL 3DD (Routes A-D-H-T or C-D-H-T)'''
::*Possible Equipment setups: For this case, BBs can use the  2 Main guns + seaplane scout + Type 3 Shell or AP Shell set up, the CV on the other hand will need to play a more fighter role but using more fighters to help gain air superiority. It's recommended to use of your best 3 Fighters + 1 Torpedo Bomber, CAV should use the standard 2 Main guns + seaplane scout +  AP Shell + Type 3 Shell set up.
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***'''3(F)BB(V)+CV(L/B) 1CL 2DD (Routes C-F-I-J-H-T)'''
:*3BB(V), 3CV(L) (B → C → F → H → M)
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****For this comp, if you start at node A, you should refresh the game or you will travel through a very long route before reaching the boss node.
::*Pros: With any BBV or CVL, reduces the chance of losing at node F (with appropriate equipment). Provides more firepower, opening air strikes, and better gauge of AS along the way.
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****At the selection node I, avoid selecting node G, as that node always contains Heavy Cruiser Ri-Class Kai Flagship|text=Ri Kai who can potentially damage your CL and DDs.
::*Cons: CVL is the weakest link in the fleet and may result in more retreats. Fewer ships capable of acting at night. More carriers implying potential loss of attacks if HP is reduced sufficiently.
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:*4BB(V), 2CV (Either B → C → F → H → M '''or''' B → E → H → M)
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::*Pros (E branch): Fewer battles equals more damage output at boss. Can use the big guns. Does not need to worry about defeats at node F.
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::*Cons (E branch): Insufficient equipment slots for night battle gear results in risky night battle (enemy has 3~4 ships with cut-in attack and 1 ship with double attack).
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::*Pros (C branch): Even more firepower and armor to reach the boss easier (compared to 3BB(V) + 3CV(L)).
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::*Cons (C branch): More resources used, especially when using [[Yamato]] and/or [[Musashi]]. Will take defeats at F node without a BBV.
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:*2BB, 3CLT, 1CV (B → C → F → J → M)
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::*''Could potentially go B → E → H → M with this setup but would be difficult to gain AS at H or boss.''
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::*Pros: Saves bauxite. Can clear out escort ships to allow the BBs to target the boss easier. Less fuel cost.
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::*Cons: Even less HP and armor, which can result in more retreats. Can't finish the boss off if the BBs take too much damage torpedo value not counting when attacking boss.
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:*4BB(V), 1CV, 1SS or 3 BB(V), 2 CV, 1SS (Either B C → F → H → M '''or''' B → E → H → M)
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::*Pros: Uses the SS(V) as decoy at boss to mitigate damage to the larger ships, which is useful for the last dance attempt(s) as enemy air power is reduced but shelling becomes more deadly.
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:::*On the final form of the boss, enemies are incapable of damaging 23 armor submarines. As such, it may be safe to advance past node H with a critically-damaged submarine, only on the final form.
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:::*'''Theoretically, 23 armor''' should make SS(V) immune to sinking, but a [[Repair Team]] can be equipped to ensure there are 0 risks involved.
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::*Pros (E Route): Damage not reduced due to only three battles total (from B → E → H → M path).
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::*Pros (C Route): Does not encounter any night battle nodes. Opening strikes and heavier ships mitigate damage taken en-route.
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::*Cons: The SS(V) can suffer Taiha before reaching node H, forcing an early retreat.
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:::*E Route: Have to go through night battle node (from B → E → H → M path).
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:*1BB, 1CVL, 1CL, 2DD + 1(CLT or BB or Fusou-class Kai Ni) ('''For Z1 farming''', A → D → G → I)
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::*Requires 1CL+2DD and another ship from SSV/CLp/AV/CVL/CAV/CA/CL/DD to go through node A, which is the requirement to reach node I.
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::*BBVs and CAVs can bring seaplane bombers along this route. Although there is a Tsu-class Elite, it's on the night node at node E (which has no air battle)
      
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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