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As a reminded, '''be carful who you pick as many of these ships also have bonuses for later maps!''' As of current, only [[Akebono]] and [[Ushio]] don't have bonuses to the later maps so they may be a more recommended choice for this map. But do note that things are subject to change once more infromation is released.
 
As a reminded, '''be carful who you pick as many of these ships also have bonuses for later maps!''' As of current, only [[Akebono]] and [[Ushio]] don't have bonuses to the later maps so they may be a more recommended choice for this map. But do note that things are subject to change once more infromation is released.
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'''Phase 1: Transport Phase'''
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During this phase of the operation, you will be depleting a TP gauge the over battles are simple but the length it take to completion is quite long.
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* '''Composition:''' '''1CL/DE,4-5 DD'''
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* '''Route: A-B-C-D-G-(H/J)-K-L '''
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* D and G being Submarine Nodes, H/J light surface engagements and L the transport boss with a Submarine Flagship.
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* Depending on the ships you take along with equipment (mainly LoS) will determine wether you will from '''G-K''' or '''G-H-J-K''' so carefully consider.
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* [[Daihatsu Class Landing Craft]]] and [[Drum Canisters]] help accelerate emptying the TP gauge. Keep in mind that this may take a while depending on the difficulty and you may wish to preserve Daihatsu carrying ships to later event maps.
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* One or two OASW Ships are useful for the sub nodes and Boss
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Boss at node L is a Submarine along with a team of destroyers, if you bring the recommended gear, you should be able to pass the node successfully under double line. Repeat until TP gauge is clear.
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'''Phase 2: Unlocking the Boss'''
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As part of the requirements to unlock the path to the boss you will need to clear Node F with an S rank. This can be done but Phase 1.
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* Composition: N/A
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* Route: A-B-C-E-F, F is a submarine Node
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Once the conditions from phase 1 and 2 are met the path to the boss node is open.
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'''Phase 3: Defeating the [[Abyssal Kurile Island Princess]]'''
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In this phase the enemy fleets are not much different so much of how you handled phase 1 can be done here, but without the transport equipment. However depending on the diffuclty, you may need to bring different comps if you wish to take different paths. List below are a few comps that are notablly effective:
    
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|-|2CL/DE,4 DD Comp=
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|-|1-2 CL ,4-5 DD Comp=
*Route: '''B-C-E-F-H'''
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* Route: ''' A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T''' (Dependent on difficulty)
* You will only face off against one enemy fleet consisting of 3-4 DDs prior to the boss.
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* Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively.
*This comp is the strongest, most efficient comp for this map as a whole, although you can omit the CL for the purposes of the Part 1 boss.
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* TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties.
**Using a CLT here is not recommended unless you have dupes, or you are playing on Easy or below.
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|-|1CA, 1CL 4DD Comp=
*This comp is ideal if you have at least 2 DD that can equip anti-installation one-shot builds (Type 2 Amphibious Tank, Marine (Type 89 Daihatsu / M4A1 / Toku Daihatsu 11th Regiment), and WG42 / Shipborne Model Type 4 20cm Anti-ground Rocket Launcher / Concentrated variant) to deal maximum damage to the boss) while the other ships can be equipped for taking out PT imps.
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* Route: ''' A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T''' (Dependent on difficulty)
|-|1CL/DE,4-5 DD Comp=
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* Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively.
*Route: '''B-C-E-F-H'''
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* Allow for a stronger fleet output, but otherwise TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties.
* You will only face off against one enemy fleet consisting of 3-4 DDs prior to the boss.
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*This comp is perfectly viable for the Part 1 boss, although a CL should be added for the Part 2 boss.
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*This comp is ideal if you have at least 2 DD that can equip anti-installation one-shot builds (Type 2 Amphibious Tank, Marine (Type 89 Daihatsu / M4A1 / Toku Daihatsu 11th Regiment), and WG42 / Shipborne Model Type 4 20cm Anti-ground Rocket Launcher / Concentrated variant) to deal maximum damage to the boss) while the other ships can be equipped for taking out PT imps.
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|-|1-3CA, 3-5DD Comp=
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*Route: '''A-C-E-F-H''' (Easy or Less)
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*Route: '''A-C-D-F-H''' (Medium or Higher)
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*'''Not''' recommended on Medium difficulty or above. Shiplocking will be very tight for CAs, taking into account later maps.
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* This comp is recommended only to players who are relatively new and lack in anti-installation equipment for DDs/CLs, and have no means of gaining access to that equipment in the short run.
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* CAs should equip [[Type 3 Shell|Type 3 Shells]] for the bonus against the [[Supply Depot Princess]]. DDs should be equipped to combat PT Imps.
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* You will take the same route on Easy or lower, but on higher difficulties, you will face off against a sub fleet and a fleet consisting of heavy ships.
   
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</tabber>
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Defeating [[Abyssal Kurile Island Princess]] should be simple in the most case if you remember to bring historical ships and a good TCI unit. At 590 HP and 200 Armour on hard mode she is quite tanky and is being escorted by one submarine, but the rest of her escort is not threatening as they mainly consist of only destroyers. Having an OASW ship or two can wipe out the sub easily before the battle begins as you will need to focus on wiping out her escort fleet before night battle. In addition, with her tanky armor, she will need a strong attack to take her down. So if you have historical like [[Ushio]] and [[Akebono]] present it should make it more likely to finish her off.
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While it is not nessary, if for some reason she provide difficulty in clearing, you can resort to support shelling to make it more easy to win.
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Once she has been defeated, the map is considered complete.
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