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| #Boss 3: South Pacific Aircraft Carrier Princess (Node Z) | | #Boss 3: South Pacific Aircraft Carrier Princess (Node Z) |
| #Boss 3 Last Dance Debuff | | #Boss 3 Last Dance Debuff |
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| + | Additionally, the three different shiplocks on Hard are as follows: |
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| + | *Single Fleet |
| + | *Surface Task Force (STF) and Transport Combined Fleet (TCF) |
| + | *Carrier Task Force (CTF) |
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| + | Each fleet starts at a different starting point, and there may be differences in routing depending on which phase of the map is currently active. '''Only''' a CTF can sortie from Start Point 4 once it has been unlocked. |
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| + | As with shiplocks in general, you '''cannot''' sortie with ships from different locks in the same fleet. It is therefore even more important to be aware of what type of fleet you are sortieing before deploying to this map, to avoid accidentally locking ships to the wrong lock. This obviously does not apply to difficulties below Hard. Also, it is worth noting that E7 does not enforce its locks post-clear, should you want to farm the map for drops afterwards. |
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| + | Once again, '''be aware of your fleet type before sortieing, or risk ruining your entire map run'''. |
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| + | The following ships have bonuses on this map: |
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| + | <BONUS TABLE GOES HERE> |
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| + | ===Boss 1: Lycoris=== |
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| + | This is arguably the most straightforward boss of the map; the battles along the route are more difficult to pass than the boss node itself. While there are bonus ships for this phase, you probably want to save some of them for later parts of the map where they have higher utility; examples include [[Kongou]] and [[Haruna]], as well as [[Myoukou]] and [[Naganami]], and possibly [[Junyou]], all of which are arguably better deployed in CTF instead for later parts of the map. However, ships such as [[Kawakaze]], [[Umikaze]], and [[Kuroshio]] are useful for this part because of their anti-installation capabilities. |
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| + | Sample Fleet - '''Fast''' STF: |
| + | *2FBB/2-3DD/1AV or CAV/0-1CA(V) + 1CL/3-4DD/1-2CA |
| + | **Make sure you have '''4 surface radars''' total equipped to avoid off-routing. |
| + | **Standard anti-installation doctrine applies. While FBBs can keep AP shells for APCI, CA(V)s should have T3 shells for bonus damage against installations. DDs in the main fleet should have anti-installation nuke set-ups to deal with the 3 Supply Princesses in the boss' main fleet. |
| + | ***Nuke Set-Up: 1 [[WG42]] or [[Shipborne Model Type 4 20cm Anti-ground Rocket Launcher]] / 1 [[Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines)]] / 1 [[Type 2 Ka-Mi Tank]] |
| + | ***Most players probably don't have enough equipment for this set-up across 3 DDs, so the third DD (if used) will likely have to include just 2/3 of the equipment listed above and a surface radar for the routing requirement. Otherwise, just use 2DDs and an additional CA(V). |
| + | **Escort fleet should have Double-Attack set-ups for the night battle, such as 2 guns 1 [[Toku Daihatsu Landing Craft + 11th Tank Regiment]] / 1 [[WG42]] / 1 [[Shipborne Model Type 4 20cm Anti-ground Rocket Launcher]] or concentrated variant. As above, CAs should use T3 shells. |
| + | **At least 1 AACI DD is recommended as you will probably be encountering AP or even AD at the air battle nodes and the boss (depending on number of CA(V) and AV, as well as quality of SPF). |
| + | *Route: F-I-K-N-O-X |
| + | **The route nodes are more dangerous than the boss node, as there there is a chance of encountering an Abyssal fleet in Vanguard formation at Nodes I and O. Air Battle Nodes F and N can also be dangerous as you will likely only manage AP or AD at these nodes. Nevertheless, you should generally be able to defeat the boss if you reach the boss node. |
| + | *LBAS: 6 waves of LBAS to boss, each base should have 1 Land-Based Fighter 3 Land-Based Bombers and be able to attain AD at the boss. Use a calculator to figure out if requirements are met for AD. |
| + | *Support Expeditions: Boss Support Expedition is generally useful, especially in LD where the Abyssal DDs in the escort have Opening Torpedo capability. Node Support is debatable (since it is unlikely to be effective against the Vanguard comps mentioned above), but can help somewhat with pass rate assuming those comps are not encountered. |
| + | **Resource cost is a factor as well, of course. Keep in mind that this entire phase is just the beginning of a very, ''very'' long slog. |