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Summer 2023 Event/E-6/Sandbox
Sandbox Rules
This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
- A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2023 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides
With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.
All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.
Branching Table
E-6 Branching Rules (Start Points) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
Start | 1 |
|
2 |
||
3 |
E-6 Branching Rules (Start Point 1) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
1 |
A |
|
A1 |
| |
A2 |
| |
A |
B |
Active Branching |
C | ||
B |
D |
|
E |
| |
F |
| |
F |
G |
|
H |
|
E-6 Branching Rules (Start Point 2) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
I |
J |
|
J1 |
J |
|
J2 |
| |
W |
| |
J2 |
J |
|
W |
| |
K |
L |
Active Branching |
M | ||
L |
J1 |
|
J2 |
| |
M |
N |
|
O |
| |
O |
P |
|
Q |
|
E-6 Branching Rules (Start Point 3) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
R |
S |
|
T |
| |
U |
V |
|
X |
| |
X |
V |
|
Y |
| |
Z |
|
Jiga's Guide
Map overview
E6 is a Combined fleet three-phase map consisting of two transport and three boss phases.
- 3 LBAS are available on this map, only 2 can be set on Sortie, the other being limited to Defense.
- This map uses 4 locks:
- An Emergency Anchorage Repair node is present on V
- "Airstrike Supported Battle" nodes are present on J1 S
- Barrage Balloons can be deployed on nodes C2 Q
Phase 0.5 - Unlock the Boss Node
B | C2 | |
---|---|---|
Hard | S x2 | A+ x3 |
Medium | A+ x2 | A+ x2 |
Easy | A+ x2 | A+ x2 |
Casual | A+ x2 | A+ x2 |
- Refer to #Phase 1 - Boss's fleet for composition and routing.
- ASW power is required.
- Refer to #Phase 1 - Boss's fleet for composition.
- Route: 1 A C C1 C2
- The enemy includes hard skin Installations (Pillboxes) and requires specialized equipment to defeat.
Phase 1 - Boss
- Striking Force Fleet: 1(F)BB(V), 1CV(B/L), 0-1CA(V), 1CL, 3-4DD
- Route: 1 A B F H
- Can consider using 1 ASW LBAS to B to increase the passing rate.
- Only 1 LBAS is needed for H
- LBAS Range = 7 to boss AP/AS = 234/516
Phase 1.5 - Unlock the Boss Node
L | M | |
---|---|---|
Hard | S x2 | AS x2 |
Medium | A+ x2 | AS x2 |
Easy | ? | ? |
Casual | ? | ? |
- Refer to #Phase 2 - Boss's fleet for composition.
- Route: 2 I J K L
- ASW power is required.
- Refer to #Phase 2 - Boss's fleet for composition and routing.
AS | |
---|---|
Hard | 336 |
Medium | 219 |
Easy | 150 |
Casual | 99 |
Phase 2 - Boss
- STF:
- Main: 3(F)BB(V), 1CV(B), 1CAV/CL/AV, 1CL
- Escort: 1CA(V)/AV/LHA, 1CL, 0-1CLT, 4-5DD
- Route: 2 I J K M O Q
- The use of a Special Attack is recommended.
- If no CL is used in the main fleet, will pass through an air node at P.
- CTF:
- Main: 2(F)BB(V) 2CV(B), 1CVL/CA(V)/AV/DD, 1CL
- Escort: 0-1CA(V), 1CL, 0-1CLT, 3-4DD
- Route: 2 I J K M O Q
- The use of a Special Attack is recommended.
- If no CL is used in the main fleet, will pass through an air raid at P.
- The boss is a hard skin Installation (Pillbox) and requires specialized equipment to defeat.
Phase 2.5 - Unlock the Boss Node
V | |
---|---|
Hard | Reach |
Medium | Reach |
Easy | Reach |
Casual | Reach |
Node V:
- TCF:
- Main: 1AV/CAV/CL, 0-1 CL, 4DD
- Escort: 1CA(V)/CL/CLT, 1CL, 2-4DD
- Route: 3 R T U V
- It is possible to only use 8 ships
- Here, the additional DD that will be locked should be Landing Equipment capable so as to reuse them on E-7 Phase 4
- TCF:
- Main: 4DD/DE
- Escort: 1CL, 3DD/DE
- Route: 3 R T U V
- This is the lightest possible fleet and should utilize Lv1/worthless ships that can be sacrificed,
- It is recommended that 1 of these ships be intended for #Phase 3 - Boss, to guarantee the lock.
- Refer to #Phase 3 - Boss's fleet for composition.
- Route: 3 R T U V
- Route: 3 R S T U V
- There is a max of 2CV(B), any more will begin at start point 2 and receive that lock
- To prevent accidentally applying the wrong tag, it is recommended to pre-tag some ships on the lock, using the previously mentioned methods.
- Fleet sample: 2(F)BB(V), 2CV(B), 2LHA/AV + 1AR/AO/Akitsushima, 1LHA/AV, 1CA/CLT, 1CL, 2DD
- AR/AO/AV must be Kai or better remodel.
Phase 3 - Boss
- LBAS range: 3
- The use of a Special Attack is highly advised.
- It is possible to force the U V routing by using 4 "Aux" (AS/AV/AO/LHA/AR) at Kai+, with at least any 1 of Akitsushima Kai/AR/AO amongst them.
- V is an Emergency Anchorage Repair node.
- PT boats are present on the boss node, and require specific set-ups to be defeated:
Anti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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[edit] |
- Using a Smoke on node S can help in surviving it.
Phase 3.5 - Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss
H | C2 | Q | W | P | LBAS | |
---|---|---|---|---|---|---|
Hard | A+ | A+ | A+ | A+ x2 | AS | AS x3 |
Medium | A+ | - | A+ | A+ x2 | AS | AS x2 |
Easy | ? | - | ? | ? | ? | ? |
Casual | ? | - | ? | ? | ? | ? |
- Refer to #Phase 1 - Boss's fleet for composition and routing.
- Refer to #Phase 0.5 - Unlock the Boss Node's fleet for composition and routing.
- Refer to #Phase 2 - Boss's fleet for composition and routing.
- STF/CTF: Refer to #Phase 2 - Boss's fleet for composition
- STF Route: 2 I J K L J1 W
- CTF Route: 2 I J K L J2 W
- Fleets must pass through K before they can route to W
- Refer to #Phase 2 - Boss's fleet for composition and routing.
- The fleet must be a Slow CTF/STF and contain a max of 1CL
- Alternatively, a fleet that contains at least 4(F)BB(V) or 3CV(B) can reach P but may encounter extra battles
AS | |
---|---|
Hard | 240 |
Medium | 219 |
Easy | 150 |
Casual | ? |
AS | |
---|---|
Hard | 336 |
Medium | 219 |
Easy | 150 |
Casual | 99 |
Once Debuff is complete the CG will change to the following:
Abyssal Stranded Landing Princess |
---|
Fortified Pillbox Princess |
---|
Tachyoon's additions for normal mode to Jiga's Guide
Map overview
- Final Boss of E-5 did let you use LBAS planes with range lower 5, so:
- In order to be able to start a sortie to the map in phase 0.5 your attacking LBAS need to have a minimum range of 5
- If you have no LBAS plane with range of 5 or higher you can set the LBAS to non-attacking modes like 'air defence' or 'rest'
Phase 0.5 - Unlock the Boss Node
B | C2 | |
---|---|---|
Hard | S x2 A+ x3 |
A+ x3 |
Medium | S? x2 | A+ x2 |
Easy | ? | ? |
Casual | ? | ? |
Phase 2 - Boss
- STF seems the better choice over CTF: CTF has one more pre-boss Node and the escort fleet can easily be damaged since it will be the first to enter the battle in pre-boss nodes. Also STF enables special attacks which are also recommended.
- Special gear should be landing tanks combined with guns - but Boss in Normal Mode already takes considerably enough damage from BBs with Type 1 AP-Shell and/or historical ships.
Phase 3 - Boss
- For Normal Mode:
- Light Auxilary fleet seems fine to chip the boss down with moderate use of ressources.
- But for last dance, a more heavy fleet should be used, since the boss gains a lot of companions with high deff and high dmg output.