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Difference between revisions of "Summer 2022 Event/E-2/Sandbox"

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|id = 55-2b
 
|id = 55-2b
 
|order = A,C,D,E,H,S
 
|order = A,C,D,E,H,S
|A -> B = * Meet '''ANY''' of the following:
+
|A -> B = * Does not meet requirements to go to C
** Amount of CL = 0
+
|A -> C/empty = * Meet '''ALL''' of the following requirements:
** If Slow, amount of (F)BB(V) ≥ 1
+
** If slow fleet, meet '''ALL''' of the following requirements:
** Amount of SS(V) ≥ 1
+
*** Amount of (F)BB(V) + CV(B) = 0
|A -> C/empty = * Does not meet the requirements to go to B
+
*** Amount of DD ≥ 4
 +
** Amount of CL ≥ 1
 +
** Amount of DD ≥ 3
 +
** Amount of SS(V) = 0
 
|C/empty -> D,E/empty = Choose your own adventure!
 
|C/empty -> D,E/empty = Choose your own adventure!
|D -> N/empty = * '''Force N''' if fail the LoS Check
 
 
|D -> L = * Meet '''ALL''' of the following requirements:
 
|D -> L = * Meet '''ALL''' of the following requirements:
** Does not meet the requirements to go to O or M
+
** Does not meet the requirements to go to M or O
 +
** Pass the LoS Check
 
|D -> M = * Meet '''ALL''' of the following requirements:
 
|D -> M = * Meet '''ALL''' of the following requirements:
 
** Does not meet the requirements to go to O
 
** Does not meet the requirements to go to O
** ???
+
** Fast Fleet
 +
** Amount of CV(B) ≤ 2(?)
 +
** Amount of (F)BB(V) + CV(L/B) ≤ 3(?)
 +
** Amount of DD ≥ 3(?)
 +
** Pass the LoS check
 +
|D -> N/empty = * '''Force N''' if fail the LoS Check
 
|D -> O = * Meet '''ALL''' of the following requirements:
 
|D -> O = * Meet '''ALL''' of the following requirements:
** Pass the LoS Check (Cn3 = 46(?) on Hard)
+
** If Slow, meet '''ALL''' of the following requirements:
** If Slow, amount of (F)BB(V) = 0
+
*** Amount of (F)BB(V) ≤ 1
 +
** Fleet does '''not''' contain CV(B)
 +
** Amount of DD ≥ 3(?)
 +
** Pass the LoS Check (Cn3 = 50 on Hard)
 
|E/empty -> F,H/empty = Choose your own adventure!
 
|E/empty -> F,H/empty = Choose your own adventure!
 
|H/empty -> I,J = Choose your own adventure!
 
|H/empty -> I,J = Choose your own adventure!
 
|S -> T/empty = * '''Force T''' if fail the LoS Check
 
|S -> T/empty = * '''Force T''' if fail the LoS Check
|S -> U = * ???
+
|S -> U = * Pass the LoS Check (CnX = ? on Hard)
|S -> V = * Pass the LoS Check (CnX = ? on Hard)
+
* Does not meet the requirements to go to V
 +
|S -> V = * Meet '''ALL''' of the following requirements:
 +
** Amount of CL ≥ 1(?)
 +
** Amount of DD ≥ 3(?)
 +
** Pass the LoS Check (CnX = ? on Hard)
 
}}
 
}}
  
 
{{MapBranchingTable
 
{{MapBranchingTable
 
|title = E-2 Branching Rules (Start Point 2)
 
|title = E-2 Branching Rules (Start Point 2)
|id = 55-2b
+
|id = 55-2c
 
|order = P,H,S
 
|order = P,H,S
|P/empty -> P1 = * Does not meet the requirements to go to Q or P2
+
|P/empty -> P1 = * '''Force P1''', if fleet contains SS(V)
 +
* Does not meet the requirements to go to Q or P2
 
|P/empty -> P2 = * Meet '''ALL''' of the following requirements:
 
|P/empty -> P2 = * Meet '''ALL''' of the following requirements:
 
** Does not meet the requirements to go to Q
 
** Does not meet the requirements to go to Q
 +
** Fleet does '''not''' contain SS(V)
 +
** If Slow, amount of CL + DD ≥ 4(?)
 
** ???
 
** ???
 
|P/empty -> Q = * Meet '''ALL''' of the following requirements:
 
|P/empty -> Q = * Meet '''ALL''' of the following requirements:
 +
** Fleet does '''not''' contain SS(V)
 +
** Amount of CV(B) ≤ 2
 +
** Amount of AV + CA(V) ≥ 1
 
** Amount of CL ≥ 2
 
** Amount of CL ≥ 2
** ???
+
** If Slow fleet, amount of DD ≥ 4
 
|H -> I,J = Choose your own adventure!
 
|H -> I,J = Choose your own adventure!
 
|S -> T/empty = * '''Force T''' if fail the LoS Check
 
|S -> T/empty = * '''Force T''' if fail the LoS Check
|S -> U = * Meet '''ALL''' of the following requirements:
+
|S -> U = * Pass the LoS Check (CnX = ? on Hard)
** Pass the LoS Check (CnX = ? on Hard)
+
* Does not meet the requirements to go to V
** Amount of (F)BB(V) ≥ 3
 
 
|S -> V = * Meet '''ALL''' of the following requirements:
 
|S -> V = * Meet '''ALL''' of the following requirements:
 +
** If Slow fleet, meet '''ALL''' of the following requirements:
 +
*** Amount of (F)BB(V) + CV(B) ≤ 3  '''and''' (F)BB(V) + CVL ≤ 4 ('''Casual/Easy/Normal''')
 +
*** Amount of (F)BB(V) + CV(B) ≤ 2 '''and''' (F)BB(V) + CVL ≤ 3 ('''Hard''')
 +
*** ???
 +
** Amount of DD ≥ 4(?)
 
** Pass the LoS Check (CnX = ? on Hard)
 
** Pass the LoS Check (CnX = ? on Hard)
** Does not meet the requirements to go to U
 
 
}}
 
}}
  
 
=Memetail's Guide=
 
=Memetail's Guide=
 +
==Map overview==
 +
E2 is a two-phase map using both Single Fleets and Combined Fleets.
 +
* This map uses two locks:
 +
** [[File:{{ROOTPAGENAME}} Tag 2.png]] '''Expeditionary Reconnaissance Unit''' (single fleets)
 +
** [[File:{{ROOTPAGENAME}} Tag 3.png]] ''' Expeditionary Fleet Advance Team''' (combined fleets)
 +
* After completing an optional unlock phase, 1 [[LBAS]] will be available to sortie along with a second base only usable in defense.
 +
** Air raids will occur on this map.
 +
 
==Phase 1 - Deliver Supplies to the Coast of Yemen==
 
==Phase 1 - Deliver Supplies to the Coast of Yemen==
 
A TP Phase where supplies must be delivered to the coast of Yemen.
 
A TP Phase where supplies must be delivered to the coast of Yemen.
 
<tabber>
 
<tabber>
 
|-|Light Fleet=
 
|-|Light Fleet=
* Single Fleet: '''0-2 XX, 1 CL, 3-5 DD''' [[File:Summer_2022_Event_Tag_2.png]]
+
* Single Fleet: '''0-2XX, 1CL, 3-5DD''' [[File:{{ROOTPAGENAME}} Tag 2.png|30px]]
 
* Route: {{MapRoute|1||A|red|C|blue|E|blue|H|blue|I|red|I1|green|K|red}}
 
* Route: {{MapRoute|1||A|red|C|blue|E|blue|H|blue|I|red|I1|green|K|red}}
* XX must '''not''' be SS(V)
+
** XX cannot be SS(V)
* (F)BB(V) may be included if the fleet is Fast, but at the cost of a slower TP rate
+
** (F)BB(V) may be included if the fleet is Fast, but at the cost of a slower TP rate
 +
 
 
|-|Heavy Fleet=
 
|-|Heavy Fleet=
* Single Fleet: '''1-2 (F)BB(V), 0-1 CVL, 0-2 CL(T), 3-5 DD, 0-1 SS(V)''' [[File:Summer_2022_Event_Tag_2.png]]
+
* Single Fleet: '''1-2(F)BB(V), 0-1CVL, 0-2CL(T), 3-5DD, 0-1SS(V)''' [[File:{{ROOTPAGENAME}} Tag 2.png|30px]]
 
* Route: {{MapRoute|1||A|red|B|red|C|blue|E|blue|H|blue|I|red|I1|green|K|red}}
 
* Route: {{MapRoute|1||A|red|B|red|C|blue|E|blue|H|blue|I|red|I1|green|K|red}}
* A heavier fleet at the cost of a slower TP rate
+
** A heavier fleet at the cost of a slower TP rate
 
</tabber>
 
</tabber>
* Node K contains [[PT Imp]]s along with other surface ships
 
  
==Phase 1.33 - Unlock the Route to J
+
* Node {{MapRoute|K|red}} contains [[PT Imp]]s along with other surface ships
 +
{{Anti-PT Imp Setups}}
 +
 
 +
==Optional Phase 1.25 - Unlock LBAS==
 +
This optional phase can only be completed after clearing the TP Phase (Phase 1) at any time to unlock access to LBAS and has only 1 requirement:
 +
* Reach node {{MapRoute|G|green}}
 +
** For the fleet used, refer to Phase 1 as it is the same fleet
 +
** Route: {{MapRoute|1||A|red|C|blue|E|blue|F|red|G|green}}
 +
 
 +
==Phase 1.5 - Unlock the Second Start Point and the Second Boss==
 
{| class="wikitable"  
 
{| class="wikitable"  
!        !! K    !! G
+
!        !! J!! O
 
|-
 
|-
| Hard  || A+?  || Reach?
+
| Hard  || S|| A+ x2
 
|-
 
|-
| Medium || A+?  || Reach?
+
| Medium || S|| A+ ?
 
|-
 
|-
| Easy  || A+? || Reach?
+
| Easy  || ?|| ?
 
|-
 
|-
| Casual || A+? || Reach?
+
| Casual || ?|| ?
 
|}
 
|}
<tabber>
 
|-|Node K=
 
* For the fleet used, refer to Phase 1 as it is the same fleet
 
|-|Reach G=
 
* For the fleet used, refer to Phase 1 as it is the same fleet
 
* Route: {{MapRoute|1||A|red|C|blue|E|blue|F|red|G|green}}
 
</tabber>
 
  
==Phase 1.66 - Unlock the Second Boss and Start Point
 
{| class="wikitable"
 
!        !! J    !! O
 
|-
 
| Hard  || S    || S
 
|-
 
| Medium || ?    || ?
 
|-
 
| Easy  || ?    || S
 
|-
 
| Casual || S    || ?
 
|}
 
 
<tabber>
 
<tabber>
 
|-|Node J=
 
|-|Node J=
 
* For the fleet used, refer to Phase 1 as it is the same fleet
 
* For the fleet used, refer to Phase 1 as it is the same fleet
 
* Route: {{MapRoute|1||A|red|C|blue|E|blue|H|blue|J|red|}}
 
* Route: {{MapRoute|1||A|red|C|blue|E|blue|H|blue|J|red|}}
 +
 
|-|Node O=
 
|-|Node O=
* Single Fleet: '''0-2 XX, 1 CL, 3-5 DD''' [[File:Summer_2022_Event_Tag_2.png]]
+
* Single Fleet: '''0-2XX, 0-1(F)BB(V), 0-1CVL, 1CL, 3-5DD''' [[File:{{ROOTPAGENAME}} Tag 2.png|30px]]
 
* Route: {{MapRoute|1||A|red|C|blue|D|red|O|red}}
 
* Route: {{MapRoute|1||A|red|C|blue|D|red|O|red}}
* XX must '''not''' be SS(V)
+
** XX cannot be SS(V)
* (F)BB(V) and CVL may be included if the fleet is '''Fast'''
+
* A second (F)BB(V) or CVL may be included if the fleet is '''Fast''' (?)
** Including either type in a '''Slow''' fleet will encounter extra battles at B, L, and Air Raid M
+
** Including either type in a '''Slow''' fleet will encounter extra battles at B, L, and Air Node M
 
</tabber>
 
</tabber>
  
Line 145: Line 168:
 
<tabber>
 
<tabber>
 
|-|STF=
 
|-|STF=
* Surface Task Force: '''2 (F)BB(V), 1 CV(L/B), 2 CA(V), 1CL + 1 CL, 4DD, 0-1 CLT, 0-1 CA(V)''' [[File:Summer_2022_Event_Tag_3.png]]
+
* Surface Task Force: '''2(F)BB(V), 1CV(L/B), 2CA(V), 1CL + 1CL, 4DD, 0-1CLT, 0-1CA(V)''' [[File:{{ROOTPAGENAME}} Tag 3.png|30px]]
 
* Route: {{MapRoute|2||P|blue|Q|red|H|blue|J|red|R||S|red|V|red}}
 
* Route: {{MapRoute|2||P|blue|Q|red|H|blue|J|red|R||S|red|V|red}}
 +
 
|-|CTF=
 
|-|CTF=
* Carrier Task Force: '''2 CV(B), 0-1 CVL, 1 CL, 2-3 XX + 1CL, 3-4 DD, 1-2 XX''' [[File:Summer_2022_Event_Tag_3.png]]
+
* Carrier Task Force: '''2CV(B), 0-1CVL, 1CL, 2-3XX + 1CL, 3-4DD, 1-2XX''' (Fast) [[File:{{ROOTPAGENAME}} Tag 3.png|30px]]
 +
** At least 1 XX must be a CA(V)
 
* Route: {{MapRoute|2||P|blue|Q|red|H|blue|J|red|R||S|red|V|red}}
 
* Route: {{MapRoute|2||P|blue|Q|red|H|blue|J|red|R||S|red|V|red}}
 +
 +
|-|Single Fleet=
 +
* Single Fleet: '''0-1(F)BB(V), 1-2CV(B), 1CL, 3DD''' (Fast) [[File:{{ROOTPAGENAME}} Tag 2.png|30px]]
 +
* Route: {{MapRoute|1||A|red|C|blue|E|blue|H|blue|J|red|R|green|S|red|V|red}}
 +
* '''This fleet relies on strong [[Support Expedition]]s and [[LBAS]]'''
 +
** This fleet is designed to save on [[Ship Lock]]s and may have trouble killing the boss
 +
* There is a significant Air Presence at node {{MapRoute|S|red}} and boss node {{MapRoute|V|red}}
 +
** Bringing an [[AACI]] capable ship is recommended due to the strong air presence
 
</tabber>
 
</tabber>
* AD/AP at Boss node R is 56/112 on Hard
+
 
 +
* LBAS Range = 3 to {{MapRoute|V|red}}
 +
** AD/AP at Boss node R is 56/112 on Hard
 
** Increases to 112/224 on Last Dance
 
** Increases to 112/224 on Last Dance
 +
 +
==Fuel Farming==
 +
<div class="mw-collapsible mw-collapsed"><h4>Guide to Fuel Farming on E2</h4>
 +
<div class="mw-collapsible-content">
 +
Node {{MapRoute|G|green}} is a resource Node on this map that can be farmed for fuel:
 +
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
! Resources earnings
 +
! {{Fuel}}
 +
|-
 +
! Base
 +
| 30
 +
|-
 +
! Maximum
 +
| 140
 +
|}
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=4| Equipment Bonuses
 +
|-
 +
! Type
 +
! Name
 +
! {{Fuel}}
 +
|-
 +
! rowspan=7| {{LandingCraft}}
 +
! {{EquipmentLink|Daihatsu Landing Craft}}
 +
|rowspan=8| +11
 +
|-
 +
! {{EquipmentLink|Toku Daihatsu Landing Craft}}
 +
|-
 +
! {{EquipmentLink|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)|text=DLC + T89 Tank}}
 +
|-
 +
! {{EquipmentLink|Armed Daihatsu}}
 +
|-
 +
! {{EquipmentLink|Soukoutei (Armored Boat Class)|text=Soukoutei}}
 +
|-
 +
! {{EquipmentLink|Daihatsu Landing Craft (Panzer II/North African Specification)|text=DLC + Panzer}}
 +
|-
 +
! {{EquipmentLink|Toku Daihatsu Landing Craft + Type 1 Gun Tank|text=Toku DLC + Ho-Ni Tank}}
 +
|-
 +
! {{Amphibious Tank}}
 +
! {{EquipmentLink|Special Type 2 Amphibious Tank|text=Ka-Mi Tank}}
 +
|-
 +
! {{Drum}}
 +
! {{EquipmentLink|Drum Canister (Transport Use)|text=Drums}}
 +
| +9
 +
|-
 +
! rowspan=2| {{LandingCraft}}
 +
! {{EquipmentLink|Toku Daihatsu Landing Craft + 11th Tank Regiment|text=Toku DLC + 11th Reg}}
 +
|rowspan=2| 0
 +
|-
 +
! {{EquipmentLink|M4A1 DD}}
 +
|}
 +
;Recommended fleet:
 +
*'''1CL, 3DD, 2XX''' Fast
 +
*'''1CL, 4DD, 1XX''' Slow
 +
*Route:  {{MapRoute|1||A|red|C|blue|E|blue|F|red|G|green}}
 +
**XX is mostly free, but AV/CL/DD are recommended.
 +
**The 2 combat nodes are a Subarmine node at {{MapRoute|A|red}} and a Surface Combat node at {{MapRoute|F|red}} containing a light enemy surface fleet.
 +
 +
;Notes:
 +
* It is safe to advance even after a ship in the fleet is '''{{color|red|heavily damaged (大破)}}''' and put into taiha-state at Node {{MapRoute|F|red}} as the following Resource Node is not a combat node. Double-check the status of the fleet before reentering the map.
 +
* Fodder use and zero morale farming is possible but will likely be less efficient due to retreats at the sub-node
 +
* If the map is not started yet, it is possible to farm fuel on Casual difficulty to make the combat nodes easier.
 +
* Be aware that locks still get applied to ships used to farm fuel here, so plan locks accordingly
 +
* As 2 Abyssal Transports exist at {{MapRoute|F|red}} on all difficulties, this can also be used for transport quests while farming Fuel.
 +
 +
;Loadout Notes:
 +
* 10 {{LandingCraft}}/{{Amphibious Tank}} or 13 {{Drum}} will reach the fuel reward cap
 +
** This makes it possible to reach the cap with just the minimum fleet of 4 ships (more if using Drums instead of DLC)
 +
* LBAS on ASW duty can be used to help avoid retreats at {{MapRoute|A|red}} but will reduce the net gain in Fuel
 +
* Line Abreast with multiple OASW at {{MapRoute|A|red}}
 +
* Vanguard at {{MapRoute|F|red}} unless aiming for Transport kills
 +
</div></div>

Latest revision as of 12:09, 9 September 2022

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 2022 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.

Branch Rules

Branching Table

E-2 Start Point
Nodes Rules
Start
1
  • Single Fleet
2
  • Meet ALL of the following:
    • Start Point 2 is Unlocked
    • Combined Fleet


E-2 Branching Rules (Start Point 1)
Nodes Rules
A
B
  • Does not meet requirements to go to C
C
  • Meet ALL of the following requirements:
    • If slow fleet, meet ALL of the following requirements:
      • Amount of (F)BB(V) + CV(B) = 0
      • Amount of DD ≥ 4
    • Amount of CL ≥ 1
    • Amount of DD ≥ 3
    • Amount of SS(V) = 0
C
D

Choose your own adventure!

E
D
L
  • Meet ALL of the following requirements:
    • Does not meet the requirements to go to M or O
    • Pass the LoS Check
M
  • Meet ALL of the following requirements:
    • Does not meet the requirements to go to O
    • Fast Fleet
    • Amount of CV(B) ≤ 2(?)
    • Amount of (F)BB(V) + CV(L/B) ≤ 3(?)
    • Amount of DD ≥ 3(?)
    • Pass the LoS check
N
  • Force N if fail the LoS Check
O
  • Meet ALL of the following requirements:
    • If Slow, meet ALL of the following requirements:
      • Amount of (F)BB(V) ≤ 1
    • Fleet does not contain CV(B)
    • Amount of DD ≥ 3(?)
    • Pass the LoS Check (Cn3 = 50 on Hard)
E
F

Choose your own adventure!

H
H
I

Choose your own adventure!

J
S
T
  • Force T if fail the LoS Check
U
  • Pass the LoS Check (CnX = ? on Hard)
  • Does not meet the requirements to go to V
V
  • Meet ALL of the following requirements:
    • Amount of CL ≥ 1(?)
    • Amount of DD ≥ 3(?)
    • Pass the LoS Check (CnX = ? on Hard)


E-2 Branching Rules (Start Point 2)
Nodes Rules
P
P1
  • Force P1, if fleet contains SS(V)
  • Does not meet the requirements to go to Q or P2
P2
  • Meet ALL of the following requirements:
    • Does not meet the requirements to go to Q
    • Fleet does not contain SS(V)
    • If Slow, amount of CL + DD ≥ 4(?)
    • ???
Q
  • Meet ALL of the following requirements:
    • Fleet does not contain SS(V)
    • Amount of CV(B) ≤ 2
    • Amount of AV + CA(V) ≥ 1
    • Amount of CL ≥ 2
    • If Slow fleet, amount of DD ≥ 4
H
I

Choose your own adventure!

J
S
T
  • Force T if fail the LoS Check
U
  • Pass the LoS Check (CnX = ? on Hard)
  • Does not meet the requirements to go to V
V
  • Meet ALL of the following requirements:
    • If Slow fleet, meet ALL of the following requirements:
      • Amount of (F)BB(V) + CV(B) ≤ 3 and (F)BB(V) + CVL ≤ 4 (Casual/Easy/Normal)
      • Amount of (F)BB(V) + CV(B) ≤ 2 and (F)BB(V) + CVL ≤ 3 (Hard)
      • ???
    • Amount of DD ≥ 4(?)
    • Pass the LoS Check (CnX = ? on Hard)


Memetail's Guide

Map overview

E2 is a two-phase map using both Single Fleets and Combined Fleets.

  • This map uses two locks:
    • Summer 2022 Event Tag 2.png Expeditionary Reconnaissance Unit (single fleets)
    • Summer 2022 Event Tag 3.png Expeditionary Fleet Advance Team (combined fleets)
  • After completing an optional unlock phase, 1 LBAS will be available to sortie along with a second base only usable in defense.
    • Air raids will occur on this map.

Phase 1 - Deliver Supplies to the Coast of Yemen

A TP Phase where supplies must be delivered to the coast of Yemen.

  • Single Fleet: 0-2XX, 1CL, 3-5DD Summer 2022 Event Tag 2.png
  • Route: 1 A C E H I I1 K
    • XX cannot be SS(V)
    • (F)BB(V) may be included if the fleet is Fast, but at the cost of a slower TP rate

  • Single Fleet: 1-2(F)BB(V), 0-1CVL, 0-2CL(T), 3-5DD, 0-1SS(V) Summer 2022 Event Tag 2.png
  • Route: 1 A B C E H I I1 K
    • A heavier fleet at the cost of a slower TP rate

  • Node K contains PT Imps along with other surface ships
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Optional Phase 1.25 - Unlock LBAS

This optional phase can only be completed after clearing the TP Phase (Phase 1) at any time to unlock access to LBAS and has only 1 requirement:

  • Reach node G
    • For the fleet used, refer to Phase 1 as it is the same fleet
    • Route: 1 A C E F G

Phase 1.5 - Unlock the Second Start Point and the Second Boss

J O
Hard S A+ x2
Medium S A+ ?
Easy ? ?
Casual ? ?

  • For the fleet used, refer to Phase 1 as it is the same fleet
  • Route: 1 A C E H J

  • Single Fleet: 0-2XX, 0-1(F)BB(V), 0-1CVL, 1CL, 3-5DD Summer 2022 Event Tag 2.png
  • Route: 1 A C D O
    • XX cannot be SS(V)
  • A second (F)BB(V) or CVL may be included if the fleet is Fast (?)
    • Including either type in a Slow fleet will encounter extra battles at B, L, and Air Node M

Phase 2 - Eliminate the Battleship Princess from the Strait

  • Surface Task Force: 2(F)BB(V), 1CV(L/B), 2CA(V), 1CL + 1CL, 4DD, 0-1CLT, 0-1CA(V) Summer 2022 Event Tag 3.png
  • Route: 2 P Q H J R S V

  • Carrier Task Force: 2CV(B), 0-1CVL, 1CL, 2-3XX + 1CL, 3-4DD, 1-2XX (Fast) Summer 2022 Event Tag 3.png
    • At least 1 XX must be a CA(V)
  • Route: 2 P Q H J R S V

  • Single Fleet: 0-1(F)BB(V), 1-2CV(B), 1CL, 3DD (Fast) Summer 2022 Event Tag 2.png
  • Route: 1 A C E H J R S V
  • This fleet relies on strong Support Expeditions and LBAS
    • This fleet is designed to save on Ship Locks and may have trouble killing the boss
  • There is a significant Air Presence at node S and boss node V
    • Bringing an AACI capable ship is recommended due to the strong air presence

  • LBAS Range = 3 to V
    • AD/AP at Boss node R is 56/112 on Hard
    • Increases to 112/224 on Last Dance

Fuel Farming

Guide to Fuel Farming on E2

Node G is a resource Node on this map that can be farmed for fuel:

Resources earnings Fuel
Base 30
Maximum 140
Equipment Bonuses
Type Name Fuel
Landing Craft Daihatsu Landing CraftDaihatsu Landing Craft +11
Toku Daihatsu Landing CraftToku Daihatsu Landing Craft
DLC + T89 TankDaihatsu Landing Craft (Type 89 Medium Tank & Landing Force)
Armed DaihatsuArmed Daihatsu
SoukouteiSoukoutei (Armored Boat Class)
DLC + PanzerDaihatsu Landing Craft (Panzer II/North African Specification)
Toku DLC + Ho-Ni TankToku Daihatsu Landing Craft + Type 1 Gun Tank
Amphibious Vehicle Ka-Mi TankSpecial Type 2 Amphibious Tank
Drum Canister DrumsDrum Canister (Transport Use) +9
Landing Craft Toku DLC + 11th RegToku Daihatsu Landing Craft + 11th Tank Regiment 0
M4A1 DDM4A1 DD
Recommended fleet
  • 1CL, 3DD, 2XX Fast
  • 1CL, 4DD, 1XX Slow
  • Route: 1 A C E F G
    • XX is mostly free, but AV/CL/DD are recommended.
    • The 2 combat nodes are a Subarmine node at A and a Surface Combat node at F containing a light enemy surface fleet.
Notes
  • It is safe to advance even after a ship in the fleet is heavily damaged (大破) and put into taiha-state at Node F as the following Resource Node is not a combat node. Double-check the status of the fleet before reentering the map.
  • Fodder use and zero morale farming is possible but will likely be less efficient due to retreats at the sub-node
  • If the map is not started yet, it is possible to farm fuel on Casual difficulty to make the combat nodes easier.
  • Be aware that locks still get applied to ships used to farm fuel here, so plan locks accordingly
  • As 2 Abyssal Transports exist at F on all difficulties, this can also be used for transport quests while farming Fuel.
Loadout Notes
  • 10 Landing Craft/Amphibious Vehicle or 13 Drum Canister will reach the fuel reward cap
    • This makes it possible to reach the cap with just the minimum fleet of 4 ships (more if using Drums instead of DLC)
  • LBAS on ASW duty can be used to help avoid retreats at A but will reduce the net gain in Fuel
  • Line Abreast with multiple OASW at A
  • Vanguard at F unless aiming for Transport kills