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Difference between revisions of "Help:Resource Farming"
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− | + | This article aims to provide you with advice on the best way to farm necessary resources. As a general rule, [[Expeditions]] are the best way to gain resources. Sorties do provide a decent return on primary resources ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}) but it works out as trading away one or more primary resources for another. | |
− | |||
− | This article aims to provide you with advice on the best way to farm necessary resources. As a general rule, [[Expeditions]] are the best way to gain resources. Sorties do provide a decent return on primary resources ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}) but it works out as trading away one or more primary | ||
''Only repeatable quests are listed on this page. One-time quests are also a major source of secondary and special resources. Please refer to [[Quests]] for more details.'' | ''Only repeatable quests are listed on this page. One-time quests are also a major source of secondary and special resources. Please refer to [[Quests]] for more details.'' | ||
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==1-3== | ==1-3== | ||
The objective is to '''reach node D then retreat after node E'''. DO NOT attempt to farm node G. The [[maelstrom]] at node H has a chance to deplete all of your fleet's fuel. This is a fairly simple and straightforward map to farm but requires multiple fleets if you want to farm it non-stop. Take note that only the AO fleet guarantees routing to D. Kamoi is preferred over Hayasui because of the latter's cost. The AV fleet has random routing (weighted towards D), unless you bring 4 DE. But 4DE will significantly reduce your resource gains because they cannot carry drums or landing craft. The submarine in both fleet options will be able to tank every enemy you'll encounter. | The objective is to '''reach node D then retreat after node E'''. DO NOT attempt to farm node G. The [[maelstrom]] at node H has a chance to deplete all of your fleet's fuel. This is a fairly simple and straightforward map to farm but requires multiple fleets if you want to farm it non-stop. Take note that only the AO fleet guarantees routing to D. Kamoi is preferred over Hayasui because of the latter's cost. The AV fleet has random routing (weighted towards D), unless you bring 4 DE. But 4DE will significantly reduce your resource gains because they cannot carry drums or landing craft. The submarine in both fleet options will be able to tank every enemy you'll encounter. | ||
+ | *See [[1-3]] | ||
− | + | ;Resource Gain | |
* 10-20 (5 {{Fuel}} increments}} | * 10-20 (5 {{Fuel}} increments}} | ||
** +2 per {{Drum}} | ** +2 per {{Drum}} | ||
** +3 per {{LandingCraft}} | ** +3 per {{LandingCraft}} | ||
− | + | ;Recommended Fleet | |
* 1AV 4DD 1SS | * 1AV 4DD 1SS | ||
* 1AO 4DD 1SS | * 1AO 4DD 1SS | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! DD |
− | |||
− | |||
− | |||
− | |||
| {{Drum}}{{LandingCraft}} | | {{Drum}}{{LandingCraft}} | ||
| Use whatever mix of barrels and landing craft that you have to maximize your gains. Prioritize landing craft where possible. | | Use whatever mix of barrels and landing craft that you have to maximize your gains. Prioritize landing craft where possible. | ||
|- | |- | ||
− | + | !rowspan=2| AO/AV | |
| {{BluePlane}}{{BluePlane}}{{BluePlane}} | | {{BluePlane}}{{BluePlane}}{{BluePlane}} | ||
− | | This setup is for [[Hayasui]]. Although her slots are small, they are more than enough to take out the weak enemies | + | | This setup is for [[Hayasui]]. Although her slots are small, they are more than enough to take out the weak enemies on this map. |
|- | |- | ||
| {{Seaplane}}{{Seaplane}}{{Seaplane}}'''/'''{{TorpedoWeapon}} | | {{Seaplane}}{{Seaplane}}{{Seaplane}}'''/'''{{TorpedoWeapon}} | ||
| This setup is for [[Kamoi]] or an AV. If the AV can carry midget submarines, swap out one seaplane for it. | | This setup is for [[Kamoi]] or an AV. If the AV can carry midget submarines, swap out one seaplane for it. | ||
|- | |- | ||
− | + | ! SS | |
| {{TorpedoWeapon}}{{TorpedoWeapon}} | | {{TorpedoWeapon}}{{TorpedoWeapon}} | ||
− | | Simply load the SS with torpedoes. Ideally, she should have the [[61cm Triple (Oxygen) Torpedo Mount]] to | + | | Simply load the SS with torpedoes. Ideally, she should have the [[61cm Triple (Oxygen) Torpedo Mount]] to maximize her armor. |
− | |||
|} | |} | ||
+ | |||
+ | ==7-4== | ||
+ | [[7-4]] is a great "risck free" place to farm both fuel and bauxite. | ||
+ | *See the relevant page for more details. | ||
==4-3== | ==4-3== | ||
+ | This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is '''obtained from node B'''. Take note that you '''do not have to retreat if heavily damaged at G'''. This is because node J is a dead-end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3. You should take the AV over Hayasui because of the latter's cost. | ||
− | + | ;Resource Gain | |
− | |||
− | |||
* 30-90 (5 {{Fuel}} increments}} | * 30-90 (5 {{Fuel}} increments}} | ||
** +2 per {{Drum}} | ** +2 per {{Drum}} | ||
** +3 per {{LandingCraft}} | ** +3 per {{LandingCraft}} | ||
− | + | ;Recommended Fleets | |
* 1AV/AO 1CL 2DD 2CLT | * 1AV/AO 1CL 2DD 2CLT | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! DD |
− | |||
− | |||
− | |||
− | |||
| {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | | {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | ||
| Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. | | Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. | ||
|- | |- | ||
− | + | ! rowspan=2| CL | |
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}} | | {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}} | ||
| This setup is for [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]]. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. | | This setup is for [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]]. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. | ||
Line 99: | Line 96: | ||
| In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | | In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | ||
|- | |- | ||
− | + | ! CLT | |
| {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}} | | {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}} | ||
− | | The midget submarine will allow them to take out some threats early and | + | | The midget submarine will allow them to take out some threats early and minimize the damage your fleet takes. [[OASW]] is highly recommended, especially since you will encounter submarines enroute. |
|- | |- | ||
− | + | ! rowspan=2| AO/AV | |
| {{BluePlane}}{{BluePlane}}{{BluePlane}} | | {{BluePlane}}{{BluePlane}}{{BluePlane}} | ||
| This setup is for [[Hayasui]]. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. [[Kamoi]] is not recommended for this map. | | This setup is for [[Hayasui]]. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. [[Kamoi]] is not recommended for this map. | ||
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| {{TorpedoWeapon}}{{Seaplane}}{{Seaplane}} | | {{TorpedoWeapon}}{{Seaplane}}{{Seaplane}} | ||
| The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. | | The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. | ||
− | |||
|} | |} | ||
− | |-| | + | |
− | Expedition= | + | |-|Expedition= |
− | {| class="wikitable" style="text-align:center | + | {| class="wikitable" style="text-align:center" |
− | |||
!Expedition | !Expedition | ||
!Yield | !Yield | ||
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| 133 | | 133 | ||
| 1CL 2DD 2XX | | 1CL 2DD 2XX | ||
− | | style="text-align:left | + | | style="text-align:left"| An early expedition that will be indispensable for newer Admirals. Although the minimum requirement is only 4 ships (1CL2DD1XX), it is recommended that you run it with 6 sparkled ships to maximize the gains. |
|- | |- | ||
| 9 | | 9 | ||
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| 87 | | 87 | ||
| 1CL 2DD 2XX | | 1CL 2DD 2XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is a longer expedition that returns more fuel but less per hour. It is a good expedition to run if you anticipate you will be away from the game for 4 hours or more. Similar to Exp5, it is recommended you run more than the minimum amount of ships (sparkled) to maximize gains. |
|- | |- | ||
| 21 | | 21 | ||
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| 137 | | 137 | ||
| 1CL 4DD 1XX | | 1CL 4DD 1XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This expedition is superior to Exp5 not only for the higher hourly gain, but because it has an innate ~50% great success chance. This can save time on sparkling. It is still advised to sparkle your fleet in order to maximize gains. Loading more drums on your fleet will increase the innate great success chance marginally. |
|- | |- | ||
| 24 | | 24 | ||
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| 60 | | 60 | ||
| 1CL 4DD 1XX | | 1CL 4DD 1XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is a long-term expedition that is perfect for overnight and school/work dispatch that provides a large fuel return. Like Exp21, extra drums can increase the great success rate. |
|- | |- | ||
| 41 | | 41 | ||
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| 100 | | 100 | ||
| 3DD/DE | | 3DD/DE | ||
− | | style="text-align:left | + | | style="text-align:left"| While this expedition does not provide as high hourly returns as Exp5 and Exp21, it has the advantage of being another expedition that has an innate great success chance. The GS chance increases based on flagship level and total ASW of the fleet. Combined with the easy fleet composition requirement, it is very low maintenance to spam. |
|- | |- | ||
| 36 | | 36 | ||
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| 53 | | 53 | ||
| 2AV 1CL 1DD 2XX | | 2AV 1CL 1DD 2XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is another long-term expedition for overnight and school/work dispatch. Though it provides less fuel than Exp24, it also gives a decent amount of steel and bauxite. |
|- | |- | ||
| 38 | | 38 | ||
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| 144 | | 144 | ||
| 5DD 1XX | | 5DD 1XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is the best expedition for gaining fuel quickly. Do note that you will be gaining fuel at the expense of other resources. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains. |
− | |||
|} | |} | ||
− | + | </tabber> | |
=Ammo= | =Ammo= | ||
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The second method is to send a fleet of 3-6SSV. This method brings a greater return but carries a higher risk and has steeper requirements. SSV can only carry [[Type 2 Ka-Mi Tank]]s. This equipment is difficult to obtain and carries a steep {{IM}} cost. Furthermore, there are only 4 non-event SSV. The enemy fleet also contains 1-2 ASW DD that can cost you buckets. All this translates into 18-36 more ammo per run. | The second method is to send a fleet of 3-6SSV. This method brings a greater return but carries a higher risk and has steeper requirements. SSV can only carry [[Type 2 Ka-Mi Tank]]s. This equipment is difficult to obtain and carries a steep {{IM}} cost. Furthermore, there are only 4 non-event SSV. The enemy fleet also contains 1-2 ASW DD that can cost you buckets. All this translates into 18-36 more ammo per run. | ||
− | + | ;Resource Gain | |
* 50-150 (5 {{Ammo}} increments}} | * 50-150 (5 {{Ammo}} increments}} | ||
** +2 per {{Drum}} | ** +2 per {{Drum}} | ||
** +3 per {{LandingCraft}} | ** +3 per {{LandingCraft}} | ||
− | + | ;Recommended Fleets | |
* 1DD | * 1DD | ||
* 3-6SSV | * 3-6SSV | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! DD |
− | |||
− | |||
− | |||
− | |||
| {{EmergencyRepair}}{{Drum}}{{Drum}} | | {{EmergencyRepair}}{{Drum}}{{Drum}} | ||
| The Repair Team/Goddess is to allow your DD to bypass the auto-retreat mechanic for damaged flagships. The drums are to eke out the extra resources. | | The Repair Team/Goddess is to allow your DD to bypass the auto-retreat mechanic for damaged flagships. The drums are to eke out the extra resources. | ||
|- | |- | ||
− | + | ! SSV | |
| {{LandingCraft}}{{LandingCraft}} | | {{LandingCraft}}{{LandingCraft}} | ||
− | | Just stack Ka-Mi tanks to | + | | Just stack Ka-Mi tanks to maximize resource gains. For 3-slot submarines like [[I-13]] and [[I-14]], just give them an additional tank. |
− | |||
|} | |} | ||
− | |-| | + | |
− | Expedition= | + | |-|Expedition= |
− | {| class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
− | |||
!Expedition | !Expedition | ||
!Yield | !Yield | ||
Line 219: | Line 209: | ||
!Notes | !Notes | ||
|- | |- | ||
− | | | + | | 02 |
| 100 | | 100 | ||
| 0:30 | | 0:30 | ||
| 200 | | 200 | ||
| 4XX | | 4XX | ||
− | | style="text-align:left | + | | style="text-align:left"| You should be dispatching your 4 lowest cost girls to this expedition. It is generally not recommended to sparkle for this expedition because its short length will make the constant re-sparkling extremely tedious. As a bonus, it has a fixed 50% chance to return buckets. It is ''the'' best expedition you can run for ammo as long as you have the time to micromanage. |
|- | |- | ||
− | | | + | | 05 |
| 200 | | 200 | ||
| 1:30 | | 1:30 | ||
| 133 | | 133 | ||
| 1CL 2DD 2XX | | 1CL 2DD 2XX | ||
− | | style="text-align:left | + | | style="text-align:left"| An early expedition that will be indispensable for newer Admirals. Although the minimum requirement is only 4 ships (1CL2DD1XX), it is recommended that you run it with 6 sparkled ships to maximize the gains. |
|- | |- | ||
| 21 | | 21 | ||
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| 137 | | 137 | ||
| 1CL 4DD 1XX | | 1CL 4DD 1XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This expedition is superior to Exp5 not only for the higher hourly gain, but because it has an innate ~50% great success chance. This can save time on sparkling. It is still advised to sparkle your fleet in order to maximize gains. Loading more drums on your fleet will increase the innate great success chance marginally. While the ammo gains aren't very high, you will run this to get a combination of both fuel and ammo. |
|- | |- | ||
| 37 | | 37 | ||
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| 138 | | 138 | ||
| 5DD 1CL | | 5DD 1CL | ||
− | | style="text-align:left | + | | style="text-align:left"| This is a good expedition to supplement Exp2 and Exp5 when needing to focus exclusively on gaining ammo. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains. |
− | |||
|} | |} | ||
− | + | </tabber> | |
=Steel= | =Steel= | ||
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There really isn't a good place to farm steel but this is the only map where it is possible to do it at a low cost. This map has random branching which means you are not guaranteed to hit the steel node. The bright side is that you can gain {{Ammo}} or {{Bauxite}} instead. What you want to do is maximize the power of your opening strike to minimize the damage your DDs will take. Since a majority of the enemies encountered have weak ASW and are forced to target submarines, taking one along can allow you to sub-tank the map. You will want to '''retreat in the battle after the resource node'''. | There really isn't a good place to farm steel but this is the only map where it is possible to do it at a low cost. This map has random branching which means you are not guaranteed to hit the steel node. The bright side is that you can gain {{Ammo}} or {{Bauxite}} instead. What you want to do is maximize the power of your opening strike to minimize the damage your DDs will take. Since a majority of the enemies encountered have weak ASW and are forced to target submarines, taking one along can allow you to sub-tank the map. You will want to '''retreat in the battle after the resource node'''. | ||
− | + | ;Resource Gain | |
* 10-20 (5 {{Steel}}{{Ammo}}{{Bauxite}} increments) | * 10-20 (5 {{Steel}}{{Ammo}}{{Bauxite}} increments) | ||
** +2 per {{Drum}} | ** +2 per {{Drum}} | ||
** +3 per {{LandingCraft}} | ** +3 per {{LandingCraft}} | ||
− | + | ;Recommended Fleets | |
* 2CVL 3DD 1SSV | * 2CVL 3DD 1SSV | ||
* 1AV 1CVL 3DD 1SSV | * 1AV 1CVL 3DD 1SSV | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! rowspan=2| DD |
− | |||
− | |||
− | |||
− | |||
| {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | | {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | ||
| Ideally you should be using landing craft capable destroyers to supplement the meager resource returns. | | Ideally you should be using landing craft capable destroyers to supplement the meager resource returns. | ||
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| This setup is when you are not using DLC-capable destroyers. | | This setup is when you are not using DLC-capable destroyers. | ||
|- | |- | ||
− | + | ! CVL | |
| {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}} | | {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}} | ||
− | | This setup | + | | This setup maximizes the CVL's airstrike capability and takes AS+ against the enemy CVLs. If using 2CVL, the other one can swap a fighter for a [[Type 2 Recon Aircraft]] to maximize airstrike damage. |
|- | |- | ||
− | + | ! rowspan=2| SSV | |
| {{LandingCraft}}{{LandingCraft}} | | {{LandingCraft}}{{LandingCraft}} | ||
− | | Just stack Ka-Mi tanks to | + | | Just stack Ka-Mi tanks to maximize your resource gains if you can manage it. For 3-slot submarines like [[I-13]] and [[I-14]], just give them an additional tank. |
|- | |- | ||
| {{TorpedoWeapon}}{{TorpedoWeapon}} | | {{TorpedoWeapon}}{{TorpedoWeapon}} | ||
| If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the [[61cm Triple (Oxygen) Torpedo Mount]] to maximize her armor. | | If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the [[61cm Triple (Oxygen) Torpedo Mount]] to maximize her armor. | ||
|- | |- | ||
− | + | ! AV | |
| {{TorpedoWeapon}}{{Seaplane}}{{Seaplane}} | | {{TorpedoWeapon}}{{Seaplane}}{{Seaplane}} | ||
| The AV is meant to be a CVL-lite with opening torpedo capability. It is not recommended to use AV that cannot perform an opening torpedo strike. | | The AV is meant to be a CVL-lite with opening torpedo capability. It is not recommended to use AV that cannot perform an opening torpedo strike. | ||
− | |||
|} | |} | ||
− | |-| | + | |
− | Expedition= | + | |-|Expedition= |
− | {| class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
− | |||
!Expedition | !Expedition | ||
!Yield | !Yield | ||
Line 307: | Line 292: | ||
!Notes | !Notes | ||
|- | |- | ||
− | | | + | | 03 |
| 40 | | 40 | ||
| 0:20 | | 0:20 | ||
| 120 | | 120 | ||
| 3XX | | 3XX | ||
− | | style="text-align:left | + | | style="text-align:left"| While this expedition provides the highest steel per hour in-game, it is not recommended to do unless desperate for steel. Even then, scrapping drops will provide more steel faster. The reason for this is that it does not provide much in the way of other resources and steel is the most abundant resource. |
|- | |- | ||
| 37 | | 37 | ||
Line 327: | Line 312: | ||
| 5DD 1XX | | 5DD 1XX | ||
| style="text-align:left;" | This expedition focuses on fuel and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains. | | style="text-align:left;" | This expedition focuses on fuel and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains. | ||
− | |||
|} | |} | ||
− | |-| | + | |
− | Other= | + | |-|Other= |
==Scrapping== | ==Scrapping== | ||
[[Arsenal#Dismantling|Scrapping]] unwanted drops is an excellent source of {{Steel}}. Larger ship girls will provide more steel when scrapped. Remember to unequip any equipment you wish to keep or use the "unequip" toggle when scrapping. | [[Arsenal#Dismantling|Scrapping]] unwanted drops is an excellent source of {{Steel}}. Larger ship girls will provide more steel when scrapped. Remember to unequip any equipment you wish to keep or use the "unequip" toggle when scrapping. | ||
− | + | ||
− | + | </tabber> | |
=Bauxite= | =Bauxite= | ||
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This is by far the easiest map to farm bauxite. The fleet requirements are light and there is only one battle. As an added bonus, it can be run at low morale because you're depending on the airstrike to kill everything. It also has 2 transports to finish your dailies and weeklies. | This is by far the easiest map to farm bauxite. The fleet requirements are light and there is only one battle. As an added bonus, it can be run at low morale because you're depending on the airstrike to kill everything. It also has 2 transports to finish your dailies and weeklies. | ||
− | + | ;Resource Gain | |
* 10-20 (5 {{Bauxite}} increments) | * 10-20 (5 {{Bauxite}} increments) | ||
** +1.5 per {{Drum}} | ** +1.5 per {{Drum}} | ||
** +2 per {{LandingCraft}} | ** +2 per {{LandingCraft}} | ||
− | + | ;Recommended Fleets | |
* 3CVL 3DD | * 3CVL 3DD | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! rowspan=2| DD |
− | |||
− | |||
− | |||
− | |||
| {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | | {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | ||
| Ideally you should be using landing craft capable destroyers to supplement the meager resource returns. | | Ideally you should be using landing craft capable destroyers to supplement the meager resource returns. | ||
|- | |- | ||
− | + | ! {{Drum}}{{Drum}}{{Drum}} | |
| This setup is when you are not using DLC-capable destroyers. | | This setup is when you are not using DLC-capable destroyers. | ||
|- | |- | ||
− | + | ! CVL | |
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}} | | {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}} | ||
− | | This setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors. If possible, you'll want to use medium range CVLs or long range bombers to ensure the DDs don't interfere. | + | | This setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors. If possible, you'll want to use medium-range CVLs or long-range bombers to ensure the DDs don't interfere. |
− | |||
|} | |} | ||
+ | |||
+ | ==7-4== | ||
+ | [[7-4]] is a great "risck free" place to farm both fuel and bauxite. | ||
+ | *See the relevant page for more details. | ||
==4-3== | ==4-3== | ||
− | |||
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is '''obtained from node B'''. Take note that you '''do not have to retreat if heavily damaged at G'''. This is because node J is a dead-end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat-focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3. | This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is '''obtained from node B'''. Take note that you '''do not have to retreat if heavily damaged at G'''. This is because node J is a dead-end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat-focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3. | ||
− | + | ;Resource Gain | |
* 50-100 (5 {{Bauxite}} increments}} | * 50-100 (5 {{Bauxite}} increments}} | ||
** +1.5 per {{Drum}} | ** +1.5 per {{Drum}} | ||
** +2 per {{LandingCraft}} | ** +2 per {{LandingCraft}} | ||
− | + | ;Recommended Fleets | |
* 1AV/AO 1CL 2DD 2CLT | * 1AV/AO 1CL 2DD 2CLT | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! DD |
− | + | | {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | |
− | + | | Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. | |
− | |||
− | |||
− | | {{LandingCraft}}{{LandingCraft}}{{LandingCraft}} | ||
− | | Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. | ||
|- | |- | ||
− | + | ! rowspan=2| CL | |
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}} | | {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}} | ||
| This setup is for [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]]. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. | | This setup is for [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]]. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. | ||
Line 402: | Line 384: | ||
| In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | | In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | ||
|- | |- | ||
− | + | ! CLT | |
| {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}} | | {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}} | ||
| The midget submarine will allow them to take out some threats early and minimize the damage your fleet takes. [[OASW]] is highly recommended, especially since you will encounter submarines enroute. | | The midget submarine will allow them to take out some threats early and minimize the damage your fleet takes. [[OASW]] is highly recommended, especially since you will encounter submarines enroute. | ||
|- | |- | ||
− | + | ! rowspan=2| AO/AV | |
| {{BluePlane}}{{BluePlane}}{{BluePlane}} | | {{BluePlane}}{{BluePlane}}{{BluePlane}} | ||
| This setup is for [[Hayasui]]. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. [[Kamoi]] is not recommended for this map. | | This setup is for [[Hayasui]]. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. [[Kamoi]] is not recommended for this map. | ||
Line 412: | Line 394: | ||
| {{TorpedoWeapon}}{{Seaplane}}{{Seaplane}} | | {{TorpedoWeapon}}{{Seaplane}}{{Seaplane}} | ||
| The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. | | The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. | ||
− | |||
|} | |} | ||
− | |-| | + | |
− | Expedition= | + | |-|Expedition= |
− | {| class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
− | |||
!Expedition | !Expedition | ||
!Yield | !Yield | ||
Line 425: | Line 405: | ||
!Notes | !Notes | ||
|- | |- | ||
− | | | + | | 06 |
| 80 | | 80 | ||
| 0:40 | | 0:40 | ||
| 120 | | 120 | ||
| 4XX | | 4XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is the best expedition for gathering bauxite. The downside is that it is only good for that and nothing else. While it is very short, it is still recommended that you attempt to sparkle in order to maximize gains. |
|- | |- | ||
| 11 | | 11 | ||
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| 50 | | 50 | ||
| 2DD 4XX | | 2DD 4XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is a long-term expedition that is useful when you are going to be away from the game for 5 hours. If you will be away for longer, look into Exp24 or Exp35 instead. |
|- | |- | ||
| 24 | | 24 | ||
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| 60 | | 60 | ||
| 1CL 4DD 1XX | | 1CL 4DD 1XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is a long-term expedition that is perfect for overnight and school/work dispatch that provides a decent bauxite return. Its main return is for fuel though. Extra drums can be added to the fleet to increase the innate great success rate. |
|- | |- | ||
| 35 | | 35 | ||
Line 451: | Line 431: | ||
| 40 | | 40 | ||
| 2AV/CVL 1CA 1DD 2XX | | 2AV/CVL 1CA 1DD 2XX | ||
− | | style="text-align:left | + | | style="text-align:left"| Although this long-term expedition provides the best returns, it also costs the most fuel and ammo to run. You'll want to use your cheapest AV/CVL and CA for this expedition. It is otherwise a good choice if you're aiming to focus on bauxite. |
|- | |- | ||
+ | | 45 | ||
+ | | 220 | ||
+ | | 3:20 | ||
+ | | 66 | ||
+ | | 1CVL 4DD/DE | ||
+ | | style="text-align:left"| This is the second best expedition for gathering bauxite. It is recommended to sparkle in order to maximize gains. As a long-term expedition that is perfect for overnight and school/work dispatch that provides a decent bauxite return. | ||
|} | |} | ||
− | + | </tabber> | |
=Instant Repairs= | =Instant Repairs= | ||
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Farming this map can prove a bit frustrating because of the random routing at node C. If you get off-routed to node G, it is best that you refresh the game and end the sortie. If you need the {{DM}}, then you can continue on and retreat after node I. The maelstrom at node C also increases your fuel costs for farming. The basic strategy is to have 3CV/Ls for routing and to do the heavy lifting with 2SS/V to act as tanks. The DD is just there for an additional radar to reduce fuel loss at the maelstrom. | Farming this map can prove a bit frustrating because of the random routing at node C. If you get off-routed to node G, it is best that you refresh the game and end the sortie. If you need the {{DM}}, then you can continue on and retreat after node I. The maelstrom at node C also increases your fuel costs for farming. The basic strategy is to have 3CV/Ls for routing and to do the heavy lifting with 2SS/V to act as tanks. The DD is just there for an additional radar to reduce fuel loss at the maelstrom. | ||
− | + | ;Recommended Fleets | |
* 3CV/L 1DD 2SS/V | * 3CV/L 1DD 2SS/V | ||
− | + | ;Equipment Setups | |
− | + | {|class="wikitable" width=100% | |
− | {| class="wikitable" | + | !width=50px|Ship Type |
+ | !width=170px|Equipment | ||
+ | !Notes | ||
|- | |- | ||
− | ! | + | ! DD |
− | |||
− | |||
− | |||
− | |||
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}} | | {{GreenGunDP}}{{GreenGunDP}}{{Radar}} | ||
− | | It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower | + | | It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower enroute, the chip damage from airstrikes can add up. |
|- | |- | ||
− | + | ! CV/L | |
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}} | | {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}} | ||
| Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium-ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks. | | Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium-ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks. | ||
|- | |- | ||
− | + | ! SS/V | |
| {{TorpedoWeapon}}{{TorpedoWeapon}} | | {{TorpedoWeapon}}{{TorpedoWeapon}} | ||
| Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximize her armor. | | Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximize her armor. | ||
− | |||
|} | |} | ||
− | |-| | + | |
− | Expedition= | + | |-|Expedition= |
''There are no long-term expeditions that are viable for {{IR}} farming. The {{IR}} earned from long-term expeditions are incidental to the primary resource being earned.'' | ''There are no long-term expeditions that are viable for {{IR}} farming. The {{IR}} earned from long-term expeditions are incidental to the primary resource being earned.'' | ||
− | {| class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
− | |||
!Expedition | !Expedition | ||
!Yield | !Yield | ||
Line 500: | Line 482: | ||
!Notes | !Notes | ||
|- | |- | ||
− | | | + | | 02 |
| 1 | | 1 | ||
| 0:30 | | 0:30 | ||
| 4XX | | 4XX | ||
− | | style="text-align:left | + | | style="text-align:left"| This is a staple expedition to gain buckets. It takes a short time and has a 50% chance to return a bucket. It also provides the most ammo per hour of any expedition. You should run 4DE in order to save costs. |
|- | |- | ||
− | | | + | | 04 |
| 1 | | 1 | ||
| 0:50 | | 0:50 | ||
| 1DD3DE | | 1DD3DE | ||
− | | style="text-align:left | + | | style="text-align:left"| This is another early expedition that is good for buckets. It has the same 50% chance to return a bucket like Exp2 but it doesn't give much in the way of other resources. Although 1CL2DD is a valid fleet, 1DD3DE has lower costs. |
|- | |- | ||
| A2 | | A2 | ||
Line 516: | Line 498: | ||
| 0:55 | | 0:55 | ||
| 4DD/DE | | 4DD/DE | ||
− | | style="text-align:left | + | | style="text-align:left"| This expedition requires great success in order to return a bucket but it has an innate great success chance that scales with flagship level. If you do not have a girl that is at least level 128+ to be flagship, you will need to sparkle the fleet to get the most out of this expedition. It also does not provide much in the way of other resources like Exp4. |
|- | |- | ||
| 41 | | 41 | ||
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| 3DD/DE | | 3DD/DE | ||
| style="text-align:left;" | Another expedition that requires great success to return a bucket. Like ExpA2, it has an innate great success chance but this scales off both flagship level and total fleet ASW. The flagship level is also steep at 128+ for a decent great success chance but the ASW requirement helps reduce the need to sparkle the fleet if you do not have a high enough leveled girl to be flagship. This expedition also provides a noticeable amount of fuel. | | style="text-align:left;" | Another expedition that requires great success to return a bucket. Like ExpA2, it has an innate great success chance but this scales off both flagship level and total fleet ASW. The flagship level is also steep at 128+ for a decent great success chance but the ASW requirement helps reduce the need to sparkle the fleet if you do not have a high enough leveled girl to be flagship. This expedition also provides a noticeable amount of fuel. | ||
− | |||
|} | |} | ||
− | |-| | + | |
− | Quests = | + | |-|Quests= |
− | + | <div class="mw-collapsible mw-collapsed"><h4>Daily</h4> | |
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
{{QuestsHeader}} | {{QuestsHeader}} | ||
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The fleet used is similar to the leveling fleet with an AV taking the place of the BB/CA. The AV guarantees routing to node E and you can either retreat after node D or continue on to node H to finish daily/weekly quests. | The fleet used is similar to the leveling fleet with an AV taking the place of the BB/CA. The AV guarantees routing to node E and you can either retreat after node D or continue on to node H to finish daily/weekly quests. | ||
− | + | ;Recommended Fleets | |
* 2CV/L 1AV 1CL/T 2DD | * 2CV/L 1AV 1CL/T 2DD | ||
− | ''' | + | ;Equipment Setups |
+ | {|class="wikitable" width=100% | ||
+ | !width=50px|Ship Type | ||
+ | !width=170px|Equipment | ||
+ | !Notes | ||
+ | |- | ||
+ | ! DD | ||
+ | | {{GreenGunDP}}{{GreenGunDP}}{{WildCard}} | ||
+ | | Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work. | ||
+ | |- | ||
+ | ! CL | ||
+ | | {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}} | ||
+ | | Setup for CLs that are capable of [[Artillery Spotting]]. For those that are not, simply replace the seaplane with a radar or anti-air gun. | ||
+ | |- | ||
+ | ! CLT | ||
+ | | {{RedGunMedium}}{{RedGunMedium}}{{TorpedoWeapon}} | ||
+ | | CLTs are useful at increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. | ||
+ | |- | ||
+ | ! CV/L | ||
+ | | {{BluePlane}}{{BluePlane}}{{RedPlane}}{{GreenPlane}} | ||
+ | | You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a [[Saiun]] if you can manage it. | ||
+ | |- | ||
+ | ! AV | ||
+ | | {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}} | ||
+ | | You should be using an AV capable of opening torpedo strikes. One midget sub and two torpedoes will provide sufficient power for the opening torpedo strike to take out some of the tougher enemies on this map. | ||
+ | |} | ||
+ | |||
+ | |-|Expedition= | ||
+ | ''There are no expeditions recommended for farming {{IC}}.'' | ||
− | + | |-|Quests= | |
− | + | <div class="mw-collapsible mw-collapsed"><h4>Daily</h4> | |
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− | |||
− | Quests = | ||
− | |||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
{{QuestsHeader}} | {{QuestsHeader}} | ||
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|} | |} | ||
</div></div> | </div></div> | ||
− | + | </tabber> | |
=See Also= | =See Also= | ||
{{Help}} | {{Help}} |
Revision as of 14:23, 8 October 2022
This article aims to provide you with advice on the best way to farm necessary resources. As a general rule, Expeditions are the best way to gain resources. Sorties do provide a decent return on primary resources () but it works out as trading away one or more primary resources for another.
Only repeatable quests are listed on this page. One-time quests are also a major source of secondary and special resources. Please refer to Quests for more details.
General Tips
Sortie Tips
- Having the lightest possible fleet is recommended to reduce costs and maximize gains.
- Drum Canisters and Landing Crafts will increase the resources gained from nodes.
- The 11th Division and M4A1 do not increase resource gain.
- Amount gained varies from map to map.
- You will need to complete a battle after the resource node in order to claim the resources.
- Exceptions are resource nodes that are dead-end nodes.
Expedition Tips
- Always try to sparkle for expeditions. This increases the great success chance which significantly boosts income. Your own tolerance for tedium will determine what is the minimum expedition length to sparkle for.
- Read the expedition requirements carefully. This can prevent wasted time.
- Always remember to resupply your expedition fleet.
- Raw resource returns is not as important as returns per hour.
- The exception is when you will be away from the game for long enough to complete lengthy high-return expeditions.
Quest Tips
- Quests are an excellent source of secondary resources (
).
- While it is ideal to use the lightest fleet possible to maximize primary resource gains, it is more important to have a fleet that can reliably clear the quest for secondary resources.
DLC carriers
ExpandShips that can equip Landing Craft / Amphibious Vehicles |
---|
Fuel
1-3
The objective is to reach node D then retreat after node E. DO NOT attempt to farm node G. The maelstrom at node H has a chance to deplete all of your fleet's fuel. This is a fairly simple and straightforward map to farm but requires multiple fleets if you want to farm it non-stop. Take note that only the AO fleet guarantees routing to D. Kamoi is preferred over Hayasui because of the latter's cost. The AV fleet has random routing (weighted towards D), unless you bring 4 DE. But 4DE will significantly reduce your resource gains because they cannot carry drums or landing craft. The submarine in both fleet options will be able to tank every enemy you'll encounter.
- See 1-3
- Resource Gain
- Recommended Fleet
- 1AV 4DD 1SS
- 1AO 4DD 1SS
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() |
Use whatever mix of barrels and landing craft that you have to maximize your gains. Prioritize landing craft where possible. |
AO/AV | ![]() ![]() ![]() |
This setup is for Hayasui. Although her slots are small, they are more than enough to take out the weak enemies on this map. |
![]() ![]() ![]() ![]() |
This setup is for Kamoi or an AV. If the AV can carry midget submarines, swap out one seaplane for it. | |
SS | ![]() ![]() |
Simply load the SS with torpedoes. Ideally, she should have the 61cm Triple (Oxygen) Torpedo Mount to maximize her armor. |
7-4
7-4 is a great "risck free" place to farm both fuel and bauxite.
- See the relevant page for more details.
4-3
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is obtained from node B. Take note that you do not have to retreat if heavily damaged at G. This is because node J is a dead-end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3. You should take the AV over Hayasui because of the latter's cost.
- Resource Gain
- Recommended Fleets
- 1AV/AO 1CL 2DD 2CLT
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. |
CL | ![]() ![]() ![]() |
This setup is for Abukuma Kai Ni or Yura Kai Ni. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. |
![]() ![]() ![]() |
In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | |
CLT | ![]() ![]() ![]() |
The midget submarine will allow them to take out some threats early and minimize the damage your fleet takes. OASW is highly recommended, especially since you will encounter submarines enroute. |
AO/AV | ![]() ![]() ![]() |
This setup is for Hayasui. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. Kamoi is not recommended for this map. |
![]() ![]() ![]() |
The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. |
Ammo
3-2
The main method to farm this map is to send one sacrificial DD equipped with a Repair Team and some drums. Simply continue after the battle at node A to reach node B. The repair team will not be consumed. After the sortie, simply move the equipment to a new DD and sortie again. Because you are using a fresh DD each time, this map can be run consecutively. Do note that this method will tank your sortie win ratio. You will need to watch that ratio to ensure you maintain the 75% win rate needed for event participation.
The second method is to send a fleet of 3-6SSV. This method brings a greater return but carries a higher risk and has steeper requirements. SSV can only carry Type 2 Ka-Mi Tanks. This equipment is difficult to obtain and carries a steep cost. Furthermore, there are only 4 non-event SSV. The enemy fleet also contains 1-2 ASW DD that can cost you buckets. All this translates into 18-36 more ammo per run.
- Resource Gain
- Recommended Fleets
- 1DD
- 3-6SSV
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
The Repair Team/Goddess is to allow your DD to bypass the auto-retreat mechanic for damaged flagships. The drums are to eke out the extra resources. |
SSV | ![]() ![]() |
Just stack Ka-Mi tanks to maximize resource gains. For 3-slot submarines like I-13 and I-14, just give them an additional tank. |
Steel
1-4
There really isn't a good place to farm steel but this is the only map where it is possible to do it at a low cost. This map has random branching which means you are not guaranteed to hit the steel node. The bright side is that you can gain or
instead. What you want to do is maximize the power of your opening strike to minimize the damage your DDs will take. Since a majority of the enemies encountered have weak ASW and are forced to target submarines, taking one along can allow you to sub-tank the map. You will want to retreat in the battle after the resource node.
- Resource Gain
- Recommended Fleets
- 2CVL 3DD 1SSV
- 1AV 1CVL 3DD 1SSV
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
Ideally you should be using landing craft capable destroyers to supplement the meager resource returns. |
![]() ![]() ![]() |
This setup is when you are not using DLC-capable destroyers. | |
CVL | ![]() ![]() ![]() ![]() |
This setup maximizes the CVL's airstrike capability and takes AS+ against the enemy CVLs. If using 2CVL, the other one can swap a fighter for a Type 2 Recon Aircraft to maximize airstrike damage. |
SSV | ![]() ![]() |
Just stack Ka-Mi tanks to maximize your resource gains if you can manage it. For 3-slot submarines like I-13 and I-14, just give them an additional tank. |
![]() ![]() |
If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the 61cm Triple (Oxygen) Torpedo Mount to maximize her armor. | |
AV | ![]() ![]() ![]() |
The AV is meant to be a CVL-lite with opening torpedo capability. It is not recommended to use AV that cannot perform an opening torpedo strike. |
Bauxite
2-2
This is by far the easiest map to farm bauxite. The fleet requirements are light and there is only one battle. As an added bonus, it can be run at low morale because you're depending on the airstrike to kill everything. It also has 2 transports to finish your dailies and weeklies.
- Resource Gain
- Recommended Fleets
- 3CVL 3DD
- Equipment Setups
7-4
7-4 is a great "risck free" place to farm both fuel and bauxite.
- See the relevant page for more details.
4-3
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is obtained from node B. Take note that you do not have to retreat if heavily damaged at G. This is because node J is a dead-end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat-focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3.
- Resource Gain
- Recommended Fleets
- 1AV/AO 1CL 2DD 2CLT
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
Because of the limited space for bonus equipment, you do not have the luxury of bringing drums. |
CL | ![]() ![]() ![]() |
This setup is for Abukuma Kai Ni or Yura Kai Ni. These two are the ideal girls for farming this map as the opening torpedoes are great at taking out threats. |
![]() ![]() ![]() |
In the event that you are unable to use Abukuma or Yura in this map, simply give your CL a standard artillery spotting setup. | |
CLT | ![]() ![]() ![]() |
The midget submarine will allow them to take out some threats early and minimize the damage your fleet takes. OASW is highly recommended, especially since you will encounter submarines enroute. |
AO/AV | ![]() ![]() ![]() |
This setup is for Hayasui. Her slots may be a bit small for the enemies present in this map but they're still enough to take out the weaker enemies. Kamoi is not recommended for this map. |
![]() ![]() ![]() |
The AV should have a midget sub to add to the strength of the opening torpedo. The extra seaplane bombers add the airstrike cherry on top. |
Instant Repairs
2-4
Farming 2-4 for is meant to be a last resort. Expeditions are the superior way to gain
.
Farming this map can prove a bit frustrating because of the random routing at node C. If you get off-routed to node G, it is best that you refresh the game and end the sortie. If you need the , then you can continue on and retreat after node I. The maelstrom at node C also increases your fuel costs for farming. The basic strategy is to have 3CV/Ls for routing and to do the heavy lifting with 2SS/V to act as tanks. The DD is just there for an additional radar to reduce fuel loss at the maelstrom.
- Recommended Fleets
- 3CV/L 1DD 2SS/V
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
It is recommended you have two 10cm Twin High-angle Mount + Anti-Aircraft Fire Director equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower enroute, the chip damage from airstrikes can add up. |
CV/L | ![]() ![]() ![]() ![]() |
Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium-ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks. |
SS/V | ![]() ![]() |
Simply load the SS with torpedoes. Ideally, she should have two 61cm Triple (Oxygen) Torpedo Mounts to maximize her armor. |
Instant Construction
2-1
The fleet used is similar to the leveling fleet with an AV taking the place of the BB/CA. The AV guarantees routing to node E and you can either retreat after node D or continue on to node H to finish daily/weekly quests.
- Recommended Fleets
- 2CV/L 1AV 1CL/T 2DD
- Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
Fairly standard setup for DDs. They won't be contributing much to the battle beyond providing AA support. They are primarily here to reduce costs. Else, putting more CL and CA in the fleet would still work. |
CL | ![]() ![]() ![]() |
Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar or anti-air gun. |
CLT | ![]() ![]() ![]() |
CLTs are useful at increasing the pass rate for this map. The addition of a midget sub for opening torpedo strikes can reduce the number of threats even further. |
CV/L | ![]() ![]() ![]() ![]() |
You may need to shuffle around some planes in order to hit the 162 fighter power required for AS+. One of your carriers should also have a Saiun if you can manage it. |
AV | ![]() ![]() ![]() |
You should be using an AV capable of opening torpedo strikes. One midget sub and two torpedoes will provide sufficient power for the opening torpedo strike to take out some of the tougher enemies on this map. |
Development Materials
2-4
Farming this map can prove a bit frustrating because of the random routing at node C. The setup is essentially the same as for bucket farming. You can use an AO to force routing to node G but it will cost you some buckets as AOs cannot take hits as well as DDs.
Recommended Fleets
- 3CV/L 1DD 2SS/V
- 3CV/L 1AO 2SS/V
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
It is recommended you have two 10cm Twin High-angle Mount + Anti-Aircraft Fire Director equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower en-route, the chip damage from airstrikes can add up. |
CV/L | ![]() ![]() ![]() ![]() |
Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium range CV(L) or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks. |
SS/V | ![]() ![]() |
Simply load the SS with torpedoes. Ideally, she should have two 61cm Triple (Oxygen) Torpedo Mounts to maximize her armor. |
AO | ![]() ![]() ![]() |
This setup is for Hayasui. She essentially fulfills the same role as the DD. She has very high fuel costs. |
![]() ![]() ![]() |
This setup is for Kamoi. The seaplane fighters can free up slots on your CV/Ls to take more bombers. This increases the power of your opening strike and helps ensure less damage is taken. |
6-3
While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, you need to score at least a B-rank at the boss in order to claim the resources. This can be a tall order when fighting BB, CA, and DD Hime with a light fleet. Also, the resources gained are random between ,
and
.
Recommended Fleets
- 1CL 4DD 1AV
Equipment Setups
Ship Type | Equipment | Notes |
---|---|---|
DD | ![]() ![]() ![]() |
Because this map has no air power, you are free to use guns with the best fit and firepower on your DDs. The wildcard can be anything that doesn't interfere with the double attack setup. It will usually be a radar to maximize fit bonuses. |
![]() ![]() ![]() |
At least one or two of your DDs should be on OASW duty. The flagship SS at node C can pose a threat to your fleet and cause you to retreat. | |
CL | ![]() ![]() ![]() |
It is highly recommended that you use either Abukuma Kai Ni or Yura Kai Ni for this map. Preferably the former. You'll want to equip either of them with one midget sub and two torpedoes to maximize their opening strike. Other CLs can work but you will increase your retreat rate and struggle even more to get a B-rank at the boss. |
AV | ![]() ![]() ![]() |
Loading the AV with Seaplane Recons will increase your chances of getting more DevMats from node G and H. Akitsushima with three Type 2 Flying Boat has the highest chances but also the most likely to be damaged. |
Improvement Materials
Expedition | Yield | Timer | Fleet Requirement | Notes |
---|---|---|---|---|
B4 | 1 | 7:30 | 2CA 1CL 2DD 1SS | This is a monthly combat expedition. The fleet needs to have 500 ![]() ![]() |
43 | 1 | 12:00 | 1CVE 0-1CL 2-3DD/DE 2XX | This is a monthly combat expedition. The fleet needs to have 500 ![]() ![]() |
See Also
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