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Difference between revisions of "Summer 2023 Event/E-7/Sandbox"
Line 47: | Line 47: | ||
|id = 57-7b | |id = 57-7b | ||
|order = 1,A,A1,A2,A3,B,B2,C,C2,D,F | |order = 1,A,A1,A2,A3,B,B2,C,C2,D,F | ||
− | |1 -> A/battle = * | + | |1 -> A/battle = * Single / Striking Force Fleet |
− | |1 -> C/empty = * | + | |1 -> C/empty = * Combined Fleet |
|A/battle -> A1/pink = * Does not meet the requirements to go to A2 | |A/battle -> A1/pink = * Does not meet the requirements to go to A2 | ||
|A/battle -> A2/empty = * Meet '''ALL''' of the following requirements: | |A/battle -> A2/empty = * Meet '''ALL''' of the following requirements: | ||
Line 55: | Line 55: | ||
** Amount of DD ≥ 2 | ** Amount of DD ≥ 2 | ||
*** If Slow fleet, then amount of DD + DE ≥ 4 | *** If Slow fleet, then amount of DD + DE ≥ 4 | ||
− | |A1/pink -> A2/empty = * Amount of CL + DD ≥ 5? | + | |A1/pink -> A2/empty = * Meet '''ALL''' of the following requirements: |
+ | ** Amount of CV(B) = 0 | ||
+ | ** Amount of CL + DD ≥ 5? | ||
|A1/pink -> B/battle = * Does not meet the requirements to go to A2 | |A1/pink -> B/battle = * Does not meet the requirements to go to A2 | ||
|A2/empty -> A3/pink, B/battle = Active Branching | |A2/empty -> A3/pink, B/battle = Active Branching | ||
Line 75: | Line 77: | ||
|D/pink -> F/battle = * TCF | |D/pink -> F/battle = * TCF | ||
* Otherwise, meet '''ALL''' of the following requirements: | * Otherwise, meet '''ALL''' of the following requirements: | ||
− | ** Amount of DD | + | ** Amount of CL + DD ≥ 5 |
** If Slow fleet, then amount of (F)BB(V) + CV(B/L) ≤ 5 | ** If Slow fleet, then amount of (F)BB(V) + CV(B/L) ≤ 5 | ||
|F/battle -> G/resource = * Route to H locked | |F/battle -> G/resource = * Route to H locked | ||
− | * After route to H unlock: | + | * After route to H unlock: Slow fleet |
− | |F/battle -> H/battle = * | + | |F/battle -> H/battle = * Fast fleet |
}} | }} | ||
Line 92: | Line 94: | ||
|L/pink -> T/battle = * Route to U is locked | |L/pink -> T/battle = * Route to U is locked | ||
* Does not meet the requirements to go to U | * Does not meet the requirements to go to U | ||
− | |L/pink -> U/battle = * Route to V is locked, then | + | |L/pink -> U/battle = * Route to V is locked, then meet '''ALL''' of the following requirements: |
+ | ** Amount of CL + DD ≥ 5? | ||
+ | ** Amount of SS(V) = 0 | ||
+ | ** If Slow fleet, then amount of CL ≥ 2 | ||
+ | ** If Slow fleet, then amount of DD + DE ≥ 4 | ||
* Route to V is unlocked, then meet '''ALL''' of the following requirements: | * Route to V is unlocked, then meet '''ALL''' of the following requirements: | ||
− | ** Amount of DD + DE ≥ 4 | + | ** Amount of CL + DD ≥ 5? |
+ | ** Amount of SS(V) = 0 | ||
+ | ** If Slow fleet, then amount of DD + DE ≥ 4 | ||
** Does not meet the requirements to go to V | ** Does not meet the requirements to go to V | ||
|L/pink -> V/battle = * Fast+ fleet containing a Yamato-class ship | |L/pink -> V/battle = * Fast+ fleet containing a Yamato-class ship | ||
Line 100: | Line 108: | ||
** Fast fleet | ** Fast fleet | ||
** Amount of Yamato-class ships ≤ 1 | ** Amount of Yamato-class ships ≤ 1 | ||
− | ** | + | ** Amount of (F)BB(V) + CV(B) ≤ 4 |
− | + | ** Amount of CL + DD ≥ 5? | |
** CTF: Amount of CV(B) ≤ 2/3? | ** CTF: Amount of CV(B) ≤ 2/3? | ||
|L/pink -> X/battle = * Meet '''ALL''' of the following requirements: | |L/pink -> X/battle = * Meet '''ALL''' of the following requirements: | ||
Line 112: | Line 120: | ||
|O/battle -> R/battle = * TCF | |O/battle -> R/battle = * TCF | ||
|Q/battle -> N/pink = * Does not meet the requirements to go to O | |Q/battle -> N/pink = * Does not meet the requirements to go to O | ||
− | |Q/battle -> O/battle = * Amount of BBV + CA(V) ≤ 3 | + | |Q/battle -> O/battle = * If Slow fleet, then Amount of BBV + CA(V) ≤ 3 |
|U/battle -> V/battle = ??? | |U/battle -> V/battle = ??? | ||
|U/battle -> X/battle = ??? | |U/battle -> X/battle = ??? |
Revision as of 21:49, 3 September 2023
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-7 Branching Rules (Start Points) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
Start | 1 |
|
2 |
tag 9/tag 6 | |
3 |
tag 10 |
E-7 Branching Rules (Part 1) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
1 |
A |
|
C |
| |
A |
A1 |
|
A2 |
| |
A1 |
A2 |
|
B |
| |
A2 |
A3 |
Active Branching |
B | ||
A3 |
A4 |
|
A5 |
| |
B |
B1 |
|
B2 |
| |
B2 |
B3 |
Active Branching |
B4 | ||
C |
A3 |
Active Branching |
C1 | ||
C2 |
C3 |
|
D |
| |
L |
| |
D |
E |
|
F |
| |
F |
G |
|
H |
|
E-7 Branching Rules (Part 2) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
J |
K |
Active Branching |
L | ||
K |
M |
|
N |
| |
L |
N |
??? |
T |
| |
U |
| |
V |
| |
X |
| |
N |
O |
??? |
T |
??? | |
O |
P |
|
R |
| |
Q |
N |
|
O |
| |
U |
V |
??? |
X |
??? | |
X |
W |
|
Y |
| |
Z |
|
Jiga's Guide
Map overview
E7 is a Combined fleet three-phase map consisting of two transport and three boss phases.
- 3 LBAS are available on this map.
- This map uses 5 locks:
- An Emergency Anchorage Repair node is present on Y
- An "Airstrike Supported Battle" node is present on M
- Barrage Balloons can be deployed on nodes A5 H P U Z
Phase 0.5 - Unlock the Boss Node
A4 | A5 | B3 | B4 | C3 | |
---|---|---|---|---|---|
Hard | S? | S? | S? | S? | reach |
Medium | ? | ? | ? | ? | ? |
Easy | ? | ? | ? | ? | ? |
Casual | ? | ? | ? | ? | ? |
- Single Fleet/Striking Force Fleet: 0-1(F)BB(V), 0-1CV(B/L) 1CL, 3-5DD
- Route: 1 A A2 A3 A4
- LBAS range: 3
- Bringing ASW power is required
- Single Fleet/Striking Force Fleet: 0-1(F)BB(V), 0-1CV(B/L) 1CL, 3-5DD
- Route: 1 C A3 A5
- LBAS range: 6
- The enemy is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
- Single Fleet/Striking Force Fleet: 0-1(F)BB(V), 0-1CV(B/L) 1CL, 3-5DD
- Route: 1 A A2 B B2 B3
- LBAS range: 6
- Route: 1 A A2 B B2 red
- LBAS range: 7
- Bringing ASW power is required
Phase 1 - TP
Phase 1 is a "Transport Operation":
- LBAS range: 5
- The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
Phase 2 - Boss
The same boss node as of #Phase 1 - TP is faced here, sharing most characteristics.
- This means that the precious phase's fleet can be reused.
- LBAS range: 5
- The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
Phase 3 - Boss
- LBAS range: 5
- The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
Phase 4 - TP
Phase 4 is a "Transport Operation":
The same boss node as of #Phase 3 - Boss is faced here, sharing most characteristics, however, the precious phase's fleet cannot be reused.
- LBAS range: 5
- The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
Phase 4.5 - Unlock the Boss Node
Once the ?? Boss unlocked, the following steps have to be performed to unlock the shortcuts:
W | U | X | |
---|---|---|---|
Hard | reach x2 | A+ x2 | S |
Medium | ? | ? | ? |
Easy | ? | ? | ? |
Casual | ? | ? | ? |
- Refer to #Phase 5 - Boss Chipping's fleet for composition and routing.
- Can be done at once with node W
- LBAS range: 6/5
- On U, the enemy is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
Phase 5 - Boss Chipping
See #Phase 6 - Boss LD for the improved comps to use in Last Dance.
- LBAS range: 6
- The use of a Special Attack is highly advised.
- Y is an Emergency Anchorage Repair node
Phase 5.5 - Unlock the Shortcuts + Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss and additionally unlock the shortcuts to better reach it:
A5 | B4 | H | L | N | P | U /or/ X | LBAS | |
---|---|---|---|---|---|---|---|---|
Hard | S? x2 | S? x2 | A+ x2? | AS | AS | A+ x2? if STF A+ x1 if TCF |
A+ x2 /or/ S x2 | AS x3? |
Medium | ? | ? | ? | ? | ? | ? | ? | ? |
Easy | ? | ? | ? | ? | ? | ? | ? | ? |
Casual | ? | ? | ? | ? | ? | ? | ? | ? |
- Refer to #Phase 0.5 - Unlock the Boss Node'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.
- Refer to #Phase 5 - Boss Chippin's fleet for composition and routing.
AS | |
---|---|
Hard | 468 |
Medium | 273 |
Easy | 204 |
Casual | 153 |
- Refer to #Phase 3 - Boss's fleet for composition and routing.
AS | |
---|---|
Hard | 468 |
Medium | 273 |
Easy | 204 |
Casual | 153 |
- Refer to #Phase 5 - Boss Chipping's fleet for composition and routing.
AS | |
---|---|
Hard | 336 |
Medium | 219 |
Easy | 150 |
Casual | 99 |
Once Debuff is complete the CG will change to the following:
European Little Sister Princess |
---|
Fortified Pillbox Princess |
---|
Phase 6 - Boss LD
#Phase 5 - Boss Chipping's fleets are still viable here.
- STF: 3(F)BB(V), 1CV(B), 1AR/AV, 1CL + 1CA(V), 1CL, 4DD (FAST)
- Route: 2 I J L V X Y Z
- AV/AR must be Kai
- Can utilize the Emergency Anchorage Repair.
- LBAS range: 6
- Y is an Emergency Anchorage Repair node
- The comp has some hard skin Installations (Pillboxes) and requires specialized gears to be defeated.
- 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] |
YY's Guide
Historical Bonuses
DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.
Ship Bonuses
??
Equipment Bonuses
??
Debuff
??