Changes

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==Maps==
 
==Maps==
The maps the fleet evolves on are almost all based on real locations. Those locations varying from regular seashores to actual WW2 battle locations.
+
The maps the fleet evolves on are almost all based on real locations or variations of said locations. Those locations varying from regular seashores to actual WW2 battle locations.
 
*The nodes' and edges' positions also vary, either following the geography of the map, or replicating historical routes.
 
*The nodes' and edges' positions also vary, either following the geography of the map, or replicating historical routes.
 
*Some specific drops and enemy locations may be some references to what happened to this exact spot on the map.
 
*Some specific drops and enemy locations may be some references to what happened to this exact spot on the map.
*[[Phase 1]] map used to be less bound to reality, having more variety and landscape features.
+
*[[Phase 1]] maps used to be "less bound to reality" / "more fantastic", having more variety and landscape features.
    
When an [[LBAS]] is available, a small cross with written "AB" will be displayed on the map's land, being the center point of the nodes' combat radius.
 
When an [[LBAS]] is available, a small cross with written "AB" will be displayed on the map's land, being the center point of the nodes' combat radius.
 +
*In rare cases, when the LBAS is far away, the cross is not displayed (being outside the map).
   −
When reaching a combat node, it will be asked to choose a '''"[[Fomation]]'''", affecting the following [[Combat]].
+
When reaching a combat node, it will be asked to choose a '''"[[Formation]]'''", affecting the following [[Combat]].
 
*The fleet must meet certain criteria to select a formation, and the node must not be an "Ambush Node".
 
*The fleet must meet certain criteria to select a formation, and the node must not be an "Ambush Node".
    
When selecting the formation, it is possible to:
 
When selecting the formation, it is possible to:
 
*Hide the UI in order to view the map, by clicking anywhere else on the screen.
 
*Hide the UI in order to view the map, by clicking anywhere else on the screen.
** When the map is visible, it is then possible to click on the current node to get a preview of the enemy fleet. this is limited to the surface battle nodes, and will show the first 3 ships of the fleet (of both fleets for enemy combined fleets).
+
** When the map is visible, it is then possible to click on the current node to get a preview of the enemy fleet. This is limited to the surface battle nodes, and will show the first 3 ships of the fleet (of both fleets for enemy combined fleets).
 
*If a {{Smoke}} [[Smoke Generator]] is equipped, a button will show up next to the formations, clicking on it will allow the triggering of smoke screens.
 
*If a {{Smoke}} [[Smoke Generator]] is equipped, a button will show up next to the formations, clicking on it will allow the triggering of smoke screens.
 
**This can only be triggered once per sortie, even so the button is always clickable.
 
**This can only be triggered once per sortie, even so the button is always clickable.
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**Paths that require a given LoS requirement to be met will show an animation of a Recon plane going back and forth toward the destination node.  
 
**Paths that require a given LoS requirement to be met will show an animation of a Recon plane going back and forth toward the destination node.  
   −
*Equipment types and quantity used in the fleet, like [[Surface Radar]]s or [[Drum]]s.
+
*Equipment types and quantity used in the fleet, like [[Surface Radar]]s, [[Drum Canister]]s, and [[Landing Equipment]].
 +
**The {{IconText|{{Aviation Personnel}}|AGDP}} {{EquipmentLink|Arctic Gear & Deck Personnel}} (AGDP) needs to be equipped on CV(B/L), {{Class|Ise|Kai Ni}}, and [[Akitsu Maru Kai]], to sortie them on "arctic" maps (event only so far).
    
*The curent '''[[Tag|Fleet tag]]''' on certain events maps.
 
*The curent '''[[Tag|Fleet tag]]''' on certain events maps.
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On certain events, an edge may be taken in either sense depending on the current routing. Some edges are marked with an arrow to make the routing clearer.
 
On certain events, an edge may be taken in either sense depending on the current routing. Some edges are marked with an arrow to make the routing clearer.
 +
 +
The [[#Map Unlocking / Phase Progression|map's state]] can also affect the routing by updating some branching rules.
    
==Land Base Air Raids==
 
==Land Base Air Raids==
 
In maps where a [[LBAS|Land Base]] is present, an additional mechanic may be imposed where an enemy abyssal fleet will attack the allied Land Base. A text alert saying '''"Enemy formation approaching! Enemy aircraft are approaching our base." (敵編隊接近中!我が航空基地に敵機接近中。)''' will appear in the map screen and the Raid will follow shortly. Raids may trigger whenever traveling to another node.  
 
In maps where a [[LBAS|Land Base]] is present, an additional mechanic may be imposed where an enemy abyssal fleet will attack the allied Land Base. A text alert saying '''"Enemy formation approaching! Enemy aircraft are approaching our base." (敵編隊接近中!我が航空基地に敵機接近中。)''' will appear in the map screen and the Raid will follow shortly. Raids may trigger whenever traveling to another node.  
   −
With the [[Winter 2022 Event]] also appeared a mechanic known as '''"[[Land-Based Air Squadron#Superfortress Air-Raid Sequence|Superfortress Air-Raid Sequence]]"''', which works very similarly to Land Base Air Raids, with the difference that it also includes {{color|red|the only QTE within the entire game}}, where clicking on a button at a right time will directly affect the LBAS interception effectiveness.
+
With the [[Winter 2022 Event]] also appeared a mechanic known as '''"[[Superfortress Air-Raid Sequence]]"''', which works very similarly to Land Base Air Raids, with the difference that it also includes {{color|red|the only QTE within the entire game}}, where clicking on a button at a right time will directly affect the LBAS interception effectiveness.
    
Please refer to the [[Land-Based Air Squadron]] page for additional details.
 
Please refer to the [[Land-Based Air Squadron]] page for additional details.
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[[File:Highlight gimmicks.png|thumb|Nodes E & C2 are here highlighted]]
 
[[File:Highlight gimmicks.png|thumb|Nodes E & C2 are here highlighted]]
 
In some maps (mostly in Events), '''Completion Gimmicks''' might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things:
 
In some maps (mostly in Events), '''Completion Gimmicks''' might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things:
* Boss [[debuff]], where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
+
* Boss [[debuff]], where once the "[[#Last Dance|Last Dance]]" of the final boss of a given map is reached, its debuffed form can be unlocked.
 
* Map phases, where some map areas need to be unlocked, like on [[7-2]], [[7-3]], and [[7-5]].
 
* Map phases, where some map areas need to be unlocked, like on [[7-2]], [[7-3]], and [[7-5]].
 
** Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
 
** Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
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File:Fall2020E-3MapP3.png|Final state of the [[Fall_2020_Event/Main_Operations#Phase_3|Fall 2020 E-3]] map
 
File:Fall2020E-3MapP3.png|Final state of the [[Fall_2020_Event/Main_Operations#Phase_3|Fall 2020 E-3]] map
 
</gallery>
 
</gallery>
 +
 +
===Last Dance===
 +
"'''Last Dance'''" (LD) is the last state of a given map phase.
 +
*It is typically reached when the HP gauge of the given phase is depleted to the point of 1 boss kill being left to clear the phase.
 +
**[[Transport Operation]]s are therefore not applicable to this state.
 +
*Most normal maps do not have such a state, it only being a thing for most "extra operations" and almost all [[event]] maps having an HP bar.
 +
 +
Once LD is reached, the enemy formations will change, becoming harder, and ranging from:
 +
*Only the boss changing form,
 +
**If available, the boss CG will change from its normal one to its "LD" one.
 +
*Ships in the boss node changing form/configuration,
 +
*Ships on the rest of the map changing form/configuration.
 +
*As formations are changing, this can also affect the [[drop]] tables, rendering some ships only or not droppable in LD.
 +
 +
When applicable, boss [[debuff]] will become possible.
 +
*Other gimmicks may also become available, such as shortcuts unlocking.
 +
 +
In some cases, once clear, the map will either:
 +
*Come back to its "pre-LD" state,
 +
*Evolve to the next map phase if available,
 +
*Evolve to a "post-LD" state, usually similar yet different than the "pre-LD" state.
 +
**If applicable, boss [[debuff]] will be applied, even if not unlocked before.
    
=Nodes=
 
=Nodes=
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|style="text-align:center"|0%
 
|style="text-align:center"|0%
 
|-
 
|-
|style="text-align:right"|''Only PT Imp Pack present''
+
|style="text-align:right"|''Only [[PT boat]] present''
 
|style="text-align:center"|4%
 
|style="text-align:center"|4%
 
|style="text-align:center"|8%
 
|style="text-align:center"|8%
 
|-
 
|-
![[File:NightNode.png]]<br>Night Battle
+
!rowspan=2|[[File:NightNode.png]]<br>Night Battle
 
|Night Battle nodes consist of only the Night Battle phase. The battle will automatically finish after the Night Shelling phase is ended.
 
|Night Battle nodes consist of only the Night Battle phase. The battle will automatically finish after the Night Shelling phase is ended.
 
*'''''Node'' Support Expedition''' may appear in these nodes even though they begin the battle at night.  
 
*'''''Node'' Support Expedition''' may appear in these nodes even though they begin the battle at night.  
 
|style="text-align:center"|10%
 
|style="text-align:center"|10%
 
|style="text-align:center"|10%
 
|style="text-align:center"|10%
|style="text-align:center"|Yes
+
|rowspan=2; style="text-align:center"|Yes
 +
|-
 +
|style="text-align:right"|''Only [[PT boat]] present''
 +
|style="text-align:center"|4%
 +
|style="text-align:center"|8%
 
|-
 
|-
 
![[File:NightToDayNode.png]]<br>Night to Day Battle
 
![[File:NightToDayNode.png]]<br>Night to Day Battle
 
|Night to Day Battle nodes invert the usual Battle node format, beginning the battle on Night Battle and then automatically transitioning to Day Battle afterward.  
 
|Night to Day Battle nodes invert the usual Battle node format, beginning the battle on Night Battle and then automatically transitioning to Day Battle afterward.  
 
*The applicable '''Support Expedition''' will trigger when the battle starts (during the night), but Day-only phases such as [[LBAS]] and [[Aerial Combat]] will be performed as soon as the Day Battle begins.
 
*The applicable '''Support Expedition''' will trigger when the battle starts (during the night), but Day-only phases such as [[LBAS]] and [[Aerial Combat]] will be performed as soon as the Day Battle begins.
* As of 03/2023, Night to Day Battles are exclusive to events, with its last appearance on [[Fall 2017 Event]].
+
* As of 04/2023, Night to Day Battles are exclusive to events, with its last appearance on [[Fall 2017 Event]].
 
|style="text-align:center"|20%
 
|style="text-align:center"|20%
 
|style="text-align:center"|30%<ref name="UP"/>
 
|style="text-align:center"|30%<ref name="UP"/>
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|Airstrike Supported Combat nodes are combat nodes where the enemy fleet will consist of:
 
|Airstrike Supported Combat nodes are combat nodes where the enemy fleet will consist of:
 
*"Surface enemies" (4-5 SS so far), that are fought like in "Normal Battle" nodes,
 
*"Surface enemies" (4-5 SS so far), that are fought like in "Normal Battle" nodes,
*Followed by "air support enemies" (1-2 CVL so far), bringing air support like in "Normal Combat" nodes, and that cannot be attacked, being visually behind the rest of the enemy fleet and with no visible HP.
+
*Followed by "air support enemies" (1-2 CV(L)/BBV so far), bringing a support similar to "Normal Combat" nodes, and that cannot be attacked, being visually behind the rest of the enemy fleet and with no visible HP.
* As of 03/2023, Airstrike Supported Combat Nodes are exclusive to events, with its last appearance on [[Early Spring 2023 Event]].
+
*As of 08/2024, ASS Nodes are exclusive to events, with its last appearance on [[Summer 2024 Event]].
 
|style="text-align:center"|12%
 
|style="text-align:center"|12%
 
|style="text-align:center"|6%
 
|style="text-align:center"|6%
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|style="text-align:center"|Yes
 
|style="text-align:center"|Yes
 
|}
 
|}
 +
 +
In addition, some variations of the above-mentioned nodes may be encountered as:
 +
*'''"Installation Node"''', for most nodes having one or more [[Installation]] in it, and were {{Balloon}} '''[[Barrage Balloon]]s''' can be deployed.
 +
*'''"Atoll Node"''', for some nodes being located on atolls, and were {{Amphibious Tank}} {{Equipment/Link|Special Type 4 Amphibious Tank|Special Type 4 Amphibious Tank Kai|text=Ka-Tsu tanks|link=Ka-Tsu}} spacial attack can be triggered.
    
===Short Battle Nodes===
 
===Short Battle Nodes===
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|style="text-align:center"|6%
 
|style="text-align:center"|6%
 
|style="text-align:center"|4%
 
|style="text-align:center"|4%
|rowspan=2 style="text-align:center"|No
+
|style="text-align:center"|No
 
|-
 
|-
 
|style="text-align:center"|'''World 6:'''<br>4%  
 
|style="text-align:center"|'''World 6:'''<br>4%  
 
|style="text-align:center"|'''World 6:'''<br>8%
 
|style="text-align:center"|'''World 6:'''<br>8%
 +
|style="text-align:center"|'''World 6:'''<br>Yes
 
|-
 
|-
 
![[File:AirBattleNode.png]]<br>Aerial Combat
 
![[File:AirBattleNode.png]]<br>Aerial Combat
 
|Similar to Air Raid nodes, however [[LBAS]] is performed once, followed by full [[Aerial Combat]] phases performed twice back-to-back. It is also possible to do night battle afterward, unlike regular Air nodes.
 
|Similar to Air Raid nodes, however [[LBAS]] is performed once, followed by full [[Aerial Combat]] phases performed twice back-to-back. It is also possible to do night battle afterward, unlike regular Air nodes.
 +
*''Node'' '''Airstrike Support Expedition''' only may appear in these nodes.
 
*If the fleet has no ships that can attack during Aerial Combat, it will get a ''D rank'' (see [[Combat#Victory_Conditions|1st D rank condition]]), unless entering night combat.
 
*If the fleet has no ships that can attack during Aerial Combat, it will get a ''D rank'' (see [[Combat#Victory_Conditions|1st D rank condition]]), unless entering night combat.
 
|style="text-align:center"|20%
 
|style="text-align:center"|20%
 
|style="text-align:center"|20%
 
|style="text-align:center"|20%
|style="text-align:center"|?
+
|style="text-align:center"|No
 
|-
 
|-
 
![[File:AmbushNode.png]]<br>Enemy Ambush
 
![[File:AmbushNode.png]]<br>Enemy Ambush
|Ambush nodes are purely defensive nodes where the fleet is attacked by an enemy fleet without being able to fight back. Specifically for Ambush nodes, '''there is no formation selection prompt prior to the battle''', and formation is set by default to Line Ahead or Cruising Formation 4 (for Combined Fleet).
+
|Ambush nodes are purely defensive nodes where the fleet is attacked by an enemy fleet without being able to fight back. Specifically for Ambush nodes, '''there is no formation selection prompt prior to the battle''', and formation is set by default to Line Ahead or Cruising Formation 4.
* Those node are usually "off routes" locations, being avoidable with adequate routing.
+
* Those nodes are usually "off routes" locations, being avoidable with adequate routing, often involving [[Surface Radar]]s.
* As of 03/2023, Ambush Nodes are exclusive to events, with its last appearance on [[Early Spring 2023 Event]] E-6.
+
* As of 04/2023, Ambush Nodes are exclusive to events, with its last appearance on [[Early Spring 2023 Event]] E-6.
 
|style="text-align:center"|4%
 
|style="text-align:center"|4%
 
|style="text-align:center"|—
 
|style="text-align:center"|—
|style="text-align:center"|?
+
|style="text-align:center"|N/A
 
|}
 
|}
   Line 204: Line 240:  
|-
 
|-
 
![[File:EmptyNode.png]]<br>Empty Node
 
![[File:EmptyNode.png]]<br>Empty Node
|An Empty Node is a tool mainly used to increase routing complexity, creating branching paths, dead-ends, as well as to display a small piece of flavour text.
+
|An Empty Node is a tool mainly used to increase routing complexity, creating branching paths, dead-ends, as well as to display a small piece of flavor text.
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
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|-
 
|-
 
![[File:EmptyNode.png]]<br>Emergency Repairs Node
 
![[File:EmptyNode.png]]<br>Emergency Repairs Node
|Generally only accessible with either '''[[Akashi Kai]]''', '''[[Akitsushima Kai]]''', or any '''Kai [[AO]]''' present in the fleet. By equipping {{EquipmentLink|Ship Repair Facility}}, it is possible to use [[Emergency Repair Materials]] to repair ships mid-sortie. Otherwise, it behave like an Empty Node.
+
|Generally only accessible with either '''[[Akashi Kai]]''', '''[[Akitsushima Kai]]''', or any '''Kai [[AO]]''' present in the fleet. By equipping {{Facility}} {{EquipmentLink|Ship Repair Facility}}, it is possible to use [[Emergency Repair Materials]] to repair ships mid-sortie. Otherwise, it behaves like an Empty Node.
 
+
*''See [[Emergency Anchorage Repair]]s for more details.
Please refer to [[Repairs#Emergency Anchorage Repairs|Emergency Anchorage Repairs]] for more details.
   
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|-
 
|-
 
![[File:MaelstromNode.png]]<br>Maelstrom
 
![[File:MaelstromNode.png]]<br>Maelstrom
|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strength of Maelstroms can be mitigated by the number of ships independently carrying a RADAR. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
+
|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strength of Maelstroms can be mitigated by the number of ships independently carrying a [[Radar]]. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
 
+
*Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource.  
Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource. See [[Maelstrom]] page for details.
+
*''See [[Maelstrom]] for more details.
   −
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
  −
!colspan=5|Resource Drain Values
  −
|-
  −
!rowspan=2| Radar-Equipped Girls
  −
!rowspan=2| Regular Maelstrom
  −
!colspan=2| Strong Maelstrom
  −
|-
  −
!Normal Loss!!Major Loss
  −
|-
  −
| 0|| 30%|| 40%|| 100%
  −
|-
  −
| 1|| 22.5%|| 30%|| 100%
  −
|-
  −
| 2|| 18%|| 24%|| 90%
  −
|-
  −
| 3|| 15%|| 20%|| 75%
  −
|-
  −
| 4|| 13.5%|| 18%|| 67.5%
  −
|-
  −
| 5|| 12.6%|| 16.8%|| 63%
  −
|-
  −
| 6|| 12%|| 16%|| 60%
  −
|}
   
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|-
 
|-
 
![[File:ResourceNode.png]]<br>Resource Node
 
![[File:ResourceNode.png]]<br>Resource Node
|Upon entering, adds a specific amount of a specific Resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), consumables ({{IR}}{{IC}}{{DM}}), or Coin Boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
+
|Upon entering, adds a specific amount of a specific resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), consumables ({{IR}}{{IC}}{{DM}}), or coin boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''.
 
+
*Resource Nodes do not refill the fleet's current resource levels.
Note that the node must be a dead-end node, or a subsequent battle node must be completed, before the resources are added to the overall stockpile. Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
+
*Using some {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Amphibious Vehicle]]s, and {{Drum}} [[Drum Canister]]s, increases the resource gain.
 
+
*''See [[Resource Node]] for more details.
Using {{Drum}} [[Drum]]s, {{LandingCraft}} [[Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain up to a possible node-specific cap:
  −
 
  −
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
  −
! colspan=5|Resource Gain Bonuses
  −
|-
  −
! rowspan=2|Type
  −
! rowspan=2|Name
  −
! colspan=3|Base Bonus
  −
|-
  −
!{{Fuel}}{{Ammo}}{{Steel}}
  −
!{{Bauxite}}
  −
!{{IR}}{{IC}}{{DM}}<br>{{FBsmall}}{{FBmedium}}{{FBlarge}}
  −
|-
  −
!{{LandingCraft}}
  −
!{{EquipmentLink|Daihatsu Landing Craft}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft}}<br>{{EquipmentLink|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)|text=DLC + T89 Tank}}<br>{{EquipmentLink|Armed Daihatsu}}<br>{{EquipmentLink|Soukoutei (Armored Boat Class)|text=Soukoutei}}<br>{{EquipmentLink|Daihatsu Landing Craft (Panzer II/North African Specification)|text=DLC + Panzer II}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Type 1 Gun Tank|text=Toku DLC + Ho-Ni Tank}}
  −
|rowspan=2| +3
  −
|rowspan=2| +2
  −
|rowspan=2| +??
  −
|-
  −
! {{Amphibious Tank}}
  −
! {{EquipmentLink|Special Type 2 Amphibious Tank|text=Ka-Mi Tank}}
  −
|-
  −
! {{Drum}}
  −
! {{EquipmentLink|Drum Canister (Transport Use)|text=Drums}}
  −
| +2
  −
| +1.5
  −
| +??
  −
|-
  −
!{{LandingCraft}}
  −
!{{EquipmentLink|Toku Daihatsu Landing Craft + 11th Tank Regiment|text=Toku DLC + 11th Reg}}<br>{{EquipmentLink|M4A1 DD}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Panzer III (North African Specification)|text=Toku DLC + Panzer III}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Chi-Ha|text=Toku DLC + Chi-Ha}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Chi-Ha Kai|text=Toku DLC + Chi-Ha Kai}}
  −
| 0
  −
| 0
  −
| 0
  −
|}
  −
*Those values will vary from map to map, being +10 {{Fuel}} for DLC on 5-5 for instance.
   
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|-
 
|-
![[File:FinishLineNode.png]]<br>Finish Line<br>Harbour Node
+
![[File:FinishLineNode.png]]<br>Finish Line<br>Harbor Node
|Is often considered an Ending node like Boss nodes.
+
|Is often considered an Ending node like Boss nodes, with Resource Node behaviors, or as Transport Loadout nodes.
*It can reward none, one, or two resources at once, but no consumable so far.
+
*[[1-6]]'s Finish Line has unique behaviors with a pool of possible resources as rewards rather than a single one, and which cannot be increased using any equipment.
**Like Resources nodes, using {{Drum}} [[Drum]]s, {{LandingCraft}} [[Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain, but equipment effectiveness may vary.
+
*''See [[Finish Line]] for more details.
*In [[1-6]], the Finish Line has a pool of possible resources as rewards rather than a single one.
  −
**Unlike other Nodes, the resources here cannot be increased using any equipment.
   
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|-
 
|-
 
![[File:TransportLoadoutNode.png]]<br>Transport Loadout
 
![[File:TransportLoadoutNode.png]]<br>Transport Loadout
|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{Drum}}, {{LandingCraft}}, {{Landing Craft}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
+
|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{LandingCraft}}, {{Amphibious Tank}}, {{Drum}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
*See [[Transport Operation]] page for breakdown of values.
+
*''See [[Transport Operation]] for more details.
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
 
|style="text-align:center"|—
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|Exclusive to [[6-3]]. Can reward some Ammo {{Ammo}}, Bauxite {{Bauxite}}, or Devmats {{DM}}, using some aircraft. The type of aircraft as well as the ship carrying it influences the result. Unlike Resource Nodes, the resources obtainable originate from a drop pool.
 
|Exclusive to [[6-3]]. Can reward some Ammo {{Ammo}}, Bauxite {{Bauxite}}, or Devmats {{DM}}, using some aircraft. The type of aircraft as well as the ship carrying it influences the result. Unlike Resource Nodes, the resources obtainable originate from a drop pool.
 
*If the Boss Battle is a Defeat, the resources are forfeited. Otherwise, a small message saying that the resources were secured will be shown on the lower right side of the victory screen.
 
*If the Boss Battle is a Defeat, the resources are forfeited. Otherwise, a small message saying that the resources were secured will be shown on the lower right side of the victory screen.
*See [[Air Reconnaissance|here]] for more detail.
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*''See [[Air Reconnaissance]] for more details.
 
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