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| === Tips === | | === Tips === |
| ;'''Orel cruising''' | | ;'''Orel cruising''' |
− | Due to its resource nodes, relatively low enemy ASW, and presence of transports and carriers, sending submarines to 2-3 (commonly referred to as "Orel cruising") has been a famous tactic used by players to gain fuel and clear quests such as Bw2, Bw3 and Bw4 cheaply.
| + | Orel cruising has been rendered obsolete by changes to 2-3 after the HTML5 update. |
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− | For resource gain:
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− | * In 2-3, you have a one-in-eight chance of fighting three battles (CHIK), with the other seven-eights being two-battle routes. Assuming no retreats, the average consumption for a single submarine in 2-3 is therefore just over 2 fuel per sortie, and 4 ammo
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− | **Fuel nodes A, E and I can give 15-45 fuel, while ammunition nodes D and J can give 20-45 ammo.
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− | ***Route A-B-E hits two fuel nodes, getting an average 60 fuel.
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− | ***Route C-D-E hits one fuel node and one ammo node, getting an average 30 fuel and 32.5 ammo.
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− | ***Route C-H-I hits one fuel node, netting an average of 30 fuel, and has the option of getting routed to node J, giving an average of 32.5 ammo.
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− | ****Combined, the gross fuel income of an orel cruise is approximately 45 fuel per run.
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− | ***You have a 37.5% chance of hitting an ammunition node. Both ammunition nodes average just over 30 ammo.
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− | ****The gross ammo income of an orel cruise is hence 30 multiplied by 37.5%, or approximately 12 ammo, rounding up as the actual ammo average is higher than 30.
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− | *The principle behind Orel cruising resource gathering is to achieve negative sortie costs (i.e. net resource gain).
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− | ** Pure submarines have a consumption total of 10 fuel and 20 ammo (i.e. 1 fuel and 2 ammo per battle node), with the exception of Maruyu who consumes 10 ammo
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− | ***Consider a single submarine (e.g. Ro-500) going to orel, assuming no retreats, will have an average gross expenditure of 2 fuel and 4 ammo, while collecting an average 45 fuel and 12 ammo.
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− | *Three submarines going to Orel are approximately ammo-neutral (slight net expenditure), while collecting somewhat under 40 fuel per sortie.
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− | *In practice, sorties can and will result in retreats from critical damage, thus lowering the average gain per sortie.
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− | Orel cruising, in general, has a relatively high opportunity cost. However, it provides relatively low gains for the time taken, which is why players mainly Orel cruise to complete quests and consider the resource gain as a bonus. Orel cruising is generally recommended to have:
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− | *A fleet which contains at least 3 submarines--the more submarines you use, the easier the map will be.
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− | **Submarines with high luck should be placed at the bottom of the fleet list to increase their chance of performing cut-in attacks on the stronger enemies during night battles. Doing this can help you achieve an A or S rank victory, especially if you have to fight the enemy fleet located at node G.
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− | *Submarines should be fully modernized (at least fully upgraded torpedo attack and armor)
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− | *Submarines are recommended to be non-remodeled because non-remodeled submarines have shorter repair time and consume very few resources when resupplying (especially ammo). Please note that compared to a non-remodeled submarine, a remodeled sub will take twice the amount of time to repair.
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| ===Nodes and Enemy Encounters=== | | ===Nodes and Enemy Encounters=== |