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Difference between revisions of "Sandbox/Summer 2020 E-1"
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* '''Route: A-B-C-D-G-(H/J)-K-L ''' | * '''Route: A-B-C-D-G-(H/J)-K-L ''' | ||
* D and G being Submarine Nodes, H/J light surface engagements and L the transport boss with a Submarine Flagship. | * D and G being Submarine Nodes, H/J light surface engagements and L the transport boss with a Submarine Flagship. | ||
− | * Depending on the ships you take along with equipment (mainly LoS) will determine wether you will from '''G-K''' or '''G-H | + | * Depending on the difficulty and the number of ships can decide to bring will decide wether you will from '''G-J-K''' or '''G-H-K''' so carefully consider. |
− | * [[Daihatsu | + | ** If you plan use the '''G-J-K''' on Hard, you will need to limit yourself to 5 ships which may mean less TP. |
+ | * Also Depending on the ships you take along with equipment (mainly LoS) will determine wether you will from '''G-J-K''' or '''G-H-K''' so carefully consider. | ||
+ | * [[Daihatsu]]s and [[Drum Canister]]s help accelerate emptying the TP gauge. Keep in mind that this may take a while depending on the difficulty and you may wish to preserve Daihatsu carrying ships to later event maps. | ||
* One or two OASW Ships are useful for the sub nodes and Boss | * One or two OASW Ships are useful for the sub nodes and Boss | ||
Line 140: | Line 142: | ||
<tabber> | <tabber> | ||
|-|1-2 CL ,4-5 DD Comp= | |-|1-2 CL ,4-5 DD Comp= | ||
− | * Route: ''' A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T''' (Dependent on difficulty) | + | * Route: ''' A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T''' (Dependent on difficulty, ship number) |
* Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively. | * Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively. | ||
* TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties. | * TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties. | ||
|-|1CA, 1CL 4DD Comp= | |-|1CA, 1CL 4DD Comp= | ||
− | * Route: ''' A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T''' (Dependent on | + | * Route: ''' A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T''' (Dependent on difficult, ship number) |
* Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively. | * Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively. | ||
* Allow for a stronger fleet output, but otherwise TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties. | * Allow for a stronger fleet output, but otherwise TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties. |
Revision as of 22:00, 27 June 2020
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:
- 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: (These must have possible alternatives for players who may or may not have all ships needed for a specific path)
- The Path said composition will take (To explain what path the composition will take)
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node, what it consist and a descriptive guide on what the player should consider for a course of action to successfully win the battle.
- (Optional) Tips to farm to take path to collect certain ships (This will also require a composition, path, and possible description.
Editors are to construct thier own version of thier guide and complete them in a timely fashion.
No other editors are to allowed to edit over other editor's work without the full consent of the editor and his approval to do so.
Several version will be constructed through this page and will be reviewed and approved by the staff/ collaboration committee before being moved for the Summer 2020 Event which it'll be reviewed and updated once more before it can be released.
Overall there will be 3 version of the guide that will be constructed which will include:
- Preliminary Guide
- Polished Guide
- Finalized Guide
With each approval of each version 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.
Grunilgs proposal
Phase 1: Transport Phase
- Empty the TP Gauge
- Composition: 1CL 4-5DD
- Route: A-B-C-D-G-(H/J)-K-L with D and G being Submarine Nodes, H/J light surface engagements and L the transport boss with a Submarine Flagship
- Daihatsu Class Landing Craft and Drum Canisters help accelerate emptying the TP gauge. One or two OASW Ships are useful for the prebosses and Boss
Phase 2: Unlocking the Boss
- S-Rank Node F
- Composition: N/A
- Route: A-B-C-E-F, F is a submarine Node
Phase 3: Defeating Abyssal Usugumo
- Defeat (Insert actual princess name here). At 590 HP and 200 Armour she is quite tanky and is being escorted by one submarine, but the Rest of her escort is not threatening
- Compositions: 1-2CL 4-5DD, CA CL 4DD
- Routes: A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T, with R being a submarine Node, and R and N being light surface engagements
- TCI and/or historical bonus ships (like Ushio) may be needed to defeat the boss at higher difficulties
DarkHeron's Proposal
Phase 1: TP Phase
- TP Phase for this phase is very long
- Fleet: 1 CL 5 DD and bring at least 1 DLC carriable DD for quicker and faster TP Drain
- 4 Daihatsu 2 Drum is about 60 TP per S rank
- Have some oasw as the boss is a flagship Yo-class Submarine along with surface ship
- Using Boss Support is highly recommended to take those surface ships out
Phase 2: Unlocking the Boss
- S rank Node F
Phase 3: Killing/Sinking Abyssal Usugumo
- 1 CA 1 CL 4 DD or 1-2 CL 4-5 DD
- Use surface guns and 1 OASW max to both survive the trip to the boss and be able to fight the boss
- Using support expedition will lighten the load at the boss and allow higher passing rate to the boss
- It will take about 4-5? S rank runs to clear the boss on Hard Mode?
Totaku's Proposal
Preperation
Since this event will be a large scale event, There will be many locks that you will need to deal with so you must carefully plan out your ships you bring as they will have an impact on later maps, please carefully consider before you partake in the maps.
For this operation, you will be depending on a light fleet to complete a transport operation and ultimately take out a boss of this map. There are several ships that do have bonuses for the area that are associated with Ki-504 and the 5th Fleet from the North Pacific. Below is the list of the following ships that have bonuses on this map:
Ship Bonuses
5th Fleet Bonus
Ki-504 Fleet Bonus
Other Bonus
- All other DDs bonus - 1.09x (all nodes)
- All DE - 1.34x (all nodes)
As a reminded, be carful who you pick as many of these ships also have bonuses for later maps! As of current, only Akebono and Ushio don't have bonuses to the later maps so they may be a more recommended choice for this map. But do note that things are subject to change once more infromation is released.
Phase 1: Transport Phase
During this phase of the operation, you will be depleting a TP gauge the over battles are simple but the length it take to completion is quite long.
- Composition: 1CL/DE,4-5 DD
- Route: A-B-C-D-G-(H/J)-K-L
- D and G being Submarine Nodes, H/J light surface engagements and L the transport boss with a Submarine Flagship.
- Depending on the difficulty and the number of ships can decide to bring will decide wether you will from G-J-K or G-H-K so carefully consider.
- If you plan use the G-J-K on Hard, you will need to limit yourself to 5 ships which may mean less TP.
- Also Depending on the ships you take along with equipment (mainly LoS) will determine wether you will from G-J-K or G-H-K so carefully consider.
- Daihatsus and Drum Canisters help accelerate emptying the TP gauge. Keep in mind that this may take a while depending on the difficulty and you may wish to preserve Daihatsu carrying ships to later event maps.
- One or two OASW Ships are useful for the sub nodes and Boss
Boss at node L is a Submarine along with a team of destroyers, if you bring the recommended gear, you should be able to pass the node successfully under double line. Repeat until TP gauge is clear.
Phase 2: Unlocking the Boss
As part of the requirements to unlock the path to the boss you will need to clear Node F with an S rank. This can be done but Phase 1.
- Composition: N/A
- Route: A-B-C-E-F, F is a submarine Node
Once the conditions from phase 1 and 2 are met the path to the boss node is open.
Phase 3: Defeating the Abyssal Kurile Island Princess
In this phase the enemy fleets are not much different so much of how you handled phase 1 can be done here, but without the transport equipment. However depending on the diffuclty, you may need to bring different comps if you wish to take different paths. List below are a few comps that are notablly effective:
- Route: A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T (Dependent on difficulty, ship number)
- Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively.
- TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties.
- Route: A-B-C-E-F-N-T or A-B-C-E-F-O-R-Q-T (Dependent on difficult, ship number)
- Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vangaurd respectively.
- Allow for a stronger fleet output, but otherwise TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties.
Defeating Abyssal Kurile Island Princess should be simple in the most case if you remember to bring historical ships and a good TCI unit. At 590 HP and 200 Armour on hard mode she is quite tanky and is being escorted by one submarine, but the rest of her escort is not threatening as they mainly consist of only destroyers. Having an OASW ship or two can wipe out the sub easily before the battle begins as you will need to focus on wiping out her escort fleet before night battle. In addition, with her tanky armor, she will need a strong attack to take her down. So if you have historical like Ushio and Akebono present it should make it more likely to finish her off.
While it is not nessary, if for some reason she provide difficulty in clearing, you can resort to support shelling to make it more easy to win.
Once she has been defeated, the map is considered complete.