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Difference between revisions of "Help:Resource Farming"

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Revision as of 08:37, 1 July 2020

Introduction

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 (FuelAmmunitionSteelBauxite) but it works out as trading away one or more primary resource 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 maximise 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 (Instant repairInstant construction MaterialDevelopment materialImprovement material).
  • While it is ideal to use the lightest fleet possible to maximise primary resource gains, it is more important to have a fleet that can reliably clear the quest for secondary resources.

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.

Resource Gain

  • 10-20 (5 Fuel increments}}
    • +2 per Drum Canister
    • +3 per Landing Craft

Recommended Fleet

  • 1AV 4DD 1SS
  • 1AO 4DD 1SS

Equipment Setups

Ship Type Equipment Notes
DD Drum CanisterLanding Craft Use whatever mix of barrels and landing craft that you have to maximise your gains. Prioritise landing craft where possible.
AO/AV Torpedo BomberTorpedo BomberTorpedo Bomber This setup is for Hayasui. Although her slots are small, they are more than enough to take out the weak enemies in this map.
SeaplaneSeaplaneSeaplane/Torpedoes This setup is for Kamoi or an AV. If the AV can carry midget submarines, swap out one seaplane for it.
SS TorpedoesTorpedoes Simply load the SS with torpedoes. Ideally, she should have the 61cm Triple (Oxygen) Torpedo Mount to maximise her armour.

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}}
    • +2 per Drum Canister
    • +3 per Landing Craft

Recommended Fleets

  • 1AV/AO 1CL 2DD 2CLT

Equipment Setups

Ship Type Equipment Notes
DD Landing CraftLanding CraftLanding Craft Because of the limited space for bonus equipment, you do not have the luxury of bringing drums.
CL TorpedoesTorpedoesTorpedoes 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.
Medium Caliber Main GunMedium Caliber Main GunSeaplane 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 TorpedoesSONARDepth Charges The midget submarine will allow them to take out some threats early and minimise the damage your fleet takes. OASW is highly recommended, especially since you will encounter submarines enroute.
AO/AV Torpedo BomberTorpedo BomberTorpedo Bomber 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.
TorpedoesSeaplaneSeaplane 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 Improvement material 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 Ammunition increments}}
    • +2 per Drum Canister
    • +3 per Landing Craft

Recommended Fleets

  • 1DD
  • 3-6SSV

Equipment Setups

Ship Type Equipment Notes
DD Emergency Repair PersonnelDrum CanisterDrum Canister 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 Landing CraftLanding Craft Just stack Ka-Mi tanks to maximise your 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 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 Ammunition or Bauxite instead. What you want to do is maximise the power of your opening strike to minimise 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 subtank the map. You will want to retreat in the battle after the resource node.

Resource Gain

  • 10-20 (5 SteelAmmunitionBauxite increments)
    • +2 per Drum Canister
    • +3 per Landing Craft

Recommended Fleets

  • 2CVL 3DD 1SSV
  • 1AV 1CVL 3DD 1SSV

Equipment Setups

Ship Type Equipment Notes
DD Landing CraftLanding CraftLanding Craft Ideally you should be using landing craft capable destroyers to supplement the meager resource returns.
Drum CanisterDrum CanisterDrum Canister This setup is when you are not using landing craft capable destroyers.
CVL Torpedo BomberTorpedo BomberDive BomberFighter This setup maximises 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 maximise airstrike damage.
SSV Landing CraftLanding Craft Just stack Ka-Mi tanks to maximise your resource gains if you can manage it. For 3-slot submarines like I-13 and I-14, just give them an additional tank.
TorpedoesTorpedoes If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the 61cm Triple (Oxygen) Torpedo Mount to maximise her armour.
AV TorpedoesSeaplaneSeaplane 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

  • 10-20 (5 Bauxite increments)
    • +1.5 per Drum Canister
    • +2 per Landing Craft

Recommended Fleets

  • 3CVL 3DD

Equipment Setups

Ship Type Equipment Notes
DD Landing CraftLanding CraftLanding Craft Ideally you should be using landing craft capable destroyers to supplement the meager resource returns.
Drum CanisterDrum CanisterDrum Canister This setup is when you are not using landing craft capable destroyers.
CVL Torpedo BomberTorpedo BomberTorpedo BomberDive Bomber This setup maximises the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors. If possible, you'll want to use medium ranged CVLs or long ranged bombers to ensure the DDs don't interfere.

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

  • 50-100 (5 Bauxite increments}}
    • +1.5 per Drum Canister
    • +2 per Landing Craft

Recommended Fleets

  • 1AV/AO 1CL 2DD 2CLT

Equipment Setups

Ship Type Equipment Notes
DD Landing CraftLanding CraftLanding Craft Because of the limited space for bonus equipment, you do not have the luxury of bringing drums.
CL TorpedoesTorpedoesTorpedoes 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.
Medium Caliber Main GunMedium Caliber Main GunSeaplane 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 TorpedoesSONARDepth Charges The midget submarine will allow them to take out some threats early and minimise the damage your fleet takes. OASW is highly recommended, especially since you will encounter submarines enroute.
AO/AV Torpedo BomberTorpedo BomberTorpedo Bomber 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.
TorpedoesSeaplaneSeaplane 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 Instant repair is meant to be a last resort. Expeditions are the superior way to gain Instant repair.

Farming this map can prove a bit frustrating because of the random routing at node C. If you get offrouted to node G, it is best that you refresh the game and end the sortie. If you need the Development material, 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 High-Angle GunHigh-Angle GunRADAR 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 air power en-route, the chip damage from airstrikes can add up.
CV/L Torpedo BomberDive BomberFighterRADAR 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 TorpedoesTorpedoes Simply load the SS with torpedoes. Ideally, she should have two 61cm Triple (Oxygen) Torpedo Mounts to maximise her armour.

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 High-Angle GunHigh-Angle GunWildcard 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 Medium Caliber Main GunMedium Caliber Main GunSeaplane 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 Medium Caliber Main GunMedium Caliber Main GunTorpedoes 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 Torpedo BomberTorpedo BomberDive BomberFighter 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 TorpedoesTorpedoesTorpedoes 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 High-Angle GunHigh-Angle GunRADAR 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 air power en-route, the chip damage from airstrikes can add up.
CV/L Torpedo BomberDive BomberFighterRADAR 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 TorpedoesTorpedoes Simply load the SS with torpedoes. Ideally, she should have two 61cm Triple (Oxygen) Torpedo Mounts to maximise her armour.
AO High-Angle GunHigh-Angle GunRADAR This setup is for Hayasui. She essentially fulfills the same role as the DD. She has very high fuel costs.
Seaplane FighterSeaplane FighterSeaplane Fighter 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 Ammunition, Bauxite and Development material.

Recommended Fleets

  • 1CL 4DD 1AV

Equipment Setups

Ship Type Equipment Notes
DD Small Caliber Main GunSmall Caliber Main GunWildcard 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 maximise fit bonuses.
SONARSONARDepth Charges 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 TorpedoesTorpedoesTorpedoes 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 maximise 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 SeaplaneSeaplaneSeaplane 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 Firepower and 280 Anti-Submarine Warfare total. It is critical that you sparkle the entire fleet because the screw requires a great success to obtain.
43 1 12:00 1CVE 0-1CL 2-3DD/DE 2XX This is a monthly combat expedition. The fleet needs to have 500 Firepower and 280 Anti-Submarine Warfare total. It is critical that you sparkle the entire fleet because the screw requires a great success to obtain. The two wild cards can be BBs to help you hit the 500 firepower requirement. Note that the flagship must be a CVE. This means only Shinyou, Taiyou, Zuihou Kai Ni B and Gambier Bay qualify.

See Also