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Difference between revisions of "Sandbox/Summer 2020 E-4"

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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.
 
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.
  
==Totaku's Proposal==
+
'''Deadline to complete / Release Initial Guide: WHEN IT'S DONE'''
  
'''Preparation'''
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==A Very Badly Written Proposal That Has Been Reworked==
  
'''Preparation'''
+
===Preparation===
  
 
'''The event is likely to have several shiplocks (E-1 to E-4 already contain 4 separate locks), please plan your locks carefully.'''
 
'''The event is likely to have several shiplocks (E-1 to E-4 already contain 4 separate locks), please plan your locks carefully.'''
  
For this operation, you will be organizing a various combined fleet to conduct transport operations across the Iwojima and Chichishima Islands. You will need to plan your fleet according to the various fleets you will encounter until you face powerful boss fleets. Once that is done, you will ultimately go into an intense battle to face off against the [[Destroyer Forest Princess]] who will have very powerful fleets to encounter both along the way and at the boss node itself. You will need to carefully plan how you will tackle these phases.
+
The following things should be considered for this map:
  
The following things could be considered for this map:
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# Access to 931st Air Group Torpedo Bombers, and how many variants of them are available to the player
 +
# Availability of CV(L/B)s, particularly [[Zuihou|Zuihou K2B]], taking into account possible locking for EOs
 +
# Access to LBAS interceptors, especially jet/rocket interceptors for debuff requirements
 +
# Bauxite cost (the final boss phase in particular has high shootdown rates)
 +
# Access to good LBAS bombers to secure AD (again, for the final boss phase in particular) with fewer fighters
  
# Do you have 931st Air Group Torpedo bomber planes that you can use on your CVs and CVL?
 
# Do you have different versions of 931 Air group Torpedo bombers (to maximize possible damage output from carriers)
 
# Do you have a good line up of standard and light carriers you can use (especially Zuihou)?
 
# Do you have enough fighters/ interceptors to get AS across all conditions on the map?
 
# Do you have a large amount of Bauxite to spend? (About 20k-30k)
 
# Do you have a large amount of land based bombers that you will be willing to re-train?
 
  
 
+
===Bonuses (Tentative)===
* If you said yes to all, you are pretty much set for the event.
 
* If you said no to 1 and/or 2 you will need to construct some ASW equipment or consider training your ships, or should consider  lowering your difficulty or begin upgrading planes.
 
* If you said no to 3, consider lower difficulty.
 
* If you said no to 4 you may need to consider preparing a strong set of fighter planes or dropping difficulty.
 
* If you said no to 5-6, lower difficulty.
 
 
 
Below is a list of all the historical ships, though this list is full of complicated historical reasons most are affiliated with the Fleet Matsu worked with and related to her gun fits she got in Yokosuka Naval Arsenal.
 
 
 
'''Ship Bonuses (Tentative)'''
 
  
 
''Convoy No.4804 Bonus ''
 
''Convoy No.4804 Bonus ''
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** 1.25x bonus (All Nodes)
 
** 1.25x bonus (All Nodes)
  
''Unique Weakness Bonus''
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''Equipment Bonus''
  
 
* [[Battleship Summer Princess]]
 
* [[Battleship Summer Princess]]
** 1.2x bonus vs. AP Shell
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** 1.2x bonus w/ AP Shell
** 1.1x bonus vs. Seaplane Fighter / Bomber
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** 1.1x bonus w/ Seaplane Fighter / Bomber
  
 
* [[Heavy Cruiser Summer Princess]]
 
* [[Heavy Cruiser Summer Princess]]
** 1.1x bonus vs. AP Shell
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** 1.1x bonus w/ AP Shell
** 1.15x bonus vs. Seaplane Fighter / Bomber
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** 1.15x bonus w/ Seaplane Fighter / Bomber
  
 
* All ships
 
* All ships
** 1.2x extra once debuff steps are complete.
+
** 1.2x multiplier against the '''Final LD boss ONLY''' (does not include rest of her fleet) once debuff steps are complete.
 
 
'''Some ships also have bonuses in later maps!''' [[Kiso]], [[Kiyoshimo]], [[Hatakaze]], [[Nowaki]], [[Akizuki]], [[Hatakaze]] and [[Tama]] is probably a safe choice to lock here.
 
 
 
[[Zuihou]] while she has a significance for EOs. She has a significant high bonus for E-4 which makes her subject for debate for E-4 as she is a powerful unit to helping you clear on higher difficulties. Carefully consider whether you will use her here before you place her in this operation.
 
  
In addition to this planes from the 931 Air Group are relevant to this operation and have a unique bonus on this map. The following planes are recommended to have:
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Planes from the 931st Air Group also have a unique bonus on this map. Note that bonuses will '''not''' apply if the slots they are equipped in are completely wiped out:
  
 
* [[Type 97 Torpedo Bomber (931 Air Group)]]
 
* [[Type 97 Torpedo Bomber (931 Air Group)]]
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* [[Tenzan (931 Air Group)]]
 
* [[Tenzan (931 Air Group)]]
  
It should be important to note that in order to benefit from the bonuses a carrier must be equipped with '''different version''' of said 931 air planes. Below is a list of all the bonuses carrier provide depending on the nodes:
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To stack bonuses from equipment (see below), a carrier must be equipped with '''different variants''' of bombers. Below is a list of all the bonuses carrier provide depending on the nodes:
  
 
* ''Preboss subs''
 
* ''Preboss subs''
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**3 bombers - 1.79x bonus
 
**3 bombers - 1.79x bonus
  
As a heads up to all players reading this guide, as of current we will only include Single, TCF and CTF comps. '''Unlike other guides, we cannot in good faith recommend Nagato+Mutsu for this map due to the unknown factor that is the EO maps. While this makes clearing the map more difficult, it is still possible with a strong CTF comp and the appropriate equipment. If you lack equipment or ships, you should still wait until EOs are released before committing, as we will have a better sense of what EOs require by then.'''
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'''Some ships also have bonuses in later maps!''' [[Yamashiro]], [[Kiso]], [[Kiyoshimo]], [[Hatakaze]], [[Nowaki]], [[Hatsuzuki]], [[Hatakaze]] and [[Tama]] are probably a safe choices to lock here, pending release of EOs.
  
As a final word of warning to any player that tries to attempt to do this map at this moment: '''This is one map that might be better to waiting until eos are released to fully determine what ships will be safe to really bring in here. As the cost of what you can bring in here may pay with a possibly serious price once EOs are released!'''
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[[Zuihou]] can stack multiple bonuses (historical bonuses, 931st Air Group bomber bonus[es], carrier bonuses, etc.) on this map, but is highly likely to be relevant in the EO maps, so take this into account before committing her to this map.
  
'''Introduction'''
+
===Introduction===
  
In this operation there will be lots of tasks you'll be needing to complete as you will need to work through a series of transport operations, unlocking paths and reaching other locations to do similar things until you face off against the boss. Overall you will be challenged in both endurance and determining which ships you can safely bring into various operations. So please ready all the above and carefully plan as before the EO's release there can be potential consequences especially from this map which shows to be one of the more difficult maps that may make you spend your historical in order to complete it.
+
As a heads up to all players reading this guide, as of current we will only include Single, TCF and CTF comps. '''Unlike other guides, we cannot in good faith recommend Nagato+Mutsu for this map due to the unknown factor that is the EO maps. While this makes clearing the map more difficult, it is still possible with a strong CTF comp and the appropriate equipment. If you lack equipment or ships, you should still wait until EOs are released before committing, as we will have a better sense of what EOs require by then.'''
  
Overall the task you will need to do is as follows:
+
This map consists of multiple phases:
  
 
# '''Transport Supplies to Chichi-jima (Node M)'''
 
# '''Transport Supplies to Chichi-jima (Node M)'''
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# '''Transport Supplies to Iwo-Jima (Node R)'''
 
# '''Transport Supplies to Iwo-Jima (Node R)'''
 
# '''Unlock the path to the [[Destroyer Forest Princess]]'''
 
# '''Unlock the path to the [[Destroyer Forest Princess]]'''
# '''Chip down [[Destroyer Forest Princess]] (Node Z3)'''
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# '''Chip HP for the [[Destroyer Forest Princess]] (Node Z3)'''
 
# '''Debuff [[Destroyer Forest Princess]]'''
 
# '''Debuff [[Destroyer Forest Princess]]'''
# '''Deliver the Final Blow to the [[Destroyer Forest Princess]]'''
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# '''Defeat the [[Destroyer Forest Princess]] on Last Dance'''
 
 
Below will be a guide to on how to proceed all the following steps:
 
 
 
'''Pre-Event setup: Your 3rd Land Base'''
 
 
 
In this operation 2 out of 3 of your land bases will be used in combat while the last one will be set on defense. Since your last base will be taking a defensive role, the recommended set up should be provided for it:
 
  
* '''Land Base #3: 1-2 Rocket Interceptors, 2-3 Interceptors'''
+
'''LBAS Defense'''
  
Once again, the land base air raid has a high altitude bomber mechanic implemented meaning that if you have some rocket interceptors, proceed to use up to 2. As the 110% modifier will allow it to clear out and minimize that damage you'd otherwise take from it. in the best case scenario you'll only suffer small plane loss or no damage at all if done correctly. If you lack rocket interceptors, use whatever interceptor you have available.
+
You have access to your third LBAS base, which cannot be sortied but can be used for defense throughout all phases. Despite the lack of high-altitude bombers listed in enemy air raid equipment, the attacks do still count as high-altitude air raids, so jet/rocket interceptors (ideally 2 or more) are necessary to assist with securing AS and shooting down enemy bombers. AS is also necessary for the Last Dance (LD) debuff, see below.
  
'''Transport Supplies to Chichi-jima (Node M)'''
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===Transport Supplies to Chichi-jima (Node M)===
  
In this phase you will be organizing a fleet to reach node M while transporting supplies: Overall a transport combined fleet is the best option to use on this segment. You will mainly be facing subs and small torpedo squadron fleets along the trip prior to the boss:
+
This phase involves depleting an ~850 TP Bar (on Hard). A TCF comp is fairly consistent here; the route nodes consist of 1 sub node and 2 surface nodes. Support expeditions are not necessary, although boss support may help with consistent S ranks depending on LBAS deployment.
  
 
'''Transport Combined Fleet'''
 
'''Transport Combined Fleet'''
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*'''Path: C-E-H-I-L-M'''
 
*'''Path: C-E-H-I-L-M'''
 
*'''LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node'''
 
*'''LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node'''
*'''LBAS Suggestion 2: Land base #1: ASW Bombers (All on Node C)'''
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*'''LBAS Suggestion 2:'''
 +
**'''Land base #1: ASW Bombers (All on Node C)'''
 
**'''Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
 
**'''Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
* Node C is a submarine fleet bring ASW if necessary
+
* Node C is a submarine fleet.
* Node H and I are surface fleets, FCF may be recommended to protect pass these nodes if for some reason your escort takes serious damage.
+
* Node H and I are surface fleets, but not especially dangerous.
* Main should mainly take transports supplies (drums and Daihatsu), escort should be combat focused
+
* Main fleet should be equipped with transport equipment (Drums and/or Daihatsu), escort should be combat focused.
* CVE should be armed with 931 Air Group bombers if you possess any to maximize damage potential ([[Zuihou]] recommended).
+
* CVE should be armed with 931st Air Group bombers if you possess any to maximize damage potential ([[Zuihou]] recommended, with caveats mentioned above).
 
 
The path is overall simple and the boss is an [[Aircraft Carrier Princess]] with a pair of heavy cruisers, tsu-class and destroyers. Your land base should wipe out most of the units while any survivors will be taken out by your remaining ships. Your CVE with the 931 Air Group bombers will likely take out the Carrier Princess if a CVCI procs, otherwise can be easily finished in night battle for an easy S rank.
 
  
Repeat the process until TP gauge is depleted.
+
The route is not especially dangerous, and the boss is an [[Aircraft Carrier Princess]] in a single fleet; the rest of her fleet is not a significant threat, even during LD. 1-2 LBAS squadrons and your fleet should be more than enough to secure an S rank. Repeat the process until TP gauge is depleted.
  
'''Unlock to path to  Iwo-Jima'''
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===Unlock to path to  Iwo-Jima===
  
 
For this phase you will need to clear two nodes that are needed to unlock the path to R and depending on the difficulty the following will be needed:
 
For this phase you will need to clear two nodes that are needed to unlock the path to R and depending on the difficulty the following will be needed:
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This can be completed using ships from your Transport combined fleet or with a single fleet you'll like use for later segments (AKA Carriers)
+
This can be completed with a single fleet, or with a combined fleet (note that TCF routes E->H and can probably only reach Node A, however). Only lock ships here that you know will be used during later phases of the map, or reuse existing locked ships.
 
<tabber>
 
<tabber>
 
|-|Get AS on Node A=
 
|-|Get AS on Node A=
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* Node B has subs, bring ASW if necessary.
 
* Node B has subs, bring ASW if necessary.
  
Path is quick and to the point, score AS from the Node A air attack and you'll hear a ding upon returning to homeport.
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Secure AS during the Node A air battle and you'll hear a ding upon returning to base.
  
 
|-|Get AS on Node G=
 
|-|Get AS on Node G=
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* Bring AACI DD
 
* Bring AACI DD
 
* Bring good air power (up to 216+ for AS)
 
* Bring good air power (up to 216+ for AS)
* Node B has subs, bring ASW if necessary.
+
* Node E has subs, bring ASW if necessary.
* This segment can be done in conjunction with Node D
+
* This requirement can be cleared while en route to Node D
  
Also quick and to the point, score AS from the Node G air attack and you'll hear a ding upon returning to homeport.
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Secure AS during the Node G air battle and you'll hear a ding upon returning to base.
  
 
|-|Get S Rank on Node D =
 
|-|Get S Rank on Node D =
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*'''LBAS: N/A or  Land base #1-2: 1 Fighter, 3 Bombers (Both set to Node D)'''
 
*'''LBAS: N/A or  Land base #1-2: 1 Fighter, 3 Bombers (Both set to Node D)'''
  
Enemy fleet is a normal surface fleet of heavy cruisers, light cruisers and destroyers. Should be relatively easy to take down.
+
Enemy fleet is a normal surface fleet of light cruisers and destroyers, and does not pose a serious threat.
  
Score an S rank on this node and you'll hear a ding upon returning to homeport.
+
Achieve an S rank on this node and you'll hear a ding upon returning to base.
 
|-|
 
|-|
 
</tabber>
 
</tabber>
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Once all conditions are complete, the path to node R will be open.
 
Once all conditions are complete, the path to node R will be open.
  
'''Transport Supplies to Iwo-Jima (Node R)
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===Transport Supplies to Iwo-Jima (Node R)===
  
Once again, you will be doing another transport operation, this time heading to Node R, while the path is similar, you will be facing slightly tougher submarines, and fleets along the path. There are several methods to clearing this path, though the most preferred method to clear this quicker would be to use Transport Combined Fleet. Below is a list of all the methods commonly used for this phase.
+
This phase requires you to deplete a ~900 TP bar (on Hard). Depending on what combined fleet you use, the routing may take additional nodes. Below is a list of all the methods commonly used for this phase. Support expeditions are not necessary, although boss support may help with consistent S ranks depending on LBAS deployment.
  
 
<tabber>
 
<tabber>
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*'''Composition: 1CVE, 1 CAV, 4DD + 1 CL, 0-2 CA, 3-4 DD'''
 
*'''Composition: 1CVE, 1 CAV, 4DD + 1 CL, 0-2 CA, 3-4 DD'''
 
*'''Path: C-B-N-A-O-Q-R'''
 
*'''Path: C-B-N-A-O-Q-R'''
*'''LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target R node'''
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*'''LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 2 Required); all to R node'''
* Node B and N are submarine nodes, bring ASW if necessary
+
* Node B and N are submarine nodes; ~2 OASW ships should suffice for pass rate
* A is an Air Attack Node, will need decent air power and AACI to make it easy to pass.
+
* A is an Air Battle Node, 1 AACI ship & 216 FP should suffice (boss AS requirement is ~198)
* Node O is a surface battle with a light carrier included among the fleet. This node will likely serve as the most difficult part to pass.
+
* Node O is a surface battle with a light carrier included among the fleet, which can affect a TCF's pass rate.
*FCF is recommended to prevent early retreat rates.
+
**FCF may help with pass rate.
 
* Boss node will consist of a Heavy Cruiser Summer Princess along with a Light carrier, Ne-class (up to Kai version), a Tsu-class and DDs.
 
* Boss node will consist of a Heavy Cruiser Summer Princess along with a Light carrier, Ne-class (up to Kai version), a Tsu-class and DDs.
* This fleet is good for netting in higher transport points upon getting an A rank or higher
+
* Overall, TCF can potentially deplete greater TP values, but may not S-Rank as consistently.
 
|-|Carrier Task Force Method =
 
|-|Carrier Task Force Method =
 
*'''Composition: 3 CV(L), 3DD + 1 CL, 0-2 CA, 3-4 DD'''
 
*'''Composition: 3 CV(L), 3DD + 1 CL, 0-2 CA, 3-4 DD'''
*'''Path:
+
*'''Path: C-B-N-A-D-O-Q-R'''
*'''LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target R node'''
+
*'''LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 2 Required); all to R node'''
* Node E is a submarine node, bring ASW if necessary
+
* Node B and N are submarine nodes; ~2 OASW ships should suffice for pass rate
* G is an Air Attack Node, will need decent air power and AACI to make it easy to pass.u
+
* A is an Air Battle Node, 1 AACI ship & 216 FP should suffice (boss AS requirement is ~198)
* Node D is a surface Fleet, is enough carrier take out most of the units it should be easy to pass
+
* Nodes D & O are surface nodes, but pass rate should be better than with TCF; the extra node D is not particularly challenging, and the stronger opening air strike will help with pass rate.
* Node O is a surface battle with a light carrier included among the fleet. This node will likely serve as the most difficult part to pass.
+
**FCF is not really necessary compared to TCF.
*FCF is optional for this part.
 
 
* Boss node will consist of a Heavy Cruiser Summer Princess along with a Light carrier, Ne-class (up to Kai version), a Tsu-class and DDs.
 
* Boss node will consist of a Heavy Cruiser Summer Princess along with a Light carrier, Ne-class (up to Kai version), a Tsu-class and DDs.
* Will likely delete TP gauge much slower, but will likely get more consistent S ranks.
+
**Remember to equip 1 or more 931st Air Group torpedo bombers per CV(L/B) for bonus multipliers.
 +
* Will deplete lower TP values, but can S-rank more consistently, and probably has better pass rate overall.
 
|-|
 
|-|
 
</tabber>
 
</tabber>
  
The [[Heavy Cruiser Summer Princess]] is a more difficult fleet to take down compared to the previous, but like before, a concentrated Land Base attack on her node along with a carrier or carriers) with 931 Air Group planes is the most effective way to clear out most if not all the enemy fleets. The process is mostly identical to the last transport phase. Once you are able to successfully deplete the TP gauge, the final boss gauge will appear and you can proceed to the unlocking segment.
+
The boss node is slightly more difficult than the previous boss, but A/S-Ranks should still be manageable, even on LD. Repeat the process until TP gauge is depleted.
  
'''Unlock the path to the [[Destroyer Forest Princess]]'''
+
===Unlock the path to the [[Destroyer Forest Princess]]===
  
For this segment, all you will need to do is return to Node M again. If you are on Medium difficulty or higher you will need to complete this step. Otherwise, ignore this step and move on to the next one. The process should be the same as part 1 so please refer to the following:
+
For this segment, all you will need to do is S-rank Node M, which requires use of a TCF. If you are on '''Medium''' difficulty or higher you will need to complete this step. Otherwise, the next phase should automatically unlock.
  
 
'''Transport Combined Fleet'''
 
'''Transport Combined Fleet'''
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*'''Path: C-E-H-I-L-M'''
 
*'''Path: C-E-H-I-L-M'''
 
*'''LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node'''
 
*'''LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node'''
*'''LBAS Suggestion 2: Land base #1: ASW Bombers (All on Node C)'''
+
*'''LBAS Suggestion 2:'''
 +
***'''Land base #1: ASW Bombers (All on Node C)'''
 
**'''Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
 
**'''Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
  
All step should be the same. Just get an S rank at the boss and the path should open.
+
The next phase will unlock upon completion.
  
# '''Chip down [[Destroyer Forest Princess]] (Node Z3)'''
+
===Chip HP for the [[Destroyer Forest Princess]] (Node Z3)===
  
For this segment you have to face off against surface ships, subs and air attacks with the most notable fight being Node X which will have a Battleship Summer Princess as the pre boss. You will need to muster a powerful fleet to tackle this segment. As there will be lots of potential threats prior to the boss herself.
+
The boss HP bar has ~5000 points (on Hard), and assuming the boss is sunk each run, requires ~8 runs (on Hard) to clear. The route to the boss is not particularly long, and only the preboss and boss nodes should really pose any threat to your fleet. Node support is optional but may help with pass rate at the preboss; boss support is recommended.
  
 
The following fleet should be considered for this segment:
 
The following fleet should be considered for this segment:
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'''Carrier Task Force Fleet'''
 
'''Carrier Task Force Fleet'''
 
*'''Composition: 2 CV, 2CVL, 1 BBV, 1 CAV + 1 CL, 2 CA, 0-1 CLT,2-3 DD'''
 
*'''Composition: 2 CV, 2CVL, 1 BBV, 1 CAV + 1 CL, 2 CA, 0-1 CLT,2-3 DD'''
 +
**Note that whatever your preferred comp, you '''cannot''' bring >2 CV(B), and you '''cannot''' bring >5 (F)BB(V)+CV(L/B)+[[Akitsu Maru]] for the route described below.
 +
***[[Shinshuu Maru]] does not count for the >5 large ships types listed above.
 
*'''Path: C-E-H-S-V-X-Z3'''
 
*'''Path: C-E-H-S-V-X-Z3'''
*''' Land base #1-2: 1 Fighter, 2 Bombers, 1 Recon/Rang Extender (Distance of 8 Required) All target Z3 node'''
+
*''' Land base #1-2: 1 Fighter, 2 Bombers, 1 Recon/Range Extender (Distance of 8 Required) All target Z3 node'''
* 1 OASW historical ship is recommend
+
**You may be able to run 1 more bomber on the second LBAS depending on quality of LBAS bombers (and proficiency); use an FP calculator to check if this is possible.
* CVs and CVLs should be armed with 931 Air Group Bombers
+
* At least 1 OASW ship is recommended for pass rate at Nodes E & X.
* BBV should have an AP shell
+
**Running Zuihou in escort and moving a CA to main fleet is another possibility, assuming FP requirements can still be met; if not, a CAV or [[Shinshuu Maru]] may be necessary.
* CAV can be designated as a fighter mule.
+
***This has the additional advantage of giving the escort another powerful night attack at the cost of one less CVL in the main fleet, and helping with preboss pass rate.
* AACI DD recommended
+
*Remember to equip 1 or more 931st Air Group torpedo bombers per CV(L/B) for bonus multipliers.
* TCI recommended
+
* BBV should have an AP shell, and a seaplane bomber.
* Node E is a sub node
+
* CAV will likely need to mule SPFs.
* Node H is a small surface fleet which can be cleared easily by your carriers
+
* 1 AACI DD will help with pass rate, pre-LD.
* Node S is an an Air Attack, good Air power and AACI recommended
+
* 1-2 historical TCIs are recommended, depending on whether Zuihou is in the escort or not.
* Node X is a powerful fleet consisting of a [[Summer Battleship Princess]], a kai flagship CVL, a [[Battleship Re-Class]] (elite version on Hard), 2 DDs and a sub.
+
**Ideally, players should wait for EOs before committing TCI ships here, as it remains unclear what EOs might require in terms of ships and shiplocks.
** You will need a combined effort of your Carrier's strength, ASW, and fleet's strength to hopefully overcome this node.
+
* Pre-LD, the highest FP required is ~482 FP at node S; accounting for attrition, about 520-530 FP should be safe to consistently AS(+) all nodes along the route.
** In-route support fleet is also encouraged, but can be saved for LD.
+
* Preboss Node X is a mixed node that includes 1 submarine. Zuihou has a bonus, so positioning her in the escort may help with pass rate (escort attacks first in CTF, and she has OASW ability).
* Boss will be a combined fleet with the [[Destroyer Forest Princess]], [[Battleship Princess Kai]], 2 Wo-class Carrier Kais, 1 other battleship and a Ne-class CA with an escort of Tsu-class CL, and Na-class DDs (which some can pre-torp)
+
* Boss fleet has fairly high AA, so it is not uncommon for LBAS and bomber slots to be wiped out.
* If your carrier is able to get their attacks out, they will likely be able to take out a good fraction, if not almost the entire main fleet on their turns assuming they are armed with 931 air planes.
 
* Boss support is recommended.
 
* Be aware that these runs may drain your bauxite rather fast so swift and efficient kills are recommended to get her down to last dance.
 
* Also be aware that you may need to retrain your land base planes and your carrier planes eventually due to the high ground AA on this boss fight.
 
  
[[Destroyer Forest Princess]] is a rather strong boss that comes with strong attacks a notably high AA and has the potential along with the rest of her crew to knock out land base bombers easily. Because of this, she can pose quite a threat to the performance of your land based bombers and carriers strength over time. You will need to prepare accordingly as you progress through the fight. The main goal should be to knock out as many of the escorts as you can over the fight and leave the shelling phase to your carriers in hopes that you can severely damage or one shot all the major enemies out of the way to make killing the princess easier. In fact, it is possible to take down said princess with your carriers if you are fortunate enough. But otherwise a historical TCI ship can lay waste to her quickly making it easier to win. Be aware though that as of current the TCI ship roster is still under evaluation since most ships related to ship may be related to EO to pursue at your own risk.
+
Pre-LD, the boss is not particularly challenging as there is only one other major target capable of soaking up large amounts of damage (BB Hime Kai). However, do note that the new Na-Class variant has opening torpedo capability. Once the HP bar has been chipped to <700 HP, you will enter LD and the debuff can be unlocked.
  
Continue to defeat the princess until last dance where you will need to then proceed to debuff her before carrying out the final kill.
+
===Debuff [[Destroyer Forest Princess]]===
  
'''Debuff [[Destroyer Forest Princess]]'''
+
Once you get the princess down to the final kill, you will then need to achieve the following to debuff the boss:
  
Once you get the princess down to the final kill, you will then need to return to various nodes including boss nodes and protect your land base to complete some necessary steps to debuff the princess. The following methods are provided below:
+
# '''S Rank Node M'''
 +
# '''S Rank Node R'''
 +
# '''A Rank Node X'''
 +
# '''Get AS on Land Base Air Raid (Twice on Hard, Once on Medium)'''
  
# '''Get S Rank on Node M'''
+
Below are the steps needed clear the requirements:
# '''Get S Rank on Node R'''
 
# '''Get A Rank on Node X'''
 
# '''Get AS on Land Base Air Raid (Twice Hard, Once Medium)'''
 
 
 
Below are the steps needed clear the following requirement:
 
  
  
Line 320: Line 295:
 
*'''Path: C-E-H-I-L-M'''
 
*'''Path: C-E-H-I-L-M'''
 
*'''LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node'''
 
*'''LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node'''
*'''LBAS Suggestion 2: Land base #1: ASW Bombers (All on Node C)'''
+
*'''LBAS Suggestion 2:'''
 +
**'''Land base #1: ASW Bombers (All on Node C)'''
 
**'''Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
 
**'''Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
  
Same process as before, the boss can defeat the old TCF fleet like before.
+
Same process as with the initial unlocking for the final boss. After completion, you'll hear a ding upon returning to base.
 
 
Once this step is done, a ding sound will play upon returning to home port.
 
 
|-|Node R =
 
|-|Node R =
 
'''Single Fleet'''
 
'''Single Fleet'''
*'''Composition: 2 CV, 2 CVL, 1 FBB, 1 CAV '''
+
*'''Composition: 2 CV, 2 CVL, 1 BBV, 1 CAV '''
 
*'''Path: C-E-G-F-D-O-Q-R'''
 
*'''Path: C-E-G-F-D-O-Q-R'''
*'''LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target R node'''
+
*'''LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 2 Required) All target R node'''
 
 
Using this set up you used on the boss on Z3 should make short work of the boss. Easy enough to score an S rank
 
  
Once this step is done, a ding sound will play upon returning to home port.
+
After completion, you'll hear a ding upon returning to base.
 
|-|Node X =
 
|-|Node X =
 
 
'''Carrier Task Force Fleet'''
 
'''Carrier Task Force Fleet'''
 
*'''Composition: 2 CV, 2CVL, 1 BBV, 1 CAV + 1 CL, 2 CA, 0-1 CLT,2-3 DD'''
 
*'''Composition: 2 CV, 2CVL, 1 BBV, 1 CAV + 1 CL, 2 CA, 0-1 CLT,2-3 DD'''
 
*'''Path: C-E-H-S-V-X-Z3'''
 
*'''Path: C-E-H-S-V-X-Z3'''
 
*''' Land base #1-2: 1 Fighter, 2 Bombers, 1 Recon/Range Extender (Distance of 8 Required) All target Z3 node'''
 
*''' Land base #1-2: 1 Fighter, 2 Bombers, 1 Recon/Range Extender (Distance of 8 Required) All target Z3 node'''
 +
**You may be able to run 1 more bomber on the second LBAS depending on quality of LBAS bombers (and proficiency); use an FP calculator to check if this is possible.
  
This can be done in conjunction to deliver the final blow assuming all other requirements on the list are met first before this one. Process to defeat this node is the same as it was previously, just now with more stronger DDs and subs. Should be easy to score an A rank from however.
+
This can be done in conjunction to deliver the final blow assuming all other requirements on the list are met first before this one.
  
Once this step is done, a ding sound will play upon returning to home port.
+
After completion, you'll hear a ding upon returning to base.
 
|-|AS on Land Base Air Raid  =
 
|-|AS on Land Base Air Raid  =
  
 
'''Single Fleet'''
 
'''Single Fleet'''
 
*'''Composition: 1 SS '''
 
*'''Composition: 1 SS '''
*'''LBAS : Land base #1: Rest or 4 Fighters'''
+
*'''LBAS : Land base #1 & #2: Rest or 4 Fighters'''
  
Depending on how strong your 3rd Land Base is, you may or may not need additional air power for this segment, run a sub and get the sequence to occur, you should get AS easily. Rinse and repeat until conditions are met.
+
Depending on how strong your 3rd Land Base is, you may be able to clear this while fulfilling the other requirements (as your 3rd base will be defending against attacks throughout this time). If not, you may need to set additional bases to defense and sortie a single submarine to trigger the air attacks on LBAS. After completion, you'll hear a ding upon returning to base.
 
 
Once this step is done, a ding sound will play upon returning to home port.
 
 
|-|
 
|-|
 
</tabber>
 
</tabber>
  
Once all conditions are met the princess will be debuffed on the final kill.
+
Once all conditions are met the princess will be debuffed on LD. All ships will get a 1.2x bonus modifier for the final kill segment against [[Destroyer Forest Princess]] '''ONLY'''.
 
 
All ships will get a 1.2x bonus modifier for the final kill segment against [[Destroyer Forest Princess]].
 
 
 
'''Deliver the Final Blow to the [[Destroyer Forest Princess]]'''
 
  
The process to doing this will be the same if you set up your formation during the initial phase of the battle. The main thing to look out for assuming you play hard mode will be Node X which will be harder to pass and that the Princess will still be strong, but will be more vulnerable to attacks. She now also is accompanied by an additional battleship princess Kai and a Ne-class Kai to spice things up.
+
===Defeat the [[Destroyer Forest Princess]] on Last Dance===
  
It is recommended to fully train your land base planes and your carriers planes to double chevlon before attempting to do the clear run. Also may be worth sparkling all your fleets including support expeditions which will be the key to success on this segment.
+
Both support expeditions and sparkling for Last Dance are recommended.
  
If all goes well, your carriers should one shot most if not almost all the enemies, and if lucky enough, you may successfully take out the Princess while at it.
+
The fleet used should be similar to pre-LD, with the following caveats:
  
Otherwise a well place TCI from a historical ships like [[Abukuma]] or [[Kasumi]] can work if all else fails (pending if they are needed for EOs)
+
*527 FP is now required to achieve AS at Node S. Adjust FP accordingly.
 +
*It may be necessary to remove the AACI DD (if any) from the escort fleet in order to slot in more damage-dealers (e.g. TCIs and/or CAs).
 +
**This will hurt pass rate at Nodes S & X, but help with the night battle phase at the boss node.
 +
*The BBV has much less utility in the main fleet compared to pre-LD, as even if it is a bonus ship (i.e. [[Yamashiro]]), she cannot  damage or disable the boss' main fleet as reliably compared to CV(L/B)s, as the LD fleet has 2 additional ships with high armor and HP (1 more BB Hime Kai and the Ne Kai).
 +
**A BBV will also interfere with shelling order as the CV(L/B)s need to get their attacks off as quickly as possible, as they are likely to be disabled if hit.
 +
*Taking into account the above, Zuihou may be better off in the main fleet compared to the escort, or alternatively another CVL can be slotted into the main fleet.
 +
**However, again, '''one should ideally wait for EOs to be released before committing an additional CVL here.
 +
*Preboss Node X has a stronger Yo-class variant (Flagship), stronger DDs, and is locked to Line Ahead.
 +
*At Boss Node Z3, there are now two Na-class ships with opening torpedoes as compared to one pre-LD; as above, the main fleet is also much stronger/tankier compared to pre-LD.

Latest revision as of 10:57, 10 July 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.

Deadline to complete / Release Initial Guide: WHEN IT'S DONE

A Very Badly Written Proposal That Has Been Reworked

Preparation

The event is likely to have several shiplocks (E-1 to E-4 already contain 4 separate locks), please plan your locks carefully.

The following things should be considered for this map:

  1. Access to 931st Air Group Torpedo Bombers, and how many variants of them are available to the player
  2. Availability of CV(L/B)s, particularly Zuihou K2B, taking into account possible locking for EOs
  3. Access to LBAS interceptors, especially jet/rocket interceptors for debuff requirements
  4. Bauxite cost (the final boss phase in particular has high shootdown rates)
  5. Access to good LBAS bombers to secure AD (again, for the final boss phase in particular) with fewer fighters


Bonuses (Tentative)

Convoy No.4804 Bonus

5th Fleet Bonus

Nachi, Ashigara, Aoba, Kinu, Tama, Abukuma, Kasumi, Hatsuharu, Shiranui, Ushio

    • 1.25x bonus (All Nodes)

Made in Yokusuka Naval Arsenal Bonus

Chichishima/Iwojima Transport connection bonus

Equipment Bonus

  • All ships
    • 1.2x multiplier against the Final LD boss ONLY (does not include rest of her fleet) once debuff steps are complete.

Planes from the 931st Air Group also have a unique bonus on this map. Note that bonuses will not apply if the slots they are equipped in are completely wiped out:

To stack bonuses from equipment (see below), a carrier must be equipped with different variants of bombers. Below is a list of all the bonuses carrier provide depending on the nodes:

  • Preboss subs
  • Any carrier
    • 1 bomber - x1.45 bonus
    • 2 bombers - x1.7 bonus
    • 3 bombers - x1.96 bonus
  • Preboss surface except X
  • Any carrier
    • 1 bomber - 1.2x bonus
    • 2 bombers - 1.3x bonus
    • 3 bombers - 1.45x bonus
  • Preboss X, boss nodes
  • Zuihou
    • 1 bomber - 1.45 bonus (1.45 * 1.3 = 1.885)
    • 2 bombers - 1.7 bonus (1.7 * 1.3 = 2.21)
    • 3 bombers - 1.96bonus (1.96 * 1.3 = 2.548)
  • Other carriers
    • 1 bomber - 1.55x bonus
    • 2 bombers - 1.67x bonus
    • 3 bombers - 1.79x bonus

Some ships also have bonuses in later maps! Yamashiro, Kiso, Kiyoshimo, Hatakaze, Nowaki, Hatsuzuki, Hatakaze and Tama are probably a safe choices to lock here, pending release of EOs.

Zuihou can stack multiple bonuses (historical bonuses, 931st Air Group bomber bonus[es], carrier bonuses, etc.) on this map, but is highly likely to be relevant in the EO maps, so take this into account before committing her to this map.

Introduction

As a heads up to all players reading this guide, as of current we will only include Single, TCF and CTF comps. Unlike other guides, we cannot in good faith recommend Nagato+Mutsu for this map due to the unknown factor that is the EO maps. While this makes clearing the map more difficult, it is still possible with a strong CTF comp and the appropriate equipment. If you lack equipment or ships, you should still wait until EOs are released before committing, as we will have a better sense of what EOs require by then.

This map consists of multiple phases:

  1. Transport Supplies to Chichi-jima (Node M)
  2. Unlock to path to Iwo-Jima
  3. Transport Supplies to Iwo-Jima (Node R)
  4. Unlock the path to the Destroyer Forest Princess
  5. Chip HP for the Destroyer Forest Princess (Node Z3)
  6. Debuff Destroyer Forest Princess
  7. Defeat the Destroyer Forest Princess on Last Dance

LBAS Defense

You have access to your third LBAS base, which cannot be sortied but can be used for defense throughout all phases. Despite the lack of high-altitude bombers listed in enemy air raid equipment, the attacks do still count as high-altitude air raids, so jet/rocket interceptors (ideally 2 or more) are necessary to assist with securing AS and shooting down enemy bombers. AS is also necessary for the Last Dance (LD) debuff, see below.

Transport Supplies to Chichi-jima (Node M)

This phase involves depleting an ~850 TP Bar (on Hard). A TCF comp is fairly consistent here; the route nodes consist of 1 sub node and 2 surface nodes. Support expeditions are not necessary, although boss support may help with consistent S ranks depending on LBAS deployment.

Transport Combined Fleet

  • Composition: 1CVE, 1 CAV, 4DD + 1 CL, 0-2 CA, 3-4 DD
  • Path: C-E-H-I-L-M
  • LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
  • LBAS Suggestion 2:
    • Land base #1: ASW Bombers (All on Node C)
    • Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
  • Node C is a submarine fleet.
  • Node H and I are surface fleets, but not especially dangerous.
  • Main fleet should be equipped with transport equipment (Drums and/or Daihatsu), escort should be combat focused.
  • CVE should be armed with 931st Air Group bombers if you possess any to maximize damage potential (Zuihou recommended, with caveats mentioned above).

The route is not especially dangerous, and the boss is an Aircraft Carrier Princess in a single fleet; the rest of her fleet is not a significant threat, even during LD. 1-2 LBAS squadrons and your fleet should be more than enough to secure an S rank. Repeat the process until TP gauge is depleted.

Unlock to path to Iwo-Jima

For this phase you will need to clear two nodes that are needed to unlock the path to R and depending on the difficulty the following will be needed:

  1. Get AS on Node A (Hard Only)
  2. Get S rank on Node D (Normal+)
  3. Get AS on Node G (Easy +)


This can be completed with a single fleet, or with a combined fleet (note that TCF routes E->H and can probably only reach Node A, however). Only lock ships here that you know will be used during later phases of the map, or reuse existing locked ships.

Single Fleet Method

  • Composition: 2 CV(L), 4DD
  • Path: C-B-A
  • LBAS: Land base #1: 2-4 Fighters or both LB Rest
  • Bring AACI DD
  • Bring good air power (up to 216+ for AS)
  • Node B has subs, bring ASW if necessary.
Secure AS during the Node A air battle and you'll hear a ding upon returning to base.

Single Fleet Method

  • Composition: 2 CV(L), 1CA(V), 3DD
  • Path: C-E-G
  • LBAS: N/A or both set to Node D (see next section
  • Bring AACI DD
  • Bring good air power (up to 216+ for AS)
  • Node E has subs, bring ASW if necessary.
  • This requirement can be cleared while en route to Node D
Secure AS during the Node G air battle and you'll hear a ding upon returning to base.

Single Fleet Method

  • Composition: 0-1 BBV, 2 CV(L), 0- 1CA(V), 3DD
  • Path: C-E-G-F-D
  • LBAS: N/A or Land base #1-2: 1 Fighter, 3 Bombers (Both set to Node D)
Enemy fleet is a normal surface fleet of light cruisers and destroyers, and does not pose a serious threat. Achieve an S rank on this node and you'll hear a ding upon returning to base.

Once all conditions are complete, the path to node R will be open.

Transport Supplies to Iwo-Jima (Node R)

This phase requires you to deplete a ~900 TP bar (on Hard). Depending on what combined fleet you use, the routing may take additional nodes. Below is a list of all the methods commonly used for this phase. Support expeditions are not necessary, although boss support may help with consistent S ranks depending on LBAS deployment.

  • Composition: 1CVE, 1 CAV, 4DD + 1 CL, 0-2 CA, 3-4 DD
  • Path: C-B-N-A-O-Q-R
  • LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 2 Required); all to R node
  • Node B and N are submarine nodes; ~2 OASW ships should suffice for pass rate
  • A is an Air Battle Node, 1 AACI ship & 216 FP should suffice (boss AS requirement is ~198)
  • Node O is a surface battle with a light carrier included among the fleet, which can affect a TCF's pass rate.
    • FCF may help with pass rate.
  • Boss node will consist of a Heavy Cruiser Summer Princess along with a Light carrier, Ne-class (up to Kai version), a Tsu-class and DDs.
  • Overall, TCF can potentially deplete greater TP values, but may not S-Rank as consistently.

  • Composition: 3 CV(L), 3DD + 1 CL, 0-2 CA, 3-4 DD
  • Path: C-B-N-A-D-O-Q-R
  • LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 2 Required); all to R node
  • Node B and N are submarine nodes; ~2 OASW ships should suffice for pass rate
  • A is an Air Battle Node, 1 AACI ship & 216 FP should suffice (boss AS requirement is ~198)
  • Nodes D & O are surface nodes, but pass rate should be better than with TCF; the extra node D is not particularly challenging, and the stronger opening air strike will help with pass rate.
    • FCF is not really necessary compared to TCF.
  • Boss node will consist of a Heavy Cruiser Summer Princess along with a Light carrier, Ne-class (up to Kai version), a Tsu-class and DDs.
    • Remember to equip 1 or more 931st Air Group torpedo bombers per CV(L/B) for bonus multipliers.
  • Will deplete lower TP values, but can S-rank more consistently, and probably has better pass rate overall.

The boss node is slightly more difficult than the previous boss, but A/S-Ranks should still be manageable, even on LD. Repeat the process until TP gauge is depleted.

Unlock the path to the Destroyer Forest Princess

For this segment, all you will need to do is S-rank Node M, which requires use of a TCF. If you are on Medium difficulty or higher you will need to complete this step. Otherwise, the next phase should automatically unlock.

Transport Combined Fleet

  • Composition: 1CVE, 1 CAV, 4DD + 1 CL, 0-2 CA, 3-4 DD
  • Path: C-E-H-I-L-M
  • LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
  • LBAS Suggestion 2:
      • Land base #1: ASW Bombers (All on Node C)
    • Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node

The next phase will unlock upon completion.

Chip HP for the Destroyer Forest Princess (Node Z3)

The boss HP bar has ~5000 points (on Hard), and assuming the boss is sunk each run, requires ~8 runs (on Hard) to clear. The route to the boss is not particularly long, and only the preboss and boss nodes should really pose any threat to your fleet. Node support is optional but may help with pass rate at the preboss; boss support is recommended.

The following fleet should be considered for this segment:

Carrier Task Force Fleet

  • Composition: 2 CV, 2CVL, 1 BBV, 1 CAV + 1 CL, 2 CA, 0-1 CLT,2-3 DD
    • Note that whatever your preferred comp, you cannot bring >2 CV(B), and you cannot bring >5 (F)BB(V)+CV(L/B)+Akitsu Maru for the route described below.
      • Shinshuu Maru does not count for the >5 large ships types listed above.
  • Path: C-E-H-S-V-X-Z3
  • Land base #1-2: 1 Fighter, 2 Bombers, 1 Recon/Range Extender (Distance of 8 Required) All target Z3 node
    • You may be able to run 1 more bomber on the second LBAS depending on quality of LBAS bombers (and proficiency); use an FP calculator to check if this is possible.
  • At least 1 OASW ship is recommended for pass rate at Nodes E & X.
    • Running Zuihou in escort and moving a CA to main fleet is another possibility, assuming FP requirements can still be met; if not, a CAV or Shinshuu Maru may be necessary.
      • This has the additional advantage of giving the escort another powerful night attack at the cost of one less CVL in the main fleet, and helping with preboss pass rate.
  • Remember to equip 1 or more 931st Air Group torpedo bombers per CV(L/B) for bonus multipliers.
  • BBV should have an AP shell, and a seaplane bomber.
  • CAV will likely need to mule SPFs.
  • 1 AACI DD will help with pass rate, pre-LD.
  • 1-2 historical TCIs are recommended, depending on whether Zuihou is in the escort or not.
    • Ideally, players should wait for EOs before committing TCI ships here, as it remains unclear what EOs might require in terms of ships and shiplocks.
  • Pre-LD, the highest FP required is ~482 FP at node S; accounting for attrition, about 520-530 FP should be safe to consistently AS(+) all nodes along the route.
  • Preboss Node X is a mixed node that includes 1 submarine. Zuihou has a bonus, so positioning her in the escort may help with pass rate (escort attacks first in CTF, and she has OASW ability).
  • Boss fleet has fairly high AA, so it is not uncommon for LBAS and bomber slots to be wiped out.

Pre-LD, the boss is not particularly challenging as there is only one other major target capable of soaking up large amounts of damage (BB Hime Kai). However, do note that the new Na-Class variant has opening torpedo capability. Once the HP bar has been chipped to <700 HP, you will enter LD and the debuff can be unlocked.

Debuff Destroyer Forest Princess

Once you get the princess down to the final kill, you will then need to achieve the following to debuff the boss:

  1. S Rank Node M
  2. S Rank Node R
  3. A Rank Node X
  4. Get AS on Land Base Air Raid (Twice on Hard, Once on Medium)

Below are the steps needed clear the requirements:


Transport Combined Fleet

  • Composition: 1CVE, 1 CAV, 4DD + 1 CL, 0-2 CA, 3-4 DD
  • Path: C-E-H-I-L-M
  • LBAS Suggestion 1: Land base #1-2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
  • LBAS Suggestion 2:
    • Land base #1: ASW Bombers (All on Node C)
    • Land base #2: 1 Fighter, 3 Bombers (Distance of 5 Required) All target M node
Same process as with the initial unlocking for the final boss. After completion, you'll hear a ding upon returning to base.

Single Fleet

  • Composition: 2 CV, 2 CVL, 1 BBV, 1 CAV
  • Path: C-E-G-F-D-O-Q-R
  • LBAS : Land base #1-2: 1 Fighter, 3 Bombers (Distance of 2 Required) All target R node
After completion, you'll hear a ding upon returning to base.

Carrier Task Force Fleet

  • Composition: 2 CV, 2CVL, 1 BBV, 1 CAV + 1 CL, 2 CA, 0-1 CLT,2-3 DD
  • Path: C-E-H-S-V-X-Z3
  • Land base #1-2: 1 Fighter, 2 Bombers, 1 Recon/Range Extender (Distance of 8 Required) All target Z3 node
    • You may be able to run 1 more bomber on the second LBAS depending on quality of LBAS bombers (and proficiency); use an FP calculator to check if this is possible.
This can be done in conjunction to deliver the final blow assuming all other requirements on the list are met first before this one. After completion, you'll hear a ding upon returning to base.

Single Fleet

  • Composition: 1 SS
  • LBAS : Land base #1 & #2: Rest or 4 Fighters
Depending on how strong your 3rd Land Base is, you may be able to clear this while fulfilling the other requirements (as your 3rd base will be defending against attacks throughout this time). If not, you may need to set additional bases to defense and sortie a single submarine to trigger the air attacks on LBAS. After completion, you'll hear a ding upon returning to base.

Once all conditions are met the princess will be debuffed on LD. All ships will get a 1.2x bonus modifier for the final kill segment against Destroyer Forest Princess ONLY.

Defeat the Destroyer Forest Princess on Last Dance

Both support expeditions and sparkling for Last Dance are recommended.

The fleet used should be similar to pre-LD, with the following caveats:

  • 527 FP is now required to achieve AS at Node S. Adjust FP accordingly.
  • It may be necessary to remove the AACI DD (if any) from the escort fleet in order to slot in more damage-dealers (e.g. TCIs and/or CAs).
    • This will hurt pass rate at Nodes S & X, but help with the night battle phase at the boss node.
  • The BBV has much less utility in the main fleet compared to pre-LD, as even if it is a bonus ship (i.e. Yamashiro), she cannot damage or disable the boss' main fleet as reliably compared to CV(L/B)s, as the LD fleet has 2 additional ships with high armor and HP (1 more BB Hime Kai and the Ne Kai).
    • A BBV will also interfere with shelling order as the CV(L/B)s need to get their attacks off as quickly as possible, as they are likely to be disabled if hit.
  • Taking into account the above, Zuihou may be better off in the main fleet compared to the escort, or alternatively another CVL can be slotted into the main fleet.
    • However, again, one should ideally wait for EOs to be released before committing an additional CVL here.
  • Preboss Node X has a stronger Yo-class variant (Flagship), stronger DDs, and is locked to Line Ahead.
  • At Boss Node Z3, there are now two Na-class ships with opening torpedoes as compared to one pre-LD; as above, the main fleet is also much stronger/tankier compared to pre-LD.