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Difference between revisions of "Sandbox/Winter 2022 E-1"

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==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.
 +
 +
 
=Dark's guide (Hijacked by Totaku)=
 
=Dark's guide (Hijacked by Totaku)=
  
 
== Introduction ==
 
== Introduction ==
  
In this operation, you will be organizing a fleet to reach various points across the map and taking out enemy fleets in key location, unlocking more areas to repeat the process until you finally meet up with an enemy carrier combined fleet for the finale.
+
E1 is a single fleet map consisting of multiple lengthy unlock phases followed by a single HP phase. Due to the weaker nature of the enemy fleets not using any historical ships can be considered.
  
This guide will primary go over what you'll bring for reaching each point and what to expect.
+
==Cruising the Nansei Islands Part 1==
 
+
This Phase contains up to 4 requirements, depending on difficulty:
The one overall advice we'll present in this point of the guide is that the enemy fleets are fairly weak and this can be done without the usage of historical. So if possible, consider reserving them for later maps.
 
 
 
==Meeting Key location in the Nansei Islands Part 1==
 
In this phase you will need to visit 4 locations in which you'll need to make contact with bases and take out enemy fleets below is the requirements needed for each difficulty
 
  
 
{| class="wikitable"  
 
{| class="wikitable"  
Line 30: Line 58:
 
| A+
 
| A+
 
| A+
 
| A+
|  
+
| Reach
 
|-
 
|-
 
| Easy
 
| Easy
|  
+
| Reach
 
| A+
 
| A+
 
| A+
 
| A+
Line 48: Line 76:
 
<tabber>
 
<tabber>
 
|-|Node A=
 
|-|Node A=
* '''1CL, 5DD'''
+
* '''1CL, 5DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|E|pink|D|red|A|grey}}
 
* Route: {{MapRoute|B|red|F|blue|E|pink|D|red|A|grey}}
** Bring AA and ASW Gears on your ships.
+
** AA/ASW Gear is recommended
** Using a normal AACI set up on a generic ship can be helpful on E
+
** Using a generic [[AACI]] on a generic ship can be helpful on {{MapRoute|E|pink}}.
 
|-|Node N=
 
|-|Node N=
* '''1CL, 5DD
+
* '''1CL, 5DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red}}
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red}}
** Fleet should mostly be combat focus.
+
** Fleet should be equipped for surface combat.
** Send LBAS with bombers to the node.
+
** Using a generic [[AACI]] on a generic ship can be helpful on {{MapRoute|J|pink}}.
** Using a normal AACI set up on a generic ship can be helpful on J
 
 
|-| Node M=
 
|-| Node M=
* '''1FBB, 1CV, 1CL, 3DD
+
* '''1FBB, 1CV, 1CL, 3DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|C|red|G|blue|K|red|M|red}}
 
* Route: {{MapRoute|B|red|C|red|G|blue|K|red|M|red}}
** A fleet with a standard carrier forces southern route to go to M.
+
** A fleet with a standard carrier forces the fleet to go to {{MapRoute|M|red}}.
** Bring 1-2 ASW fleets to clear node M
+
** Using 1-2 ASW ships to help with {{MapRoute|M|red}} is recommended.
 
|-|Node L=
 
|-|Node L=
* '''1FBB, 1CV, 1CL, 3DD
+
* '''1FBB, 1CV, 1CL, 3DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|C|red|G|blue|I|red|L|grey}}
 
* Route: {{MapRoute|B|red|C|red|G|blue|I|red|L|grey}}
** Same fleet as one goes to M. Choose routing to I from G.
+
** {{MapRoute|I|red}} features a heavy cruiser surface fleet
** I features a heavy cruiser surface fleet
 
 
</tabber>
 
</tabber>
  
Once conditions are met the next set of locations will unlock for the next sequence.  
+
Once conditions are met additional nodes will unlock.
  
==Meeting Key location in the Nansei Islands Part 2==
+
==Cruising the Nansei Islands Part 2==
In this phase, your fleet will go deeper into the Nansei Islands to make contact with 4 more locations. It will be mostly similar to doing part 1, just with additional fights.
+
This Phase contains up to 4 requirements, depending on difficulty:
  
 
{| class="wikitable"  
 
{| class="wikitable"  
Line 111: Line 137:
 
<tabber>
 
<tabber>
 
|-|Node H2=
 
|-|Node H2=
* '''1FBB, 1CVL, 2CA, 1 CL, 1DD (FAST)
+
* '''1FBB, 1CVL, 2CA, 1 CL, 1DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|E|pink|H|red|H1|red|H2|red}}
 
* Route: {{MapRoute|B|red|F|blue|E|pink|H|red|H1|red|H2|red}}
** The fleet will need to be fast, have a (F)BB, and 2 CAs to route towards H1.
+
** {{MapRoute|H2|red}} is a surface fight with a CVL present in the fleet.
**This will be the only segment where you'll need CAs for the map.
 
** H2 is a surface fight with a CVL present in the fleet.
 
 
|-|Node O1=
 
|-|Node O1=
* '''1CL, 5DD
+
* '''1CL, 5DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O2|red|O5|red}}
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O2|red|O5|red}}
** Similar fleet use route N.
+
** {{MapRoute|O2|red}} will be a heavy enemy surface fleet. Using Vanguard to minimize damage is recommended.
** O2 will be a surface fleet against battleships, use vanguard to minimize damage.
 
  
 
|-| Node O3=
 
|-| Node O3=
* '''0-1FBB, 1CV, 0-1 CVL, 1CL, 3-4DD
+
* '''0-1FBB, 1CV, 0-1 CVL, 1CL, 3-4DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|C|red|G|blue|K|red|M|red|O3|pink}}
 
* Route: {{MapRoute|B|red|C|red|G|blue|K|red|M|red|O3|pink}}
** Focus on AA on the fleet and consider making your carrier a fighter mule to survive and get to the air raid node.
+
** AACI is highly recommended for this step.
** Land base should be a fighter sweep with a distance of 5
+
** It is recommended to Fighter sweep the Node (5 Range) if the fleet is unable to reach the requirement by itself.
** Alternatively, you can also consider using some bombers in your LBAS to attempt to wipe out the carriers to make obtaining AS easier.
 
 
|-|Node O4=
 
|-|Node O4=
* '''1CL, 5DD
+
* '''1CL, 5DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red}}
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red}}
** Same fleet for O1 but go to O4 from O instead.
+
** Using 1-2 ASW ships is recommended
**Bring 1-2 ASW capable ships
+
 
 
</tabber>
 
</tabber>
  
Once all conditions are met, the path to the next set of nodes will unlock to explore.
+
Once conditions are met additional nodes will unlock.
  
==Meeting Key location in the Nansei Islands Part 3 to Uulock {{MapRoute|V3|red}}==
+
==Cruising the Nansei Islands Part 3 to Unlock {{MapRoute|V3|red}}==
The goal of this phase is to make contact with 3 key locations which you'll need to to the farthest reaches of the Nansei Islands torwards Taiwan. All key areas, don't contain enemies, so you can proceed to defend yourself to reach these areas. Below is the requirements for each difficulty:
+
This Phase contains up to 3 requirements, depending on difficulty:
  
 
{| class="wikitable"  
 
{| class="wikitable"  
Line 155: Line 177:
 
| Reach
 
| Reach
 
| Reach
 
| Reach
|  
+
| Reach
 
|-
 
|-
 
| Easy
 
| Easy
Line 171: Line 193:
 
<tabber>
 
<tabber>
 
|-|Node Q3=
 
|-|Node Q3=
* '''1CL, 5DD
+
* '''1CL, 5DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|Q|red|Q3|grey}}
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|Q|red|Q3|grey}}
**Path is identical to going through O4, focus primarly on AA, ASW and and combat and vanguard to pass the surface node
+
**Path is identical to going through {{MapRoute|O4|red}}, requiring a diverse setup with AA, ASW and surface combat in mind.
 
|-|Node T=
 
|-|Node T=
* '''1FBB, 1CVL, 1CL, 3DD
+
* '''1FBB, 1CVL, 1CL, 3DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|P|blue|R|pink|S|blue|T|blue}}
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|P|blue|R|pink|S|blue|T|blue}}
** Focus on AA to survive the air attack on R otherwise, all nodes past it contain no enemies, just direct your fleet to T
+
** Focusing on AA capabilities is highly recommended.
  
 
|-| Node U=
 
|-| Node U=
* '''1FBB, 1CVL, 1CL, 3DD
+
* '''1FBB, 1CVL, 1CL, 3DD (Fast Fleet)
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|P|blue|R|pink|S|blue|U|grey}}
 
* Route: {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|P|blue|R|pink|S|blue|U|grey}}
** Focus on AA to survive the air attack on R otherwise, all nodes past it contain no enemies, just direct your fleet to U.
+
** Focusing on AA capabilities is highly recommended.
 
</tabber>
 
</tabber>
  
Once all conditions are met, you will unlock the final sequence where you'll face off against the carrier combined fleet.
+
Once conditions are met the Boss will unlock.
  
==Phase 1: Eliminate the Combined Carrier fleet at {{MapRoute|V3|red}}==
+
==Boss Phase: Eliminate the Enemy Carrier Task Force at {{MapRoute|V3|red}}==
In this final phase, your fleet will now face off and eliminate a carrier combined fleet which is lead by a Wo-class Carrier Kai at Node {{MapRoute|V3|red}}. For this phase you want to mount up your AA and AACI to help survive the nodes along the trip to make clearing this section easier.
+
The Last Phase of this map contains an HP Phase, requiring killing the Wo-Class Flagship of the enemy Carrier Task Fore found at {{MapRoute|V3|red}}.  
  
There are two main strategies to fighting the boss, which are both listed below:
+
There are two approaches to this boss, both sharing these features:
 +
* High AA and [[AACI]] are recommended.
 +
* Boss airpower is 191 AP / 422 AS / 828 AS+ on Hard Mode.
 +
* LBAS is recommended to be sent to the Boss (8 Range).
 +
* Boss support is optional.
  
 
<tabber>
 
<tabber>
 
|-|South route=
 
|-|South route=
* '''1CV, 1CVL, 1CA(V), 1CL, 2DD
+
* '''1CV, 1CVL, 1CA(V), 1CL, 2DD (Fast Fleet)
 
* Route = {{MapRoute|B|red|C|red|K|blue|O3|pink|S|blue|T|blue|V1|pink|V3|red}}
 
* Route = {{MapRoute|B|red|C|red|K|blue|O3|pink|S|blue|T|blue|V1|pink|V3|red}}
** Fleet will be armed to focus more heavily on air power to fight through the carrier fleets and air nodes along the way.
+
** A more Air-Power oriented approach:
** Strong carrier fleets are present making passing rates harder compared to north route
+
** Strong enemy carrier fleets are present on Route, possibly reducing pass rate
** AACI is recommended
+
** Meeting Air Power requirements is easier
** Boss air power is 191 AP/422 AS/828 AS+
+
** Allows for a strong opening Air Strike
** Will make scoring AS more possible at boss node
+
** No Second shelling will be initiated by using this fleet.
** Land base should use fighters and bombers (Range 8 Required)
 
** Will allow for a strong opening strike
 
** Do note however, you will not get a 2nd shelling attack
 
** Boss support is optional
 
 
|-|North route=
 
|-|North route=
* '''0-1FBB, 1-2CVL, 1CL, 3DD
+
* '''0-1FBB, 1-2CVL, 1CL, 3DD (Fast Fleet)
 
* Route = {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|P|blue|R|pink|S|blue|T|blue|V3|Red}}
 
* Route = {{MapRoute|B|red|F|blue|J|pink|N|red|O|blue|O4|red|P|blue|R|pink|S|blue|T|blue|V3|Red}}
** Fleet will be more combat focused
+
** Bringing a FBB will allow a 2nd Shelling Phase
** Bringing a FBB will allow 2nd Shelling which will be useful for the boss
+
** Using 2 CVL will allow for better protection from air nodes leading up to the boss fight
** Using 2 CVLs will allow for better protection from air nodes leading up to the boss fight, but will lack 2nd shelling.
+
**Splitting the land base between {{MapRoute|R|pink}} and {{MapRoute|V3|red}} may improve passing rate.
** AACI is recommended
 
** Boss air power is 191 AP/422 AS/828 AS+
 
** Aim for at least AP to survie
 
** Land base should use fighters and bombers (Range 8 Required)
 
**You may want your land base to split between R and V3 to improve survival chances
 
** Boss support is optional
 
 
</tabber>
 
</tabber>
  
Once you successfully defeat the HP bar and finish off the Wo-class Kai the map is considered complete.
 
 
=Suzu's guide=
 
=Suzu's guide=
  
==Gimmick 1==
+
This segment is geared for newer players who have not yet participated in events or have not cleared and obtained a full roster of powerful ships and equipment. Majority of equipment needed to clear the event can be obtained via Development or as stock equipment on ships.
 +
 
 +
E1 has 1 LBAS available for use. Note that the boss node is range 8. We suggest to setup LBASFightsr and Attack  planes that is are at least capable of reaching range 7 or more then add a saiun, type 1 land base recon, Catalina, or Type 2 Flying Boat to extend the range accordingly. Feel free to send the LBAS on nodes you think you may have trouble with. As per testing it appears that using Toukais and ASW Support via LBAS is not necessary; hence, sending LBAS to Surface Combat Nodes and Air Raid Nodes is a more viable option.
 +
 
 +
On Casual and Easy Difficulty, Ships at bare minimum must at least be at level 28 above and/or at least reached first remodel and have been modernized to increase stats. Also, having basic AACI and ASW Gear is necessary. For more details head to the Special Notes section.
 +
 
 +
==Phase 1==
 +
<tabber>
 +
|-|Reach A Node=
 +
1CL 1CAV 4DD<br>
 +
Route: B-F-E-D-A
 +
 
 +
<br> B Node and Node D is a submarine node so OASW capable ships are important if not available ASW gear on 1-2 Ships. E Node is an Air Raid Node, AACI can help mitigate damage and fend off abyssal planes.
 +
 
 +
|-|Reach L Node=
 +
1FBB 1CV 1CL 3DD<br>
 +
Route:B-C-G-I-L
 +
 
 +
<br>B Node is a submarine node so OASW capable ships are important; at bare minimum 1 OASW Ship is needed especially on Hard Mode. Node C and I are surface combat nodes, feel free to send your LBAS to those sections as needed.
 +
 
 +
 
 +
|-|A+ Rank N Node=
 +
1FBB 1CVL 1CL 3DD (Speed: Fast)<br>
 +
Routing: B-F-J-E-D-A
 +
 
 +
<br>B Node and Node D are submarine node. Node E is an air raid node.
 +
 
 +
|-|A+ Rank M Node=
 +
1FBB 1CV 1CL 3DD<br>
 +
Routing: B-C-G-K-M
 +
 
 +
<br> M is a submarine node. For this phase, beginner players may want to equip their destroyers with enough ASW gear. OASW ships is nice to have especially on higher difficulties; however, for newer admirals even non-OASW capable destroyers are fine as long as equipped with Sonar, Depth Charge Projector, and Depth Charge for synnergy.
 +
</tabber>
 +
 
 +
==Phase 2==
 +
<tabber>
 +
|-|A+ Rank H2=
 +
1FBB 1CVL 2CA(V) 2DD<br>
 +
Routing: B-F-E-H-H1-H2
 +
 
 +
<br> B and H1 are submarine nodes. H2 is a surface fleet with a Nu-class.
 +
 +
|-|Reach O1=
 +
1FBB 1CVL 1CL 3DD <br>
 +
Routing: B-F-J-N-O-O2-O1
 +
 
 +
<br> Node B is a submarine Node. Node J is an air raid node. Node O2 is a Surface fleet with 2 Ru-class BB's on Hard Mode. Do note that even if you get taiha'd here, you can proceed to O1 without risks.
 +
 
 +
|-|AS at Node O3=
 +
1FBB 1CV 1CAV 3DD or 1FBB 1CV 1CVL 3DD<br>
 +
Routing:B-C-G-K-M-O3
 +
 
 +
<br> B and M are submarine Nodes. Node K is a surface node with a Nu-class. Bringing a CV will help maintain AS on Node O3 as well as being able to attack; suggested equipment setup would be 1 Torpedo Plane on the highest slot and Fighter Planes on the rest. CVL/CAV will be used as Fighter Plane/Seaplane Fighter Mules. AACI also helps cut down enemy air power. Furthermore, sending an LBAS on Fighter Sweep will also help; Node range is 5.
 +
 
 +
|-|S-rank Node O4=
 +
1FBB 1CVL 1CL 3DD<br>
 +
Routing: B-F-J-N-O4
 +
 
 +
<br> Node B and O4 are submarine Nodes, please bring appropriate gear. Node J is an Air Raid node, AACI will help mitigate damage. CVL can be pure fighter mule or you can equip at least 1 torpedo plane. Take note this route is part of the final route to the boss. If there is difficulty in dealing with Air Raids then please consider using CVL as fighter mule instead.
 +
</tabber>
 +
 
 +
==Phase 3: Unlock {{MapRoute|V3|red}}==
 +
<tabber>
 +
|-|Reach Node Q3=
 +
1CL 1CAV 4DD<br>
 +
Routing:B-F-J-N-O-O4-P-Q1-Q3
 +
 
 +
<br>B Node and O4 are submarine nodes. Node J is an air raid node. Node Q1 is a surface node.
 +
 
 +
|-|Reach Node T=
 +
1FBB 1CVL 1CL 3DD<br>
 +
Routing:B-F-J-N-O-O4-P-R-S-T
 +
 
 +
<br>B Node and O4 are submarine nodes. Node J and R are air raid nodes.
 +
 
 +
|-|Reach Node U=
 +
 
 +
1FBB 1CVL 1CL 3DD <br>
 +
Routing: B-F-J-N-O-O4-P-R-S-U
 +
 
 +
<br>B Node and O4 are submarine nodes. Node J and R are air raid nodes.
 +
 
 +
</tabber>
 +
 
 +
== Final Phase: Boss Node {{MapRoute|V3|red}}==
 +
 
 +
1FBB 1CVL 1CL 3DD<br>
 +
B-F-J-N-O-O4-P-R-S-T-V3
 +
 
 +
Node B and O4 are submarine nodes. Node J and R are air raid nodes. V3 is an Abyssal Combined Fleet at Hard Mode you need 405 Air Power to meet Air Superiority and 180 to meet Air Parity. While on Casual you need 150 for Air Superiority and 67 for Air Parity. If you can meet the air combat requirements while bringing attack planes then good, if not use CVL as pure fighter mule. Equip your and assign DD and/or CL to fill in roles for ASW, AACI, and Night Double Attack. For new players having Isuzu Kai Ni will be beneficial as she can fill in both OASW and AACI. Naka Kai Ni is also suggested for ASW work. Standard DD's equipped with AACI setups can work on lower difficulties but will be challened in Medium and Hard mode.
 +
 
 +
==Special notes==
 +
*At bare minimum 1 OASW ship is needed on Hard Mode. On lower difficulties OASW is not absolutely necessary, non-OASW destroyers are fine as long as equipped with Sonar, Depth Charge Projector, and Depth Charge for synnergy.
 +
*At bare minimum you need 1 dedicated AACI Ship it need not be Akizuki-class or Atlanta-class, Even a generic Fubuki-class with a 10cm High Angle gun + AAFD and Type 13 Air Radar will work fine or even a 10cm High Angle Gun, Type 91 AFFD, and Type 13 Air Radar. In the event you don't have those specific equipment a random High Angle Gun and Radar on a AACI Capable ship like Isuzu Kai Ni can work. 
 +
*Testing was done with Reppus, Shiden Kais, Zero model 52, and Zero Model 21. At Low difficulty even the Zeroes can work but it is highly suggested that you try to craft and equip Reppus instead.
 +
*LBAS setup would be ideally 2 Land Based Attack Planes, 1 Fighter Plane or Interceptor, and Recon planes that enable the LBAS to reach range of 8.
 +
 
 +
 
  
==Gimmick 2==
+
==Branch Rules Attempt by Chrno98 (Feel free to edit)==
 +
{{MapBranchingTable
 +
|title = E-1 Branching Rules
 +
|expand = true
 +
|id = 53-1
 +
|order = B,C,E,F,G,H,K,O,O2,O4,P,Q1,S,T,V1
 +
|B -> C = * Fleet contains CV(B)
 +
|B -> F/empty = * Does not meet the requirements to go to C
 +
|C -> F/empty = * Fleet contains SS(V) or DE
 +
|C -> G/empty = * Does not meet the requirements to go to F
 +
|E -> D = * Does not meet the requirements to go to H
 +
|E -> H = * Fleet contains (F)BB(V), CV, SS(V), LHA, or AS
 +
|F/empty -> E, J = Choose your own adventure!
 +
|G/empty -> I, K = Choose your own adventure!
 +
|H -> D = * Node H1 is not unlocked
 +
* Does not meet the requirements to go to H1
 +
|H -> H1 = * Amount of CA(V) ≥ 2
 +
|K -> M = * Route to O3 is not unlocked
 +
* Does not meet the requirements to go to O3
 +
|K -> O3 = * Meet '''ALL''' of the following to go to O3:
 +
** Fast Fleet
 +
** Amount of (F)BB(V)+CV(B) ≥ 2
 +
|O/empty -> O2, O4 = Choose your own adventure!
 +
|O2 -> O1/resource = * Meet '''ALL''' of the following to go to O1:
 +
** Amount of CV(L) ≤ 1
 +
** Amount of CA(V) + CL ≤ 2
 +
** Amount of DD ≥ 3
 +
|O2 -> O5 = * Does not meet the requirements to go to O1
 +
|O4 -> P = * Does not meet the requirements to go to Q
 +
|O4 -> Q = * Meet '''ANY''' of the following to go to Q:
 +
** Fleet contains DE, AO, or AS
 +
** Amount of DD ≥ 4
 +
|P/empty -> Q1, R = Choose your own adventure!
 +
|Q1 -> Q2 = * Force Q2, if fleet contains SS(V)
 +
* Does not meet the requirements to go to Q3
 +
|Q1 -> Q3/resource = * Meet '''ANY''' of the following requirements:
 +
** Fast Fleet
 +
** If fleet is slow, (F)BB(V) = 0
 +
|S/empty -> T, U/empty = Choose your own adventure!
 +
|T -> V = * Force V, if fleet contains SS(V)
 +
* Meet '''ANY''' of the following requirements:
 +
** Amount of (F)BB(V) + CV(B) ≥ 3
 +
** Amount of CV(B/L) ≥ 3
 +
|T -> V1 = * Does not meet the requirements for V or V3
 +
|T -> V3 = * Meet '''ALL''' of the following requirements:
 +
** Fast Fleet
 +
** Amount of (F)BB(V) ≤ 1
 +
** Amount of CV(B) = 0
 +
** Amount of DD ≥ 3
 +
** Pass the LOS check
 +
|V1 -> V2 = * Pass the LOS check
 +
|V1 -> V3 = * Fail the LOS check
  
==Gimmick 3: Unlock {{MapRoute|V3|red}}==
+
}}
  
==Phase 1: Boss Node {{MapRoute|V3|red}}==
+
Notes:
 +
no routing info for 2+ BB
 +
H routing is difficult to fully determine as unlocks do no count as separate phase on tsunkit
 +
K -> O3 possibly no BBs allowed, went with jp wiki

Latest revision as of 22:34, 3 March 2022

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.


Dark's guide (Hijacked by Totaku)

Introduction

E1 is a single fleet map consisting of multiple lengthy unlock phases followed by a single HP phase. Due to the weaker nature of the enemy fleets not using any historical ships can be considered.

Cruising the Nansei Islands Part 1

This Phase contains up to 4 requirements, depending on difficulty:

A N M L
Hard Reach A+ A+ Reach
Medium Reach A+ A+ Reach
Easy Reach A+ A+
Casual Reach

  • 1CL, 5DD (Fast Fleet)
  • Route: B F E D A
    • AA/ASW Gear is recommended
    • Using a generic AACI on a generic ship can be helpful on E.

  • 1CL, 5DD (Fast Fleet)
  • Route: B F J N
    • Fleet should be equipped for surface combat.
    • Using a generic AACI on a generic ship can be helpful on J.

  • 1FBB, 1CV, 1CL, 3DD (Fast Fleet)
  • Route: B C G K M
    • A fleet with a standard carrier forces the fleet to go to M.
    • Using 1-2 ASW ships to help with M is recommended.

  • 1FBB, 1CV, 1CL, 3DD (Fast Fleet)
  • Route: B C G I L
    • I features a heavy cruiser surface fleet

Once conditions are met additional nodes will unlock.

Cruising the Nansei Islands Part 2

This Phase contains up to 4 requirements, depending on difficulty:

H2 O1 O3 O4
Hard S Reach AS S
Medium S Reach AS S
Easy Reach AS S
Casual Reach

  • 1FBB, 1CVL, 2CA, 1 CL, 1DD (Fast Fleet)
  • Route: B F E H H1 H2
    • H2 is a surface fight with a CVL present in the fleet.

  • 1CL, 5DD (Fast Fleet)
  • Route: B F J N O O2 O5
    • O2 will be a heavy enemy surface fleet. Using Vanguard to minimize damage is recommended.

  • 0-1FBB, 1CV, 0-1 CVL, 1CL, 3-4DD (Fast Fleet)
  • Route: B C G K M O3
    • AACI is highly recommended for this step.
    • It is recommended to Fighter sweep the Node (5 Range) if the fleet is unable to reach the requirement by itself.

  • 1CL, 5DD (Fast Fleet)
  • Route: B F J N O O4
    • Using 1-2 ASW ships is recommended

Once conditions are met additional nodes will unlock.

Cruising the Nansei Islands Part 3 to Unlock V3

This Phase contains up to 3 requirements, depending on difficulty:

Q3 T U
Hard Reach Reach Reach
Medium Reach Reach Reach
Easy Reach Reach
Casual Reach

  • 1CL, 5DD (Fast Fleet)
  • Route: B F J N O O4 Q Q3
    • Path is identical to going through O4, requiring a diverse setup with AA, ASW and surface combat in mind.

  • 1FBB, 1CVL, 1CL, 3DD (Fast Fleet)
  • Route: B F J N O O4 P R S T
    • Focusing on AA capabilities is highly recommended.

  • 1FBB, 1CVL, 1CL, 3DD (Fast Fleet)
  • Route: B F J N O O4 P R S U
    • Focusing on AA capabilities is highly recommended.

Once conditions are met the Boss will unlock.

Boss Phase: Eliminate the Enemy Carrier Task Force at V3

The Last Phase of this map contains an HP Phase, requiring killing the Wo-Class Flagship of the enemy Carrier Task Fore found at V3.

There are two approaches to this boss, both sharing these features:

  • High AA and AACI are recommended.
  • Boss airpower is 191 AP / 422 AS / 828 AS+ on Hard Mode.
  • LBAS is recommended to be sent to the Boss (8 Range).
  • Boss support is optional.

  • 1CV, 1CVL, 1CA(V), 1CL, 2DD (Fast Fleet)
  • Route = B C K O3 S T V1 V3
    • A more Air-Power oriented approach:
    • Strong enemy carrier fleets are present on Route, possibly reducing pass rate
    • Meeting Air Power requirements is easier
    • Allows for a strong opening Air Strike
    • No Second shelling will be initiated by using this fleet.

  • 0-1FBB, 1-2CVL, 1CL, 3DD (Fast Fleet)
  • Route = B F J N O O4 P R S T V3
    • Bringing a FBB will allow a 2nd Shelling Phase
    • Using 2 CVL will allow for better protection from air nodes leading up to the boss fight
    • Splitting the land base between R and V3 may improve passing rate.

Suzu's guide

This segment is geared for newer players who have not yet participated in events or have not cleared and obtained a full roster of powerful ships and equipment. Majority of equipment needed to clear the event can be obtained via Development or as stock equipment on ships.

E1 has 1 LBAS available for use. Note that the boss node is range 8. We suggest to setup LBASFightsr and Attack planes that is are at least capable of reaching range 7 or more then add a saiun, type 1 land base recon, Catalina, or Type 2 Flying Boat to extend the range accordingly. Feel free to send the LBAS on nodes you think you may have trouble with. As per testing it appears that using Toukais and ASW Support via LBAS is not necessary; hence, sending LBAS to Surface Combat Nodes and Air Raid Nodes is a more viable option.

On Casual and Easy Difficulty, Ships at bare minimum must at least be at level 28 above and/or at least reached first remodel and have been modernized to increase stats. Also, having basic AACI and ASW Gear is necessary. For more details head to the Special Notes section.

Phase 1

1CL 1CAV 4DD
Route: B-F-E-D-A
B Node and Node D is a submarine node so OASW capable ships are important if not available ASW gear on 1-2 Ships. E Node is an Air Raid Node, AACI can help mitigate damage and fend off abyssal planes.

1FBB 1CV 1CL 3DD
Route:B-C-G-I-L
B Node is a submarine node so OASW capable ships are important; at bare minimum 1 OASW Ship is needed especially on Hard Mode. Node C and I are surface combat nodes, feel free to send your LBAS to those sections as needed.

1FBB 1CVL 1CL 3DD (Speed: Fast)
Routing: B-F-J-E-D-A
B Node and Node D are submarine node. Node E is an air raid node.

1FBB 1CV 1CL 3DD
Routing: B-C-G-K-M
M is a submarine node. For this phase, beginner players may want to equip their destroyers with enough ASW gear. OASW ships is nice to have especially on higher difficulties; however, for newer admirals even non-OASW capable destroyers are fine as long as equipped with Sonar, Depth Charge Projector, and Depth Charge for synnergy.

Phase 2

1FBB 1CVL 2CA(V) 2DD
Routing: B-F-E-H-H1-H2
B and H1 are submarine nodes. H2 is a surface fleet with a Nu-class.

1FBB 1CVL 1CL 3DD
Routing: B-F-J-N-O-O2-O1
Node B is a submarine Node. Node J is an air raid node. Node O2 is a Surface fleet with 2 Ru-class BB's on Hard Mode. Do note that even if you get taiha'd here, you can proceed to O1 without risks.

1FBB 1CV 1CAV 3DD or 1FBB 1CV 1CVL 3DD
Routing:B-C-G-K-M-O3
B and M are submarine Nodes. Node K is a surface node with a Nu-class. Bringing a CV will help maintain AS on Node O3 as well as being able to attack; suggested equipment setup would be 1 Torpedo Plane on the highest slot and Fighter Planes on the rest. CVL/CAV will be used as Fighter Plane/Seaplane Fighter Mules. AACI also helps cut down enemy air power. Furthermore, sending an LBAS on Fighter Sweep will also help; Node range is 5.

1FBB 1CVL 1CL 3DD
Routing: B-F-J-N-O4
Node B and O4 are submarine Nodes, please bring appropriate gear. Node J is an Air Raid node, AACI will help mitigate damage. CVL can be pure fighter mule or you can equip at least 1 torpedo plane. Take note this route is part of the final route to the boss. If there is difficulty in dealing with Air Raids then please consider using CVL as fighter mule instead.

Phase 3: Unlock V3

1CL 1CAV 4DD
Routing:B-F-J-N-O-O4-P-Q1-Q3
B Node and O4 are submarine nodes. Node J is an air raid node. Node Q1 is a surface node.

1FBB 1CVL 1CL 3DD
Routing:B-F-J-N-O-O4-P-R-S-T
B Node and O4 are submarine nodes. Node J and R are air raid nodes.

1FBB 1CVL 1CL 3DD
Routing: B-F-J-N-O-O4-P-R-S-U
B Node and O4 are submarine nodes. Node J and R are air raid nodes.

Final Phase: Boss Node V3

1FBB 1CVL 1CL 3DD
B-F-J-N-O-O4-P-R-S-T-V3

Node B and O4 are submarine nodes. Node J and R are air raid nodes. V3 is an Abyssal Combined Fleet at Hard Mode you need 405 Air Power to meet Air Superiority and 180 to meet Air Parity. While on Casual you need 150 for Air Superiority and 67 for Air Parity. If you can meet the air combat requirements while bringing attack planes then good, if not use CVL as pure fighter mule. Equip your and assign DD and/or CL to fill in roles for ASW, AACI, and Night Double Attack. For new players having Isuzu Kai Ni will be beneficial as she can fill in both OASW and AACI. Naka Kai Ni is also suggested for ASW work. Standard DD's equipped with AACI setups can work on lower difficulties but will be challened in Medium and Hard mode.

Special notes

  • At bare minimum 1 OASW ship is needed on Hard Mode. On lower difficulties OASW is not absolutely necessary, non-OASW destroyers are fine as long as equipped with Sonar, Depth Charge Projector, and Depth Charge for synnergy.
  • At bare minimum you need 1 dedicated AACI Ship it need not be Akizuki-class or Atlanta-class, Even a generic Fubuki-class with a 10cm High Angle gun + AAFD and Type 13 Air Radar will work fine or even a 10cm High Angle Gun, Type 91 AFFD, and Type 13 Air Radar. In the event you don't have those specific equipment a random High Angle Gun and Radar on a AACI Capable ship like Isuzu Kai Ni can work.
  • Testing was done with Reppus, Shiden Kais, Zero model 52, and Zero Model 21. At Low difficulty even the Zeroes can work but it is highly suggested that you try to craft and equip Reppus instead.
  • LBAS setup would be ideally 2 Land Based Attack Planes, 1 Fighter Plane or Interceptor, and Recon planes that enable the LBAS to reach range of 8.


Branch Rules Attempt by Chrno98 (Feel free to edit)

E-1 Branching Rules
Nodes Rules
B
C
  • Fleet contains CV(B)
F
  • Does not meet the requirements to go to C
C
F
  • Fleet contains SS(V) or DE
G
  • Does not meet the requirements to go to F
E
D
  • Does not meet the requirements to go to H
H
  • Fleet contains (F)BB(V), CV, SS(V), LHA, or AS
F
E

Choose your own adventure!

J
G
I

Choose your own adventure!

K
H
D
  • Node H1 is not unlocked
  • Does not meet the requirements to go to H1
H1
  • Amount of CA(V) ≥ 2
K
M
  • Route to O3 is not unlocked
  • Does not meet the requirements to go to O3
O3
  • Meet ALL of the following to go to O3:
    • Fast Fleet
    • Amount of (F)BB(V)+CV(B) ≥ 2
O
O2

Choose your own adventure!

O4
O2
O1
  • Meet ALL of the following to go to O1:
    • Amount of CV(L) ≤ 1
    • Amount of CA(V) + CL ≤ 2
    • Amount of DD ≥ 3
O5
  • Does not meet the requirements to go to O1
O4
P
  • Does not meet the requirements to go to Q
Q
  • Meet ANY of the following to go to Q:
    • Fleet contains DE, AO, or AS
    • Amount of DD ≥ 4
P
Q1

Choose your own adventure!

R
Q1
Q2
  • Force Q2, if fleet contains SS(V)
  • Does not meet the requirements to go to Q3
Q3
  • Meet ANY of the following requirements:
    • Fast Fleet
    • If fleet is slow, (F)BB(V) = 0
S
T

Choose your own adventure!

U
T
V
  • Force V, if fleet contains SS(V)
  • Meet ANY of the following requirements:
    • Amount of (F)BB(V) + CV(B) ≥ 3
    • Amount of CV(B/L) ≥ 3
V1
  • Does not meet the requirements for V or V3
V3
  • Meet ALL of the following requirements:
    • Fast Fleet
    • Amount of (F)BB(V) ≤ 1
    • Amount of CV(B) = 0
    • Amount of DD ≥ 3
    • Pass the LOS check
V1
V2
  • Pass the LOS check
V3
  • Fail the LOS check


Notes: no routing info for 2+ BB H routing is difficult to fully determine as unlocks do no count as separate phase on tsunkit K -> O3 possibly no BBs allowed, went with jp wiki