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''The advice on this page is just general advice. For more personalised advice, you are welcome to join the [https://discord.gg/fAK6K9j ENWiki Discord].''
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{{imbox|type=content|image = [[Image:Imbox outdated.png|42px]]|textstyle=color:red|text='''''This article [[:Category:Outdated Articles|outdated]] and needs updating.<br>It is notably lacking details about newer events mechanics and current META strategies.
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[[Category:Outdated Articles]]}}
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''The advice on this page is just general advice. For more personalized advice, you are welcome to join the [https://discord.gg/fAK6K9j ENWiki Discord].''
  
 
=Introduction=
 
=Introduction=
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* There is no need to rush the event. C2 gives plenty of time for people to complete the event.
 
* There is no need to rush the event. C2 gives plenty of time for people to complete the event.
* If your fleet is struggling, you can wait for the [[Friend Fleet]]s to arrive. These generally make the event easier.
+
* If your fleet is struggling, you can wait for the [[Friendly Fleet]]s to arrive. These generally make the event easier.
 
** FFs may not be implemented for every map.
 
** FFs may not be implemented for every map.
 
** Some FFs may be added late into the event.
 
** Some FFs may be added late into the event.
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** Do you want certain equipment rewards?
 
** Do you want certain equipment rewards?
 
* Newer Admirals may want to put off starting the event until at least the Extra Operations are released. This allows the frontliners to tease out the optimal strategies.
 
* Newer Admirals may want to put off starting the event until at least the Extra Operations are released. This allows the frontliners to tease out the optimal strategies.
 +
 +
==Mechanics==
 +
{{Template:Event Mechanics}}
  
 
=Fleet Preparation=
 
=Fleet Preparation=
 
{{Main|Help:Ship Priority}}
 
{{Main|Help:Ship Priority}}
  
The bare minimum fleet required to clear an event on Casual/Easy is '''7DD 1CL 3CA/V 4FBB 2CV 2CVL'''. This covers all [[Combined Fleet]] compositions but does not have the capacity to deal with ship locking. Thus if you intend to complete an event on Medium/Hard, you will either need substitutes or duplicates. Refer to the main article for more details on high-tier ship girls to help you determine who to focus on.
+
The bare minimum fleet required to clear an event will depend on the difficulties you chose as well as the length of the event. The bare minimum would be to have enough ships to fill the various [[Combined Fleet]] types, STF, CTF, and TCF, that you will meet in events, so about a dozen DDs, a dozen CL/CA(V), 1/2 a dozen BBs/CV(L)s and some auxiliary ships.
 +
In higher difficulties, you will have to manage the [[Ship Locking]] to, requiring way more ships depending on the number of locks, approaching the 100 ships in the largest events.
 +
You may also have to consider using "historical" or "regional" ships on certain events/maps, like European ships during European events.
 +
Finally, regardless of the difficulty played, it is highly recommended to have all of your ships fully modernized and at their best remodel form available to you.
  
===Casual/Easy===
+
<tabber>
 +
|-|Casual/Easy=
 
* As a general rule of thumb, the minimum requirements for girls should be:
 
* As a general rule of thumb, the minimum requirements for girls should be:
 
** Casual: Max modernisation
 
** Casual: Max modernisation
** Easy: Base remodel, max modernisation
+
** Easy: Base remodel, max modernization
* New Admirals '''should not''' bother with trying to preemptively level girls for potential historical routing/bonuses.
+
* "Historical" or "regional" ships are mostly optional.
** Many of these girls are just average and it is ill advised to waste your time and resources on speculation.
+
** You should focus on having a good META fleet and not an over-specialized one.
** All round high-tier girls will still serve you well through brute force.
+
* Having one CVE and 3 strong DDs should be enough to carry out a TCF.
* While the bare minimum amount of DD for a TCF is 7, you can just focus on 3 strong ones to start off with.
 
** Only the 3DDs in the TCF escort will be doing the bulk of the fighting.
 
* Having one of the CVLs be [[Zuihou|Zuihou Kai Ni B]] will be useful for supporting a TCF.
 
 
* CAVs are generally only useful in events if you have the [[:Category:Seaplane_Fighters|SPFs]] to back them up. Otherwise, leveling powerful combat CAs would be better.
 
* CAVs are generally only useful in events if you have the [[:Category:Seaplane_Fighters|SPFs]] to back them up. Otherwise, leveling powerful combat CAs would be better.
  
===Medium===
+
|-|Medium=
* As a general rule of thumb, your girls should be level 60-70+ before attempting Medium. Ideally, they should have their Kai Ni as well.
+
* As a general rule of thumb, your girls should be level 60~70+. Ideally, they should be at their best remodel form as well.
** At this difficulty, you will want to begin [[Modernization#Luck_Modernisation|luckmodding]] your cut-in girls.
+
* You will need to take into consideration ship locking when planning your event fleet. The number of substitutes or duplicates you will require vary from event to event.
* You will need to take into consideration ship locking when planning your event fleet. The amount of substitutes or duplicates you will require vary from event to event. As a general rule of thumb:
 
** Small (3 maps):
 
** Medium (4-5 maps):
 
** Large (6+ maps):
 
 
* You should not be bothering trying to preemptively level girls for potential historical routing/bonuses. '''Unless you have already built up your core fleet'''.
 
* You should not be bothering trying to preemptively level girls for potential historical routing/bonuses. '''Unless you have already built up your core fleet'''.
 
* You want a wider array of ship types to meet the routing requirements and strategies.  
 
* You want a wider array of ship types to meet the routing requirements and strategies.  
 
** BBV, CAV, CVE, AV, DE, SS
 
** BBV, CAV, CVE, AV, DE, SS
** Specialised DD: anti-installation, daihatsu carrier, OASW, AACI
+
** Specialised DD: anti-installation, Daihatsu carrier, OASW, AACI
* Having the Big 7 ([[Nagato]], [[Mutsu]], [[Nelson]]) is nice but not necessary.
+
* Having Touch BBs is nice but not necessary.
  
===Hard===
+
|-|Hard=
* As a general rule of thumb, your girls should be Kai Ni before attempting hard. For those without a Kai Ni, they should be decently leveled and be maxed modernised.  
+
* As a general rule of thumb, your girls should be at their best remodel form before attempting hard.  
** [[Modernization#Luck_Modernisation|Luckmodding]] your girls for a wider selection of cut-in ships is '''highly recommended'''
+
** [[Modernization#Luck_Modernisation|Luckmodding]] your girls for a wider selection of cut-in ships is recommended.
 
** Having a few key girls (even HP, low armour) [[Modernization#HP_Modernisation|HP modded]] is advised too.
 
** Having a few key girls (even HP, low armour) [[Modernization#HP_Modernisation|HP modded]] is advised too.
 
* Similar to Medium, you will need plenty of substitutes and duplicates to account for ship locking.
 
* Similar to Medium, you will need plenty of substitutes and duplicates to account for ship locking.
* You should not be bothering trying to preemptively level girls for potential historical routing/bonuses. '''Unless you have already built up your core fleet'''.
+
* According you have enough ship slots, you should preemptively level girls for potential historical bonuses.
 
* You want a wider array of ship types to meet the routing requirements and strategies.  
 
* You want a wider array of ship types to meet the routing requirements and strategies.  
 
** BBV, CAV, CVE, AV, DE, SS
 
** BBV, CAV, CVE, AV, DE, SS
** Specialised DD: anti-installation, daihatsu carrier, OASW, AACI
+
** Specialised DD: anti-installation, Daihatsu carrier, OASW, AACI
* Having the Big 7 ([[Nagato]], [[Mutsu]], [[Nelson]]) can be necessary for smooth event completion.
+
* Having Touch BBs can be necessary for smooth event completion.
 +
</tabber>
  
 
=Equipment Preparation=
 
=Equipment Preparation=
 
{{Main|Help:Equipment Setup|Help:Akashi Upgrades}}
 
{{Main|Help:Equipment Setup|Help:Akashi Upgrades}}
  
To start off, you will want a core set of equipment that can be used across a wide variety of girls. Said equipment should also be upgraded if you can manage it. Utility and specialised equipment isn't strictly necessary until harder difficulties.  
+
To start off, you will want a core set of equipment that can be used across a wide variety of girls. Said equipment should also be upgraded if you can manage it. Utility and specialized equipment aren't strictly necessary until harder difficulties.
 +
 
 +
<tabber>
 +
|-|Casual/Easy=
 +
Key equipment should be upgraded at about '''★+1'''. Refer to the main article on Akashi Upgrades for priorities.
  
===Casual/Easy===
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* {{GreenGunDP}} x6
Key equipment should be upgraded to at least '''★+1'''. Refer to the main article on Akashi Upgrades for priorities.
+
* {{RedGunMedium}} x8
 +
* {{RedGunHeavy}} x8-12 depending on your BBs
 +
* Reconn {{Seaplane}} x8
 +
* Bomber {{Seaplane}} x2
 +
* {{SeaplaneFighter}} x2
 +
* {{BluePlane}} x4
 +
* {{RedPlane}} x4
 +
* {{GreenPlane}} x8
 +
* {{Land Based Attack Aircraft}} x6-8
 +
** {{GreenPlane}}{{Interceptor Fighter}}{{Interceptor Fighter2}} x4 (6+ range for LBAS)
 +
* [[Saiun]] {{YellowPlane}}
 +
* {{RedAmmo}} x4
 +
* {{GreenAmmo}} x3
 +
* {{TorpedoWeapon}} x10
 +
* {{TorpedoWeapon}} MidjetSub x2
 +
* {{DepthCharge}} x4
 +
* {{Sonar}} x2
 +
* {{Radar}} x5
 +
* {{Drum}} x10
  
* Small Caliber High Angle x6
 
* Medium Caliber Main Gun x8
 
* [[35.6cm Twin Gun Mount]] x4
 
* [[41cm Twin Gun Mount]] x4
 
* Reconnaissance Seaplane x7
 
* [[Type 96 Land Attacker]] x6-8
 
* Torpedo Bombers x2
 
* Dive Bombers x2
 
* Carrier Fighters x8
 
* [[Zero Fighter Type 21]] x4 (For LBAS)
 
* [[Saiun]]
 
* [[Type 91 Armor-Piercing (AP) Shell]] x4
 
* [[Type 3 Shell]] x3
 
* Torpedoes x6
 
* [[Type 3 Depth Charge]] x2
 
* [[Type 3 SONAR]] x4
 
* [[Type A Ko-hyoteki]] x2
 
  
===Medium===
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|-|Medium=
Equipment should be at least '''★+4-6'''.  
+
Equipment should be upgraded at about '''★+1-4'''.
 +
*You should focus on obtaining the same equipements as the casual/easy categories, eventually in higher '''quality''' and '''quantities'''.
  
* [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] x6
+
You may also need some more specialized equipment:
* [[20.3cm(no.2) Twin Gun Mount]] x6
 
* [[20.3cm(no.3) Twin Gun Mount]] x6
 
* [[Prototype 35.6cm Triple Gun Mount]] x4
 
* [[Prototype 41cm Triple Gun Mount]] x4
 
* [[46cm Triple Gun Mount]] x12
 
* [[61cm Quint (Oxygen) Torpedo Mount]] x9
 
* [[Zero Fighter Type 53 (Iwamoto Squadron)]] (At ★+10)
 
* [[Zero Fighter Type 21 (Skilled)]] x4
 
* [[Tenzan Model 12 (Tomonaga Squadron)]]
 
* [[Tenzan Model 12 (Murata Squadron)]]
 
* [[Suisei (Egusa Squadron)]]
 
* [[Type 1 Land Attacker]] x8
 
* [[Type 1 Fighter Hayabusa Model III A]] x2
 
* [[Type 0 Reconnaissance Seaplane Model 11B (Skilled)]] x1
 
 
* [[Type 98 Recon Seaplane (Night Scout)]] x1
 
* [[Type 98 Recon Seaplane (Night Scout)]] x1
* [[Type 0 Recon SeaPlane Model 11 B]] x2
+
* {{Searchlight}} x1
* [[:Category:Seaplane Fighter|Seaplane Fighter]] x4
+
* {{StarShell}} x1
* [[Type 13 Air RADAR Kai]] x1
+
* {{SurfaceShipPersonnel}} x4
* [[Type 22 Surface RADAR]] x18
+
* {{Amphibious Tank}} x2
* [[Searchlight]] x1
+
* {{LandingCraft}} x8 (both landing tanks and regular DLC)
* [[:Category:Amphibious Tank|Tanks]] x2
 
* [[:Category:Landing Craft|Landing Craft]] x8 (At least 2 T89 to pair with the tanks)
 
* [[Star Shell]] x1
 
 
 
===Hard===
 
''Equipment listed here is meant for optimising strategies on top of the ones recommended for Medium.''
 
  
Beyond having the recommended Medium equipment at '''★+10''', you will be wanting event-only and/or high-end equipment from quests/improvement. Your equipment should be a minimum of '''★+6'''. You can start expanding your equipment collection to include niche equipment such as {{RedGunLight}} for fit bonuses. Leveling dupe girls for rare equipment is also a good idea. In addition to most things under Medium difficulty, you may want:
+
|-|Hard=
 +
Equipment should be upgraded at about '''★+4-6'''.
 +
*You should focus on obtaining the same equipements as the previous categories, in way higher '''quality''' and '''quantities'''.
 +
*You will also want some unique/high-end equipment from quests, remodels, ranking, and events.  
 +
*You can start expanding your equipment collection to include equipment with fit bonuses.  
 +
*Leveling dupe girls for rare equipment is also a good idea. In addition to most things under Medium difficulty, you may want:
  
* [[12.7cm Twin Mount Type-C Kai 2]]
+
You may also need some more specialized equipment:
* [[12.7cm Twin Mount Type-D Kai 2]]
+
*{{CommandFacility}} both for combined fleets and SF
* [[12.7cm Twin Mount Type-B Kai 4 (Wartime Modifications) + Anti-Aircraft Fire Director]]
+
*{{AviationPersonnel}} SCAMP & NOAP
* [[Prototype 51cm Twin Gun Mount]]
+
*{{AntiGroundArtillery}} x8
* [[38cm Quad Gun Mount Kai]]
+
*{{Turbine}} enough to make a fleet Fast+
* [[16in Triple Gun Mount Mk.7]]
+
*{{EmergencyRepair}} x10 (just as guaranties more than actual nececities)
* [[16in Triple Gun Mount Mk.7 + GFCS]]
+
</tabber>
* [[46cm Triple Gun Mount Kai]]
 
* [[41cm Triple Gun Mount Kai Ni]]
 
* [[10cm Twin High-angle Gun Mount Kai + Additional Machine Guns]]
 
* [[8cm Twin High-angle Mount + Additional Machine Guns]]
 
* [[12cm 30 Tube Rocket Launcher Kai 2]]
 
* [[Prototype 61cm Sextuple (Oxygen) Torpedo Mount]]
 
* [[61cm Quad (Oxygen) Torpedo Mount Late Model]]
 
* [[Reppuu (601 Air Group)]] (★+10)
 
* [[Type 97 Torpedo Bomber (Tomonaga Squadron)]] (Duplicates)
 
* [[Type 99 Dive Bomber (Egusa Squadron)]] (Duplicates)
 
* [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] (★+10)
 
* [[Suisei Model 22 (634 Air Group/Skilled)]]
 
* [[Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)]]
 
* [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]]
 
* [[:Category:Night Planes|Night Planes]]
 
* [[Type 2 Flying Boat]] x3
 
* [[Prototype Toukai]]
 
* [[:Category:Interceptors|Land-Based Interceptors]]
 
* [[Improved Steam Turbine]]
 
* [[Enhanced Steam Boiler]]
 
* [[New High Pressure-Temperature Steam Boiler]]
 
* [[Type 1 Armor-Piercing (AP) Shell]]
 
* [[Type 3 Shell Kai]]
 
* [[WG42 (Wurfgerät 42)]]
 
  
 
=Resource Stockpiling=
 
=Resource Stockpiling=
 
{{Main|Help:Resource Farming}}
 
{{Main|Help:Resource Farming}}
  
As a general rule, you do not need a stockpile of primary resources ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}) in order to clear the event. Event periods are long enough to clear on your intended difficulty with natural regeneration. Stockpiling primary resources is still a good idea if you intend to do a lot of farming for rare event-only girls. Fuel and steel will be the most used resource followed by ammo. Bauxite use can vary wildly depending on enemy anti-air strength and LBAS utilisation. It is also necessary for frontlining, but that is beyond the scope of this article. '''Therefore, you should not neglect leveling your girls and improving your equipment to stockpile.'''
+
As a general rule, you do not need a stockpile of primary resources ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}) in order to clear the event. Event periods are long enough to clear on your intended difficulty with natural regeneration. Stockpiling primary resources is still a good idea if you intend to do a lot of farming for rare event-only girls. Fuel and steel will be the most used resource followed by ammo. Bauxite use can vary wildly depending on enemy anti-air strength and LBAS utilization. It is also necessary for frontlining, but that is beyond the scope of this article. '''Therefore, you should not neglect leveling your girls and improving your equipment to stockpile.'''
  
You will need a decent stockpile of buckets {{IR}} and flamethrowers {{IC}}. These resources are used liberally throughout the event and are relatively difficult to get in mass quantity during the limited event period.  
+
You will need a decent stockpile of buckets {{IR}} and flamethrowers {{IC}}. These resources are used liberally throughout the event and are relatively difficult to get in mass quantity during the limited event period. {{IC}} are used for [[Friend Fleet]]s.
  
 
Refer to the main article on resource farming for details on how you go about farming the necessary resources.
 
Refer to the main article on resource farming for details on how you go about farming the necessary resources.
  
The minimum recommended stockpiles noted in this section are for clearing and farming a large-scale event. This is just the worse case scenario, smaller scale events will use less resources. Resource use can also vary depending on the preparedness of your fleet. Attempting to "punch above your weight" can result in significantly higher resource drain.  
+
The minimum recommended stockpiles noted in this section are for '''clearing and farming a large-scale event'''. This is just the worst-case scenario, smaller-scale events will use fewer resources. Resource use can also vary depending on the preparedness of your fleet. Attempting to "punch above your weight" can result in a significantly higher resource drain. In addition, it is important to note that farming for returning event girls can result in much greater resource loss depending on drop luck.
 
 
===Casual/Easy===
 
 
 
* {{IR}}''': ''' 100~300
 
* {{IC}}''': ''' 300~500
 
* {{Fuel}}{{Ammo}}{{Steel}}''': ''' Soft cap ~ 60,000
 
* {{Bauxite}}''': ''' Soft cap ~ 40,000
 
 
 
===Medium===
 
  
* {{IR}}''': ''' 500~800
+
<tabber>
* {{IC}}''': ''' 700~900
+
|-|Casual/Easy=
* {{Fuel}}{{Ammo}}{{Steel}}''': ''' 100,000
+
* {{IR}}: ~100
* {{Bauxite}}''': ''' 60,000
+
* {{IC}}: ~300
 +
* {{Fuel}}{{Ammo}}{{Steel}}: Soft cap ~ 60,000
 +
* {{Bauxite}}: Soft cap ~ 40,000
  
===Hard===
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|-|Medium=
 +
* {{IR}}: ~500
 +
* {{IC}}: ~600
 +
* {{Fuel}}{{Ammo}}{{Steel}}: 100,000
 +
* {{Bauxite}}: 60,000
  
* {{IR}}''': ''' 700~1,000
+
|-|Hard=
* {{IC}}''': ''' 1,000~1,500
+
* {{IR}}: ~700
* {{Fuel}}{{Ammo}}{{Steel}}''': ''' 200,000
+
* {{IC}}: ~800
* {{Bauxite}}''': ''' 120,000
+
* {{Fuel}}{{Ammo}}{{Steel}}: 200,000
 +
* {{Bauxite}}: 120,000
 +
</tabber>
  
 
=Information Sources=
 
=Information Sources=
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=See Also=
 
=See Also=
[[Event]]
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[[Events]]
 
{{Help}}
 
{{Help}}
 +
{{EventsPortal}}

Latest revision as of 13:07, 1 November 2023

The advice on this page is just general advice. For more personalized advice, you are welcome to join the ENWiki Discord.

Introduction

This article is meant to be a brief primer to get you started on preparing for Events. Please refer to the main articles in each section for more in-depth help. Generally, Admirals should be ready to tackle Casual difficulty after about 2-4 weeks of play.

General Tips

  • There is no need to rush the event. C2 gives plenty of time for people to complete the event.
  • If your fleet is struggling, you can wait for the Friendly Fleets to arrive. These generally make the event easier.
    • FFs may not be implemented for every map.
    • Some FFs may be added late into the event.
  • It is good to set your event targets early to prepare your fleets. For example:
    • Do you want to just finish the event?
    • Do you want to earn all the new girls?
    • Do you want to farm maps to complete your collection?
    • Do you want certain equipment rewards?
  • Newer Admirals may want to put off starting the event until at least the Extra Operations are released. This allows the frontliners to tease out the optimal strategies.

Mechanics

Participation requirements

To take part in any event, a player MUST HAVE at least:

  • A 75% sortie win ratio.
  • 5 empty ship slots.
  • 20 empty equipment slots.

Special Mechanics

In addition to regular Sortie mechanics, events often involve some specific or rarer mechanics :

Map Clearing Medals
Hard
Hard Medal
Medium
Medium Medal
Easy
Easy Medal
Casual
Casual Medal

Depending of the HQ level, it is possible to choose between:

  • Hard ("operation A", ), at HQ 80+
  • Medium ("operation B", ), at HQ 35+
  • Easy ("operation C", ), at HQ 1+
  • Casual ("operation D", ), at HQ 1+

The map difficulty will directly affect the enemy encounters, making them more numerous, with higher stats, or even replacing weaker ships with stonger ones. Additionaly, will vary:

  • The maps' phases' gauges (HP/TP),
  • The amount of map gimmicks to complete,
  • The LoS requirements,
  • The maps' rewards,
  • The ship Drops.

Changing difficulty is possible but limited:

  • When switching from any "lower" difficulty to any "higher" difficulty, the map will fully be reset.
  • When switching from any "higher" difficulty to any "lower" difficulty, the map will stay in the very same state it was previously, with only +25% of TP/HP being reset on the current phase's TP/HP bar.
    • Gimmicks might also be reset when applicable, notably the debuffs.

Beginning with the second map, difficulty progression rules apply.

  • In order to play a map on Hard difficulty, the prior map must have been completed on either Medium or Hard.
  • In order to play a map on Medium difficulty, the prior map must have been completed on either Easy, Medium, or Hard.

To simulate simultaneity of battles in different locations, Fleet Tags conditions & deployment restrictions are employed.

  • Ships not already tagged will be tagged with the associated tag of the map phase when deployed. This tag will be applied regardless of the difficulty and can't be removed by any measure before the end of the event.
  • One map can use multiple tags, usually separated by phases or fleets.
  • Several maps can share one or more tags.
  • On Medium or Hard difficulty, ships must have either the same tag as the map/phase they are being deployed to, or have no tag at all.
    • This requirement is sometimes waived on certain maps, mostly on the last map of the event where tags only matter on Hard.
    • Once the event is cleared (last map of the EO), all tag restrictions stop getting enforced on every map (tag routing will still apply).

The Combined Fleet (CF), a fleet assembling both the 1st and 2nd fleets, may come back.

  • The CF is only available for the two 1st fleets, where the 2nd fleet can be merged with the 1st one in the "Fleet menu".
  • The CF cannot be used in anything outside of event sorties.
  • 3 different types of CF are available, depending on the map requirements and the current fleet setup.
  • CF with a flagship that carries the Command FacilityFleet Command FacilityFleet Command Facility, will be able to make use of the Evacuation mechanic.
    • The evacuation requires an escort destroyer.
    • Only one ship can be evacuated per battle.
The Flagship of the Escorting fleet cannot sink!

The Striking Force Fleet (SF), a fleet with seven ships, may come back.

  • The SF is only available for the 3rd fleet, where an extra 7th ship can be added in the Fleet menu.
  • The SF cannot be used in anything outside of event sorties.
  • A SF with a flagship that carries the Command FacilityStriking Force Fleet Command FacilityStriking Force Fleet Command Facility, will be able to make use of the Evacuation mechanic.
    • Only one ship can be evacuated per battle.

The Vanguard FormationVanguard.png can be used.

  • This formation will organize the fleet such that the 2 to 3 last ships protect the 2 to 4 first ships of the Fleet.
  • This formation is available for single and Strike Force fleets made of 4 to 7 ships.
    • The formation makes ships way more evasive in combat, especially DD, and more accurate against DD, especially PT Imps.
    • This formation is available only during the duration of the event, on the event's maps as well as on the regular maps.

NPC Friendly Fleets (FF) may be introduced to the event.

  • FFs act as another unit that appears in particular battles to help aid the fleet when attacking the enemy.
  • It is possible to choose between using "normal only" or "normal and powerful" FF in the main menu.
    • Powerful FFs have an additional cost of 6 Instant Constructions Instant construction Material for each time they are deployed in a battle.
      • The blowtorches won't be consumed unless a powerful FF appears.
    • If activated, one FF is randomly selected from a preset list of fleets to help the fleet.
    • Which ships are in the fleet will influence which FF can help, excluding the FFs containing ships also in the main fleet.
    • The FF will appear at the start of either day or night battle, depending on the node.
  • FFs are usually available sometime after the start of the event, to help Admirals facing difficulties clearing the maps.

Most maps have various bonuses, coming in many shapes. Since most of those bonuses follow the historical formations/tactics used in the relevant operations, they are referred to as "Historical Bonuses". Such bonuses are also found on 7-4 and 7-5.

  • The bonuses can be given to:
    • Ships, including all remodels,
    • Ship types, with all ships of a given type sharing a bonus,
      • In those cases, types do not overlap (e.g. a CLT does not count as a CL),
    • Ships Nationalities, with foreigners (non-Japanese) sharing a bonus,
    • Equipment, with some types or specific ones giving a bonus,
      • It is only applied to the ship they are equipped on,
      • For planes, those bonuses won't work if the plane count is 0, but for the Foreign Plane Bonuses.
  • Then, bonuses can be applied:
    • Map-wide, working on all nodes
    • On some Nodes only, with usually boss or gimmick nodes having some bonuses,
      • Those node bonuses are often split following the map's phases.
    • Against some abyssals specifically,
      • Usually bosses and their escorts,
Bonuses can stack or not between each other depending on the case.
  • Bonuses are either damage, accuracy, and/or evasion,
  • Damage and evasion bonuses are "post-cap",
  • Some gimmicks like the map's phase can further affect the bonuses (usually the Debuff).

  • Completion Gimmicks might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things :
    • Boss Debuffs, where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
    • Map phases, where some map areas need to be unlocked, like on 7-2, 7-3, and 7-5.
      • Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
    • LBAS Relocation.
    • Choosing a higher difficulty on an event map will reset it to its initial state.
    • These conditions range from reaching certain nodes, defeating specific nodes, attaining air superiority on certain nodes, and defending against Air Raids. As soon as all the given conditions are met, the map advances to the next phase. Lower difficulties may require fewer conditions to be met to complete the phase. The order in which the gimmicks are completed does not matter.
    • Completing a gimmick will play a "bell" sound once back in the main port (Play Bell Completion Sound Effect).
    • Nodes required to be visited/defeated in gimmicks are highlighted.
  • Special Nodes:
    • Emergency Anchorage Repairs:
    • Enemy Ambush Nodes, "off-route ambush nodes",
      Ambush
      • They serve as a "radar check", with fleets lacking enough Surface Radars being off-routed there,
      • The fleet will not be able to fight against the enemy fleet.
    • Airstrike Supported Battle Nodes, ("ASS nodes") "off-route combat nodes",
      ASS
      • The enemy fleet will consist of "normal surface enemies" (4-5 SS so far), followed by "air support enemies" (1-2 CVL so far), bringing air support, and that cannot be attacked,
      • By meeting certain conditions, these nodes can be evaded.
    • "Installation Nodes", being most nodes having one or more Installation in it, and were Barrage Balloon Barrage Balloons can be deployed.
    • "Atoll Nodes", being some nodes located on atolls, and were Amphibious Vehicle Ka-Tsu tanksSpecial Type 4 Amphibious Tank
      Special Type 4 Amphibious Tank Kai
      spacial attack can be triggered.
  • Superfortress Air-Raid Sequence, a QTE where the LBAS is attacked by bombers, and where the player must click on a button at the right moment to obtain better interception, using "Land-based high-altitude interceptors".

Bug: It is possible to save a sunk ship in events:

  • When sinking a ship on a "time-limited event map", by closing the game before the battle ends (before battle result screen is shown), and refraining from logging in until a maintenance in which the time-limited map is removed from the game occurs, upon entering the game after the map is removed, the sunken ship will remain in the game, at 0 HP and with the "Sunk" status.
  • The ship can be repaired as per normal; removing this status, and sortieing it at 0HP will cause it to return to 1HP.
  • Opening the game at any time before the map is removed, or sinking a ship in a normal map will not enact this behavior, regardless of whether a maintenance has occurred or not.
This probably comes from the fact that the game is unable to resolve the battle state due to the map the ship was sunk in, no longer existing. This presumably aborts the game's attempt to check for and delete the sunken ship in question from the roster.

Some error messages you may encounter before a sortie.

  • Do note that:
    • Most errors are "general" and can be seen in many situations,
    • Some errors are event only, being liked to event maps/locks/mechanics.
Original message Translation
Sortie error Jp 1.png Sortie error En 1.png
Sortie error Jp 2.png Sortie error En 2.png
Sortie error Jp 3.png Sortie error En 3.png
Sortie error Jp 4.png Sortie error En 4.png
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Sortie error Jp 52.png Sortie error En 45.png
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Sortie error Jp 59.png Sortie error En 59.png

Fleet Preparation

The bare minimum fleet required to clear an event will depend on the difficulties you chose as well as the length of the event. The bare minimum would be to have enough ships to fill the various Combined Fleet types, STF, CTF, and TCF, that you will meet in events, so about a dozen DDs, a dozen CL/CA(V), 1/2 a dozen BBs/CV(L)s and some auxiliary ships. In higher difficulties, you will have to manage the Ship Locking to, requiring way more ships depending on the number of locks, approaching the 100 ships in the largest events. You may also have to consider using "historical" or "regional" ships on certain events/maps, like European ships during European events. Finally, regardless of the difficulty played, it is highly recommended to have all of your ships fully modernized and at their best remodel form available to you.

  • As a general rule of thumb, the minimum requirements for girls should be:
    • Casual: Max modernisation
    • Easy: Base remodel, max modernization
  • "Historical" or "regional" ships are mostly optional.
    • You should focus on having a good META fleet and not an over-specialized one.
  • Having one CVE and 3 strong DDs should be enough to carry out a TCF.
  • CAVs are generally only useful in events if you have the SPFs to back them up. Otherwise, leveling powerful combat CAs would be better.

  • As a general rule of thumb, your girls should be level 60~70+. Ideally, they should be at their best remodel form as well.
  • You will need to take into consideration ship locking when planning your event fleet. The number of substitutes or duplicates you will require vary from event to event.
  • You should not be bothering trying to preemptively level girls for potential historical routing/bonuses. Unless you have already built up your core fleet.
  • You want a wider array of ship types to meet the routing requirements and strategies.
    • BBV, CAV, CVE, AV, DE, SS
    • Specialised DD: anti-installation, Daihatsu carrier, OASW, AACI
  • Having Touch BBs is nice but not necessary.

  • As a general rule of thumb, your girls should be at their best remodel form before attempting hard.
    • Luckmodding your girls for a wider selection of cut-in ships is recommended.
    • Having a few key girls (even HP, low armour) HP modded is advised too.
  • Similar to Medium, you will need plenty of substitutes and duplicates to account for ship locking.
  • According you have enough ship slots, you should preemptively level girls for potential historical bonuses.
  • You want a wider array of ship types to meet the routing requirements and strategies.
    • BBV, CAV, CVE, AV, DE, SS
    • Specialised DD: anti-installation, Daihatsu carrier, OASW, AACI
  • Having Touch BBs can be necessary for smooth event completion.

Equipment Preparation

To start off, you will want a core set of equipment that can be used across a wide variety of girls. Said equipment should also be upgraded if you can manage it. Utility and specialized equipment aren't strictly necessary until harder difficulties.

Key equipment should be upgraded at about ★+1. Refer to the main article on Akashi Upgrades for priorities.

  • High-Angle Gun x6
  • Medium Caliber Main Gun x8
  • Large Caliber Main Gun x8-12 depending on your BBs
  • Reconn Seaplane x8
  • Bomber Seaplane x2
  • Seaplane Fighter x2
  • Torpedo Bomber x4
  • Dive Bomber x4
  • Fighter x8
  • Land-based Attack Aircraft x6-8
    • FighterLand-based FighterLand-based Fighter x4 (6+ range for LBAS)
  • Saiun Reconnaissance Aircraft
  • Armor-Piercing Shell x4
  • Anti-Aircraft Shell x3
  • Torpedoes x10
  • Torpedoes MidjetSub x2
  • Depth Charges x4
  • SONAR x2
  • RADAR x5
  • Drum Canister x10

Equipment should be upgraded at about ★+1-4.

  • You should focus on obtaining the same equipements as the casual/easy categories, eventually in higher quality and quantities.
You may also need some more specialized equipment:

Equipment should be upgraded at about ★+4-6.

  • You should focus on obtaining the same equipements as the previous categories, in way higher quality and quantities.
  • You will also want some unique/high-end equipment from quests, remodels, ranking, and events.
  • You can start expanding your equipment collection to include equipment with fit bonuses.
  • Leveling dupe girls for rare equipment is also a good idea. In addition to most things under Medium difficulty, you may want:
You may also need some more specialized equipment:
  • Command Facility both for combined fleets and SF
  • Aviation Personnel SCAMP & NOAP
  • Anti-Ground Rocket x8
  • Engine Improvement enough to make a fleet Fast+
  • Emergency Repair Personnel x10 (just as guaranties more than actual nececities)

Resource Stockpiling

As a general rule, you do not need a stockpile of primary resources (FuelAmmunitionSteelBauxite) in order to clear the event. Event periods are long enough to clear on your intended difficulty with natural regeneration. Stockpiling primary resources is still a good idea if you intend to do a lot of farming for rare event-only girls. Fuel and steel will be the most used resource followed by ammo. Bauxite use can vary wildly depending on enemy anti-air strength and LBAS utilization. It is also necessary for frontlining, but that is beyond the scope of this article. Therefore, you should not neglect leveling your girls and improving your equipment to stockpile.

You will need a decent stockpile of buckets Instant repair and flamethrowers Instant construction Material. These resources are used liberally throughout the event and are relatively difficult to get in mass quantity during the limited event period. Instant construction Material are used for Friend Fleets.

Refer to the main article on resource farming for details on how you go about farming the necessary resources.

The minimum recommended stockpiles noted in this section are for clearing and farming a large-scale event. This is just the worst-case scenario, smaller-scale events will use fewer resources. Resource use can also vary depending on the preparedness of your fleet. Attempting to "punch above your weight" can result in a significantly higher resource drain. In addition, it is important to note that farming for returning event girls can result in much greater resource loss depending on drop luck.

  • Instant repair: ~100
  • Instant construction Material: ~300
  • FuelAmmunitionSteel: Soft cap ~ 60,000
  • Bauxite: Soft cap ~ 40,000

  • Instant repair: ~500
  • Instant construction Material: ~600
  • FuelAmmunitionSteel: 100,000
  • Bauxite: 60,000

  • Instant repair: ~700
  • Instant construction Material: ~800
  • FuelAmmunitionSteel: 200,000
  • Bauxite: 120,000

Information Sources

It is not necessary to know the primary sources of event information. Nearly all sources require knowing Japanese in order to get anything out of it. The staff on the Wiki will be compiling information on the sandbox page for each event map.

An example link is: https://en.kancollewiki.net/Sandbox/Summer_2019_E-1. Simply change the event name and map to the appropriate event.

Disclaimer: Information on sandbox pages is constantly in flux as more information becomes known. Keep an eye on the main event page for the completed map guides.

See Also

Events