|
|
Line 25: |
Line 25: |
| ==Branching Table== | | ==Branching Table== |
| {{MapBranchingTable | | {{MapBranchingTable |
− | |title = E-3 Branching Rules | + | |title = E-3 Start Point |
− | |id = ??? | + | |id = 55-3 |
− | |order = ??? | + | |order = 0,1,2 |
− | |?? -> ?? = | + | |0 -> 1 = * Single Fleet |
| + | |0 -> 2 = * Combed Fleet |
| + | }} |
| | | |
| + | {{MapBranchingTable |
| + | |title = E-3 Branching Rules (Start Point 1) |
| + | |id = 55-3a |
| + | |order = 1,A1,C,C1 |
| + | |1 -> A1 = * Does not meet the requirements to go to A |
| + | |1 -> A = * Meet '''ALL''' of the following requirements: |
| + | ** Fleet is Fast |
| + | ** Amount of DD ≥ 2 |
| + | ** Amount of CL ≥ 1 |
| + | ** Amount of CV(B) ≤ 1 |
| + | |A1 -> A = * Meet '''ALL''' of the following requirements: |
| + | ** Amount of DD ≥ 2 |
| + | ** Amount of CV(B) ≤ 1 |
| + | |A1 -> A2 = * Does not meet the requirements to go to A |
| + | |C/empty -> C1,C2 = Choose your own adventure! |
| + | |C1 -> D = * Meet '''ANY''' of the following requirements: |
| + | ** Amount of CL = 0 |
| + | |C1 -> E = * Does not meet the requirements to go to D |
| + | }} |
| + | |
| + | {{MapBranchingTable |
| + | |title = E-3 Branching Rules (Start Point 2) |
| + | |id = 55-3b |
| + | |order = F,F2,H1,H,I,J,M,Q |
| + | |F -> F1 = |
| + | |F -> F2 = |
| + | |F2 -> G/resource = * '''Force G''' if fleet is TCF |
| + | |F2 -> H1 = |
| + | |F2 -> H/empty = |
| + | |H/empty -> I/empty,J/empty = Choose your own adventure! |
| + | |I/empty -> K/L = Choose your own adventure! |
| + | |J/empty -> O = * Fleet is STF |
| + | |J/empty -> M = * Fleet is CTF |
| + | |M -> M1 = |
| + | |M -> M2 = |
| + | |M -> N = |
| + | |Q -> R/empty = |
| + | |Q -> T/empty = |
| + | |Q -> S = |
| + | |Q -> U = |
| }} | | }} |
| | | |
Revision as of 02:42, 29 August 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:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- 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: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2022 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides
With each approval of each version of 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.
Branch Rules
Branching Table
E-3 Start Point
|
Nodes |
Rules
|
Start
|
|
|
|
|
E-3 Branching Rules (Start Point 1)
|
Nodes |
Rules
|
|
|
- Meet ALL of the following requirements:
- Fleet is Fast
- Amount of DD ≥ 2
- Amount of CL ≥ 1
- Amount of CV(B) ≤ 1
|
|
- Does not meet the requirements to go to A
|
|
|
- Meet ALL of the following requirements:
- Amount of DD ≥ 2
- Amount of CV(B) ≤ 1
|
|
- Does not meet the requirements to go to A
|
|
|
Choose your own adventure!
|
|
|
|
- Meet ANY of the following requirements:
|
|
- Does not meet the requirements to go to D
|
E-3 Branching Rules (Start Point 2)
|
Nodes |
Rules
|
|
|
|
|
|
Choose your own adventure!
|
|
|
|
Choose your own adventure!
|
|
|
|
|
|
Memetail's Guide
Map overview
E3 is a two-phase map using both Single Fleets and Combined Fleets.
- This map uses two locks:
- Expeditionary Fleet Advance Team (Single Fleets)
- Mediterranean Combined Fleet (Combined Fleets)
- Multiple LBAS will be available to sortie after completing their unlock requirements, 1 LBAS will be available to sortie along with a second base only usable in defense.
- 1 LBAS will be available to Sortie after completing Phase 0.5
- A second LBAS will be available to Sortie partway through Phase 1.66
- Air raids will occur on this map.
Phase 0.5 - Unlock the Boss Node
The following steps have to be performed to unlock the first boss:
|
E |
C2
|
Hard |
S x2 |
S
|
Medium |
? |
?
|
Easy |
? |
?
|
Casual |
? |
?
|
- Single Fleet: 0-1CV(L/B), 0-2(F)BB(V), 0-3XX, 1-2CL, 2-3DD (Fast)
- Route: 1 A B C C1 E
- Bringing a Slow fleet with multiple heavier ships such as (F)BB(V) or CV(B) will encounter extra battles
- AD/AP at node E is 50/100 on Hard
- For the fleet used, refer to Node E as it is the same fleet.
- Route: 1 A B C C2
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
Accuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
After completion, 1 LBAS will be available to Sortie
Phase 1 - Ruin the French Battleship's Vacation
- CTF: 1(F)BB(V), 1CV, 2CVL, 2CA(V) + 1CL, 1CA(V), 1CLT, 3DD (Fast)
- Route: 2 F F2 H I L
- Shortest route that reaches the boss.
- 1CVL may be swapped for 1CV(B) but will face an extra Air Node at H1
- STF/CTF: 2-3(F)BB(V), 0-1CV(B), 0-2CVL, 0-2XX + 1CL, 2-3DD, 2-3XX
- Route: 2 F F1 F2 H I L
- XX cannot be a SS(V) (?)
- Bringing 5 or more (F)BB(V)+CV(B) will encounter extra battles at: H1 H2
- Will face an extra Air Node at F1 in exchange for allowing a heavier fleet and disregarding speed.
- LBAS: Range 6 to L, 60/160 AD/AP on Hard (138/276 on Last Dance)
- It is recommended to bring AACI.
Phase 1.33 - Open a Path to J
This phase has only 1 requirement:
Reach node G
- TCF: 0-2CAV, 0-2CL, 4-6DD + 1-2CL, 3-5DD, 0-2CA(V)
- Route: 2 F F2 G
- Proceeding from F2 with Taiha is safe as G is a non-combat node
- An minimum fleet can be used to save on locks
- Minimum fleet: 4DD + 1CL, 3DD
Phase 1.66 - Clear a Path to the Boss
The following steps have to be performed to unlock the final boss of E3:
|
P |
N
|
Hard |
S x2 |
S x2
|
Medium |
? |
?
|
Easy |
? |
?
|
Casual |
? |
?
|
- For the fleet used, refer to Phase 1 as it is the same fleet.
- Route: 2 F F2 H I K P
- The Heavy Fleet from Phase 1 will encounter an extra Air Node at F1
- Anti-installation equipment are required to clear this node.
- Node P contains PT Imps along with other surface ships
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
Accuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
- CTF: 1(F)BB(V), 0-1CV, 1-2CVL, 1-2CA(V), 0-1CL, 0-1DD + 1CL, 0-2CA(V), 0-2CLT, 3-4DD (Fast)
- Route: 2 F F2 H J M N
- The amount of CL + DD in the fleet must be ≥ 5 to avoid an extra battle at M2
- 1CVL may be swapped for 1CV(B) but will face an extra Air Node at H1
- Anti-installation equipment are required to clear this node.
- Node N contains PT Imps along with other surface ships
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
Accuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
After completing Node P, the second LBAS will be available to Sortie
Phase 2 - Boot the Boss from the Mediteranean
- STF: 3(F)BB(V), 0-1CV, 0-2CVL, 0-1XX, 0-1Akitsushima Kai/Akashi Kai + 1CL, 0-1CVL, 0-2CA(V), 0-2CLT, 0-1AV, 2-3DD (Slow?)
- Route: 2 F F1 F2 H J O Q U
- LBAS: Range 8 to U, ?/? AD/AP on Hard (?/? on Last Dance)
- It is recommended to bring AACI.
- Nodes F2 O are Submarine nodes
- It is recommended to bring 1-2 OASW capable ships and/or use 1 LBAS with ASW Patrol Craft
Phase 2.5: Debuff
Once Last Dance is reached, the following steps can be performed to debuff the boss.
- The following requirements are needed to complete the debuffing process.
|
P |
N |
S |
LBAS |
M(?)
|
Hard |
S |
S |
S |
ASx1(?) |
S?
|
Medium |
? |
? |
? |
? |
?
|
Easy |
? |
? |
? |
? |
?
|
Casual |
? |
? |
? |
? |
?
|
- For the fleet used, refer to Phase 1 as it is the same fleet.
- For the fleet used, refer to Phase 1.66 as it is the same fleet.
- STF: 1-3(F)BB(V), 0-1CV, 0-2CVL, 0-3XX + 1CL, 0-2CA(V), 0-2CLT, 2-3DD
- Route: 2 F F1 F2 H J O Q S
- LBAS: Air Defense
- This can be done passively since getting AS on the air raid requires an LBAS set on "defense" with a strong enough air-defense
- For the fleet used, refer to Phase 1.66 Node N as it is the same fleet.
Phase 2 debuff
|
N
|
P
|
S
|
LBAS
|
F1?
|
M?
|
M1?
|
Hard
|
S
|
S
|
S
|
AS
|
AS?
|
S?
|
S?
|
Medium
|
|
Easy
|
|
Casual
|
|
YY's Guide
Foreign Aircrafts (for future bonus tables)
Nation
|
Fighters
|
Dive Bombers
|
Torpedo Bombers
|
/ LB Bombers/Interceptors
|
Seaplanes
|
Other
|
US
|
F4F-3 F4F-4 F6F-3 F6F-5 F6F-3N F6F-5N XF5U FR-1 Fireball F4U-2 Night Corsair
|
SBD F4U-1D FM-2 SBD-5 SB2C-3 SB2C-5 F4U-4
|
TBD TBF TBM-3D TBM-3W+3S
|
B-25
|
OS2U SOC Seagull SO3C Seamew Kai PBY-5A Catalina
|
S-51J S-51J Kai
|
British
|
Fulmar Seafire Mk.III Kai Corsair Mk.II Corsair Mk.II (Ace)
|
Skua
|
Swordfish Swordfish Mk.II (Skilled) Swordfish Mk.III (Skilled) Barracuda Mk.II Barracuda Mk.III
|
Spitfire Mk.I Spitfire Mk.V Spitfire Mk.IX (Skilled)
|
S9 Osprey Swordfish (Seaplane Model) Swordfish Mk.II Kai (Reconnaissance Seaplane Model) Swordfish Mk.III Kai (Seaplane Model) Swordfish Mk.III Kai (Seaplane Model/Skilled) Fairey Seafox Kai
|
Fulmar (Reconnaissance Fighter/Skilled)
|
Italian
|
Re.2001 OR Kai Re.2005 Kai
|
Re.2001 CB Kai
|
Re.2001 G Kai
|
SM.79 SM.79 bis SM.79 bis (Skilled)
|
Ro.43 Reconnaissance Seaplane Ro.44 Seaplane Fighter Ro.44 Seaplane Fighter bis
|
|
German
|
Bf 109T Kai Fw 190T Kai Fw 190 A-5 Kai (Skilled)
|
Ju 87C Kai Ju 87C Kai Ni (w/ KMX) Ju 87C Kai Ni (w/ KMX/Skilled)
|
|
Me 163B Fw 190 D-9 Do 17 Z-2 Do 217 E-5 + Hs293 Initial Model Do 217 K-2 + Fritz-X
|
Ar196 Kai
|
|
French
|
|
|
|
|
Laté 298B Loire 130M
|
|
Bonus
Group
|
Plane
|
Mapwide
|
Boss 1
|
Boss 2
|
A
|
Corsair Mk.II Corsair Mk.II (Ace) Fulmar (Reconnaissance Fighter/Skilled)
|
1.05 |
1.10 |
1.15
|
B
|
Re.2005 Kai Fw 190T Kai Fw 190 A-5 Kai (Skilled)
|
1.05 |
1.10 |
1.075
|
C
|
Ju 87C Kai Swordfish Mk.III (Skilled)
|
1.05 |
?? |
??
|
D
|
F4F-3 F6F-3N F6F-5N FR-1 Fireball F4U-2 Night Corsair
|
1.05 |
1.10 |
1.10
|
E
|
F4U-1D FM-2 SBD-5 TBF
|
1.05 |
1.10 |
1.10
|
Bonus = A x B x C x B x E
- A group bonus is only applied once per group.
- A group bonus is not applied for zero-slot planes
|