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Difference between revisions of "Sandbox/Early Winter 2019 E-3"
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* 4 Fighters''' (Up to a Range of 5 needed) | * 4 Fighters''' (Up to a Range of 5 needed) | ||
− | This method is recommended for players who own a large amount of seaplane fighters (about 8) and want to successfully complete most of the requirements without having to blow through a large amount of resources doing so. | + | |
+ | '''Path:''' | ||
+ | |||
+ | * '''A-F-E-B-H-I''' | ||
+ | * '''A-C-D-G-K-O-N''' | ||
+ | * '''A-C-D-G-J-T''' | ||
+ | |||
+ | This method is recommended for players who own a large amount of seaplane fighters (about 7-8 for Hard) and want to successfully complete most of the requirements without having to blow through a large amount of resources doing so. | ||
+ | |||
+ | Most of the nodes should be reachable with submarines and for hard mode can cover almost all major node points with the except for '''Node U'''. | ||
+ | |||
+ | This method will require multiple runs with all your LBAS concentrating on one point per run to successfully score AS+. If done correctly, your subs should easily gain AS+ with the 7-8 Seaplane fighters. Once done, retreat and repeat at each node until all conditions are met in set locations | ||
+ | |||
+ | Additional Notes to be taken are: | ||
+ | |||
+ | Be warned that an all submarine fleet has the risk of going to '''Node B from Node E''' While the enemy DDs will show animations of them shelling your subs, the '''damage they will do to your fleet will be the same as a ASW attack'''. It's highly recommended to '''not take your submarines past node E if they are critically damaged, as they will be at risk of sinking!''' | ||
+ | |||
+ | All other nodes (Besides U) can be reachable by subs and can get there without the risk of sinking (besides Node I's path which is the only one that presents the risk of possible sinking.) | ||
+ | |||
+ | '''Single Fleet Air Control Approach (Node F and I)''' | ||
+ | |||
+ | '''Recommended Fleet''' <br> | ||
+ | * '''1CV, 1CAV 1CL, 3DD''' (0/3/4/5 Surface Radar) | ||
+ | |||
+ | '''Path:''' | ||
+ | |||
+ | * '''A-F-E-I''' | ||
+ | |||
+ | '''Recommended LBAS''' | ||
+ | |||
+ | '''LBAS 1-3''' | ||
+ | |||
+ | * 4 Fighters''' (Up to a Range of 5 needed) | ||
+ | |||
+ | This will have your fleet take the very same path as you took in the prior path during the transport phase, the only main difference is you'll be using a fighter mule fleet to gain AS on the nodes F and I. By bringing enough fighter planes, this should be easily achieved once you get past node E. | ||
+ | |||
+ | '''Carrier Task Force Air Control Approach (Node D, K, T and U)''' | ||
+ | |||
+ | '''Recommended Fleet''' <br> | ||
+ | *'''Carrier Task Force''' | ||
+ | ** '''4CV(B), 2BB + 1 CL, 2DD, 3XX''' | ||
+ | |||
+ | '''Path:''' | ||
+ | |||
+ | * '''A-C-D-G-K''' | ||
+ | * '''A-C-D-G-J-T-U''' | ||
+ | |||
+ | '''Recommended LBAS''' | ||
+ | |||
+ | '''LBAS 1-3''' | ||
+ | |||
+ | * 4 Fighters''' (Up to a Range of 6 needed) | ||
+ | |||
+ | With this method, using a fleet of standard carrier or armored carriers will allow you fleet to bring a significant amount of air power without having to resort to organizing a set of carriers as fighter mules. If you use them along with with an LBAS or 2, you can gain AS from almost all the nodes along the path. | ||
+ | |||
+ | Your two major threats will be the [[New Submarine Princess]] and the Surface Fleet on Node J. So if nessary, bring in some pre-ASW capable ships to help make your way through node C and hope the enemy fleet you engage in node J is not preset in a line ahead formation and the likely hood you'll survive the route to reach all the major node points will be easily achieved. | ||
+ | |||
+ | '''Transport Combined Fleet Air Control Approach (Node N)''' | ||
+ | |||
+ | '''Recommended Fleet''' <br> | ||
+ | *'''Transport Combined Fleet''' | ||
+ | ** '''(2BBV/2CAV/1AV,CVL), 4DD + 1 CL, 3DD, 2XX''' | ||
+ | |||
+ | '''Path:''' | ||
+ | |||
+ | * '''A-C-D-G-K-O-N''' | ||
+ | |||
+ | '''Recommended LBAS''' | ||
+ | |||
+ | '''LBAS 1-3''' | ||
+ | |||
+ | * 4 Fighters''' (Up to a Range of 5 needed) | ||
+ | |||
+ | Arguably the most difficult path you will need to face in the map. The main threats of this map will be Nodes C and O. Which will have a [[New Submarine Princess]] (Node C) and [[Battleship Princess]] (Node O) | ||
+ | |||
+ | Your (2BBV/2CAV/1AV,CVL) will need to be full fighter mules and bringing a team of pre-emptive ASW DD/DEs can help you survive the trip along the ways. However the battleship princess node will present the biggest issue as thier fleet will likely be able to land hits on your ships and the risk of possible critical damage is strong, especially for the main fleet. Hope you get by with moderate damage or use damage control as a form of insurance on some ships to take the move to Node N. | ||
+ | |||
+ | Bringing In route support can be recommended to help reduce the likely hood that the enemy DDs in the fleet will present a risk. | ||
+ | |||
+ | If you brought all your fighter planes and LBAS fighters to this node, gaining AS+ should make this an easily done. | ||
+ | |||
+ | |||
+ | '''Part 3 - Scoring Perfect Defense on the Land Base Air Stirke''' | ||
+ | |||
+ | '''Recommended Fleet''' <br> | ||
+ | |||
+ | *'''5-6 XX''' (submarines preferred) | ||
+ | |||
+ | |||
+ | '''Recommended LBAS''' | ||
+ | |||
+ | '''LBAS 1-3''' | ||
+ | |||
+ | * 4 Interceptos/Fighters''' | ||
+ | |||
+ | In this segment, you will simply need to get a '''Successful Perfect Defense on the Land Base Air Raid''' (Once on '''Easy or lower'''/ Twice on '''Normal or Higher''') Just take your fleet out until the air raid siren play which will cue the LBAS air raid, hope your interceptors and fighters wipe out or eliminate all incoming planes and you get a White Text indicating you successfully defended your base. Repeat if necessary until conditions are met. | ||
+ | |||
+ | Once all conditions are met, '''the path to ZZ is open and most of the ships with historical buffs will become much stronger following the unlocking.''' |
Revision as of 17:43, 10 January 2019
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 Event Page Sandbox 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.
Totaku's Proposal
In this map, you will be taking a large number of tasks in order to complete this operation. Depending on the difficulty, different things will required in order to complete the map. Below are the following main conditions you'll need to complete in order to successfully complete this operation:
- Complete the Transport Operation
- Unlocking ZZ Node and improving the Buffing the Abyssal Sun Princess weakness debuff
- Complete the Air Node requirements
- Gain Perfect Defense Twice
- Defeat the Southern War Princess Fleet with a S rank
- Defeat the Abyssal Sun Princess
In addition to this,there are also a sizeable team of historical ships that are tied to the area which are strong at both nodes boss nodes Which includes the following:
E-3 (Pre ZZ/Post ZZ Unlock)
- Isokaze, Hagikaze, Arashi: 1.77/2x modifier bonus
- Kawakaze - 1.43x/1.65x modifier bonus
- Shigure, Yukikaze, Hatsushimo, Shiratsuyu, Tanikaze, Urakaze, Shiranui, Kagerou, Hamakaze, Naganami - 1.3/1.5x modifier bonus
- Yuudachi, Ayanami, Akizuki, Asashio, Kasumi, Hatsuzuki, Ooshio - 1.3x/1.3x modifier bonus
- Sendai, Myoukou, Haguro - 1.25x/1.25x modifier bonus
Phase 1 - Complete the Transport Operation
Recommended Fleet
- 1CAV, 1CL, 4DD (0/3/4/5 Surface Radar)
- 2CA(V), 1 CL, 3DD (0/3/4/5 Surface Radar)
- 1CV, 1CL, 4DD (0/3/4/5 Surface Radar)
Path: A-F-E-I-L-S-P
Recommended LBAS
Node E and/or L (LBAS 1)
- 4 Torpedo Bobmers/4 Land Base Bombers (Distance of 3 or 5 Required)
Node S Boss Node (LBAS 2+3)
- 1 Fighter + 3 Torpedo Bobmers/3 Land Base Bombers (LBAS 2) (Distance of 7 required)
- 4 Torpedo Bobmers/4 Land Base Bombers (LBAS 3) (Distance of 7 required)
During the Transport Operation you fleet will have to go through several air node battles where AACI will be needed. In addition to this, your fleet will engage against a few surface battles where you face several Destroyers, Light Cruisers and Heavy Cruisers. Depending on the fleet you go either line ahead or vanguard formation.
As long as you bring the required surface radars (0/3/4/5) to you should be able to avoid the ambush node.
Most of the comp as long as you bring 1CL and 3 DD should reach the boss fleet but other wise depending on what other ships you bring may affect how much TP you gain from the map.
A general recommendation is to bring at least 2-3 ships that can carry drums and daihatsu while keeping the other ships with a suitable amount combat and LoS gear.
You will need a considerable amount of LoS gear (2 seaplane scouts + 5 radars noted in hard) so be able to route to the boss.
The boss node will consist of a Southern Princess along with some Tsu-class CL, and some DDs. Bringing at least 1 fighter plane in your LBAS should help net an easy AS if you bring a ship that can bring a single fighter into battle. All other LBAS planes can focus on bombing and should be able to wipe out most of the enemy ships in the fleet.
A good strong historical bonus ship team or Torpedo Cut in should be effective to taking down the boss without minimal effort. With enough TP it should be possible to clear the first part in several runs.
Once the TP gauge is depleted the path to the next boss will be open.
Phase 2 - Unlocking the Path to ZZ
In this segment, you will be mainly using your fleet to complete a large series of task which will require you to change your fleet across sections along with your LBAS to meet specific requirements so you can meet the following conditions:
- Complete the Air Node requirements
- Gain Perfect Defense at your Land Base Once/Twice
- Defeat the Southern War Princess Fleet with a S rank
Each of these conditions will vary upon difficulty and will ask you to successfully complete them if you wish to unlock the shortcuts.
Part 1 - Scoring an S rank against the Southern War Princess in Node S
Fleet and LBAS Recommendations
Same as Phase 1
Path: A-F-E-I-L-S-P
For defeating the Southern War Princess in this segment, all process are done the same way as you would do in the transport segment except you won't need drums or Daihatsu as you are past this segment. All process be the same and bringing boss node support may help complete the process faster.
Part 2 - Complete the Air Node requirements
In this segment, you will be taking your fleet to various air nodes and depending on the difficulty you will need to complete the following conditions:
Score Air Supremacy on the following nodes:
- Casual: Nodes F and K
- Easy: Nodes D,F,I,K, and T
- Normal: Nodes D,F,I,K,N and T
- Hard: Nodes D,F,I,K,N,T, and *U
*Node U only need Air Superiority
Submarine Approach (for nodes D, F, I, K, N, and T)
Recommended Fleet
- 5-6 SS(V) (4 SSV recommended)
Recommended LBAS
LBAS 1-3
- 4 Fighters (Up to a Range of 5 needed)
Path:
- A-F-E-B-H-I
- A-C-D-G-K-O-N
- A-C-D-G-J-T
This method is recommended for players who own a large amount of seaplane fighters (about 7-8 for Hard) and want to successfully complete most of the requirements without having to blow through a large amount of resources doing so.
Most of the nodes should be reachable with submarines and for hard mode can cover almost all major node points with the except for Node U.
This method will require multiple runs with all your LBAS concentrating on one point per run to successfully score AS+. If done correctly, your subs should easily gain AS+ with the 7-8 Seaplane fighters. Once done, retreat and repeat at each node until all conditions are met in set locations
Additional Notes to be taken are:
Be warned that an all submarine fleet has the risk of going to Node B from Node E While the enemy DDs will show animations of them shelling your subs, the damage they will do to your fleet will be the same as a ASW attack. It's highly recommended to not take your submarines past node E if they are critically damaged, as they will be at risk of sinking!
All other nodes (Besides U) can be reachable by subs and can get there without the risk of sinking (besides Node I's path which is the only one that presents the risk of possible sinking.)
Single Fleet Air Control Approach (Node F and I)
Recommended Fleet
- 1CV, 1CAV 1CL, 3DD (0/3/4/5 Surface Radar)
Path:
- A-F-E-I
Recommended LBAS
LBAS 1-3
- 4 Fighters (Up to a Range of 5 needed)
This will have your fleet take the very same path as you took in the prior path during the transport phase, the only main difference is you'll be using a fighter mule fleet to gain AS on the nodes F and I. By bringing enough fighter planes, this should be easily achieved once you get past node E.
Carrier Task Force Air Control Approach (Node D, K, T and U)
Recommended Fleet
- Carrier Task Force
- 4CV(B), 2BB + 1 CL, 2DD, 3XX
Path:
- A-C-D-G-K
- A-C-D-G-J-T-U
Recommended LBAS
LBAS 1-3
- 4 Fighters (Up to a Range of 6 needed)
With this method, using a fleet of standard carrier or armored carriers will allow you fleet to bring a significant amount of air power without having to resort to organizing a set of carriers as fighter mules. If you use them along with with an LBAS or 2, you can gain AS from almost all the nodes along the path.
Your two major threats will be the New Submarine Princess and the Surface Fleet on Node J. So if nessary, bring in some pre-ASW capable ships to help make your way through node C and hope the enemy fleet you engage in node J is not preset in a line ahead formation and the likely hood you'll survive the route to reach all the major node points will be easily achieved.
Transport Combined Fleet Air Control Approach (Node N)
Recommended Fleet
- Transport Combined Fleet
- (2BBV/2CAV/1AV,CVL), 4DD + 1 CL, 3DD, 2XX
Path:
- A-C-D-G-K-O-N
Recommended LBAS
LBAS 1-3
- 4 Fighters (Up to a Range of 5 needed)
Arguably the most difficult path you will need to face in the map. The main threats of this map will be Nodes C and O. Which will have a New Submarine Princess (Node C) and Battleship Princess (Node O)
Your (2BBV/2CAV/1AV,CVL) will need to be full fighter mules and bringing a team of pre-emptive ASW DD/DEs can help you survive the trip along the ways. However the battleship princess node will present the biggest issue as thier fleet will likely be able to land hits on your ships and the risk of possible critical damage is strong, especially for the main fleet. Hope you get by with moderate damage or use damage control as a form of insurance on some ships to take the move to Node N.
Bringing In route support can be recommended to help reduce the likely hood that the enemy DDs in the fleet will present a risk.
If you brought all your fighter planes and LBAS fighters to this node, gaining AS+ should make this an easily done.
Part 3 - Scoring Perfect Defense on the Land Base Air Stirke
Recommended Fleet
- 5-6 XX (submarines preferred)
Recommended LBAS
LBAS 1-3
- 4 Interceptos/Fighters
In this segment, you will simply need to get a Successful Perfect Defense on the Land Base Air Raid (Once on Easy or lower/ Twice on Normal or Higher) Just take your fleet out until the air raid siren play which will cue the LBAS air raid, hope your interceptors and fighters wipe out or eliminate all incoming planes and you get a White Text indicating you successfully defended your base. Repeat if necessary until conditions are met.
Once all conditions are met, the path to ZZ is open and most of the ships with historical buffs will become much stronger following the unlocking.