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{{AirControlSystem
 
{{AirControlSystem
 
|Map=2-4
 
|Map=2-4
|Fleet='''Light:''' 1CA(V), 1CL, 4DD<br/>'''Heavy:''' 2BB(V)/CV(B), 1CVL, 1CL, 2DD
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|Fleet='''Light:''' 1CA(V), 1CL, 4DD<br>'''Heavy:''' 2(F)BB(V)/CV(B), 1CVL, 1CL, 2DD
|Route='''Light:''' {{MapRoute|B|red|G|green|H|blue|L|red|P|red}}<br/>'''Heavy:''' Random   
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|Route='''Light:''' {{MapRoute|B|red|G|green|H|blue|L|red|P|red}}<br>'''Heavy:''' Random   
 
|AS=84
 
|AS=84
 
|Notes=AS value for Nodes {{MapRoute|M|red}} & {{MapRoute|L|red}}}}  
 
|Notes=AS value for Nodes {{MapRoute|M|red}} & {{MapRoute|L|red}}}}  
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}}
 
}}
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=== Tips ===
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===Tips===
 
This map will feature a series of fights involving mostly smaller surface ships with some carrier fights in between.
 
This map will feature a series of fights involving mostly smaller surface ships with some carrier fights in between.
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**'''Random routing''' across the map, but you are allowed to bring a much stronger fleet to fight the boss node.
 
**'''Random routing''' across the map, but you are allowed to bring a much stronger fleet to fight the boss node.
 
**{{MapRoute|J|blue|M|red}}, {{MapRoute|K|blue|L|red}}, and {{MapRoute|L|red|M|red}} branches should be guaranteed though.
 
**{{MapRoute|J|blue|M|red}}, {{MapRoute|K|blue|L|red}}, and {{MapRoute|L|red|M|red}} branches should be guaranteed though.
**Having both CVL and CL will ensure 90% of not rolling deadend {{MapRoute|I|red|E|red}} and {{MapRoute|F|red|A|green}}
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**Having both CVL and CL will ensure 90% of not rolling dead-end {{MapRoute|I|red|E|red}} and {{MapRoute|F|red|A|green}}
    
|-|Light fleet=
 
|-|Light fleet=
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