The Fall 2016 event Announcement! The Third Fleet Operation Act is schedule to begin on November 18th, 2016 following the November 4th Update.
Currently the theme of the event is speculated to be based upon the "Third Fleet Operation Act", an operation to attempt to eliminate the US Carrier forces. This operation begins from the aftermath of the Doolittle Raid in which the Japan made an attempt to intercept and try to take out the USS Hornet, all the way to the Battle of the Coral Sea, which was the last major attempt at the operation before the Decisive Battle at Midway.
The KanColle staff have revealed that the event will be a normal scale operation which will consist of 5 maps" (3 Main + 2 Extra Operations), will require a large expansive fleet, and will require to have multiple fleets for harder difficulties. Additionally, it has been revealed that one of the new ships will be the American Aircraft Carrier Saratoga, and the recent KanColle Festival de Beaujolais Nouveau has revealed the face and voice of the French Seaplane Tender Commandant Teste.
The details regarding the event have revealed that the event will consist of some of the following operations:
Disclaimer: The following information is based upon a summary of World War II history and may not have any influence with the game itself. This is for historic reference only.
Post Doolittle Raid
Following the American's attack on the Japan's mainland on the Doolittle Raid (which resulted in several of Japan's main key structures taking major damage and Ryuuhou being damaged delaying her launch as a light carrier), Japan began to conduct a counter measure known as the "Third Fleet Operation plan" an operation to attempt to organize a fleet to take out the American Carrier forces which may threaten their operation to expand their growing boundaries across the Pacific Ocean.
The first attempt at this was to attempt to take out the USS Hornet following after the raid it conducted on the Japan Mainland. Japan would organize a fleet to attempt to intercept Hornet which consisted of:
The plan was to organize these ships to use for the operation and while most were able to participate in the operation, Standard Carriers Souryuu and Hiryuu were too far away to help assist as they were returning from the Indian Ocean Raid. The attempt to search and intercept the USS Hornet would end in failure as they were unable to engage the American Carrier.
Information
New Ships
As of current, multiple ships have been confirmed to appear in the event which include:
The difficulty system first used in Spring 2015 Event returns: you can choose between Operation A (甲, Hard), Operation B (乙, Medium) or Operation C (丙, Easy).
Choosing A or B requires certain HQ Level (HQ Lv 35 for B / 80 for A in Spring 2015 Event).
An important note to all Admirals intending to clear the event on Hard difficulty - further (new) conditions now apply:
When switching difficulty from any other difficulty to Hard, the map's debuff mechanism (where applicable) will be reset.
Switching between any other difficulties will not reset the debuff mechanism.
If you are playing on Hard difficulty, it is necessary to preserve the strongest elements of your fleet for the final map.
The final map utilises a separate fleet-lock on Hard mode (refer to the two images on the right below). Do take this into account before committing any ships to the main operation.
The armor-reducing system of the Summer 2015 Event's final map, where certain nodes had to be killed to reduce boss armor, is likely to return, but in a simplified version (see above for new changes regarding this).
Operation A (甲, Hard) and Operation B (乙, Medium) will require you to have mutiple fleets ready, which suggests fleet locking (again, see above).
The initial maps will focus on transport operations (Lighter ships, such as CLs and DDs likely), while the later maps will focus on heavy ships (CVs and BBs).
Event Maps
Quick Info Table
Classification
Map
Name
Combined Fleet?
Land-Based Air Squadron?
Color of Tag
Tag Condition & Deployment Restriction
Difficulty Restrictions
Notes
Main Operation
E-1
The Maritime Transport Operation
No
No
Blue
Tagging: Ships not already color-tagged will be tagged with the color associated with the map when deployed. This tag exists on all difficulties and is not reset on remodel, etc. As per above, E-5 has an orange ship lock exclusive to Hard mode; outside of Hard mode, all ships sortied during previous maps can be used in E-5. Deployment Restriction: Normal or Hard: Must have either the same-colored tag or no tag. Easy: No restrictions.
No restrictions. All difficulties OK
Transportation Operation (?)
E-2
The Mainland Air Defense Battle
No
Yes
Green
In order to play these maps on hard, you must complete the previous map* on either normal or hard. (e.g., to do E-4 on hard, you must complete E-3 on normal or hard.)
Surface Battling involving Anti-Air and fighting a Carrier Task force (?)
IF Fleet consist of less than 3 DD or have CV and BB in fleet
F
No BB or CV and fleet has 3 DD
D
E
Fleet has a BB or CV and less than 3 DD
H
No BB or CV in fleet and fleet has 3 DD
H
G
LOS check failed, if fleet consist of slow ship, less than 2 DDs
L
LOS >= 12(?) fleet consist of more than 2 DDs and all fast ship
I
J
LOS check (??)
K
LOS check failed
Tips
Recon planes, whether seaplanes or Saiuns, are needed to get enough LOS to reach the boss node.
Keep in mind that 0-slot seaplanes still contribute LOS (e.g. Yuubari)
4DD + 1CL + 1(CAV or CVL) is one recommended composition. This routes via either A-BDHL or A-CFHL to reach the boss node
The north route appears to be significantly easier than the south route
1CL + 4DD + 1FBB goes ACFHL and grants a second shelling phase to lob more depth charges with, but the lack of a Saiun may result in Red T's and failed LOS checks.
If the FBB is Roma or Italia, she can get artillery spotting with a seaplane fighter and an observation seaplane.
You can overcome the LOS deficiency with a sub-hunter who can carry a surface radar or seaplane and still achieve preemptive ASW, such as Asashio or Isuzu.
Using 3DD 1CL 1CVL 1FBB is a middle ground between the above two extremes. This composition also goes ACFHL. You will have fewer depth charge attacks than the second recommendation, but you'll pass the LOS check easily and have more chances of killing the surface ships that accompany the Sub Hime.
Don't try going through Node B with this; you'll be forced to pass through an extra node.
Preliminary reports indicate that Kinu Kai Ni may contribute extra to reducing the transport bar; in addition to her high ASW, this makes her an excellent ship for this map.
On Hard Mode, killing the Sub Hime without a second shelling phase will be difficult. You may need to resort to A-ranking your way to victory on this map by using Line ahead to take out the surface ships along with the lesser subs that may be present.
Show/Hide Nodes and Enemy Encounters
Nodes and Enemy Encounters
Node
Pattern
Xp
Node Info
Form
Air
A Active Branching
Pattern 1
Active Branching
B 任務部隊 偵察潜水艦 II群 Recon Task Group Submarine Group II
Fleet consist of 3 or less CV/CVL + 5-7 historic fleet members
E
H
Active Branch
I
Active Branch
I
H
If Fleet has more than one FBB
K
Carrier Task Force with 2+ FBB and 4 CV/CVL (?)
L
If Fleet only has one FBB + LoS check?
O
LoS check Fail?
J
O
LoS check Fail
Q
LoS check
Tips
CTF is recommended
Bring member of E-2 into E-3 to conserve fleet if possible.
Recommended Composition: 1 FBB, 2 CV, 0-2 CVL, 1-3 CA + CL, 3 DD, 0-2 CA, 0-2 CLT without historic fleet set up.
1 FBB, 2 CV, 0-2 CVL, 1-3 CA + Any escort without FBB if fleet has historic fleet consist 7 ships(?)
STF is not recommended due to the air strength of the enemy composition, but for easier difficulties it may be viable. 2 BB, 3 CA, 1 CV, / 1 CL, 2 CLT, 3DD.
Reports suggest there may be branching involving a historic fleet composition which requires you to have 7 ships (?) (see below)
The following ships are expected to work in terms of taking the shortest possible route:
This map is a double operation (transport & combat). Plan your transport and combat fleet accordingly.
Route Support and Boss Support expeditions are recommended for the Boss elimination phase.
For the transport phase, 2CAV + 3DD + 1CL takes the shortest route, 1CHKM, provided you pass the LOS check.
However, this composition needs three max-rank seaplane fighters on Normal or Hard Mode to achieve air parity (88+ airpower) against the Glowing Takoyaki Wo Kai on Node H.
Don't use four seaplane fighters because you need a normal observation plane for artillery spotting and LOS check purposes.
Without air parity, the enemy heavy cruisers on Node H will activate artillery spotting and go to town on your DDs.
Whether or not you achieve air parity, a Route Support expedition will help greatly in passing Nodes C and H.
Even with air parity, a successful Akizuki-class AACI, and the Route Support showing up, the Glowing Takoyaki Wo Kai will sometimes send you home because she has no mercy. You may want to sparkle your fleet and your route support and keep trying.
A 3CVL + 3DD composition (or 1CV + 1CAV + 1CL + 3DD) allows air superiority (198+ airpower) and a greater chance of survival against the Glowing Takoyaki Wo Kai, but takes a longer route.
The Glowing Takoyaki Wo Kai will still send you home occasionally because she's evil like that.
Clearing on Hard (甲): F4F-4 x1, Improvement Materials x10, Medals x2, Hard-mode Medal
Clearing on Medium (乙): F4F-3 x1, Improvement Materials x8, Medals x2
Clearing on Easy (丙): Medal x1
Branching rules
Show/Hide Branching Rules
Branching Rules
Node
Split
Condition
START
A
B
B
C
D
E
G
H
I
Tips
Recommended Compositions:
For Start 1:
For Start 2 when unlocked:
LBAS Recommendation for Start 2: K and O
Players are strongly advised to reserve their best fleets on Hard Difficulty as it'll be given a orange Tag for the map.
Player playing on Normal and Below can use fleets from E-2 and E-3 on this map.
The Abyssal Jellyfish Princess has been proven to be weak to all members of who were a part of the historic ships that were part of Operation Cross roads.
The above mentioned ships will do larger than usual damage against the boss fleet and are considered important to bring if you own them.
The distance your fleet has to go from the orginal starting point in impossible to reach under normal means. However due a new mechanic which allows you to unlock a hidden starting point it is highly recommended to organize a fleet to go from the starting point to node A
To unlock the starting point, you need to complete the following tasks:
Successfully intercept an Air Raid Twice
Score an S rank on the Air attacks nodes C and D
Defeat the enemy combined fleet entirely on node A and score an S rank. On Hard, it must be done 3 times.
Completing the above condition should unlock a new starting point located very close to the boss node allowing for easy access to take down the Abyssal Jellyfish Princess.