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 consists 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 the path to collect certain ships (This will also require a composition, path, and possible description.

Editors are to construct their own version of their guide and complete them in a timely fashion.

No other editors are to allowed to edit over other editors' work without the full 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 2020 Event which it'll be reviewed and updated once more before it can be released.

Overall there will be 3 versions of the guide that will be constructed which will include:

  • Preliminary Guide
  • Polished Guide
  • Finalized Guide

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.


Map Overview

E5 is a 3 Phase Map with Combined Fleet and Strike Fleet Sections.

This map uses three locks:

  •  Striking Force Fleet, a 7-Ship fleet used for Phase 1
  •  Combined Fleet, the same found on E3, used for Phase 2
  •  Decisive Battle Fleet, a combined fleet for Phase 3.
    • Note the following (Hard Mode): The Decisive Battle Fleet Tag is applied to a Surface Task Force containing only untagged ships after Phase 2 is beaten. Therefore Caution is advised once proceeding to the unlocks after Phase 2.

Heavy Land Base Bomber LBAS mechanic

A new mechanic known as "Heavy Land-Based Bomber Air Raid sequence" has been introduced on E5. Unlike previous mechanics in the game, this mechanic is a "Quick Time Event" (QTE), and requires monitoring and timing of releasing the LBASs to successfully intercept the enemy air-raid by pressing a button at the right time.

  • This means that the player is required to pay attention while the fleet is in the map screen.
  • The heavy air raid will occur at random at any given point during sorties on E5 and may even sometimes not happen at all.
  • For now, the following information will be provided to help organize a better LBAS defense unit to successfully intercept against the air raid:


  • When the LBAS sequence occurs, a button will appear on screen:
    • When this button is pressed is the QTE, the exact moment it is clicked on directly affecting the outcome of the air-raid.
    • This button needs to be pressed at the right time to trigger the best results from the LBAS.
 
The location of the first bomber indicates the timing of when to press the button
  • Pressing the button before 2.5 s or after 3 s after it appears will result in fewer LBAS planes appearing to provide defense.
  • Pressing between 2.5 and 3 s will result in the best result from the LBAS defense.
  • While there is no visual indicator given, the best result may be achieved when the first bomber reaches the area marked on the picture to the right
    • Heavy LBAS Air-Raids will consist of 2 to 3 waves of bombers appearing once the sequence starts.
    • The LBAS will need to be armed with planes that can provide "high altitude interceptions" or fighting planes armed with "diagonal upward guns", including the following planes:


Group Planes Effects
A
 
Raiden
 
Reppuu Kai
 
Type 3 Fighter Hien (244th Air Combat Group)
 
Type 2 Two-seat Fighter Toryuu
  • +0.07 per plane
  • staks 3 times
B
 
Shiden Kai (343 Air Group) 301st Fighter Squadron
 
Fw 190 D-9
  • +0.11 for 1 plane
  • +0.14 for 2 planes
C
 
Reppuu Kai (352 Air Group/Skilled)
 
Type 2 Two-seat Fighter Toryuu Model C
 
Ki-96
  • +0.177 for 1 plane
  • +0.287 for 2 planes
D
 
Me 163B
 
Prototype Shuusui
 
Shuusui
  • Multiplier: 0.5/0.95/?/1.0/1.0 for 0/1/2/3/4 planes
  • Flat: 0.3/0.55/0.85/1.0/1.07 for 0/1/2/3/4 planes

The final bonus is "(Group A + Group B + Group C) x Group D Multiplier + Group D Flat"


As of this time, the exact bonus provided from all these planes is not fully known and requires more investigation.

Phase 1: Spearhead the Attack off Kitakyushu! G

  • Strike Force = 1CV, 1CVL, 1(F)BB, 1CL, 3DD   Striking Force Fleet
  • Route = 1 A B C D E F G
    • 3   with ≥5 LoS on 3 separate ships are required to route to the Boss
    • LBAS: 116/232 AD/AP on Hard (Range 9). It is recommended to send as many Bases as possible to the boss. However, sending ASW LBAS to D might be considered.
    • Using Fletcher/Akizuki Class for AACI/ASW/Night Gear duty is highly recommended.
    • Setting up the Carriers to be capable of Night Attacks should be strongly considered.

Phase 2: Crush the Main Enemy Assault Fleet! N

The second phase is unlocked immediately after defeating phase 1. The Boss fleet of this Phase contains the European Armoured Carrier Hime, which can have up to 392 armor on Hard Last Dance. Coupled with bonuses in the low 1.15x range and a night cap of 360, this means that stacking multiple high attack ships, like Nagato+Mutsu Special Attacks, Kitakami, Ooi, Ryuuhou Kai Ni E (CVN), to fish for critical hits is mandatory.

  •   Combined Fleet will be required for this segment.
    • LBAS: 100/199 AD/AP on Hard (Range 8). It is recommended to send all bases to the Boss.

  • 2(F)BB, 2CV(B), 1CVL, 1CL + 1-2CLT, 1-2CA(V), 1CL, 2DD
  • Route: 2 H I J K L M1 M N
    • 2   with ≥5 LoS on 2 separate ships are required to route to the Boss.

  • 3(F)BB, 2-3CVL, 0-1CL + 1CL 1-2CLT, 0-1CA(V), 0-1CVL, 2-3DD
  • Route: 2 H I J K L M1 M N
    • 2   with ≥5 LoS on 2 separate ships are required to route to the Boss.
    • 4 [DD+CL] are required to not face routing penalties.

Phase 2.3: Unlocking the Path to the third Boss

  Decisive Battle Fleet will be required for this segment.

  • Note (Hard Mode): Only Surface Task Forces without any tagged ships will get The Decisive Battle Fleet Tag   Decisive Battle Fleet.
  • The main fleet should be fitted for surface combat, the escort for ASW duties.

There are up to 5 requirements to unlock the path, depending on difficulty:

LBAS R2 T S2 S1
Hard AS A+ A+ AS A+
Medium AS A+ A+ AS
Easy AS A+ A+ AS
Casual AS A+ A+ AS


  • Set multiple bases to defend and refer to the QTE above to intercept.

  • STF: 2(F)BB(V), 2CVL, 2CA(V) + 1-2CA(V), 1-2CLT, 1CL, 2-3DD
  • Route: 3 O Q1 Q C R R1 R2

  • STF: 2(F)BB(V), 2CVL, 2CA(V) + 1-2CA(V), 1-2CLT, 1CL, 2-3DD
  • Route: 3 O Q1 Q C R S T

  • STF: 2(F)BB(V), 2CVL, 2CA(V) + 1-2CA(V), 1-2CLT, 1CL, 2-3DD
  • Route: 3 O Q1 Q C R S S1 S2
    • AS requirement is 585 on Hard Mode.

  • STF: 2(F)BB(V), 2CVL, 2CA(V) + 1-2CA(V), 1-2CLT, 1CL, 2-3DD
  • Route: 3 O Q1 Q C R S S1

Phase 2.6: Unlock the 4th starting point

To unlock the 4th starting point the following requirements must be fulfilled:

G LBAS C
Hard A+ ASx2 AS
Medium A+ AS
Easy A+ ?
Casual A+ ?

Refer to Phases 1 and 2 for fulfilling these requirements.

Phase 3: Final Boss Y

  Decisive Battle Fleet will be required for this segment.

  • The Boss Y is a mixed node containing Surface and Installation enemies as well as one PT-Imp. The Entombed Anti-Air Guardian Winter Princess is considered a surface enemy.
  • Node Z is an Emergency Anchorage Repair node, where Akashi or Akitsushima Kai can be used to moderately repair the fleet, but this is usually not necessary given the nodes prior to this.

  • 4(F)BB(V), 0-1CV(L/B), 1XX, Akitsushima/Akashi + 1CL, 0-1CLT 1-2CA(V), 3DD
  • Route: 4 C R R1 Z U W Y
    • 4   with ≥5 LoS on 4 separate ships are required to route to the Boss.
    • XX can be LHA, DD, CL, AV
    • This fleet takes one additional Air Raid in comparison to the lighter fleet, but will be able to bring more surface firepower.

  • 2(F)BB(V), 1CVL, 1XX, 1CL, Akitsushima/Akashi + 1CL, 1-2CA(V), 1-2CLT, 2DD
  • Route: 4 R R1 Z U W Y
    • 4   on 4 separate ships are required to route to the Boss.
    • XX can be AV, CA(V), CL
    • This fleet fields a stronger escort fleet as well as having more choices in the anti-installation department as the heavier fleet.

  • LBAS: 100/200 AD/AP on Hard (Range 1). This changes to 50/100 AD/AP on Last Dance. It's recommended to send one ASW LBAS to U (Range 3) to help with the Submarine Princess. The remaining Bases should be sent to the Boss.
  • One AACI might be employed on Ise-Class Kai Ni or Nelson Kai due to the limited slots available to this fleet
  • One or two OASW are recommended to help with U
  • Special Attacks:
    • If using Nelson, it is recommended to take one to two strong anti-installation ships in the fleet and set up at least one of them into the special attack.
    • If using Nagato Kai Ni, it may be preferable to set up Nagato with heavy Anti-Installation Equipment while only one to two lighter setups are in the fleet.

Debuff Phase

Once the Boss has reaches LD, it is possible to debuff her, which is highly recommended. This requires players to perform the following:

C G LBAS N R2 T
Hard AS S? ASx3 A+ S S
Medium AS A+ ASx2 A+ S -
Easy - ? AS? ? - -
Casual - ? ? ? - -

The requirements are repeats of previous phases, refer to them for fleet compositions.