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 Spring 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.

Guide Proposal from Totaku

Overview

In this operation, a fleet will need to be organized to visit various locations across Rabaul to unlock other areas of the map, then make contact with Rabaul Base mutiple times before finally confronting the boss fleet of this map.

This map will use no land base but most enemy fleets will be easy to pass. As the notes recommend, ASW gear will be vital for the entire map, but it is also important to have a mix of combat ships ready to deploy alongside since you'll be facing a mixture of combat, air nodes and submarines along the trip.

The following guide below will cover the steps needed to clear this operation.

Phase 1:Unlocking the path to Rabaul

In this phase there will be 3 objectives needed to do in order to successfully unlock the path to Rabaul:

E J K
Hard Reach S Reach
Medium Reach S? Reach
Easy Reach S? Reach
Casual Reach S? Reach

Below are the recommendations needed for each point:

  • Recommended Fleet: 1 SS
  • Route: 1 A B C D E
  • Only Node D presents a threat to the submarine
    • Equip a Repair Team / Goddess on Submarine
      • Repair Team / Goddess will not be consumed as there are no more battles after D

  • Recommended Fleet: 1 FBB, 1 CVL, 1CL, 3 DD
  • Route: 1 A F H J
  • Bring a ship with AACI for air node
  • Bring 2 OASW capable DD for submarine nodes
  • Line J contains destroyers, line ahead to take out the entire fleet

  • Recommended Fleet: 1 FBB, 1 CV, 1CL, 3 DD
  • Route: 1 F G I K
  • Bring a ship with AACI for air node
  • Bring 2 OASW capable DD for submarine nodes
  • Can use line ahead or vanguard for surface battle

Phase 2: Making contact with Rabaul Base

On this phase, the fleet attempt to reach Rabaul base on Node M, on higher difficulties up to 3 visits will be required to complete the conditions for this phase.

  • Recommended Fleet: 1 FBB, 1 CVL, 1CL, 3 DD
  • Route: 1 A F H J L M
  • Bring a ship with AACI for air node
  • Bring 2 OASW capable DD for submarine nodes
  • For surface nodes,use vanguard or line ahead to pass these nodes

Once the conditions are met the path to the boss will be open.

Phase 3: Sinking the Heavy Cruiser Princess

For this phase, there are multiple methods to being able to take out the boss, however the most effient method known is using the same comp used for the prior phase, even though it goes a longer route it will provide enough power to make fighting the boss significantly easier. Below is the most recommended comp:

  • Recommended Fleet: 1 FBB, 1 CVL, 1CL, 3 DD
  • Route: 1 A F H J L N O Q R
  • Bring a ship with AACI for air node
  • Bring 2 OASW capable ships are recommended to take out the submarines at boss
  • To help make the fleet more effective for the boss node and in router, put the ASW members on the top half and combat ships on the lower half of the fleet and use vangaurd to help pass through the majority of surface nodes
  • For boss node use vanguard to maximize combat efficiency between ASW and combat ships
    • No Boss Support because of vanguard.
    • TCI is recommended for 1 ship to score the kill
    • Because of the use of vanguard formation, Boss support isn't entirely recommended due to it's limited damage

Once the boss's HP bar has been elimiated the map is considered complete.

Gruns Proposal

Map overview

E1 is a single-fleet two phase map consisting of one unlocking Phase and one Boss Phase.

No LBAS is available to sortie.

This map uses the   R-Area Defense Unit Tag.

Phase 1: Unlocking the Route to the Boss

The following Requirements need to be met to unlock the Path to M:

Difficulty E K J
Hard Reach Reach S-Rank
Medium Reach Reach S?-Rank
Easy Reach Reach S?-Rank
Casual Reach Reach S?-Rank

  • Fleet: 1SS
  • Route: A B C D E
  • Notes: Only D is capable of damaging the submarine. But as it is right in front of an empty end node the submarine can be equipped with a Damage Control item and continue the sortie after D without consuming said item.

  • Fleet: 1SS
  • Route: A F G H I K
  • Notes: Only K is capable of damaging the submarine. But as it is right in front of an empty end node the submarine can be equipped with a Damage Control item and continue the sortie after K without consuming said item.

  • Fleet: FBB CVL 0-1CL 3-4DD
  • Route: F H J
  • Notes:
    • J contains a light torpedo squadron
    • Setting up the fleet with AA and ASW to deal with Nodes F and J is recommended.


Afterwards, reaching M thrice will unlock the boss node R. For this step the same fleet as the one used for J in the previous step can be used.

Phase 2: Defeating the Heavy Cruiser Princess

The Boss Node R features a Heavy Cruiser Princess accompanied by up to two submarines.

  • Fleet: FBB CVL CL 3DD
  • Route: F H J L N O Q R
  • Notes:
    • There is an LoS check at Q
    • Using a fast fleet with 4DD skips L
    • Since the enemy fleet also contains submarines, it is recommended to set up the fleet for Vanguard Formation with ASW Elements in the upper half of the fleet and to utilize that formation at the boss. (For Example: CL/DD DD CVL FBB DD DD)
    • AACI for the 2 Air Raids on Route is highly recommended

Dark's Consolidated Guide from Tota and Grun (Jiga's harmonization)

Map overview

E1 is a single-fleet three-phase map consisting of one unlocking Phase and one Boss Phase.

  • No LBAS is available to sortie.
  • This map utilizes   R-Area Defense Unit lock.

Phase 1: Unlocking the Route to the Boss

In this phase, there will be 3 objectives needed to do in order to successfully unlock the path to Rabaul.

  • It is common to all difficulties.

  • 1SS
  • Route: A B C D E
    • Only D is capable of damaging the submarine, but as it is right in front of an empty end node the submarine can be equipped with a Damage Control item and continue the sortie after D without consuming said item.

  • 1SS
  • Route: A F G H I K
    • Only K is capable of damaging the submarine, but as it is right in front of an empty end node the submarine can be equipped with a Damage Control item and continue the sortie after K without consuming said item.

  • 1FBB, 1CVL, 0-1CL, 3-4DD
  • Route: 1 A F H J
    • J contains a light torpedo squadron. Line ahead formation is good enough to wipe out the fleet.
    • Setting up the fleet with AA and ASW to deal with Nodes F and J is recommended.
      • 2 DD fitted with OASW is recommended to pass through F.

Phase 2: Making contact with Rabaul Base

In this phase, the fleet attempt to reach the Rabaul base on Node M, on higher difficulties up to 3 visits will be required to complete the conditions for this phase.

  • 1FBB, 1CVL, 1CL, 3DD
  • Route: 1 A F H J L M
    • Bring a ship with AACI for air node
    • Bring 2 OASW capable DD for submarine nodes
    • For surface nodes, use vanguard or line ahead to pass these nodes

Once the conditions are met the path to the boss will be open.

Phase 3: Defeating the Heavy Cruiser Princess

The Boss Node R features a Heavy Cruiser Princess accompanied by up to two submarines.

  • 1FBB, 1CVL, 1CL, 3DD
  • Route: F H J L N O Q R
    • There is an LoS check at Q.
    • Using a fast fleet with 4DD skips L.
    • Since the enemy fleet also contains submarines, it is recommended to set up the fleet for Vanguard Formation with ASW Elements in the upper half of the fleet and utilize that formation at the boss (for example: CL/DD, DD, CVL, FBB, DD, DD).
    • AACI for the 2 air nodes on Route is highly recommended
    • For boss node use vanguard to maximize combat efficiency between ASW and combat ships
      • Boss Support is not recommended because of the debuff applied with the vanguard formation selected.
      • TCI is recommended for 1 ship to score the kill

Fixing stuff

Map overview

E1 is a single-fleet three-phase map consisting of one two-part unlocking Phase and one Boss Phase.

  • No LBAS is available to sortie.
  • This map utilizes   R-Area Defense Unit lock.

Phase 1: Unlocking the Route to Rabaul

In this phase, there are three requirements to unlocking the path to Rabaul.

  • 1SS
  • Route: A B C D E
    • Only D is capable of damaging the submarine, but as it is right in front of an empty end node the submarine can be equipped with a Damage Control item and continue the sortie after D without consuming said item.

  • 1SS
  • Route: A F G H I K
    • Only K is capable of damaging the submarine, but as it is right in front of an empty end node the submarine can be equipped with a Damage Control item and continue the sortie after I without consuming said item.

  • 1FBB, 1CVL, 0-1CL, 3-4DD
  • Route: 1 A F H J
    • J contains a light torpedo squadron.
    • Setting up the fleet with AA and ASW to deal with Nodes F and J is recommended.

Phase 2: Making contact with Rabaul Base

This phase consists of the fleet attempting to reach Rabaul base on Node M. On higher difficulties up to 3 visits will be required to complete this phase.

  • 1FBB, 1CVL, 0-1CL, 3-4DD
  • Route: 1 A F H J L M
    • Setting up the fleet with AA and ASW to deal with Nodes F, J and L is recommended.

Phase 3: Defeating the Heavy Cruiser Princess

The Boss Node R features a Heavy Cruiser Princess accompanied by up to two submarines.

  • 1FBB, 1CVL, 1CL, 3DD
  • Route: F H J L N O Q R
    • There is an LoS check at Q.
    • Using a fast fleet with 4DD skips L.
    • Since the enemy fleet also contains submarines, it is recommended to set up the fleet for Vanguard Formation with ASW Elements in the upper half of the fleet and utilize that formation at the boss (for example: CL/DD, DD, CVL, FBB, DD, DD).
    • AACI for the 2 air nodes on Route is highly recommended
    • Boss Support is not recommended due to Vanguard Formation nerfing its damage.
    • It is recommended to set up one ship with TCI and/or other high damage Yasen Attacks