Summer 2022 Event/E-3/Sandbox

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 Summer 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.

Branch Rules

Branching Table

E-3 Branching Rules
Nodes Rules


Memetail's Guide

Map overview

E3 is a two-phase map using both Single Fleets and Combined Fleets.

  • This map uses two locks:
    •   Expeditionary Fleet Advance Team (Single Fleets)
    •   Mediterranean Combined Fleet (Combined Fleets)
  • Multiple LBAS will be available to sortie after completing their unlock requirements, 1 LBAS will be available to sortie along with a second base only usable in defense.
    • 1 LBAS will be available to Sortie after completing Phase 0.5
    • A second LBAS will be available to Sortie partway through Phase 1.66
    • Air raids will occur on this map.

Phase 0.5 - Unlock the Boss Node

The following steps have to be performed to unlock the first boss:

E C2
Hard S x2 S
Medium ? ?
Easy ? ?
Casual ? ?

  • Single Fleet: 0-1CV(L/B), 0-2(F)BB(V), 0-3XX, 1-2CL, 2-3DD (Fast)  
  • Route: 1 A B C C1 E
    • Bringing a Slow fleet with multiple heavier ships such as (F)BB(V) or CV(B) will encounter extra battles
    • AD/AP at node E is 50/100 on Hard

  • For the fleet used, refer to Node E as it is the same fleet.
  • Route: 1 A B C C2
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

After completion, 1 LBAS will be available to Sortie

Phase 1 - Ruin the French Battleship's Vacation

  • CTF: 1(F)BB(V), 1CV, 2CVL, 2CA(V) + 1CL, 1CA(V), 1CLT, 3DD (Fast)  
  • Route: 2 F F2 H I L
    • Shortest route that reaches the boss.
    • 1CVL may be swapped for 1CV(B) but will face an extra Air Node at H1

  • STF/CTF: 2-3(F)BB(V), 0-1CV(B), 0-2CVL, 0-2XX + 1CL, 2-3DD, 2-3XX  
  • Route: 2 F F1 F2 H I L
    • XX cannot be a SS(V) (?)
    • Bringing 5 or more (F)BB(V)+CV(B) will encounter extra battles at: H1 H2
    • Will face an extra Air Node at F1 in exchange for allowing a heavier fleet and disregarding speed.

  • LBAS: Range 6 to L, 60/160 AD/AP on Hard (138/276 on Last Dance)
  • It is recommended to bring AACI.

Phase 1.33 - Open a Path to J

This phase has only 1 requirement: Reach node G

  • TCF: 0-2CAV, 0-2CL, 4-6DD + 1-2CL, 3-5DD, 0-2CA(V)  
  • Route: 2 F F2 G
    • Proceeding from F2 with Taiha is safe as G is a non-combat node
  • An minimum fleet can be used to save on locks
    • Minimum fleet: 4DD + 1CL, 3DD

Phase 1.66 - Clear a Path to the Boss

The following steps have to be performed to unlock the final boss of E3:

P N
Hard S x2 S x2
Medium ? ?
Easy ? ?
Casual ? ?

  • For the fleet used, refer to Phase 1 as it is the same fleet.
  • Route: 2 F F2 H I K P
    • The Heavy Fleet from Phase 1 will encounter an extra Air Node at F1
  • Anti-installation equipment are required to clear this node.
  • Node P contains PT Imps along with other surface ships

  • CTF: 1(F)BB(V), 0-1CV, 1-2CVL, 1-2CA(V), 0-1CL, 0-1DD + 1CL, 0-2CA(V), 0-2CLT, 3-4DD (Fast)  
  • Route: 2 F F2 H J M N
    • The amount of CL + DD in the fleet must be ≥ 5 to avoid an extra battle at M2
    • 1CVL may be swapped for 1CV(B) but will face an extra Air Node at H1
  • Anti-installation equipment are required to clear this node.
  • Node N contains PT Imps along with other surface ships

After completing Node P, the second LBAS will be available to Sortie

Phase 2 - Boot the Boss from the Mediteranean

  • STF: 3(F)BB(V), 0-1CV, 0-2CVL, 0-1XX, 0-1Akitsushima Kai/Akashi Kai + 1CL, 0-1CVL, 0-2CA(V), 0-2CLT, 0-1AV, 2-3DD (Slow?)  
  • Route: 2 F F1 F2 H J O Q U
  • LBAS: Range 8 to U, ?/? AD/AP on Hard (?/? on Last Dance)
  • It is recommended to bring AACI.
  • Nodes F2 O are Submarine nodes
    • It is recommended to bring 1-2 OASW capable ships and/or use 1 LBAS with ASW Patrol Craft

Phase 2.5: Debuff

Once Last Dance is reached, the following steps can be performed to debuff the boss.

  • The following requirements are needed to complete the debuffing process.
P N S LBAS M(?)
Hard S S S ASx1(?) S?
Medium ? ? ? ? ?
Easy ? ? ? ? ?
Casual ? ? ? ? ?

  • For the fleet used, refer to Phase 1 as it is the same fleet.

  • For the fleet used, refer to Phase 1.66 as it is the same fleet.

  • STF: 1-3(F)BB(V), 0-1CV, 0-2CVL, 0-3XX + 1CL, 0-2CA(V), 0-2CLT, 2-3DD  
  • Route: 2 F F1 F2 H J O Q S

  • LBAS: Air Defense
  • This can be done passively since getting AS on the air raid requires an LBAS set on "defense" with a strong enough air-defense

  • For the fleet used, refer to Phase 1.66 Node N as it is the same fleet.


Phase 2 debuff

N P S LBAS F1? M? M1?
Hard S S S AS AS? S? S?
Medium
Easy
Casual

YY's Guide

Foreign Aircrafts (for future bonus tables)

Nation  
Fighters
 
Dive Bombers
 
Torpedo Bombers
 /  
LB Bombers/Interceptors
   
Seaplanes
  
Other
US
 
F4F-3
 
F4F-4
 
F6F-3
 
F6F-5
 
F6F-3N
 
F6F-5N
 
XF5U
 
FR-1 Fireball
 
F4U-2 Night Corsair
 
SBD
 
F4U-1D
 
FM-2
 
SBD-5
 
SB2C-3
 
SB2C-5
 
F4U-4
 
TBD
 
TBF
 
TBM-3D
 
TBM-3W+3S
 
B-25
 
OS2U
 
SOC Seagull
 
SO3C Seamew Kai
 
PBY-5A Catalina
 
S-51J
 
S-51J Kai
British
 
Fulmar
 
Seafire Mk.III Kai
 
Corsair Mk.II
 
Corsair Mk.II (Ace)
 
Skua
 
Swordfish
 
Swordfish Mk.II (Skilled)
 
Swordfish Mk.III (Skilled)
 
Barracuda Mk.II
 
Barracuda Mk.III
 
Spitfire Mk.I
 
Spitfire Mk.V
 
Spitfire Mk.IX (Skilled)
 
S9 Osprey
 
Swordfish (Seaplane Model)
 
Swordfish Mk.II Kai (Reconnaissance Seaplane Model)
 
Swordfish Mk.III Kai (Seaplane Model)
 
Swordfish Mk.III Kai (Seaplane Model/Skilled)
 
Fairey Seafox Kai
 
Fulmar (Reconnaissance Fighter/Skilled)
Italian
 
Re.2001 OR Kai
 
Re.2005 Kai
 
Re.2001 CB Kai
 
Re.2001 G Kai
 
SM.79
 
SM.79 bis
 
SM.79 bis (Skilled)
 
Ro.43 Reconnaissance Seaplane
 
Ro.44 Seaplane Fighter
 
Ro.44 Seaplane Fighter bis
German
 
Bf 109T Kai
 
Fw 190T Kai
 
Fw 190 A-5 Kai (Skilled)
 
Ju 87C Kai
 
Ju 87C Kai Ni (w/ KMX)
 
Ju 87C Kai Ni (w/ KMX/Skilled)
 
Me 163B
 
Fw 190 D-9
 
Do 17 Z-2
 
Do 217 E-5 + Hs293 Initial Model
 
Do 217 K-2 + Fritz-X
 
Ar196 Kai
French
 
Laté 298B
 
Loire 130M

Bonus

Group Plane Mapwide Boss 1 Boss 2
A
 
Corsair Mk.II
 
Corsair Mk.II (Ace)
 
Fulmar (Reconnaissance Fighter/Skilled)
1.05 1.10 1.15
B
 
Re.2005 Kai
 
Fw 190T Kai
 
Fw 190 A-5 Kai (Skilled)
1.05 1.10 1.075
C
 
Ju 87C Kai
 
Swordfish Mk.III (Skilled)
1.05 ?? ??
D
 
F4F-3
 
F6F-3N
 
F6F-5N
 
FR-1 Fireball
 
F4U-2 Night Corsair
1.05 1.10 1.10
E
 
F4U-1D
 
FM-2
 
SBD-5
 
TBF
1.05 1.10 1.10
Bonus = A x B x C x B x E
  • A group bonus is only applied once per group.
  • A group bonus is not applied for zero-slot planes


Ships Map-Wide E3-1 French Hime
  1.1x 1.25x 1.17x
  1.2x -
   
  Dive Bombers /   Torpedo Bombers - - 1.2x
  AP Shells 
 
 
1.7