Early Spring 2023 Event/E-6/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 Early Spring 2023 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-6 Branching Rules (Start Points)
Nodes Rules
Start
1
  • Single / Striking Force fleet
  • Operation I-go Fleet tag   only (Hard)
2
  • Phase 2 & 3: Combined Fleet
  • Phase 4: TCF
  • Counter Landing Force tag   only (Hard)
3
  • Single / Striking Force fleet
  • 2nd Torpedo Squadron tag   only (All difficulties)
4
  • Phase 4: CTF / STF
  • Tag requirements: (Hard)
    • Supporting Combined Fleet  
    • Combined Fleet  
    • Decisive Combined Fleet  


E-6 Branching Rules (Start Point 1)
Nodes Rules
A
B
  • Does not meet the requirements to go to C
C
  • Meet ALL of the following requirements:
    • Amount of CV(B) ≤ 1
    • Amount of CL ≥ 1
    • Amount of DD ≥ 2
B
C
  • Does not meet the requirements to go to E
E
  • Meet ALL of the following requirements:
    • Amount of CL ≥ 1
    • Amount of DD ≥ 2/3 ?
C
D
  • Does not meet the requirements to go to E
E
  • Meet ALL of the following requirements:
    • Amount of (F)BB(V) + CV(B) ≤ 2
      • If slow, amount of (F)BB(V) + CV(B) ≤ 1
    • Amount of CL ≥ 1
    • Amount of DD ≥ 2
D
E

???

I

???

E
F
  • Fail the LoS check
G
  • Pass the LoS check


E-6 Branching Rules (Start Point 2)
Nodes Rules
H
H1
  • STF
H2
  • TCF
H1
H2
  • Does not meet the requirements to go to I
I
  • Meet ALL of the following requirements:
    • Fast fleet
    • ???
K
L
  • Does not meet the requirements to go to L
M
  • Meet ALL of the following requirements:
    • Amount of CV(B/L) = 0
    • STF: Amount of DD ≥ 7 ???
M
N
  • Fail the LoS check
O
  • Pass the LoS check


E-6 Branching Rules (Start Point 3 & 4)
Nodes Rules
3
P
  • Does not meet the requirements to go to Q
Q
  • Meet ALL of the following requirements:
    • Amount of CL ≥ 1
    • Amount of DD ≥ 2
4
Q
  • Does not meet the requirements to go to R
R
  • Meet ALL of the following requirements:
    • Route to R unlocked
    • Fast fleet
    • If slow, amount of Yamato-class ships = 0
    • If slow, amount of (F)BB(V) ≤ 2/3?
R
S
  • Does not meet the requirements to go to S or Y
T
  • Meet ALL of the following requirements:
    • Single / Striking Force fleet
    • Amount of ships carrying surface radars ≥ 1/2/3/5 (Casual/Easy/Normal/Hard)
Y
  • Meet ALL of the following requirements:
    • STF / CTF
    • Amount of ships carrying surface radars ≥ 2?/3/4?/6 (Casual/Easy/Normal/Hard)
T
U
  • Does not meet the requirements to go to V
V
  • Meet ALL of the following requirements:
    • V node unlocked
    • Single / Striking Force fleet
    • Fast fleet
    • Amount of CV(B) = 0
V
W
  • Fail the LoS check
X
  • Pass the LoS check
Y
Y1
  • Does not meet the requirements to go to Z
Z
  • Meet ALL of the following requirements:
    • Fast fleet
    • Amount of Yamato-class ships ≤ 1
    • Amount of (F)BB(V) ≤ 3
    • Amount of CA ≥ 2
    • Amount of DD ≥ 3
    • STF: Amount of CL ≥ 2
    • STF: Amount of BBV + CV(B/L) ≤ 2
Y1
Y2
  • Does not meet the requirements to go to Z
Z
  • Meet ALL of the following requirements:
    • Amount of DD ≥ 3
    • CTF: Amount of CA ≥ 2
    • STF: If slow, amount of (F)BB(V) ≤ 2
    • STF: If fast, CV(B/L) ≥ 2 and CA ≤ 1; amount of (F)BB(V) ≤ 2
Z
W
  • Fail the LoS check
Z1
  • Pass the LoS check
  • Does not meet the requirements to go to Z2
Z2
  • Meet ALL of the following requirements:
    • Fast fleet
    • Amount of (F)BB(V) ≤ 2
    • Amount of CA ≥ 2
    • Pass the LoS check
    • STF: Amount of CL ≥ 2


Jiga's Initial Guide

Map Overview

E-3 consists of 3 main phases and requires the use of Single Fleets, Striking Forces, and Combined Fleets.

  • This map uses 4 to 6 locks:
    •   2nd Torpedo Squadron (from E-2, E-3, & E-5),
    •   Supporting Combined Fleet (from E-2),
    •   Combined Fleet (from E-3),
    •   Operation I-go Fleet (from E-4 & E-5),
    •   Counter Landing Force
    •   Decisive Combined Fleet
    • Some tags can be mixed in all difficulties , see here.
  • Initially, no LBAS is available to be sortied to this map
    • Clearing Phase 2 allows one Land Base to be sortied
    • Clearing the unlock for Phase 3 allows two Land Bases to be sortied
    • Clearing Phase 3 allows three Land Bases to be sortied
  • "Airstrike Supported Battle" nodes are present on B Y2
  • "Night Battle" nodes are present on H2 T
  • "Enemy Ambush" node is present on S

Phase 1

  • Striking Force: "1FBB, 1FBB/CV, 0-1CVL/CAV/CLT, 1CL, 3DD"  
  • Route: 1 A C E G

Phase 2 - TP

Phase 2 is a "Transport Operation":

  • TCF: "1LHA/CL/AV, 1AV, 4DD + 1-2CAV, 1-2CL, 3-4DD "  
  • Route: 2 H H2 J K M O
    • A CVL can be used instead of the LHA/CL/AV, adding an extra node (L).

Phase 2.5 - Gimmick

U
Hard Sx3
Medium Sx2
Easy A+ x2
Casual A+

Phase 3

  • Strinking Force: "1CAV, 1CL, 5DD" (Fast?)  
  • Route: 3 Q R T V X
  • LBAS: Range 1, AP/AS ??/??
    • At least 5/3/2/1 (H/M/E/C) ships need to be equipped with Surface Radars to avoid the "Enemy Ambush" node on S.
    • The use of the  SFFCF Striking Force Fleet Command Facility  (SFFCF) is recommended
    • The boss is an Installation and requires appropriate gear to be defeated,
      • She is especially weak to "Nuke" setups
    • The boss fleet includes one or two PT Imp Packs, requiring appropriate gear to be defeated (these can be ignored as S-rank is optional):
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]

Phase 3.5 - Gimmick: Unlocking the shortcut

The following steps have to be performed to unlock the Shortcut (can be done right from the start of P4):

G Z1 LBAS
Hard S x2 AS ASx2
Medium A+ x2 AS ASx2
Easy A+ x2 - AS
Casual A+ x2 - -

  • Use #Phase 4's fleet
  • AP/AS: 321722 (Hard)

??

Phase 4

  • STF: "2FBB, 1CV, 2CA, 1CL + 0-1CLT, 1CL, 3DD, 1-2SS" (Fast)    
  • Route: 4 R Y Z Z2

  • CTF: "2FBB, 2CV, 2CA + 0-1CVL, 1CL, 3DD, 1-2SS" (Fast)    
  • Route: 4 R Y Y1 Z Z2
    • This fleet is not recommended due to the preboss

?


  • LBAS: Range 4, 168/335 (not confirmed) AD/AP (Hard)

Debuff

Once LD has been reached, the following steps have to be performed to debuff the boss:

G O L X Z1 LBAS
Hard S S S S AS AS X2
Medium S S ? S ? AS
Easy S S ? S ? AS
Casual S S ? ? ? ?

  • Use #Phase 2 - TP's fleet with 1CVL.
    • Can be done at the same time as node O

  • This step can be accomplished by sending 1 SS(V) until the Air Raid is triggered.
  • Numbers may be different due to the presence of unknown elements
AP AS
Hard ?? ??
Medium ?? ??
Easy ?? ??
Casual ?? ??


Once Debuff is complete the CG will change to the following:

Abyssal Stranded Landing Princess

YY's Guide

Historical Bonuses

DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.

Ship Bonuses

Equipment Bonuses

Equipment LBAS (Map-wide)
  Saiun (4th Recon Squad)  1.05x each
  Shiden Kai (343) 301st  · 701st  · 407th 
  Ki-96  · Hien 244th 
 bomber Hayabusa Bomber 65th 
  Zero Fighter Mod64 (AS Spec) 
  Ryuusei Kai (CD1/Sk)  · (Sk)  1.1x~1.105x each
  Hiryuu Sk  · T1 Attacker (Nonaka)  · Ginga (Egusa) 
  Ki-102  · Ki-102 + Missile 
  Type 1 LB Attacker (Hachiman)  1.175x each
  Zero (Hachiman) 

Those bonuses only apply to planes in LBAS.

  • All 4 planes in the base will gain the bonus provided by any bonus plane,
  • Bonuses will stack between each other.

Debuff

Ships Node X
 
 
 
-42  
 
 
 
-16