Early Spring 2024 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 Early Spring 2024 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.

Branching Table

E-3 Branching Rules ▼/▲
Nodes Rules
Start
1
  •   Task Force only (Normal / Hard)
  • Combined Fleet
2
  •   3rd Fleet Advance Force only (Normal / Hard)
  • Single Fleet
  • Phase 1: Any
  • Phase 2+: Meet ANY of the following requirements:
    • Amount of CV(B/L) + Akitsu Maru ≥ 1
    • Amount of (F)BB(V) ≥ 1
    • Amount of AO + AV + LHA ≥ 2
  • Phase 3: Otherwise, do not meet the requirements to start at Point 3
3
  •   Vanguard Fleet only (Normal / Hard)
  • Single Fleet
  • Meet ALL of the following requirements:
    • Fast Fleet or amount of AO ≥ 1
    • amount of CL ≥ 1
    • amount of DD ≥ 3
  • Phase 2: Otherwise, do not meet the requirements to start at Point 2
4
  •   6th Fleet only (Normal / Hard)
  • Single Fleet
  • Meet ALL of the following requirements:
    • Fleet does not contain (F)BB(V), CV(B/L), Akitsu Maru, AO
    • Amount of AV + LHA ≤ 1
    • Amount of CL = 0 or amount of DD + DE ≤ 2
    • Then meet ANY of the following requirements:
      • Amount of DD + DE ≥ 3 (Casual)
      • Amount of SS(V) ≥ 1 (Casual)
      • Amount of SS(V) ≥ 2 (Easy)
      • Amount of SS(V) ≥ 3 (Medium)
      • Amount of AS ≥ 1 and amount of SS(V) ≥ 3 (Hard)


E-3 Branching Rules (Start Point 1) ▼/▲
Nodes Rules
B
C
  • Does not meet the requirements to go to D
D
  • Meet ALL of the following requirements:
    • Fast Fleet
    • If Slow Fleet, then at least 2CL 4DD
D
E
  • Does not meet the requirements to go to F
F
  • Amount of CV(B) ≤ 2
F
G
  • Fail the LoS *
O
  • Pass the LoS *
O
O1
  • Fail the LoS check
O2
  • Pass the LoS check
  • Does not meet the requirements to go to O3
O3
  • Pass the LoS check
  • If Slow Fleet and amount of (F)BB(V) ≥ 3, then amount of CL ≥ 2


E-3 Branching Rules ▼/▲
(Start Point 2 & 3)
Nodes Rules
H
I
  • Does not meet the requirements to go to J
J
  • Meet ALL of the following requirements:
    • Fast Fleet
    • Amount of DD ≥ 4
    • ???
I
L
  • Does not meet the requirements to go to M
M
  • Meet ALL of the following requirements:
    • If Fast Fleet, then at least 3DD or 1CL 2DD
    • If Slow Fleet, then at least 1CL 3DD/DE *
    • If Slow Fleet, then amount of (F)BB(V) ≤ 1
J
K

???

N

???

L
G

???

M

???

M
N

Active Branching

P
P
Q
  • Fail the LoS check
R
  • Pass the LoS check
R
S

???

U

???

S
T
  • Slow Fleet
U
  • Fast Fleet


E-3 Branching Rules (Start Point 4) ▼/▲
Nodes Rules
W
X
  • Does not meet the requirements to go to Y
Y
  • Meet ALL of the following requirements:
    • Amount of AV = 0
    • If amount of CAV >= 2, then amount of SS(V) ≥ 4
    • Amount of CLT ≤ 1 *
Y
Y1
  • Does not meet the requirements to go to Y2
Y2
  • Meet ANY of the following requirements:
    • Amount of AS ≥ 2
    • Amount of DD ≥ 1
    • Amount of SS(V) ≥ 5

* = Rule under review

? = Ship type/amount under review

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

??

Debuff

??


XX's Guide

Map Overview

E3 is a Combined fleet three-phase map consisting of three boss phases.

  • ? LBAS are available to sortie on this map.
  • This map uses 4 locks:
    •   Task Force (from E-2),
    •   6th Fleet (from E-2),
    •   3rd Fleet Advance Force,
    •   Vanguard Fleet.

Phase 0.5: Gimmick

The following steps have to be performed to unlock the next phase.

O P N
Hard ? ? ?
Medium ? ? ?
Easy ? ? ?
Casual ? ? ?

Refer to #Phase 1: Boss 1's fleet for composition and routing.

  • STF/CFT  
  • Route: 1 A B D F O
    • LBAS range: 7

Refer to #Phase 2: Boss 2's fleet for composition and routing.

  • Striking Force  
  • Route: 2 H I M P
    • LBAS range: 11

Refer to #Phase 2: Boss 2's fleet for composition and routing.

  • Striking Force  
  • Route: 2 H I M N
    • LBAS range: 12

Phase 1: Boss 1

  • STF/CTF: 2 (F)BB(V), 2 CVL, 1 CA(V), 1 CL + 0-1 CA(V), 1 CLT, 1 CL, 3-4 DD  
  • Route: 1 A B D F O 3
    • LBAS range: 8

Phase 2: Boss 2

  • Striking Force: 2 FBB, 1 CV(B/L), 1 CA(V)/CLT, 1 CL, 2 DD, Fast  
  • Route: 2 H I M P R S U

  • Striking Force: 1-2 FBB, 1 CV(B/L), 0-1 CA(V)/CLT, 1 CL, 3-4 DD, Fast  
  • Route: 3 I M P R S U

    • LBAS range: 12

Phase 3: Boss 3

The new Atoll Aircraft Carrier Anchorage Princess is an "Installation like warship", meaning that she behaves just like other ships, but also takes additional damage from typical Anti-Installation gears.

  • The boss node is an "atoll node", meaning that it is possible to deploy the new   Ka-Tsu tanks 
     
    ' opening.
  • Striking Force: 1 AS, 3-5 SS(V), 0-1 CA(V)/CL, 0-1 DD  
  • Route: 1 A B D F O 3
  • LBAS range: 8

  • The flagship must be a Submarine Tender (AS) at Lv 30+,
    • She must not be more than moderately damaged (中破).
  • The 2nd and 3rd ships must be Submarines (SS) or Aircraft Carrying Submarines (SSV) and not evacuated via   SFFCF ,
    • The 4th ship may optionally be a SS(V), but does not affect the above requirement,
    • At least two SS(V) among the 2nd, 3rd, and 4th ships must not be more than lightly damaged (小破),
    • If all 3 ships are SS(V), the 2nd and 4th ones will attack; if one of the two is moderately damaged (中破), the 3rd one will attack instead.[1]
  • The fleet must be a single fleet or a Striking Force Fleet,
  • The formation needs to be either Echelon  or Line Abreast ,
  • At least one Submarine Supply Material  must be available in the inventory.

  • Two SS(V) will launch torpedo strikes.
  • The attack power of each strike is postcapped and unaffected by formation, engagement, or damage cap.
  • A rough damage formula per Submarine attack is:
[math]\displaystyle{ \text{DMG}_\text{day} = \text{TP} \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]

[math]\displaystyle{ \text{DMG}_\text{night} = ( \text{FP + TP} ) \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]

With
  • [math]\displaystyle{ \text{DMG} }[/math] the damage result for day and night battle respectively,
  • [math]\displaystyle{ \text{FP} }[/math] the submarine's Firepower   stat,
  • [math]\displaystyle{ \text{TP} }[/math] the submarine's Torpedo   stat,
  • [math]\displaystyle{ \text{LV} }[/math] the submarine's Level.
    • [math]\displaystyle{ 1.2 + 0.04 \times \sqrt{LV} = 1.6 }[/math] at Lv 100.

The number of attacks per Touch ranges from 2 to 4.

  • Each submarine will trough either 1 or 2 torpedo strikes.
    • Only Lv 75+ submarines can trigger 2 strikes,
    • If a Lv 75+ submarine does not carry any   Submarine Radar, it rolls between 1 and 2 strikes randomly (exact rate unclear yet),
    • If a Lv 75+ submarine does carry any   Submarine Radar, it is guaranteed to roll 2 strikes.

One Submarine Supply Material  will be consumed for EACH battle the Touch triggers in.

  • If the Touch triggers twice in a battle, only a single   will be consumed for this battle.
  • If the Touch triggers in multiple nodes, one   will be consumed for each node it is triggered.
It does not consume any extra ammo. If the game is refreshed before the battle ends, then no material will be consumed even if the touch triggered.

Trigger rate is affected by the Level and luck   stat of the participating ships[1].

It has a chance to trigger every time the AS takes a turn at shelling.
  • It can trigger in both day and night for the same battle.
  • It can only trigger once during day battle.
  • If it fails to trigger during the day battle, there is still a chance to trigger it in the follow-up night battle.
  • If all enemies sunk, then touch stops early.
The attack order is always (where amo,g the attacking submarines, 1 is upper one and 2 is lower one):
  • 1-1-2-2 for 4 attacks,
  • 1-1-2 or 1-2-2 for 3 attacks,
  • 1-2 for 2 attacks.
    • If touch stops early, then attacks can be just 1-1
    • Also note that the actual order may be different from client animation of who shoots torpedoes, which always assigns attackers alternately like 1-2-1-2 or 1-2-1 or 1-2, so you may mismatch the real attack.
The touch can be activated multiple times per sortie.

When attacking a fleet, the usual Targeting rules apply.

  • The torpedoes fired target ships independently,
  • When facing a Combined Fleet, if any ship is present in the escort fleet on day battle, then all torpedoes will be fired to the escort fleet.

Regular
Seasonal

Ka-Tsu Animation
Ka-Tsu:
 
Ka-Tsu Kai:
 

Uniquely on "Atoll Nodes", it is possible to deploy the   Ka-Tsu tanks 
 
to trigger a special Opening Torpedo Salvo.

  • On those nodes, regular oTorp will not work,
  • This can only be deployed by SS, SSV, and the AV Mikuma Kai Ni Toku, Nisshin A, and Mizuho Kai fast,
    • They must carry at least one Ka-Tsu tank,
  • On the "atoll node", ships meeting those requirements will carry out a special opening torpedo attack,
  • In night battle, those ships will additionally trigger the same attack as a cutin,
    • This attack overrides regular Night Cut-ins attacks (e.g. if a ship is setuped for a TCI, it will still trigger the Ka-Tsu attack).
  • Using several Ka-Tsu tanks on a same ship will make it carry out several of those attacks in a row (day and night),
    • It capped at 2 attacks per ship at night.
    • This attack utilizes a new special animation, with the tank climbing the atoll's soil.

Phase 3.5: Debuff

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

? ? ?
Hard ? ? ?
Medium ? ? ?
Easy ? ? ?
Casual ? ? ?

AS
Hard
Medium
Easy
Casual

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

Atoll Aircraft Carrier Anchorage Princess

YY's Guide