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 ALL of the following requirements:
    • Slow Fleet OR amount of CL = 0 OR amount of DD ≤ 2
    • Amount of AO = 0
    • Phase 3: Do not meet the requirements to start at Point 4
    • 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
3
  •   Vanguard Fleet only (Normal / Hard)
  • Single Fleet
  • Phase 2+: Fleet contains AO
  • Phase 2+: Otherwise, meet ALL of the following requirements:
    • Fast Fleet
    • 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:
    • Slow Fleet
    • Fleet does not contain (F)BB(V), CV(B/L), Akitsu Maru
    • Amount of AV + LHA ≤ 1
    • If fleet contains AO then, amount of CL = 0 OR amount of DD ≤ 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 CL ≥ 1
    • 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 amount of DD + DE ≥ 3
    • 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 SS(V) ≤ 3, then amount of AS + CAV + CLT ≤ 2 *
Y
Y1
  • Does not meet the requirements to go to Y2
Y2
  • Meet ALL of the following requirements:
    • Amount of CA(V) + AV ≤ 1 *
    • 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.

  • 2 LBAS are available to sortie on this map.
    • Unlike other maps, no LBAS air-raid will occur.
  • 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 S x2 S x2 S x2
Medium S x2 S x2 S? x2
Easy ? S? x2 ?
Casual ? ? ?

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

  • STF/CTF  
  • 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
  • Route: 2 H I M N
    • LBAS range: 12

  • As the LBAS range is extremely high, the use of LBAS Range Extension with the   Taitei  is required, else, the LBAS should be used on pre-boss nodes.

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 O3
    • If Slow, fleet must contain 4 DDs to avoid an extra Air Raid at C

  • CTF: 2 (F)BB(V), 2 CV(B), 1 CVL, 1 CL + 1 CVE, 1 CLT, 1 CL, 3 DD  
  • Route: 1 A B C D F O O3
    • This comp pass through 1 extra node, but this is little to no inconvenience, as it brings very high air power, helping to reach AS on every node.

  • Los check: 120 (Cn3 hard)
  • LBAS range: 8
  • AP/AS:
    • 225/504 (pre-LD Hard)
    • 378/849 (LD Hard)
  • It is recommended to bring a strong AACI to face the boss and on route air nodes.
  • 1 or 2 ship should be on OASW to better pass the 1st node.
  • The last preboss node, O, is a relatively tough node to pass through, and might require sending an LBAS, or utilize a node support expedition.
  • Using a boss support expedition is recommended, for last dance at least.
  • Utilizing a Special Attack is recommended.

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

  • LoS check: 70 (Cn3 Hard)
  • LBAS range: 12
    • As the LBAS range is extremely high, the use of LBAS Range Extension with the   Taitei  is required, else, the LBAS should be used on pre-boss nodes.

AP/AS= 125/279 (Hard)

Phase 3: Boss 3

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: 4 V W Y Y2 Z
  • LBAS range: 10
  • AP/AS= 71/159 (Hard)
  • There is no LoS check.
  • The use of both boss and node support expedition is recommended to survive the pre-boss nodes and clear the boss escort fleet.
  • 2 LBAS should be send on pre-bosses, and 2 on the boss.
  • The use of the   Smoke is recommended for the pre-boss nodes.
  • Using the  SFFCF SFFCF  can be solution to increase the pass rate, but will make killing the boss way harder.
  • No ASW is needed in this phase.
  • This fleet can utilize the "Submarine Touch", a Special Attack involving a Submarine Tender leading a fleet of at least two submarines.

  • 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

  • One PT boat is present in the boss comp:
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]

Using the Ka-Tsu tanks attacks is mandatory in higher difficulties:

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.

When using it, it is better to have pairs of Ka-Tsu on the historical ships, and normal Night Cut-ins for the other ones.

Phase 3.5: Debuff

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

C F O2 O3 N U Y1
Hard AS AS AS A+ Sx2 Sx2 S
Medium ? ? ? ? ? ? ?
Easy ? ? ? ? ? ? ?
Casual ? ? ? ? ? ? ?

  • STF: 3 (F)BB(V), 1 CVL, 1CVL/AV, 1 CAV + 0-3 CA(V)/CLT, 1 CL, 2-4 DD, 0-1 DE, Slow  
  • Route: 1 A B C D F O O2 O3
  • To reach O2, the fleet must have 3 (F)BB(V) minimum, and 1 CL maximum.
  • LBAS range: 7
AS
C F O2
Hard 690 690 534
Medium 618 618 498
Easy 582 582 480
Casual ? 288 ?
  • Can be done as once with O3

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

  • STF/CTF  
  • Route: 1 A B D F O O3
  • LBAS range: 8
  • Can be done as once with O2

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

  • Striking Force:
    • Route: 2 H I M N 
    • Route: 3 I M N 
  • LBAS range: 12

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

  • Striking Force:
    • Route: 2 H I M P R S U 
    • Route: 3 I M P R S U 
  • LBAS range: 12

Refer to #Phase 3: Boss 3's fleet for composition and routing.

  • To Route to Y1 fleet must contain 1 CL, 1 CAV and no DD to force there.

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

Atoll Aircraft Carrier Anchorage Princess

YY's Guide