World 4
World 4-1: ジャム島攻略作戦 Battle of Jam Island
Strategy Name | ジャム島攻略作戦 (Jam Island Capture Tactics)
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Difficulty | ☆ ☆ ☆ ☆
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Strategy Content | 西方作戦の第一弾として、ジャム島攻略作戦を展開せよ! (対潜警戒を厳とせよ)
As the first step of the Western strategy, carry out an operation to capture Jam Island! (Take Anti-Submarine Precautions) |
Stage Guide
- B, G and H are submarine nodes.
- 2 or more DD: E → F. Otherwise random.
- Dedicated ASW setups aren't necessary, a sonar as the third piece of equipment on a DD is more than enough to kill the Ka-Elites
Nodes and Enemy Encounters
Drops
World 4-2: カレー洋制圧戦 Curry Ocean Pacification
Strategy Name | カレー洋制圧戦 (Curry Ocean Takeover Battle)
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Difficulty | ☆ ☆ ☆ ☆ ☆
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Strategy Content | カレー洋の制圧作戦を行う。 採掘地域を確保しつつ、カレー半島水域の敵艦隊を無力化せよ!
We are undertaking operations to control the Curry Ocean. Secure the mines and incapacitate the enemy fleet! |
Stage Guide
- Node B drops 20% of your remaining fuel in the fleet without radar (電探).
- Node C and F are submarines nodes.
- You will get sent from node A to E if you have two or more Destroyers in your fleet. Otherwise, the compass is random.
Nodes and Enemy Encounters
Drops
World 4-3: リランカ島空襲 Bombing of Ri Lanka
Strategy Name | リランカ島空襲 (Ri Lanka Air Raid)
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆
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Strategy Content | 空母を伴った艦隊を編成し、リランカ島の敵母港に展開する敵艦隊を叩け!
Form an air fleet to destroy the enemy home port of Ri Lanka! |
Stage Guide
- D, F and K are submarines nodes with mostly or only submarines.
- Node G always has a single submarine accompanying the enemy fleet.
- Boss Node I may have a single submarine. (2 out of 3 possible combinations)
- Equipping at least one ship for a preemptive anti-sub attack may assist with clearing the pre-boss and boss nodes by eliminating the lone sub, leaving all ships to focus on the surface ships during shelling phase.
- Branching rules (according to the Kancolle Wikiwiki):
- Having 2 or more DDs will always direct you to node A, which has BBs. 1 or less directs you to F or J.
- You MUST have 2+ CAs (not CAV) to go from F→G.
- Having 1 or more CAV/AV will direct you from J→K. Similarly, 1 or more CAV/AV will direct you from B→D.
- Any other setups will result in random zig-zags.
- 4-3 is a great place for DD/CL grinding and farming submarine kills, since there are 3 SS nodes (D,F and K):
- Put your DD/CL as flagship and give her all ASW equipment to ensure that she can get MVP at every SS node. Note: Flagship will not always get MVP due to BB/CVL/CLT in your fleet and varying enemy composition patterns.
- A fleet with 0-1 DD, and 0-1 CA will almost always let you reach two SS nodes (F→K or F→D).
- Example fleet compositions:
- Flagship leveling: 1 DD/CL + 1 BB + 2 CVL + 1 CLT + 1 SS
- Submarine farming: 1 CV + 1 BB + 1 CLT + 2 CL + 1 DD
- Variety farming: 1DD + 2CL + 1BB + 1CA +1CVL/CV
- When starting, you may also get to Node J before moving to Node F. If RNG brings you to Node J, use Line Ahead formation, allowing your BB/CVL/CLT to kill enemy's BB/CAs or disable their CV as soon as possible. Defensive formations are almost useless.
- When you hit the two SS nodes, use Line Abreast formation to maximize your damage on the enemy submarines. CVL can also help with ASW. Getting MVP in these 2 nodes allow your flagship to stay sparking all the time, and you can farm non-stop as long as you can provide ship for other positions. End the sortie after the two SS nodes.
- It is possible to farm the Bauxite node with fleets of at least 2 DD and at least 1 CAV or AV. You will always go A→B→D, but it is then random between E and G.
Nodes And Enemy Encounters
Drops
World 4-4: カスガダマ沖海戦 Battle of Casgadama
Strategy Name | カスガダマ沖海戦 (Casgadama Island Naval Battle)
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆
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Strategy Content | カレー洋西方の敵哨戒線を突破、カスガダマ島沖へ侵攻し、敵東方艦隊の中枢部隊を撃滅せよ!
Break through the enemy picket line in the Western Curry Ocean and destroy the core of the enemy fleet off the coast of Casgadama! |
Stage Guide
- Recommended fleet composition: 2DD/1CAV/2BB/1CV , 2DD/1CAV/1BB/2CV
- F and I are Submarine Nodes. Also there is a Submarine in the boss's evolved fleet.
- 2 DDs are needed to go from node A to node F. 1 CA/CAV is needed to go from Node F to Node G. This is the easiest way to the boss (A-F-G-H)
- If possible, equipping at least one ship for a preemptive anti-sub attack may assist with clearing the boss node by eliminating the lone sub, leaving all ships to focus on the surface ships during shelling phase.
- If you don't have a CA or CAV, bringing CV and BB might lead you to Node G from Node I. However, the chances are slim. If you're going from Node F or C to Node G, then at least 1 CA/CAV is mandatory.
- G to H (boss) or J is random.
- This will be your first map where simply defeating the boss node is not enough to 'defeat' the map. You must kill the flagship boss around FOUR times before being allowed to pass. Keep in mind that the boss node changes at 25% of the map health (i.e. after SINKING the boss 3 times), usually to a 'stronger' form.
- The boss meter does NOT regenerate.
- To unlock World 5 you need to defeat the boss of World 3 too.
Nodes And Enemy Encounters
Drops
World 4-5: 深海東洋艦隊漸減作戦 Abyssal Eastern Ocean Fleet Reduction Operation
Strategy Name | 深海東洋艦隊漸減作戦 (Reduction of Abyssal Eastern Ocean Fleet)
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆
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Strategy Content | 我が艦隊により大打撃を受けた敵東洋艦隊がリランカ島の港湾に再集結しつつある。遊撃部隊を編成し、敵増援を撃滅せよ!
Enemy Eastern Fleet which we have inflicted losses on is gathering at the harbor of Ri Lanka Island again. Form a strike team and eliminate the enemy reinforcements! |
Stage Guide
Branching Rules | ||
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Node | Split | Condition |
START | A | 1CL + 2DD + at least 1 from SSV/CLp/AV/CVL/CAV/CA/CL/DD |
B | All other fleets | |
A | C | Active Branching |
D | Active Branching | |
B | C | Active Branching |
E | Active Branching | |
F | H | Fleets not sent to J |
J | BB+BBV+CV≤3, or Akitsushima (+ Type 2 Flying Boat?) + 1DD? (Confirming) | |
G | F | Active Branching |
I | Active Branching | |
H | K | SS+SSV≥a certain amount? (1 can go to M), or Fail LoS check for M |
M | LoS check | |
I | F | BB+BBV≥2 |
J | Fleets not sent to F | |
J | L | SS+SSV≥1, or Fail LoS check for M |
M | LoS check |
- Unlocked by clearing both 4-4 and 5-1.
- The objective of this map is to defeat the Installation Boss (Seaport Hime)
- It takes 5 kills to clear the map.
- Upon completion you are rewarded 180 points and a medal
- Boss's HP bar resets at midnight at the beginning of each month
- Z1 drops at node I.
Regarding the nodes:
- Node A, B, and G are all Active Branching nodes.
- The boss is an installation with AS requirement; depending on the fleet setup it may be better to avoid the night battle node (E) due to carriers not participating at night (which may give the enemy free shots)), and the extremely dangerous Ri-Class Kai
- Node F is a submarine node. This node is not that threatening, but for people using setups without seaplane bombers (or CVLs), this is a guaranteed D defeat, which reduces the morale of the fleet, be aware of this is your fleet is sparkled to only 53 morale or so
Regarding the boss:
- Boss is Harbor Princess, an installation-type enemy. Equipping Type 3 Shells and WG42 (Wurfgerät 42) will deal extra damage to her.
- Warning: Harbor Princess becomes substantially stronger on final form! The changes are, namely:
- HP increases from 380 to 490.
- Base firepower increases from 100 to 180.
- Armor increases from 135 to 177,
- Critically, this pushes her armor roll values from 124 to 230 (i.e. 177 (±30%)), well above the daytime cap of 151. This in turn means that barring low armor rolls, only critical hits will significantly damage her in the day
- Base AA increases from 150 to 170.
- She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be Abyssal Avenger Torpedo Bomber. As a side effect of her equipments, her range is increased to long.
- The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (although it's displayed as shelling. Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with Red T engagement. She also gains double attack during night battle (with a more reasonable, but still deadly, damage).
- On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD I/Ha-class Late Model). It is recommended to equip 1 to 2 BBs with AP Shell to clear out the escort ships during daytime to allow focused fire at night.
- If using a Yamato-Class, an AP shell may not be necessary as the base firepower of Yamato can still severely damage the Ru-Kais
- Otherwise, try to give the AP shell to a battleship with Very Long range, either a Littorio-Class battleship, or any battleship equipped with the Italian 381mm guns.
Example fleet setups:
- 2BB(V), 3CA(V), 1CV (B → C → F → J → M)
- Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss.
- Cons: Ships have lower HP and armor, so easier to accumulate damage along the way, reducing damage dealt at the boss node. Node C and J have Tsu-class (sometimes Elite), so the AS value may vary, and may even result in loss of artillery spotting attacks if all seaplane bombers are shot down.
- 3BB(V), 3CV(L) (B → C → F → H → M)
- Pros: With any BBV or CVL, reduces the chance of losing at node F (with appropriate equipment). Provides more firepower, opening air strikes, and better gauge of AS along the way.
- Cons: CVL is the weakest link in the fleet and may result in more retreats. Fewer ships capable of acting at night. More carriers implying potential loss of attacks if HP is reduced sufficiently.
- 4BB(V), 2CV (Either B → C → F → H → M or B → E → H → M)
- Pros (E branch): Fewer battles equals more damage output at boss. Can use the big guns. Does not need to worry about defeats at node F.
- Cons (E branch): Insufficient equipment slots for night battle gear results in risky night battle (enemy has 3~4 ships with cut-in attack and 1 ship with double attack).
- Pros (C branch): Even more firepower and armor to reach the boss easier (compared to 3BB(V) + 3CV(L)).
- Cons (C branch): More resources used, especially when using Yamato and/or Musashi. Will take defeats at F node without a BBV.
- 2BB, 3CLT, 1CV (B → C → F → J → M)
- Could potentially go B → E → H → M with this setup but would be difficult to gain AS at H or boss.
- Pros: Saves bauxite. Can clear out escort ships to allow the BBs to target the boss easier. Less fuel cost.
- Cons: Even less HP and armor, which can result in more retreats. Can't finish the boss off if the BBs take too much damage torpedo value not counting when attacking boss.
- 4BB(V), 1CV, 1SS (B → E → H → M)
- Pros: Damage not reduced due to only three battles total. Uses the SS as decoy at boss to mitigate damage to the larger ships, which is useful for the final kill attempt(s) as enemy air power is reduced but shelling becomes more deadly.
- Cons: Have to go through night battle node. The SS most likely will take a beating at node H (and some at node E) to possibly require Repair Teams being equipped.
- Do note that on the final form of the boss, no enemies are capable of attacking submarines, as such, it's possible to advance past node H with a critically-damaged submarine. This is only the case on the final form of the boss, do NOT advance past H with an SS at red prior to that.
- 1BB, 1CVL, 1CL, 2DD + 1(CLT or BB or Fusou-class Kai Ni) (For Z1 farming, A → D → G → I)
- Requires 1CL+2DD and another ship from SSV/CLp/AV/CVL/CAV/CA/CL/DD to go through node A, which is the requirement to reach node I.
- It's alright for BBVs and CAVs to bring seaplane bombers along this route, although there is a Tsu-class Elite, it's on the night node at node E (which has no air battle)