World 6
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World 6-1: 潜水艦作戦 Submarine Operation
Strategy Name | 潜水艦作戦 (Submarine Operation)
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆
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Item | None
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Strategy Content | 有力な潜水艦隊を編成し、中部海域哨戒線に進出せよ。敵艦隊を発見、これを漸減撃滅せよ!
Organize a strong submarine fleet and advance a patrol line into the Middle Sea region. Locate enemy fleets and gradually destroy them! |
Stage Guide
Branching Rules | ||
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Node | Split | Condition |
START | A | SS-only (3 or more), or Taigei + Subs-only or Taigei + Subs + 1 CL. Weighted Random towards A (instead of B) with Taigei + Subs + DDs |
B | Any composition not going to A or G | |
G | SS-only (2 or fewer), or BB≥2, or [(F)BB(V) + CV(L) + CA(V)]≥3, or [(F)BB(V) + CV(L) + CA(V)+CLT]≥1 but no DD+CL | |
A | C | Taigei not in fleet |
D | Taigei in fleet | |
E | F | LoS check (with LoS equipment equipped), but still may end up going to H. If heading to F there is the LoS animation. |
H | SS≤2, or LoS check failed. High chance if [(F)BB(V) + CV(L) + CA(V)]≥2 or no LoS equipment carried. Small chance even with sufficient LoS. | |
F | I | Failed LoS check for K. Small chance even with sufficient LoS. |
J | Failed LoS check for K. Small chance even with sufficient LoS. | |
K | LoS check with animation. Can still possibly drift to I or J even with sufficient LoS. |
- The only map since 4-4 that does not have a gauge, but even B Victory takes some work here.
- At least 3 SS are required to reach the boss.
- There are LoS checks E -> F and F -> K. They do not have high LoS requirements (SSVs with a couple recon planes will pass), but an all-sub fleet without recon planes will be sent to H.
- Fleet composition for clearing purposes typically are one of the three types:
- 1 CLT + 1 CL + 1 CV + 3 SS(V) (B -> D -> E -> F ->K): Effective fleet for taking out the boss but it will have to go through node B where there's a Ru-class Flagship.
- CV may or may not wish to equip SCAMP, as it allows the CV to act first. Try to use armored CV so that it can attack even in chuuha.
- Saiun is probably not a good idea for clearing purposes (you want to minimize damage taken along the route). Only consider that if you're using this fleet for the monthly quest (3 S Victory at 6-1 boss).
- All all-sub fleet (A -> C -> D -> E -> F -> K): Allows the fleet to completely ignore any enemy ships that can't attack subs, however node C is pretty harsh on subs with late-model DDs and flagship CLs.
- You pretty much want to count on cut-in attacks (at boss), so only use remodeled subs if you're using this composition. Note that you need recon planes for this map, and as SS(V) only have 2 slots, you may want to just give both planes to the same girl. You want as many submarines that are actually combat capable for this route, and yes, this means that you really need I-401 and/or U-511 (Ro-500).
- Taigei + 3~5 SS(V) + 0~2 escorts (AorB -> D -> E -> F -> K): The shortest route in terms of number of battles. Taigei can also equip recon planes to free up slots for your SS(V)s.
- The trade off is that any enemy ship still in lightly damage or better shape at the end of shelling phase will have fewer targets to launch their torpedoes at. Taigei (and escorts if any) also has to tank all the ships that can't perform ASW, which includes Wa-class Transport Elite at D, CA Ri-class Flagship/Elite and CLT Chi-class Elite at F.
- You also have fewer opening torpedoes, which means there's a high chance of additional damage taken.
- 1 CLT + 1 CL + 1 CV + 3 SS(V) (B -> D -> E -> F ->K): Effective fleet for taking out the boss but it will have to go through node B where there's a Ru-class Flagship.
- Pattern 1 on node H has a chance to drop I-401 with S Victory. If you want to farm her there, 1 BB 3 CLT 1 CL 1 CV or 1 CL 3 CLT 2 CV both guarantee B -> D -> E -> H and are good enough to get S Rank.
Nodes And Enemy Encounters
Drops
World 6-2: MS諸島防衛戦 Defense of the MS Archipelago
Strategy Name | MS諸島防衛戦 (Defense of the MS Archipelago)
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆
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Item | None
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Strategy Content | MS諸島沖前面に展開し、同諸島方面に接近しつつある敵攻略部隊を捕捉、全力で撃滅せよ!
Expand to the forward part of the MS Archipelago sea, seize the enemy fleet that is slowly advancing to capture the archipelago, and destroy them with all your might! |
Stage Guide
Branching Rules | ||
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Nodes | Rules | |
Starts with | A |
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B | ||
A | B |
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D | ||
B | C |
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D | ||
F | ||
D | E |
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G | ||
E | H |
Always |
F | E |
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H | ||
I | ||
G/H | J |
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K |
Requires sinking the flagship at the boss node 3 times to deplete the gauge.
- Because of the amount of Tsu-class (and elite) in this map, CAVs and BBVs should keep 1 set of Type 0 recon (else they run the risk of not having any planes for artillery spotting fire). Similarly, CV(L) should preferably use bombers in larger slots (preferably a slot of 20 or higher).
- Compositions:
- B-F-H/I-K : 1BB(V), 1CV, 2DD, 2CA(V) or 1BB(V), 1CV, 2DD, 2CLT; Passing an unknown LoS check sends you to I, otherwise to H
- There is a LoS check for F->I. Using either composition that fails this LoS check will to go H instead. However, H does not contain any Flagship Kai-grade enemies, so failing this LoS check may be preferable. There is also a LoS check for H->K. 29~30.88 Refined LoS guarantees going H and passing the second LoS check. 31 LoS is similar but has a small chance go to I. 32+ LoS guarantees I.
- Cons of this setup is the fact that you're using 2 DDs through nodes that are filled with things that can easily hit them for moderate or heavy damage.
- B-F-E-H-K : 2CLT, 2CA(V), 2CV or 2CLT, 2CA(V), 1CV, 1BB
- Higher chance to kill the boss, but not as efficient for farming. Can guarantee the H node path, though.
- 2CV setup for this route might be better, as Pattern 1 at E node requires relatively large amount of AS (on top of boss having 50% chance of requiring 126 or higher air power for AS). Remember that you probably want bombers in larger slots so you don't run the risk of having them all shot down, rendering your CVs unable to attack during shelling.
- A-D-G-K: CA(V), 2CL, 3DD (Unknown LOS check on G-K). Strongly recommended to use a CAV with at least a seaplane bomber.
- Note that you only have 50% chance for air superiority/supremacy in this case (you won't have nearly enough AS for Pattern 2).
- B-F-H/I-K : 1BB(V), 1CV, 2DD, 2CA(V) or 1BB(V), 1CV, 2DD, 2CLT; Passing an unknown LoS check sends you to I, otherwise to H
Nodes And Enemy Encounters
Drops
Node | Destroyers | Light Cruisers | Heavy Cruisers | Seaplane Tender | Aircraft Carrier | Battleship | Submarine | Others |
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A | ||||||||
B | Arashio, Asashio, Fubuki, Kasumi, Murakumo, Nenohi | Isuzu, Jintsuu, Kinu, Naka, Sendai | Aoba, Atago, Haguro, Kako, Maya | Hiyou, Junyou, Shouhou | ||||
C | ||||||||
E | Naka | Mogami | ||||||
G | ||||||||
H | Hatsuharu, Hatsuyuki, Ooshio, Shirayuki, Yuugumo | Isuzu, Jintsuu, Kinu, Nagara | Aoba, Ashigara, Kinugasa, Kumano, Myoukou, Suzuya, Tone | Junyou, Shouhou | Mutsu, Yamashiro | Akashi | ||
I | Kinu, Sendai | Ashigara, Choukai, Kinugasa, Kumano, Suzuya, Takao | Ise, Mutsu | Akashi | ||||
J | ||||||||
K | Hamakaze, Shimakaze, Yuugumo | Sakawa, Yahagi, Yuubari | Atago, Kinugasa, Kumano, Mogami, Myoukou, Suzuya, Tone | Junyou, Ryuujou, Shoukaku, Shouhou, Zuihou, Zuikaku | Fusou, Haruna, Hiei, Hyuuga, Ise, Kirishima, Mutsu, Nagato, Yamashiro | I-168, I-19, Maruyu |
World 6-3: K作戦 Operation K
Strategy Name | K作戦 (Operation K)
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆ ☆
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Item | Depends
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Strategy Content | 飛行艇または水上偵察機を装備した水上機母艦・軽巡・駆逐艦による艦隊を同方面へ進出、航空偵察「K作戦」を実施せよ!
Sortie to this region with light cruisers, destroyers, and seaplane tenderd equipped with flying boats or recon seaplanes, and undertake the air reconnaissance "Operation K"! |
Stage Guide
Branching Rules | ||
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Node | Split | Condition |
A | B | Active Branching |
C | Active Branching | |
E | F | CL≥3 (confirmed) or (CL+AV)≥4 (?) Weighted Random towards F with AV≥2 or CL≥2 |
G | All other cases | |
H | I | Failed LoS check for J |
J | LoS check (with animation) (May possibly be random after LoS check) |
- Requires sinking boss flagship 4 times to clear.
- Only seaplane tenders, light cruisers, training cruisers, and destroyers allowed!
- Specifically at least 1 AV, at least 1 DD, and at least 1CL+CLp.
- No, torpedo cruisers (CLT) cannot be used here.
- Specific node notes:
- Node C is a submarine node, but you will not get the normal indication that it is a submarine node. Node B can be a submarine node, but isn't always.
- There is very little reason to head towards B, unless the fleet cannot (or do not) want to face SS So-Class Elite, who makes its (her?) first appearance in a regular map. But avoiding So-Class requires an additional fight.
- CL Tsu-Class Elite can show up at node E.
- Node G can be guaranteed with 4 destroyers.
- Regarding Air Reconnaissance: From nodes G and H, recon planes will be flown towards the green X (the recon route is shown on the map as green arrows). Successful reconnaissance will reward additional resources upon winning at the boss node.
- Neither G or H have combat.
- Animation will be shown for the Air Reconnaissance; if both Type 2 Flying Boat and other seaplanes are brought, Type 2 Flying Boat animation takes priority.
- Success rate (and possibly critical success rate) of the air reconnaissance depends on which AV and what equipment(s) are equipped, if any. Akitsushima equipped with Type 2 Flying Boat appears to increase the critical (and normal?) success rate.
- You forfeit all reconnaissance rewards if you either drift away from boss or lose at the boss node..
- Regarding Boss Fleet:
- Before the gauge can depleted, the boss fleet consists of 1~2 BB Ta-Class Flagships, 1~2 CA Ri-Class Flagships, 0~1 CL He-Class Flagship, the Destroyer Princess (weaker version), and 2 late model destroyers (either Ro-Class, Ha-Class, or Ni-Class; the two destroyers appearing will be the same class).
- When the gauge can be depleted, the boss fleet is led by Destroyer Princess (stronger version), 2 BB Ta-Class Flagships, 1 CA Ri-Class Flagship, and 2 DD Ni-Class Late Models.
- Because you can only deploy AV/CL/CLp/DD, it is unlikely for the player's fleet to be able to inflict significant damage during daytime battle. You should expect the battle to last into nighttime.
- Suggested fleet setup:
- 1AV, 1CL, 4DD (A → C → E → G → H → J, 3 fights total)
- Pros: The most cost-effective way to get to boss, and guarantees G branching, which allows two air reconnaissance rewards.
- Cons: Lowest damage output of the setup; may not be able to consistently get a victory at boss.
- 2AV, 3CL, 1DD (A → C → E → F → H → J, 4 fights total)
- Pros: Highest damage output at boss, especially due to the boss fight almost always requiring night battle.
- Cons: Needs to fight an extra battle against enemy fleet led by a CA Ne-Class Elite which has the stats close to a battleship.
- 1AV, 2CL, 3DD (Either of the above routes, 3 or 4 fights total)
- Pros: Has better damage over 1AV+1CL+4DD, and if the random compass sends you to G node, can fight at boss with better output and still only fighting 3 battles total.
- Cons: Has to deal with RNG, and being sent to node F this way hurts a bit more.
- Suggested ships (and equipment setup):
- AV: Despite the fact that Akitsushima with her flying boats can succeed at the air reconnaissance better, her battle output is low, and as the boss fleet is rather tanky, using either Chitose or Chiyoda equipped with 2 Zuiun (or variants) and 1 Type A Ko-hyoteki probably is the better choice, especially since the opening torpedo can easily take out a less-armored target before shelling begins. (Akitsushima cannot equip Type A Ko-hyoteki, lower plane capacity, and no torpedo capability, period.) Note that any setup with seaplane bombers have chances being shot down, especially if Tsu-Class Elite shows up at node E, which may result in no air superiority at boss node.
- CL: Generally, your 1~3 best CLs here. Unless your other ships can compensate for the lowered night battle damage, it is not recommended to use Ooyodo here.
- DD: Consider the boss fight will require night battle for the most part, and the fact that Destroyer Princess (harder version) has 115 armor, it is better to bring ships that have better night battle performances. Anti-Air equipment is not required for this map because no enemy fleets here have air capability.
Nodes And Enemy Encounters
Drops
Node | Destroyers | Light Cruisers | Heavy Cruisers | Seaplane Tender | Aircraft Carrier | Battleship | Submarine | Others |
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B | ||||||||
C | ||||||||
D | Kikuzuki, Mutsuki | Maya | ||||||
E | Satsuki, Sazanami | Isuzu, Jintsuu, Kiso, Kitakami, Naka, Ooi, Sendai, Tatsuta, Tenryuu | Aoba, Ashigara, Chikuma, Choukai, Furutaka, Kinugasa, Mogami | Hiei, Hyuuga, Ise, Kirishima, Kongou | I-19 | Katori | ||
F | Jintsuu, Sendai | Mogami | Hiei, Ise | I-19 | ||||
J | Harusame, Mutsuki, Satsuki, Shiranui | Kitakami, Nagara, Noshiro, Ooi, Ooyodo, Sendai, Tama,Yuubari | Aoba, Ashigara, Atago, Chikuma, Choukai, Furutaka, Haguro, Kako, Kinugasa, Kumano, Mogami, Myoukou, Suzuya, Takao, Tone | Hiyou, Jun'you, Ryuujou, Shouhou, Shoukaku, Unryuu?, Zuihou, Zuikaku | Haruna, Hiei, Hyuuga, Ise, Kirishima, Kongou | I-19, I-168, I-58, |
World 6-4: Central Northern Offshore Sea of Peacock Island
Strategy Name | (離島再攻略作戦) Island Recapture Operation
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Difficulty | ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆ ☆
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Item | |||
Strategy Content | 水雷戦隊を旗艦とした攻略部隊または空母最大2隻を擁する機動部隊による中部海域離島攻略作戦を発動!艦隊、出撃せよ!
Organize a unit to undertake an operation to capture the Island. Form a fleet consisting of a maximum of 2 Aircraft Carrier or a torpedo squadron flagship! Fleet, set sail! |
Stage Guide
Branching Rules | ||
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Node | Split | Condition |
A | B | |
C | ||
E | F | |
G | ||
H | I | |
J |
- Requires sinking boss flagship X times to clear.
- Specific node notes:
Nodes And Enemy Encounters
Nodes and Enemy Encounters | |
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Node | Pattern |