Early Spring 2024 Event/E-4/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-4 Branching Rules (Start Points) ▼/▲
Nodes Rules
Start
1
  • Single Fleet
  • CTF
  • STF until point 3 is unlocked and does not meet the requirements to start at point 2
  • TCF until point 2 is unlocked
2
  • STF: Fleet contains 1-2BBV/CAV 1-2CL/CT 8-9DD/DE/AO/AS/LHA
  • TCF
3
  • STF: Does not meet the requirements to start at point 2


E-4 Branching Rules (Start Point 1) ▼/▲
Nodes Rules
1
A
  • Does not meet the requirements to go to A1
A1
  • Meet ALL of the following requirements:
    • Single: Fast Fleet
    • Single: If Slow Fleet, amount of AS + SS(V) ≥ 1 (Easy/Medium/Hard)
    • If Slow Fleet, then amount of Yamato-class ships ≤ 1
    • Amount of CV(B) ≤ 4
    • Node P is unlocked: Does not meet the requirements to go to P
P
  • Single Fleet
  • 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 SS(V) ≥ 4
    • Amount of AS ≥ 1 and amount of SS(V) ≥ 3
A
A1
  • Does not meet the requirements to go to B
B
  • Meet ALL of the following requirements:
    • CTF/STF
    • Amount of CV(B) ≤ 3
    • If amount of Yamato-class ships = 1, then amount of DD ≥ ?
    • If amount of Yamato-class ships = 2, then amount of DD ≥ ?
A1
A2
  • Single Fleet
B
  • CTF/STF
B
C

Active Branching

D
C
C1
  • Meet ALL of the following requirements:
    • Amount of AV ≤ 1
    • If Slow Fleet, then amount of CV(B/L) ≤ 3
    • If Slow Fleet, then amount of CA(V) ≤ 2
C2
  • Does not meet the requirements to go to C1
D
D1
  • Meet ALL of the following requirements:
  • Amount of (F)BB(V) = 0
  • Amount of CVL ≥ 1 OR amount of CL ≥ 2 *
  • Amount of DD ≥ 4 *
D2
  • Does not meet the requirements to go to D1
E
F
  • Does not meet the requirements to go to F
F1
  • Meet ALL of the following requirements:
    • Amount of (F)BB(V) + CV(B/L) ≤ 5
      • If Slow Fleet, then amount of (F)BB(V) + CV(B/L) ≤ 4
    • Amount of DD ≥ 3
      • If amount of Yamato-class ships = 1, then amount of DD ≥ 4
      • If amount of Yamato-class ships = 2, then amount of DD ≥ 5
F
F1
  • Routed thru C1 *
J1
  • Routed thru P *
F1
F2
  • Fail the LoS check *
G
  • Pass the LoS check *
J
F
  • Does not meet the requirements to go to J1
J1
  • Meet ALL of the following requirements:
    • Single Fleet
    • Amount of (F)BB(V) + CV(B/L) = 0
    • Amount of SS(V) ≥ ?/?/3?/4 (Casual/Easy/Medium/Hard)
J1
J2
  • Amount of (F)BB(V) + CV(B) ≥ 1
  • Further routing unknown
Q
  • Amount of (F)BB(V) + CV(B) = 0
  • Does not meet the requirements to go to R
R
  • Meet ALL of the following requirements:
    • Amount of (F)BB(V) + CV(B) = 0
    • Amount of CVL + CAV? = 0
    • Amount of AV ≤ 1
    • If amount of CL = 1, then amount of DD ≥ 2 *


E-4 Branching Rules (Start Point 2) ▼/▲
Nodes Rules
H
I
  • Slow Fleet
J
  • Fast Fleet
I1
I2

???

I3

???

J
J1
  • Fixed Route
J2
K

???

L
  • Does not meet the requirements to go to M
M
  • Amount of LHA + AV + CAV ≤ 2
L
M
  • Fixed Route *
M
N
  • Fail the LoS check
O
  • Pass the LoS check cn3 78


E-4 Branching Rules (Start Point 3) ▼/▲
Nodes Rules
3
F
  • Does not meet the requirements to go to T
T
  • If amount of Yamato-class ships = 1, then amount of DD ≥ ?
  • If amount of Yamato-class ships = 2, then amount of DD ≥ ?
F
U
  • Fixed Route *
J2
K

???

L
  • Does not meet the requirements to go to V
V
  • Amount of DD + DE ≥ 5
L
M
  • Fixed Route *
U
J2
  • Does not meet the requirements to go to V
V
  • Meet ALL of the following requirements:
    • Amount of CL ≥ 2
    • If Slow Fleet, amount of CV(B) = 0
    • If Slow Fleet, amount of CVL ≤ 1
V
W

???

X

???

X
Y
  • Fail the LoS check
Z
  • Pass the LoS check cn3 119

* = 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

E4 is a Combined fleet four-phase map consisting of one transport phase and three boss phases.

  • 3 LBAS are available to sortie on this map.
  • This map uses 4 locks:
    •   3rd Fleet (phase 1, combined),
    •   Wake Island Transport Unit (phase 2, combined),
    •   The New Tatsumaki Fleet (phase 3, striking force),
    •   Op. Z Decisive Battle Fleet (phase 4, combined).

Phase 0.3: Gimmick 1

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

A3 C D
Hard Sx2 Sx2 Sx2
Medium S? x2 ? S? x2
Easy ? ? ?
Casual ? ? ?

  • Single/SF: 0-2 (F)BB(V)/CVL, 0-1 CA(V)/CLT, 1 CL, 3-4 DD  
  • Route: 1 A1 A2 A3
  • LBAS range: 4

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

  • STF/CTF  
  • Route: 1 A B C
  • LBAS range: 1

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

  • STF/CTF  
  • Route: 1 A B D
  • LBAS range: 2

Phase 0.7: Gimmick 2

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

C1 C2 D1 D2
Hard AS S S S
Medium AS S? S? S?
Easy ? ? ? ?
Casual ? ? ? ?

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

  • STF/CTF  
  • Route: 1 A B C C1
  • LBAS range: 3
AS
Hard 486
Medium 431
Easy 378
Casual 254

  • STF/CTF: #Phase 1: Boss 1's fleet, SLOW with 4+ CV(B/L)  
  • Route: 1 A B C C2
  • LBAS range: 2

  • CTF: 2 CV(B), 1CVL, 2 CA(V), 1 CL/DD + 1 CA(V), 1 CL, 4 DD  
  • Route: 1 A B D D1
  • LBAS range: 2
    • ASW is required to secure the S rank.

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

  • STF/CTF  
  • Route: 1 A B D D2
  • LBAS range: 3

Phase 1: Boss 1

The boss is the new New Mass-Produced Aircraft Carrier Princess , with up to 3 of them in Hard LD.

  • CTF/STF: 2 (F)BB(V), 2-3 CV(B/L), 1-2 CAV/CL/DD + 0-2 CA(V)/CLT, 1 CL, 3-5 DD, Fast  
  • Route: 1 A1 B C C1 E F1 G
    • This is the most advised fleet, as it brings the best balance of power.
    • 4 DD are needed when using a Yamato-class, and 5 DD with both.

  • CTF: 2 (F)BB(V), 2 CV(B/L), 2 CA(V)/AV, 1 CL/DD + 0-1 CA(V), 1 CL, 3-5 DD, Slow  
  • Route: 1 A B C C1 E F1 G
    • Equivalent to the fast fleet, being more permisive for slow ships, but with one less carrier.
    • 4 DD are needed when using a Yamato-class, and 5 DD with both.

  • CTF: 3 CV(B), 1 CVL, 1 CAV, 1 CL/DD + 1-2 CA(V)/CLT, 1 CL, 3-4 DD  
  • Route: 1 A1 B C C1 E F1 G
    • This fleet brings the highest air power, helping reaching AS on the boss.
    • This fleet is not recommended, as it lacks a special attack and will struggle damaging the bosses

  • LoS check: ??
  • LBAS range: 5
  • AP/AS:
    • 307/690 (Hard pre-LD)
    • 449/1008 (Hard LD)
  • Bringing an AACI and several OASW is recommended.
    • With air power that high, it is most likely that the boss will be fought under AD in last dance, requiring appropriate setups.
  • All LBAS should be sent to the boss, with 2 fighters and 2 bombers per base.
  • Using both an ASW node support expedition and a boss support expedition is recommended.
  • The use of Special Attacks is recommended, especially the Yamato touch, as this can be a fast fleet touch.
  • Using   Smokes can help pass through node C a bit in some cases.

Phase 2: TP

Phase 1 is a "Transport Operation".

  • TCF: 1-2 AV, 0-1 CVE/CL, 4-5 DD + 1-2 CL, 4-5 DD, Fast  
  • Route: 2 H J J1 J2 M O
  • LoS check: 75 (Cn3, Hard)
  • LBAS range: 9

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, 4-5 SS(V), 0-1 AV, 1-2 DD  
  • Route: 1 P J J1 R S
  • 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

  • Striking Force: 4 SS(V), 1 CAV, 1 CL, 1 AV  
  • Route: 1 P J J1 R S

  • LBAS range: 9
  • Having an AACI is recomanded.
  • PT boats are 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 4: Boss 4

The boss is the new Abyssal I-go Water Princess  submarine.

  • STF: 1-2 BBV/CV(E), 0-1 CAV, 3-5 CL, 0-1 DD/DE + 1 CL, 3-5 DD, 0-2 DE  
  • Route: 3 T U V X Z
    • LoS check: ??
    • LBAS range: 10
  • As the flagship boss is a submarine, it is possible and heavily advised to focus the fleet on ASW only and snipe the boss.
  • As many OASW as possible ships should be utilized in the escort fleet.
  • The main fleet should maintain high ASW, with additional roles such as:
    • One AACI ship,
    •  FCF FCF  on the flagship,
    •  /  on the BBV/CAV/CL for air power
    •   Smokes for better on route survability.
    • LoS ships for routing.
  • The LBAS can be either:
    • ASW focused to kill the boss,
    • Surface focused to clear the boss escort or the pre-boss nodes.
  • As it is a combined fleet, it is possible to kill the submarine boss even on night battle.

Phase 4.5: Debuff

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

  • Debuff might be optional for most players, as the boss ASW snipe is generally enough to kill the boss.
A3 C2 D2 F1 O S X LBAS
Hard S S S AS A+ x2 A+ x2 AS AS
Medium ? ? ? ? ? ? ? ?
Easy ? ? ? ? ? ? ? ?
Casual ? ? ? ? ? ? ? ?

Refer to #Phase 0.3: Gimmick 1's fleet for composition and routing.

Refer to #Phase 0.7: Gimmick 2's fleets for compositions and routings.

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

AS
Hard 684
Medium 431
Easy 378
Casual 254

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

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

Refer to #Phase 4: Boss 4's fleet for composition and routing.

AS
Hard 867
Medium 756
Easy 687
Casual 470
  • These are the highest values for AS taken from Last Dance Compositions, there's a chance AS value could be lower than the one shown in the table.

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

Abyssal I-go Water Princess

YY's Guide