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| ===Totaku's Proposal=== | | ===Totaku's Proposal=== |
| + | |
| + | ==Branching Table== |
| + | {{MapBranchingTable |
| + | |title = E-2 Branching Rules |
| + | |expand = true |
| + | |id = 52-2 |
| + | |order = A,C,E,F,G,I,L,P |
| + | |A -> B = Fast? |
| + | |A -> E = Slow? (F)BB(V), CA, SS(V)? |
| + | |D/empty -> C, F/empty = Choose your own adventure! |
| + | |E -> B = Lighter fleet |
| + | |E -> I = BB(V), CV(B), SS(V) |
| + | |F/empty -> G, J = Choose your own adventure! |
| + | |H -> F/empty = Light ships only |
| + | |H -> J/empty = (F)BB(V), CV(B), SS(V) |
| + | |J/empty -> K, L = Choose your own adventure! |
| + | |O/resource -> N/empty = Fail the LoS check |
| + | |O/resource -> Q = Pass the LoS check |
| + | |R -> S = CVB |
| + | |R -> U = No CVB |
| + | |S -> T/empty = Fail the LoS check |
| + | |S -> U = Pass the LoS check |
| + | }} |
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| ==Introduction== | | ==Introduction== |
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− | * This map uses a Single Fleet | + | * This map uses a '''Single Fleet''' |
| * You will have 2 Land Bases accessible (1 available for Sortie). | | * You will have 2 Land Bases accessible (1 available for Sortie). |
− | * This map applies the '''Hi Convoy Tag''' (yellow). | + | * Phase 1.5 can be done before the completion of Phase 1. |
| + | * This map applies the Yellow Ship lock. |
| + | {{ToolTip|{{Shiplock|Fall2021EventTag2}}|'''Hi-Convoy'''|line=false}} |
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| ==Preparations== | | ==Preparations== |
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− | On this guide and with this map, it's entirely possible to run the entire event map using 1 whole fleet with at most 6-8 ships depending on who you bring and how you use them.
| + | It is possible to complete this map with only 6 ships locked to the Hi-Convoy Tag. Certain concessions to unlock requirements or changing tasks might increase that number. |
− | | |
− | Because of this, the information provided will cover the '''Entire event map''' for what you will use overall on this map, unless stated otherwise.
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− | | |
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− | * Comp: 1 CVL, 1 AV/ CL, 4 DD''' '''(Fast Fleet) | + | * Comp: '''1 CVL, 1 AV/ CL, 4 DD''' (Fast Fleet) |
− | * 2nd Land Base: All Fighters (Set on Air Defense) | + | * Set one LBAS Base up for High-Altitude LBAS Defense, as you cannot sortie it anyways. |
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| It's recommended to have a minimum of at least: | | It's recommended to have a minimum of at least: |
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− | * 1 AACI Ship (primary for Node A and C) | + | * 1 AACI Ship |
| * 1+ OASW DD | | * 1+ OASW DD |
− | * 1+ or more Transport gear carrying ship | + | * 1+ DLC-Capable ship |
| | | |
| Other Notes about the map: | | Other Notes about the map: |
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− | * Node A's airpower is 118-143 AP / 264 - 321 AS / 528 = 642 AS+ | + | * Node A's airpower is 118-143 AP | 264 - 321 AS | 528 - 642 AS+ on Hard Mode |
− | * Node C's airpower is 164-189 AP / 368 - 425 AS / 735 = 849 AS+ | + | * Node C's airpower is 164-189 AP | 368 - 425 AS | 735 - 849 AS+ on Hard Mode |
| * Most enemy comps will consist of light weight ships with possible light carriers with the exception of nodes P and U. | | * Most enemy comps will consist of light weight ships with possible light carriers with the exception of nodes P and U. |
− | * Vanguarding will help you through the majority of surface and sub fights | + | * Vanguard Formation can help increase your pass rate in these fights |
− | | |
− | Below this section we will cover primary pathing and recommended gear setups as all comps will be the same.
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| ==Phase 0.5: Opening the Path to Taiwan== | | ==Phase 0.5: Opening the Path to Taiwan== |
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− | In this phase you will need to clear out the following nodes to open the new pathway:
| + | To unlock the Transport Portion of this map, you need to do the following: |
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| {| class="wikitable" | | {| class="wikitable" |
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| |- | | |- |
| |} | | |} |
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− | Below is an explanation on each of the nodes:
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| <tabber> | | <tabber> |
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| * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|G|Red}} | | * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|G|Red}} |
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− | * Have your fleet armed with ASW gear and capable of OASW. | + | * Have your fleet armed with ASW gear. |
− | * Use Diamond formation along with AACU on node A and Vanguard on Node B, then use line abreast on node G to take out as many subs as possible.
| + | * Sortie LBAS and on-route support is not necessary, but sending ASW-LBAS to {{MapRoute|G|red}} can help with dealing with the submarine |
− | * Sortie LBAS and In route support is not necessary. | |
| |-|Node K= | | |-|Node K= |
| * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|J|Blue|K|red}} | | * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|J|Blue|K|red}} |
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− | * Have your fleet armed with ASW gear and capable of OASW. | + | * Have your fleet armed with ASW gear. |
− | * Use Diamond formation along with AACI on node A and Vanguard on Node B, then use line abreast on node K to take out as many subs as possible.
| + | * Sortie LBAS and on-route support is not necessary, but sending ASW-LBAS to {{MapRoute|K|red}} can help with dealing with the submarine |
− | * Sortie LBAS and In route support is not necessary. | |
| |-|Node L= | | |-|Node L= |
| * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|J|Blue|L|red}} | | * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|J|Blue|L|red}} |
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− | * Fleet should be armed for surface combat. | + | * The Fleet should be armed for surface combat. |
− | * Having 1 ASW ship for Node B is optional but preferred. | + | * Having 1 ASW ship for Node B is optional, alternatively send ASW-LBAS there |
− | * Use Diamond formation along with AACI on node A and Vanguard on Node B, then line ahead at Node L and take out the enemy ships on that node.
| + | * On-route support is not necessary. |
− | * Sortie LBAS and In route support is not necessary. | |
| </tabber> | | </tabber> |
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− | Once all conditions are met, the path to node Q will be open.
| + | ==Phase 1: Complete the Transportation to Taiwan ({{MapRoute|Q|red}})== |
− | | + | In this phase you will be performing a transport operation torwards {{MapRoute|Q|red}}: |
− | ==Phase 1: Complete the Transportation to Taiwan (Node Q)== | |
− | In this phase you will be performing a transport operation torwards Node Q. Below are the main approaches going this route: | |
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| * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|G|Red|M|Red|O|Green|Q|Red}} | | * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|G|Red|M|Red|O|Green|Q|Red}} |
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| *This phase will require a heavy balance between AACI, ASW, Surface combat, and transportation. | | *This phase will require a heavy balance between AACI, ASW, Surface combat, and transportation. |
| **Weigh carefully how you want to approach this along with how you use your support fleet and LBAS | | **Weigh carefully how you want to approach this along with how you use your support fleet and LBAS |
− | * AACI is required for node A | + | * AACI is recommended for node A |
− | * 1 OASW ship is preffered for nodes B and node G | + | * 1 OASW ship is recommended for nodes B and node G |
− | * To make the trip easier, it's recommended to use a LBAS and an in-route / boss support fleet | + | * It's recommended to use ASW-LBAS for Node {{MapRoute|G|red}} |
− | * One of these should be used to take care of subs on Node G (ASW Carrier in-route Support or ASW LBAS (Range 3))
| + | * Airpower at Node Q is 89 - 177 AP | 198 - 396 AS | 396 - 792 AS+ |
− | * One of these should also be used to make the boss node easier (Shelling Boss Support fleet or LBAS at Node Q (Range 2))
| + | * While the TP gauge may be slow to drain, this will allow you to clear the TP gauge over time. |
− | * Air power at Node Q is 89 - 177 AP / 198 - 396 AS / 396 - 792 AS+ | + | * Boss and Node Support are optional. |
− | * While the TP gauge may be slow to drain, this will allow you to clear the TP gauge overtime. | |
− | | |
− | Once the TP Gauge is cleared, this phase is complete.
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− | ==1.5: Open the path to Node U== | + | ==Phase 1.5: Open the path to {{MapRoute|U|red}}== |
− | In this phase, you will need to complete the following conditions to unlock the path to Node U: | + | In this phase, you will need to complete the following conditions to unlock the path to {{MapRoute|U|red}}: |
| + | * Do note that can complete steps '''while still in phase 1''', but will not unlock until phase 1 is complete. |
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| {| class="wikitable" | | {| class="wikitable" |
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| |- | | |- |
| |} | | |} |
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− | Do note that can complete steps '''while still in phase 1''', but will not unlock until phase 1 is complete.
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− | Below is an explanation of each requirement:
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| <tabber> | | <tabber> |
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| * Organize your CVL to have all Fighters | | * Organize your CVL to have all Fighters |
| * Also include Seaplane fighters on your AV/CL | | * Also include Seaplane fighters on your AV/CL |
− | * LBAS Fighter Sweep is recommened | + | * If you struggle to reach the AS requirement, you can consider sending a Fighter Sweep LBAS to this node |
− | *If you don't have strong fighters and lack SPFs for your CL or AV, consider a 2nd CVL, however you will travel to node {{MapRoute|E|red}} in additions to the nodes above. | + | * You can also consider a second CVL instead of the CL/AV, but you will take {{MapRoute|E|red}} in addition to the nodes above. |
| |-|Node P= | | |-|Node P= |
| * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|J|Blue|L|red|P|red}} | | * '''Path:''' {{MapRoute|1||A|pink|B|red|D|Blue|F|Blue|J|Blue|L|red|P|red}} |
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| * Fleet should be armed for surface combat. | | * Fleet should be armed for surface combat. |
− | * Having 1 ASW ship for Node B is optional but preferred. | + | * Having 1 ASW ship for Node B is optional but recommended. |
− | * Use Diamond formation on node A and Vanguard on Node B and L, then line ahead at Node P.
| + | * Node P is a combined fleet that contains an [[Aircraft Carrier Water Demon]], but is filled with a light escort. Therefore A-Ranks should be not too difficult to achieve |
− | * Node P is a combined fleet that while contains an [[Aircraft Carrier Water Demon]] is filled with relatively weak ships that can be easily beaten to achive the A rank required. | + | * LBAS to help increase the pass rate on {{MapRoute|L|red}} or to help with {{MapRoute|P|red}} can be considered |
− | * Sortie LBAS and In route is not entirely necessary, but can be helpful. | |
| |-|Air Defense= | | |-|Air Defense= |
| * AS requirement: 269 - 326 | | * AS requirement: 269 - 326 |
| * Can be done passively while doing anything between phase 1 to 1.5 | | * Can be done passively while doing anything between phase 1 to 1.5 |
− | * Hard contains High Altitude Plane bonuses for the enemy, bring rocket interceptors if possible. | + | * Hard contains High Altitude Planes for the enemy, bring [[:Category:High Altitude Interceptors|High Altitude Interceptors]] if possible. |
| <br> | | <br> |
| '''Beginner Strategies''' | | '''Beginner Strategies''' |
| <br> | | <br> |
− | Newer Players who are trying to clear this section on Hard may find it difficult if they do not have a Rocket Interceptor and highly trained land base interceptors as they will have to compete against the High Attitude Bomber bonus the enemy fleet's air power will have.
| + | If you dont have access to High Altitude Interceptors, your effective Interception power is halved. You need 539 Air Power to AS the easiest Air raid. |
− | <br> <br>However it is still remotely possible to clear under this method if you can meet a few requirements: | + | <br> <br>To get AS regardless, you need to have at least the following, setting both bases to defend: |
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− | * Consider 7 Prototype Reppu and one +11 AA Plane or Interceptor | + | * 7x 10+ AA and one 11+ AA Plane or Interceptor |
− | * Alternatively, if you have British BB, you can consider making Spitfires and training them to >> | + | * The above only works against the weakest composition, stronger planes can also take on harder ones. |
− | * From there you will need to wait for the weakest Land Base attack to occur and hope for AS | + | * Therefore you might need to rerun this map until you roll the desired enemy air raid composition. |
− | * '''If your unable to achieve this, consider dropping to Normal difficulty''' | + | * '''If you are mathematically unable to achieve this, consider dropping to Normal difficulty or obtaining the required planes via Development/Improvement or Quests''' |
| </tabber> | | </tabber> |
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− | Once all conditions are met, the path to Node U is open.
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| ==Phase 2: Eliminate the Wo-class Carrier Fleet== | | ==Phase 2: Eliminate the Wo-class Carrier Fleet== |
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| * In this phase, you will face 2 Air nodes, 1 surface fight and 1 Sub node. | | * In this phase, you will face 2 Air nodes, 1 surface fight and 1 Sub node. |
| * While there is not nearly as strong subs on this route, 1 OASW ship may still help if necessary | | * While there is not nearly as strong subs on this route, 1 OASW ship may still help if necessary |
| + | ** Alternatively you can send ASW-LBAS there |
| * AACI and good air power are important to deal with Node A and C | | * AACI and good air power are important to deal with Node A and C |
| * Node R consist of a small destroyer and light cruiser fleet which can be passed with vanguard. | | * Node R consist of a small destroyer and light cruiser fleet which can be passed with vanguard. |
| * Node U consist of a combined fleet with a relative weak Carrier fleet along with cruisers and destroyers | | * Node U consist of a combined fleet with a relative weak Carrier fleet along with cruisers and destroyers |
− | * AP needed is AP 135-160/AS 302-359/AS+ 603-717 | + | * AP needed is AP 135-160 | AS 302-359 | AS+ 603-717 |
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− | Once the HP bar has been depleted and the Wo-class carrier is sunk, the stage will be considered complete.
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