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| =Suzu's guide= | | =Suzu's guide= |
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− | ==Gimmick 1==
| + | This segment is geared for newer players who have not yet participated in events or have not cleared and obtained a full roster of powerful ships and equipment. |
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− | ==Gimmick 2==
| + | E1 has 1 LBAS available for use. Note that the boss node is range 8. |
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− | ==Gimmick 3: Unlock {{MapRoute|V3|red}}== | + | ==Phase 1== |
| + | <tabber> |
| + | |-|Reach A Node= |
| + | 1CL 1CAV 4DD<br> |
| + | Route: B-F-E-D-A |
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− | ==Phase 1: Boss Node {{MapRoute|V3|red}}== | + | B Node and Node D is a submarine node so OASW capable ships are important if not available ASW gear on 1-2 Ships. E Node is an Air Raid Node, AACI can help mitigate damage and fend off abyssal planes. |
| + | |
| + | |-|Reach L Node= |
| + | 1FBB 1CV 1CL 3DD<br> |
| + | Route:B-C-G-I-L |
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| + | B Node is a submarine node so OASW capable ships are important; at bare minimum 1 OASW Ship is needed especially on Hard Mode. Node C and I are surface comabt nodes |
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| + | |
| + | |-|A+ Rank N Node= |
| + | 1FBB 1CVL 1CL 3DD (Speed: Fast)<br> |
| + | Routing: B-F-J-E-D-A |
| + | |
| + | B Node and Node D are submarine node. Node E is an air raid node. |
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| + | |-|A+ Rank M Node= |
| + | 1FBB 1CV 1CL 3DD<br> |
| + | Routing: B-C-G-K-M |
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| + | M is a submarine node. For this phase, beginner players may want to equip their destroyers with enough ASW gear. OASW ships is nice to have especially on higher difficulties; however, for newer admirals even non-OASW capable destroyers are fine as long as equipped with Sonar, Depth Charge Projector, and Depth Charge for synnergy. |
| + | </tabber> |
| + | ==Phase 2== |
| + | <tabber> |
| + | |-|A+ Rank H2= |
| + | 1FBB 1CVL 2CA(V) 2DD<br> |
| + | Routing: B-F-E-H-H1-H2 |
| + | |
| + | B and H1 are submarine nodes. H2 is a surface fleet with a Nu-class. |
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| + | |-|Reach O1= |
| + | 1FBB 1CVL 1CL 3DD <br> |
| + | Routing: B-F-J-N-O-O2-O1 |
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| + | Node B is a submarine Node. Node J is an air raid node. Node O2 is a Surface fleet with 2 Ru-class BB's on Hard Mode. Do note that even if you get taiha'd here, you can proceed to O1 without risks. |
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| + | |-|AS at Node O3= |
| + | 1FBB 1CV 1CAV 3DD or 1FBB 1CV 1CVL 3DD<br> |
| + | Routing:B-C-G-K-M-O3 |
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| + | B and M are submarine Nodes. Node K is a surface node with a Nu-class. Bringing a CV will help maintain AS on Node O3 as well as being able to attack; suggested equipment setup would be 1 Torpedo Plane on the highest slot and Fighter Planes on the rest. CVL/CAV will be used as Fighter Plane/Seaplane Fighter Mules. AACI also helps cut down enemy air power. Furthermore, sending an LBAS on Fighter Sweep will also help; Node range is 5. |
| + | |
| + | |-|S-rank Node O4= |
| + | 1FBB 1CVL 1CL 3DD<br> |
| + | Routing: B-F-J-N-O4 |
| + | |
| + | Node B and O4 are submarine Nodes, please bring appropriate gear. Node J is an Air Raid node, AACI will help mitigate damage. CVL can be pure fighter mule or you can equip at least 1 torpedo plane. Take note this route is part of the final route to the boss. If there is difficulty in dealing with Air Raids then please consider using CVL as fighter mule instead. |
| + | </tabber> |
| + | ==Phase 3: Unlock {{MapRoute|V3|red}}== |
| + | <tsbber> |
| + | |-|Reach Node Q3= |
| + | 1CL 1CAV 4DD<br> |
| + | Routing:B-F-J-N-O-O4-P-Q1-Q3 |
| + | |
| + | B Node and O4 are submarine nodes. Node J is an air raid node. Node Q1 is a surface node. |
| + | |
| + | |-|Reach Node T= |
| + | 1FBB 1CVL 1CL 3DD<br> |
| + | Routing:B-F-J-N-O-O4-P-R-S-T |
| + | |
| + | B Node and O4 are submarine nodes. Node J and R are air raid nodes. |
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| + | |-|Reach Node U= |
| + | 1FBB 1CVL 1CL 3DD<br> |
| + | Routing: B-C-G-K-M-O3-S-U |
| + | |
| + | B and M are submarine Nodes. Node K is a surface node with a Nu-class. O3 is an Air Raid Node |
| + | </tabber> |
| + | == Final Phase: Boss Node {{MapRoute|V3|red}}== |
| + | |
| + | 1FBB 1CVL 1CL 3DD<br> |
| + | B-F-J-N-O-O4-P-R-S-T-V3 |
| + | |
| + | Node B and O4 are submarine nodes. Node J and R are air raid nodes. V3 is an Abyssal Combined Fleet at Hard Mode you need 405 Air Power to meet Air Superiority and 180 to meet Air Parity. While on Casual you need 150 for Air Superiority and 67 for Air Parity. If you can meet the air combat requirements while bringing attack planes then good, if not use CVL as pure fighter mule. Equip your and assign DD and/or CL to fill in roles for ASW, AACI, and Night Double Attack. For new players having Isuzu Kai Ni will be beneficial as she can fill in both OASW and AACI. Naka Kai Ni is also suggested for ASW work. Standard DD's equipped with AACI setups can work on lower difficulties but will be challened in Medium and Hard mode. |
| + | |
| + | ==Special notes== |
| + | *At bare minimum 1 OASW ship is needed on Hard Mode. On lower difficulties OASW is not absolutely necessary, non-OASW destroyers are fine as long as equipped with Sonar, Depth Charge Projector, and Depth Charge for synnergy. |
| + | *At bare minimum you need 1 dedicated AACI Ship it need not be Akizuki-class or Atlanta-class, Even a generic Fubuki-class with a 10cm High Angle gun + AAFD and Type 13 Air Radar will work fine or even a 10cm High Angle Gun, Type 91 AFFD, and Type 13 Air Radar. In the event you don't have those specific equipment a random High Angle Gun and Radar on a AACI Capable ship like Isuzu Kai Ni can work. |
| + | *Testing was done with Reppus, Shiden Kais, Zero model 52, and Zero Model 21. At Low difficulty even the Zeroes can work but it is highly suggested that you try to craft and equip Reppus instead. |
| + | *LBAS setup would be ideally 2 Land Based Attack Planes, 1 Fighter Plane or Interceptor, and Recon planes that enable the LBAS to reach range of 8. |