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**One carrier of any type is needed to do complete a short quest chain that rewards {{ShipLink|Akagi|text=Akagi}} upon completion.
 
**One carrier of any type is needed to do complete a short quest chain that rewards {{ShipLink|Akagi|text=Akagi}} upon completion.
 
* Construct using "Rare Destroyer/Light Cruiser" recipe until you've acquired two of the following ships:
 
* Construct using "Rare Destroyer/Light Cruiser" recipe until you've acquired two of the following ships:
**{{ShipLink|Abukuma|text=CL Abukuma}}  
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{|
**{{ShipLink|Shimakaze|text=DD Shimakaze}}  
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|-
**{{ShipLink|Yukikaze|text=DD Yukikaze}}  
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| Shimakaze || {{Ship/Banner|Shimakaze|small=true}}
 +
|-
 +
| Yukikaze || {{Ship/Banner|Yukikaze|small=true}}
 +
|-
 +
| Abukuma || {{Ship/Banner|Abukuma|small=true}}
 +
|}
 
</div>
 
</div>
''TODO: Figure out how to indent this little table and/or display this in a better looking way''
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''TODO: Figure out how to indent this little table and add Akagi's banner in a way that looks ok''
    
=== General Fleet Building Tips ===
 
=== General Fleet Building Tips ===
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<div style="background-color: #EFEFEF; width:1100px; padding-left:8px; padding-top:8px; padding-bottom:8px;">
 
<div style="background-color: #EFEFEF; width:1100px; padding-left:8px; padding-top:8px; padding-bottom:8px;">
 
Throughout the early and midgame it is not worthwhile to raise multiple copies of any girl, since you cannot have more than one of the same ship in a fleet at a time.</div>
 
Throughout the early and midgame it is not worthwhile to raise multiple copies of any girl, since you cannot have more than one of the same ship in a fleet at a time.</div>
  −
''TODO: maybe this section should have icons?''
      
''TODO: consider special marking for ships on this page that are rare, and a special tab denoting where they should be farmed''
 
''TODO: consider special marking for ships on this page that are rare, and a special tab denoting where they should be farmed''
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It's important to note that depending on the contents of an event, Easy difficulty ''may'' be fully clearable without everything outlined here - but it is best to be fully prepared. Events tend to run for over a month, so if you are not ready when one starts you can use the time to focus your efforts towards what you need to clear the event maps.
 
It's important to note that depending on the contents of an event, Easy difficulty ''may'' be fully clearable without everything outlined here - but it is best to be fully prepared. Events tend to run for over a month, so if you are not ready when one starts you can use the time to focus your efforts towards what you need to clear the event maps.
 
 
 
 
You should aim for a minimum of '''10 DD, 3 CL, 4 CA/V, 4 CV, 4 CVL, 4 FBB, 1 BBV, 1 AV, 2 CLT''', plus a few specialized ships that will be mentioned specifically farther down. With everything outlined in this part of the guide (and an equivalent set of equipment), a player should be able to clear the entirety of any event on at least Easy difficulty, and some early maps might be doable on Medium or even Hard.  
+
You should aim for a minimum of '''8 DD, 3 CL, 4 CA/V, 4 CV, 4 CVL, 4 FBB, 1 BBV, 1 AV, 2 CLT''', plus a few specialized ships that will be mentioned specifically farther down. With everything outlined in this part of the guide (and an equivalent set of equipment), a player should be able to clear the entirety of any event on at least Easy difficulty, and some early maps might be doable on Medium or even Hard.  
    
At this point directions for where to collect specific key ships, if they're hard to find, is also given out, as it is feasible to begin target farming them. Construction is 100% not recommended at this point as farming gets you a better chance at ships per resources spent and gets you additional experience, too.
 
At this point directions for where to collect specific key ships, if they're hard to find, is also given out, as it is feasible to begin target farming them. Construction is 100% not recommended at this point as farming gets you a better chance at ships per resources spent and gets you additional experience, too.
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Destroyers as they reach Kai Ni will begin to differentiate from each other and become more specialized in the kind of roles they can perform. You should aim for a variety of DD who are capable of surface combat, anti-installation duties, anti-submarine warfare, and anti-air.
 
Destroyers as they reach Kai Ni will begin to differentiate from each other and become more specialized in the kind of roles they can perform. You should aim for a variety of DD who are capable of surface combat, anti-installation duties, anti-submarine warfare, and anti-air.
   −
Regarding the earlier mentioned minimum of 10 ready DDs, you should aim for a minimum of:
+
Regarding the earlier mentioned minimum of 8 combat ready DDs, you should aim for a minimum of:
    
* 3 Surface Combat DDs
 
* 3 Surface Combat DDs
 
* 2 Anti-Installation DDs
 
* 2 Anti-Installation DDs
 
* 1 Anti-Submarine Warfare DD
 
* 1 Anti-Submarine Warfare DD
* 1 Anti-Air DD
      
{| class="wikitable"
 
{| class="wikitable"
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| {{Ship/Banner|Urakaze/D Kai|small=true}} || For the terminally desperate. A dedicated ASW specialist with only average stats elsewhere. Uncommon drop and only appears in 2-4, 2-5, and 4-2. Only resort to her if you can't find Johnston and ''really'' don't like Shigure for some reason.
 
| {{Ship/Banner|Urakaze/D Kai|small=true}} || For the terminally desperate. A dedicated ASW specialist with only average stats elsewhere. Uncommon drop and only appears in 2-4, 2-5, and 4-2. Only resort to her if you can't find Johnston and ''really'' don't like Shigure for some reason.
 
|}
 
|}
 +
 +
These are important to have not for combat, but for various utility outside of combat.
    
{| class="wikitable"
 
{| class="wikitable"
|+ {{AA}} Anti-Air DD
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|+ Other DDs
 
|-
 
|-
 
! style="width:170px"|Ships
 
! style="width:170px"|Ships
 
! style="width:800px"|Explanation
 
! style="width:800px"|Explanation
 
|-
 
|-
| {{Ship/Banner|Akizuki/Kai|small=true}} || IJN's premier AA destroyer with a very powerful Anti-Air Cut In, and by Kai she has all the gear she needs to AACI. An absolute must have. Drops in the boss node of 2-2 only.
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| {{Ship/Banner|Mikazuki/Kai|small=true}} || A Mutsuki-class DD that is uniquely able to equip Landing Crafts at only Kai. Once you get access to Daihatsu Landing Crafts, she's a good boost to your expedition income without tying up your anti-installation attackers.
 +
|-
 +
| {{Ship/Banner|Uzuki/|small=true}} || A large chunk of the quest tree is locked behind Quest A34, a composition quest that requires Uzuki as a member of the fleet. Very rare early on, she cannot be constructed and drops only in the boss nodes of 2-5, 3-4, 4-4 and 5-1.
 
|}
 
|}
 +
 +
''TODO: link to quest A34 in some way? like a clickable link idk''
    
|-|Light Cruisers=
 
|-|Light Cruisers=
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! style="width:800px"|Explanation
 
! style="width:800px"|Explanation
 
|-
 
|-
| {{Ship/Banner|Maya/Kai Ni|small=true}} || Excellent CA. While her Kai is painfully average, she shines bright at Kai Ni with a substantial increase to attack power and access to two powerful AACI setups that are exclusive to her. These setups are also relatively light on equipment slots, allowing her to maintain night battle double attack while running AACI. She also complements Akizuki well in maps with very heavy enemy air presence.
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| {{Ship/Banner|Maya/Kai Ni|small=true}} || Excellent CA. While her Kai is painfully average, she shines bright at Kai Ni with a substantial increase to attack power and access to two powerful AACI setups that are exclusive to her. These setups are also relatively light on equipment slots, allowing her to maintain night battle double attack while running AACI.
    
Her performance increases even further with the use of a Reinforcement Expansion, which effectively acts as a full extra equipment slot. Consider giving your first Reinforcement Expansion to Maya.
 
Her performance increases even further with the use of a Reinforcement Expansion, which effectively acts as a full extra equipment slot. Consider giving your first Reinforcement Expansion to Maya.
 +
|}
 +
 +
{| class="wikitable"
 +
|+ Other CA
 +
|-
 +
! style="width:170px"|Ships
 +
! style="width:800px"|Explanation
 +
|-
 +
| {{Ship/Banner|Kinugasa/|small=true}} || Uncommon CA, but drops in the boss nodes of many maps. She blocks off a lot of the quest tree, most notably a chain of quests that grant access to 6-4 and 6-5.
 
|}
 
|}
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'''Warning:''' She requires the use of a Blueprint to remodel to Kai Ni. As blueprints are very short in supply during the early game and there are many high priority blueprint targets, do '''not''' remodel her to CAV unless something you are doing requires 2 CAV and you are unable to get your hands on Mikuma, Suzuya, or Kumano.
 
'''Warning:''' She requires the use of a Blueprint to remodel to Kai Ni. As blueprints are very short in supply during the early game and there are many high priority blueprint targets, do '''not''' remodel her to CAV unless something you are doing requires 2 CAV and you are unable to get your hands on Mikuma, Suzuya, or Kumano.
 
|}
 
|}
  −
''TODO: look into feasibility of a player completing 5-3 at this stage in the game - Suzuya Kai Ni can get a Kyoufuu Kai out of it''
      
=== Seaplane Tenders ===  
 
=== Seaplane Tenders ===  
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</div>
 
</div>
 
</div>
 
</div>
F22</br>
  −
F24</br>
  −
F25</br>
  −
F26</br>
  −
F27</br>
  −
F28</br>
  −
F29</br>
  −
F30</br>
  −
  −
''TODO: make the above warning prettier''
      
{| class="wikitable"
 
{| class="wikitable"
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|-|Light Carriers=  
 
|-|Light Carriers=  
   −
CVL fulfill the exact same role as in Part 1, but unlike CV here they have no cool quests that grant them access to cool equipment. Furthermore, the distinction between Fast and Slow CVL becomes more important here, as events are typically rougher on routing based around speed. The recommended number of CVL to have at this stage in the game '''is at least three, with at least two being Fast.'''
+
CVL fulfill the exact same role as in Part 1, but unlike CV here they have no quests that grant them access to powerful equipment. Furthermore, the distinction between Fast and Slow CVL becomes more important here, as events are typically rougher on routing based around speed. The recommended number of CVL to have at this stage in the game '''is at least three, with at least two being Fast.'''
    
{| class="wikitable"
 
{| class="wikitable"