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Node {{MapRoute|G|green}} is a "normal resource node" rewarding 1 {{DM}}.
 
Node {{MapRoute|G|green}} is a "normal resource node" rewarding 1 {{DM}}.
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Farming this map can prove a bit frustrating because of the random routing at node {{MapRoute|C|purple}}.  
Farming this map can prove a bit frustrating because of the random routing at node C. The setup is essentially the same as for bucket farming. You can use an AO to force routing to node G but it will cost you some buckets as AOs cannot take hits as well as DDs.
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*It is recommended to farm for {{IR}} Buckets too, as they are rewarded on the off-route path (see above).
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*It is additionally recommended to bring 1 {{Surface Radar}} [[Surface Radar]] on each girl to diminish the resource losses on the storm maelstrom.
    
;Recommended Fleets
 
;Recommended Fleets
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*Route = {{MapRoute|B|red|C|purple|G|green|H|blue|I|red}}
 
*Route = {{MapRoute|B|red|C|purple|G|green|H|blue|I|red}}
 
**50% chance to route to {{MapRoute|A|green}}, 50% to {{MapRoute|G|green}}
 
**50% chance to route to {{MapRoute|A|green}}, 50% to {{MapRoute|G|green}}
**No CVL allowed and 1DD max, else, the routing to {{MapRoute|A|green}} becomes even worse
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**When farming for buckets too, no CVL allowed and 1DD max, else, the routing to {{MapRoute|A|green}} becomes even worse.
    
;Equipment Setups
 
;Equipment Setups
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!Notes
 
!Notes
 
|-  
 
|-  
| DD
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! rowspan=2|CA(V)/CL/DD
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}}
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| {{WildCard}}{{WildCard}}{{Radar}}
| It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower en-route, the chip damage from airstrikes can add up.
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| The {{WildCard}} should be whatever brings the most combat/AA power to the ship, being {{Green Gun}} for an [[AACI]] setup, or {{SPF}} for air power.
 
|-
 
|-
| CV/L
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| {{LandingCraft}}/{{Amphibious Tank}} {{WildCard}}
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}
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| Those are only useful when trying to farm for buckets as well.
| Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium range CV(L) or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks.
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*The {{WildCard}} can preferably be a {{Minisub}} if equipped on capable CAV/CL, or a [[Surface Radar]] otherwise.
 
|-
 
|-
| SS/V
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! CV/L
| {{TorpedoWeapon}}{{TorpedoWeapon}}
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| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}<br>{{BluePlane}}{{BluePlane}}{{RedPlane}}{{Radar}}
| Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximize her armor.
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| At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
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*It is recommended to use carriers with at least "'''[[Range|medium range]]'''", so that their attack takes priority over the other ships. ''See [[Range]] for more details.
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*The [[Radar]] can be used to block the largest slot and limit bauxite losses.
 
|-
 
|-
| style="text-align: center;" rowspan="2"| AO
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! SS(V)
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}}
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| {{TorpedoWeapon}}{{TorpedoWeapon}}<br>{{Amphibious Tank}}{{Amphibious Tank}}
| This setup is for [[Hayasui]]. She essentially fulfills the same role as the DD. She has very high fuel costs.
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| When using a SS, it should either use torpedoes to maximize damage, or {{Amphibious Tank}} to bring additional buckets.
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*{{Amphibious Tank}} are only useful when trying to farm for buckets as well.
 
|-
 
|-
| {{SeaplaneFighter}}{{SeaplaneFighter}}{{SeaplaneFighter}}
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! AO
| This setup is for [[Kamoi]]. The seaplane fighters can free up slots on your CV/Ls to take more bombers. This increases the power of your opening strike and helps ensure less damage is taken.
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| {{WildCard}}{{WildCard}}{{Radar}}
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| Because of their nature, AO do not have a standard setup. The general rule is to make them as less of a dead weight as possible, usually giving them guns, planes, or armor.
 
|}
 
|}
    
==[[6-3]]==
 
==[[6-3]]==
 
Nodes {{MapRoute|G|green|H|green}} are "'''[[Air Reconnaissance]]'''", a unique kind of node, rewarding {{Ammo}}, {{Bauxite}}, and {{DM}}.
 
Nodes {{MapRoute|G|green|H|green}} are "'''[[Air Reconnaissance]]'''", a unique kind of node, rewarding {{Ammo}}, {{Bauxite}}, and {{DM}}.
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*Bringing {{Large Flying Boat}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}} and {{Seaplane}} [[Seaplane]]s ([[SPR]] and [[SPB]]) will increase the chance of getting more resources/materials.
    
While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, to claim the resources, the boss has to be at least '''B ranked'''. This can be a tall order when fighting BB, CA, and DD Hime with a light fleet.
 
While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, to claim the resources, the boss has to be at least '''B ranked'''. This can be a tall order when fighting BB, CA, and DD Hime with a light fleet.
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*Bringing {{Large Flying Boat}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}} and other {{Seaplane}} [[Seaplane]]s ([[SPR]] and [[SPB]]) will increase the chance of getting more resources/materials.
      
;Recommended Fleets
 
;Recommended Fleets
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| rowspan=2| DD
 
| rowspan=2| DD
 
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
 
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
| Because this map has no air power, you are free to use guns with the best fit and firepower on your DDs. The wildcard can be anything that doesn't interfere with the double attack setup. It will usually be a radar to maximize fit bonuses.
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| Because this map has no air power, the guns can be whatever is best on each DD. The wildcard can be anything that does not interfere with the double attack setup, usually a [[Radar]].
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*This setup can alternatively be swapped with other [[Night Cut-In]] setup if available.
 
|-
 
|-
 
| {{Sonar}}{{WildCard}}{{WildCard}}
 
| {{Sonar}}{{WildCard}}{{WildCard}}
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| CL
 
| CL
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{Minisub}}/{{Seaplane}}/{{Sonar}}
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{Minisub}}/{{Seaplane}}/{{Sonar}}
| The CL can play most roles, being a crutial component to defeat the boss. It should therefore be focused for combat/night battle, carrying aditional geras if possible (especialy true for 4 slots CL).
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| The CL can play most roles, being a crucial component to defeat the boss. It should therefore be focused for combat/night battle, carrying additional geras if possible (especially true for 4 slots CL).
 
|-
 
|-
 
| AV
 
| AV
 
| {{SPB}}/{{LFB}}/{{Minisub}}
 
| {{SPB}}/{{LFB}}/{{Minisub}}
| [[Akitsushima]] and [[Nisshin]] are the only {{LFB}} [[LFB]] cappable AV, and so should preferably carry as many planes as possible to maximize gains.  
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| [[Akitsushima]] and [[Nisshin]] are the only {{LFB}} [[LFB]] capable AV, and so should preferably carry as many planes as possible to maximize gains.  
 
*Other AV are still viable, with the ability to carry either more {{SPB}} or one {{Minisub}}.
 
*Other AV are still viable, with the ability to carry either more {{SPB}} or one {{Minisub}}.
 
*{{SPR}} can be used but are a waste of potential.
 
*{{SPR}} can be used but are a waste of potential.
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