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'''DE:''' [[Shimushu]]
 
'''DE:''' [[Shimushu]]
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Do note that despite historically being involved with the Shima fleet, members such as [[Abukuma]], [[Shiranui]], and [[Aoba]] '''do not count''' as part of the historical fleet for this segment of the event, and may be used on other maps, Abukuma in particular may be deployed where issues arise.
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Despite historically being involved with the Shima fleet, members such as [[Abukuma]], [[Shiranui]], and [[Aoba]] '''do not count''' for this segment of the event, and may be used on other maps, Abukuma in particular may be deployed where issues arise.
    
'''Tagging Rules'''[[File:2018WinterPurpleTag.png|thumb|right]]
 
'''Tagging Rules'''[[File:2018WinterPurpleTag.png|thumb|right]]
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E5 is a map with two phases, with additional requirements to unlock the second phase.
 
E5 is a map with two phases, with additional requirements to unlock the second phase.
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* The first phase is a transport phase involving a strike force
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* The first phase is a transport phase involving a strike force; in order to unlock the second phase, you'll need to:
*In order to unlock the second phase, you'll need to:
   
**Complete the Transport Operation
 
**Complete the Transport Operation
 
**Score Air Parity / Superiority on Node D (AP for Medium / AS for Hard)
 
**Score Air Parity / Superiority on Node D (AP for Medium / AS for Hard)
 
**Get Air Superiority on an Land Base Air Raid (Medium +)
 
**Get Air Superiority on an Land Base Air Raid (Medium +)
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* The Second Phase is relatively simple, calling for a Striking force against a [[Heavy Cruiser Princess]]
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* The Second Phase requires a Striking force against a [[Heavy Cruiser Princess]]
    
'''Phase 1 - Transport Phase'''
 
'''Phase 1 - Transport Phase'''
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The Transport Operation is relatively straightforward with the appropriate number of historical ships (2 on Easy / 3 on Normal / 5 on Hard). Even on hard, most of this phase faces little issues, largely due to the presence of an additional LBAS squadron.
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The Transport Operation is relatively straightforward with the appropriate number of historical ships (2 on Easy / 3 on Normal / 5 on Hard). Even on hard, most of this phase presents few issues, largely due to the presence of an additional LBAS squadron.
    
'''Clearing the TP bar'''
 
'''Clearing the TP bar'''
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With the appropriate number of historical ships, the route taken is '''C-D-E-G-F-H-I-J-L''', with two airstrike nodes and 2 surface nodes prior to the boss
 
With the appropriate number of historical ships, the route taken is '''C-D-E-G-F-H-I-J-L''', with two airstrike nodes and 2 surface nodes prior to the boss
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As with other transport operations, your main objective should be to bring as many drums and/or landing craft as possible while still scoring at least an A-rank at the boss. Unusually, the [[Type 2 Ka-Mi Tank]] grants 22 TP points on an S-rank at the boss, far more than it has provided in past TP maps.
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As with other transport operations, your main objective should be to bring as many drums and/or landing craft as possible while scoring at least an A-rank at the boss. Unusually, the [[Type 2 Ka-Mi Tank]] grants 22 TP points on an S-rank at the boss, far more than it has provided in previous TP maps.
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The primary threat posed prior to the boss on this map are the two air raid nodes and node J, the penultimate node.
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Key points:
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Nodes H and J can be cleared consistently through the use of the vanguard formation
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* The primary threat posed prior to the boss on this map are the two air raid nodes and node J, the penultimate node.
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* Both nodes H and J can be cleared consistently through the use of the vanguard formation
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* Ships that turn back after node I (i.e. those ships retreating at node J) will still count as having successfully offloaded their cargo, and will contribute towards the TP bar.
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Additionally, do note that ships that turn back after node I (i.e. those ships retreating at node J) will still count as having successfully offloaded their cargo, and will contribute towards the TP bar.
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The TP phase boss consists of the [[Light Cruiser Princess]] with a CVL (2 on hard), and most other ships being CAs, CLs, and DDs. The upshot being that as only an A-rank is required to -deplete the TP bar, the enemy flagship ''does not necessarily have to be sunk'', even on the final form. As such, killing enough of the escort fleet to allow the night battle to be against the the main enemy force is usually enough to secure the 4 kills needed to deplete the bar.
 
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The TP phase boss consists of the [[Light Cruiser Princess]] with a CVL (2 on hard), and most other ships being CAs, CLs, and DDs. The upshot being that as only an A-rank is required to -deplete the TP bar, the enemy flagship ''does not necessarily have to be sunk'', even on the final form. As such, killing enough of the escort fleet to night battle the main enemy force is usually enough to secure the kills needed to deplete the bar.
      
'''AP/AS at node D'''
 
'''AP/AS at node D'''
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'''HP Bar Phase - CA Princess'''
 
'''HP Bar Phase - CA Princess'''
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This phase does not allow the use of AVs or Akitsumaru (which will start the fleet at the first phase start point) on any difficulty, as such, your primary source of air support will come in the form of LBAS, and if you so choose to use them, CAVs.  
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This phase does not allow the use of AVs or Akitsumaru (which will start the fleet at the first phase start point) on any difficulty, as such, your primary source of air support will come in the form of LBAS, and if you choose to employ them, CAVs.  
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Given the post-cap firepower buffs recieved by Nachi and Ashigara, however, this map is very doable even without any fighter power in the fleet itself. If you are not utilizing any fighter power, then utility equips may replace the recon planes as LoS requirements permit.
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Given the post-cap firepower buffs received by historical members, however, this map is very doable even without any fighter power in the fleet itself. If you are not utilizing any fighter power, then utility equips may replace the recon planes as LoS requirements permit.
    
This guide has been written in the context of hard mode, differences will be mentioned where possible.
 
This guide has been written in the context of hard mode, differences will be mentioned where possible.
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This phase comprises a single airstrike node and two surface nodes prior to the boss node. As with the first phase of this map, vanguard formation may be utilized to make it through the surface nodes, with the FCF utilized where taihas occur.
 
This phase comprises a single airstrike node and two surface nodes prior to the boss node. As with the first phase of this map, vanguard formation may be utilized to make it through the surface nodes, with the FCF utilized where taihas occur.
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Importantly, the pre-boss node possesses a submarine on some forms, which will draw fire from at least five of your ships. Sonars may be used as needed, with Double Line being a possible alternative (when support shelling is used).
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Importantly, the pre-boss node possesses a submarine on some forms, which will draw fire from at least five of your ships. Sonars may be used as needed, or LBAS may include a single ASW bomber, with Double Line being another possible option (when support shelling is used), in most cases, however, vanguard formation should suffice.
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The boss of this map is [[Heavy Cruiser Princess]]. Obtaining AS here is not likely, nonetheless, this boss is fairly easy to kill due to the combination of LBAS and the post-cap bonuses of most ships. TCIs for this boss are not required due to the post-cap firepower bonuses.
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The boss of this map is [[Heavy Cruiser Princess]]. Obtaining AS here is not likely, nonetheless, this boss is fairly easy to kill due to the combination of LBAS and the post-cap bonuses of most ships. TCIs for this boss are not required due to the previously-covered post-cap firepower bonuses.
    
As with other maps, pre-boss support, boss support, and sparkling should be used as required. Do remember that the use of vanguard formation will affect the efficacy of your support shelling.
 
As with other maps, pre-boss support, boss support, and sparkling should be used as required. Do remember that the use of vanguard formation will affect the efficacy of your support shelling.
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'''1 Fighter 3 Bombers''' - For Boss Node
 
'''1 Fighter 3 Bombers''' - For Boss Node
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A combat radius of 6 is required for the boss node. A fighter should be added if doing so would improve your air state.
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A combat radius of 6 is required for the boss node. A fighter should be added only if doing so would improve your air state.
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