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::*Cons: Even less HP and armor, which can result in more retreats. Can't finish the boss off if the BBs take too much damage torpedo value not counting when attacking boss.
 
::*Cons: Even less HP and armor, which can result in more retreats. Can't finish the boss off if the BBs take too much damage torpedo value not counting when attacking boss.
 
:*4BB(V), 1CV, 1SS or 3 BB(V), 2 CV, 1SS (Either B → C → F → H → M '''or''' B → E → H → M)
 
:*4BB(V), 1CV, 1SS or 3 BB(V), 2 CV, 1SS (Either B → C → F → H → M '''or''' B → E → H → M)
::*Pros: Damage not reduced due to only three battles total (from B → E → H → M path) . Uses the SS as decoy at boss to mitigate damage to the larger ships, which is useful for the final kill attempt(s) as enemy air power is reduced but shelling becomes more deadly.
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::*Pros: Uses the SS(V) as decoy at boss to mitigate damage to the larger ships, which is useful for the last dance attempt(s) as enemy air power is reduced but shelling becomes more deadly.
::*Cons: Have to go through night battle node (from B → E → H → M path). The SS most likely will take a beating at node H (and some at node E) to possibly require [[Repair Team]]s being equipped.
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:::*E Route: Damage not reduced due to only three battles total (from B → E → H → M path).
:::*On the final form of the boss, enemies may be incapable of breaking high armor submarines. As such, it may safe to advance past node H with a critically-damaged submarine, '''only on the final form.'''
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:::*C Route: Does not encounter any night battle nodes. Opening strikes and heavier ships mitigate damage taken en-route.
:::*Theoretically this should make the sub immune to sinking but a damage control party can be used equipped to ensure there is 0 risk.
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::*Cons: The SS(V) can suffer Taiha before reaching node H, forcing an early retreat.
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:::*E Route: Have to go through night battle node (from B → E → H → M path).  
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:::*On the final form of the boss, enemies are incapable of damaging 23 armor submarines. As such, it may safe to advance past node H with a critically-damaged submarine, only on the final form.
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:::*Theoretically 23 armor should make SS(V) immune to sinking, but a [[Repair Team]] can be equipped to ensure there are 0 risks involved.
 
:*1BB, 1CVL, 1CL, 2DD + 1(CLT or BB or Fusou-class Kai Ni) ('''For Z1 farming''', A → D → G → I)
 
:*1BB, 1CVL, 1CL, 2DD + 1(CLT or BB or Fusou-class Kai Ni) ('''For Z1 farming''', A → D → G → I)
 
::*Requires 1CL+2DD and another ship from SSV/CLp/AV/CVL/CAV/CA/CL/DD to go through node A, which is the requirement to reach node I.
 
::*Requires 1CL+2DD and another ship from SSV/CLp/AV/CVL/CAV/CA/CL/DD to go through node A, which is the requirement to reach node I.
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