Changes

Line 48: Line 48:     
|tips = <br> '''Disclaimer: The following guide is a perlimary release for this event map, it contains information from early tests, do note that some things are subject to change as more information is gathered over the event and thus the guide is subject to change.'''
 
|tips = <br> '''Disclaimer: The following guide is a perlimary release for this event map, it contains information from early tests, do note that some things are subject to change as more information is gathered over the event and thus the guide is subject to change.'''
 +
 +
 +
'''Preparation'''
 +
 +
'''The event is likely to have several shiplocks (E-1 to E-4 already contain 4 separate locks), please plan your locks carefully.'''
 +
 +
For this operation, you will be depending on a light fleet to complete a transport operation and ultimately take out a boss of this map. There are several ships that do have bonuses, associated with Ki-504 and the 5th Fleet from the North Pacific:
 +
 +
'''Ship Bonuses (Tentative)'''
 +
 +
''5th Fleet Bonus''
 +
 +
* [[Nachi]], [[Ashigara]], [[Kiso]], [[Tama]], [[Abukuma]]
 +
** 1.15x bonus (Nodes H, J, N, Q)
 +
** 1.26x bonus (Boss Nodes M, T)
 +
**[[Ashigara]] - also has bonus in E3
 +
**[[Abukuma]] - also has bonus in E3
 +
 +
* [[Kasumi]], [[Shiranui]]
 +
** 1.25x bonus (Nodes H, J, N, Q)
 +
** 1.37x bonus (Boss Nodes M, T)
 +
**[[Kasumi]] - also has bonus in E2, E3
 +
**[[Shiranui]] - also has bonus in E3
 +
 +
 +
''Ki-504 Fleet Bonus''
 +
 +
*[[Akebono]], [[Ushio]]
 +
** 1.36x bonus (Nodes H, J, N, Q)
 +
** 1.55x bonus (Boss Nodes M, T)
 +
**[[Ushio]] - also has bonus in E2
 +
 +
 +
''Other Bonus''
 +
 +
* All other DDs bonus - 1.09x (all nodes)
 +
* All DEs - 1.34x (all nodes)
 +
 +
'''Some ships also have bonuses in later maps!''' [[Akebono]] is probably a safe choice to lock here, possibly [[Ushio]] as well. But things are subject to change once more information is available.
 +
 +
'''Phase 1: Transport Phase'''
 +
 +
During this phase of the operation, you will be depleting a TP gauge. The battles are simple but the length it take to completion is quite long.
 +
 +
* '''Composition:''' '''1CL/DE,4-5 DD'''
 +
* '''Route: A-B-C-D-G-(H/J)-K-L '''
 +
* D and G being Submarine Nodes, H/J light surface engagements and L the transport boss with a Submarine Flagship.
 +
* [[Daihatsu]]s and [[Drum Canister]]s help accelerate emptying the TP gauge. Keep in mind that this may take a while depending on the difficulty and you may wish to preserve Daihatsu carrying ships to later event maps.
 +
* One or two OASW Ships are useful for the sub nodes and Boss
 +
 +
Boss at node L is a Submarine along with a team of destroyers, if you bring the recommended gear, you should be able to pass the node successfully under double line. Repeat until TP gauge is clear.
 +
 +
'''Phase 2: Unlocking the Boss (Hard Mode Only)'''
 +
 +
As part of the requirements to unlock the path to the boss you will need to clear Node F and with an S rank. This can be done Phase 1.
 +
 +
* Composition: N/A
 +
 +
* Route: A-B-C-E-F, F is a submarine Node
 +
 +
You will also need an S rank from Node M, this condition will likely be met with the compltion of phase 1.
 +
 +
Once the conditions from phase 1 and 2 are met the path to the boss node is open.
 +
 +
'''Phase 3: Defeating the [[Abyssal Kurile Island Princess]]'''
 +
 +
In this phase the enemy fleets are not much different so much of how you handled phase 1 can be done here, but without the transport equipment. However depending on the difficulty, you may need to bring different comps if you wish to take different paths. List below are a few comps that are notablly effective:
 +
 +
<tabber>
 +
|-|1-2 CL ,0-1 DE, 4-5 DD Comp=
 +
* Route: ''' A-B-C-E-F-N-T (Casaul - Normal) or A-B-C-E-F-O-R-Q-T (Hard) '''
 +
* Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vanguard respectively.
 +
* Los needed to reach node the boss node for Hard is 29 (Cn2)
 +
* TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties.
 +
|-|1CA, 1CL 4DD Comp=
 +
* Route: ''' A-B-C-E-F-N-T (Casaul - Normal) or A-B-C-E-F-O-R-Q-T (Hard) '''
 +
* Node F and R being a submarine Node, and Q and N being light surface engagements, use Line abreast and vanguard respectively.
 +
* Los needed to reach node the boss node on Hard is 29 (Cn2)
 +
* Allow for a stronger fleet output, but otherwise TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss at higher difficulties.
 +
|-|
 +
1CL 4DD Comp=
 +
* Route: ''' A-B-C-E-F-N-T (Hard)
 +
* One of the few comps that can take an quick shortcut on hard difficulty
 +
* Los needed to reach node the boss node for Hard is 29 (Cn2)
 +
* TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss due to having only 5 ships.
 +
|-|
 +
1CL 3DD 2DE Comp=
 +
* Route: ''' A-B-C-E-F-N-T (Hard)
 +
* Currently the only comp to allow 6 ships to travel the short cut to the boss node.
 +
* Los needed to reach node the boss node for Hard is 29 (Cn2)
 +
* Depending on the level of your DEs and thier ASW level, it may be possible to kill the boss's submarine on line ahead in most confrontations allowing for better damage.
 +
* TCI and/or historical bonus ships (like Ushio and Akebono) may be needed to defeat the boss
 +
|-|
 +
</tabber>
 +
 +
Defeating [[Abyssal Kurile Island Princess]] should be simple in most casse if you remember to bring historical ships and a good TCI unit. At 590 HP and 200 Armour on hard mode she is quite tanky and is being escorted by one submarine, but the rest of her escort is not threatening as they mainly consist of only destroyers. Having an OASW ship or two can wipe out the sub easily before the battle begins as you will need to focus on wiping out her escort fleet before night battle while using the double line formation. In addition, with her tanky armor, she will need a strong attack to take her down. So if you have historical ships like [[Ushio]] and [[Akebono]] present it should make it more likely to finish her off.
 +
 +
While it is not necessary, if for some reason she provides difficulty in clearing, you can resort to supporting shelling to make it more easy to win.
 +
 +
Once she has been defeated, the map is considered complete.
    
The event guides are to be constructed through the respective [[Sandbox/Summer 2020 E-1|Event map page guide]] and reviewed by editor staff / collaboration committee before being approved here. '''Do not under any circumstance update the guides through this page or attempt to fix them through this page.''' Please only update guides through their respective sandbox pages.
 
The event guides are to be constructed through the respective [[Sandbox/Summer 2020 E-1|Event map page guide]] and reviewed by editor staff / collaboration committee before being approved here. '''Do not under any circumstance update the guides through this page or attempt to fix them through this page.''' Please only update guides through their respective sandbox pages.
advmod, cssedit, Moderators, oversight, prechecked, Account Reviewers
18,478

edits