Spring 2022 Event/E-3/Sandbox

Sandbox Rules

This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:

  • An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
  • List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
  • A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
    • The Paths said compositions will take (to explain each path the composition will/can take),
    • A summary or description of what kind of obstacles a composition will face.
  • A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
  • Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).

Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.

No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.

Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Spring 2022 Event, being reviewed and updated once more before it can be released.

Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides

With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.

All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.

Branch Rules TL Attempt by Memetails (Feel free to edit)

E-3 Start Point
Nodes Rules
Start
1

Single Fleet / Striking Force Fleet

2
  • If Start Point 3 is Locked
    • Combined Fleet
  • If Start Point 3 is Unlocked
    • Carrier Task Force
3

Surface Task Force / Transport Combined Fleet


E-3 Branching Rules (Start Point 1 & 3)
Nodes Rules
1
A
  • Does not meet the requirements to go to C
C
  • Meet ANY of the following requirements:
    • Fleet is Slow
    • Amount of CV(B) ≥ 1
    • Amount of (F)BB(V)+CVL ≥ 2
    • Amount of DD+DE ≤ 2
3
F
  • Does not meet the requirements to go to G or H
G
  • Meet ANY of the following requirements:
    • Fleet is Slow STF and CL ≥ 2
    • Fleet is Fast STF
H
  • Meet ANY of the following requirements:
    • Transport Combined Fleet and CL ≥ 2
    • Fleet is Fast STF and (F)BB(V) ≤ 1 and CL ≥ 2
A
B
  • Meet ANY of the following requirements:
    • Amount of (F)BB(V)+CVL ≥ 1
    • Amount of CA(V) ≥ 3
    • Amount of CL+DD+DE ≤ 3
D
  • Does not meet the requirements to go to B
G
H
  • Path to H is Unlocked
  • For Single Fleet / Striking Force Fleet, meet ALL of the following requirements:
    • Amount of (F)BB(V) ≤ 2
      • If slow fleet, amount of (F)BB(V) ≤ 1
    • Amount of CV(B) = 0
    • Amount of CVL ≤ 1
    • Amount of DD ≥ 3
    • CL = 1 and pass the LoS check (Cn1 = 14(?) on Hard)
  • For Combined Fleet, amount of ships ≤ ???
I
  • Does not meet the requirements to go to H or J
J
  • For Single Fleet / Striking Force Fleet, meet ALL of the following requirements:
    • Amount of (F)BB(V) ≤ 1
    • Amount of CV(B) = 0
    • Amount of CVL ≤ 1
    • Amount of DD ≥ 3
    • (AV + AO ≥ 2) or (CL ≥ 2) or (CL = 1 and fail the LoS check)
  • For Combined Fleet, meet ALL of the following requirements:
    • Amount of (F)BB(V) ≤ 1
      • if amount of AV + AO ≥ 2, amount of (F)BB(V) ≤ 2
    • Amount of (F)BB(V) + CVL ≤ 3
    • Amount of CV(B) = 0
    • Amount of CL ≥ 2
    • Amount of DD ≥ 3
H
J
  • Meet ANY of the following requirements:
    • Route to R is Locked
    • Fleet is Slow
R
  • Does not meet the requirements to go to J
L
S
  • Route to V/W is Locked
  • Single Fleet / Striking Force Fleet
  • For combined fleets, meet ANY of the following requirements:
    • If Fast, Amount of CVL ≥ 2
    • Amount of CV(B) ≥ 1
    • Amount of (F)BB(V)+CVL ≥ 5 (?)
V
  • Does not meet the requirements to go to S or W
W
  • Meet ALL of the following requirements:
    • Akitsushima + Akashi + AO + (?) ≥ 1
    • Amount of CL ≥ 2 and DD ≥ 3 or Fleet is Slow
S
T
  • Single Fleet / Striking Force Fleet
V
  • Combined Fleet
T
U

Pass the LoS check (Cn4 = 66 on Hard)


E-3 Branching Rules (Start Point 2)
Nodes Rules
M
M1
  • Does not meet the requirements to go to N
N
  • Meet ALL of the following requirements:
    • Fleet is Fast
    • Amount of CV(B) ≤ 2
    • Amount of CL ≥ 3
M1
M2
  • Does not meet the requirements to go to N
N
  • Meet ALL of the folowing requirements:
    • Fleet is Fast
    • Amount of CV(B) ≤3
    • Amount of (F)BB(V) ≤ 2 (?)
P
Q

Pass the LoS check (Cn4 = 170(?) on Hard)


Dark's Proposal (Taken from Bluecord)

Map Overview

E3 is a three-phase map using Striking Force Fleets (7 ship fleet) and Combined Fleets.

  • This map utilizes three locks:
    •   Carrier Task Force Tag is applied to Carrier Task Forces sortied to this map and will start at point 2.
    •   Area Escort Force Tag is applied to Striking Force Fleet or Surface Task Forces sortied to this map and will start at point 1 and point 3 respectively.
    •   R-Area Defense Unit is a recycled lock from E1.
      • R-Area Defense Unit ships can be mixed with the Area Escort Force Fleet Tag for E3 Phase 3
  • 2 LBAS are available for sortie, the third base is only to be used in defense
    • High Altitude Air Raids will occur on Medium and Hard difficulty.

Phase 0.5: Scout the Enemy Mobile Task Force!

There are a total of 2 requirements needed to locate the fleet guarding Murcadha Bay. The requirements are the same across all difficulties.

  • L AS x2 & E AS x1
  • It is possible to reach both nodes using a fleet in a single sortie.

  •  1CVL 2CA(V) 1CL 3DD (FAST)
  • Route: 1 A B D E H J K L
  • LBAS: Fightersweep L (Range 6) and E (Range 3)
  • Notes:
    • Fighter muling CVL a to reach AS for the required nodes is recommended
    • The heavier fleet takes longer route than the light one
    • AACI is highly recommended

  •  3CA(V) 1CL 3DD (FAST)
  • Route: 1 A D E H J K L
  • LBAS: Fightersweep L (Range 6) and E (Range 3)
  • Notes:
    • J contains a light torpedo squadron
    • A lighter fleet which forgoes the use of CVL. CAV should be Seaplane Fighter muled
    • AACI is highly recommended


Phase 1: Intercept the Fleet Guarding Murcadha Bay

  •   CTF: 0-2FBB, 2CV(B) 0-1CVL 0-2CA(V) 2CL + 0-2CA(V) 0-2CLT 2-4DD (FAST)
  • Route: 2 M N O P Q
  • LBAS: Range 5 to Q, 74/167 AP/AS
  • Notes:
    • There is an LOS check at P
    • Using one strong AACI ship such as the Akizuki class, Fletcher class DD is highly recommended
    • Having 1-2 OASW ships to increase the passing rate to the boss is recommended

Phase 1.5: Push Towards the Vitiaz Strait

There is 1 requirement to unlock the Phase 2 boss which is the same across all difficulties: AS L

  • Refer to Node L in Phase 0.5 of the guide.

Phase 2: Carry out the Lae Transport Operation

This is a TP Phase utilizing the Striking Force Fleet

  •   SF: 0-1AV 1-2CA(V) 1-2CL 3-4DD (Fast Fleet)
  • Route: 1 A D E H R L S T U
  • LBAS: U (Range 8, 44/88 AD/AP on 甲), L (Range 6)
  • Notes:
    • There is an LOS Check at T
      • Cn3 = 丁 = 26.0, 丙 = ???, 乙 = 40.0, 甲 = 48.0
    • Using Vanguard Formation for all nodes except for Air raid and Boss Node is recommended
    • Having at least 1 stong AACI for the Air Raids on route is highly recommended
    • 1 OASW capable ship is recommended in the first three slots of the Fleet is recommended due to Node Ss Submarine
    • Aiming for A rank on the boss is recommended
    • Sending LBAS to the boss to assist acquiring the A rank to deplete the TP Gauge is recommended.
    • 1 LBAS can be sent to L to help with passing through the node.
  • Boss support is recommended if only 1 LBAS gets sent to the boss node.
  • It is possible to use the Striking Force Fleet Command Facility here
    • Be warned about the drop in LOS which could prevent routing to the boss.

Phase 3: Final Battle! Breach the Solomon Sea!

  • Locking Note: It is possible to mix the   along with the   to do this Phase

  •   STF: 2(F)BB(V) 1CVL 0-1AV 1-2CL AO/Akashi Kai/Akitsushima Kai + 0-2CA(V) 0-2CLT 1CL 3DD
  • Route: 3 G J K L W X Y
  • LBAS: Y (Range 6, 44/88 AD/AP on Hard, 96/191 AD/AP on Hard LD)
  • Notes:
    • There is a LOS check at X
      • W is a repair node
    • Having at least 1 strong AACI is recommended.
    • Boss Support Expedition is recommended for LD.
    • DDs in the escort fleet should be setup for high night battle damage.
    • This is the heaviest fleet possible for the shortest route.
    • BB in the fleet should be Colorado, Nelson, Nagato, and/or Mutsu to utilize their special attacks mechanics.

  •   STF: 2(F)BB(V) 2 CVL 1CL AO/Akashi Kai/Akitsushima Kai + 0-2 CA(V) 0-2 CLT 1CL 2-3DD
  • Route: 3 G I J K L W X Y
  • LBAS: Y (Range 6, 44/88 AD/AP on Hard, 96/191 AD/AP on Hard LD)
  • Notes:
    • There is a LOS check at X
      • W is a repair node
    • Having at least 1 strong AACI is recommended.
    • Boss Support Expedition is recommended for LD.
    • DDs in the escort fleet should be setup for high night battle damage.
    • The fleet will go through the extra air raid node I
    • BB in the fleet should be Colorado, Nelson, Nagato, and/or Mutsu to utilize their special attacks mechanics.

  •   STF: 3(F)BB(V) 1CVL 1CL AO/Akashi Kai/Akitsushima Kai + 1-2CA(V) 1-2CLT 2DD
  • Route: 3 G I J K L W X Y
  • LBAS: Y (Range 6, 44/88 AD/AP on Hard, 96/191 AD/AP on Hard LD)
  • Notes:
    • There is a LOS check at X
      • W is a repair node
    • Having at least 1 strong AACI is recommended.
    • Boss Support Expedition is recommended for LD.
    • DDs in the escort fleet should be setup for high night battle damage.
    • BB in the fleet should be Colorado, Nelson, Nagato, and/or Mutsu to utilize their special attacks mechanics.

Phase 4: Debuff Phase

Once Last Dance is reached, the following steps can be performed to debuff the boss.

  • Refer to the previous steps on how to reach the nodes and complete the requirements.
LBAS E L Q R U
Hard AS x2 AS AS A S S
Medium ? ? ? ? S ?
Easy ? ? ? ? S ?
Casual ? ? ? ? S ?


Thanks Totaku, this part is nice ^^

Map Overview

E3 is a three-phase map using Striking Force Fleets (7 ship fleet) and Combined Fleets.

  • This map utilizes three locks:
    •   Carrier Task Force Tag is applied to Carrier Task Forces sortied to this map and will start at point 2.
    •   Area Escort Force Tag is applied to Striking Force Fleet or Surface Task Forces sortied to this map and will start at point 1 and point 3 respectively.
    •   R-Area Defense Unit is a recycled lock from E1.
      • R-Area Defense Unit ships can be mixed with the Area Escort Force Fleet Tag for E3 Phase 3
  • 2 LBAS are available for sortie, the third base is only to be used in defense
    • High Altitude Air-Raids will occur on Medium and Hard difficulty.

Phase 0.5: Scout the Enemy Mobile Task Force!

There are a total of 2 requirements needed to locate the fleet guarding Murcadha Bay. The requirements are the same across all difficulties.

  • L AS x2 & E AS x1
  • It is possible to reach both nodes using a fleet in a single sortie.

  • SF: 1CVL, 2CA(V), 1CL, 3DD, (FAST)  
  • Route: 1 A B D E H J K L
  • LBAS: Fightersweep L (Range 6) and E (Range 3)
    • Fighter muling CVL a to reach AS for the required nodes is recommended.
    • The heavier fleet takes longer route than the light one.

  • SF: 1AV, 2CA(V), 1CL, 3DD (FAST)  
  • Route: 1 A D E H J K L
  • LBAS: Fightersweep L (Range 6) and E (Range 3)
    • J contains a light torpedo squadron.
    • A lighter fleet which forgoes the use of CVL. CAV should be Seaplane Fighter muled.

  • AACI is highly recommended.

Phase 1: Intercept the Fleet Guarding Murcadha Bay

  • CTF: 0-2FBB, 2CV(B), 0-1CVL, 0-2CA(V), 2CL + 1CL, 0-2CA(V), 0-2CLT, 2-4DD (FAST)  
  • Route: 2 M N O P Q
  • LBAS: Range 5 to Q, 74/167 AP/AS
    • There is an LoS check at P.
    • Using one strong AACI ship such as the Akizuki-class, Fletcher-class DD is highly recommended.
    • Having 1-2 OASW ships to increase the passing rate to the boss is recommended.

Phase 1.5: Push Towards the Vitiaz Strait

There is 1 requirement to unlock the Phase 2 boss which is the same across all difficulties: AS L.

  • Refer to Node L in Phase 0.5 of the guide.

Phase 2: Carry out the Lae Transport Operation

This is a TP Phase utilizing the Striking Force Fleet.

  • SF: 0-1AV, 1-2CA(V), 1-2CL, 3-4DD (FAST)  
  • Route: 1 A D E H R L S T U
  • LBAS: U (Range 8, 44/88 AD/AP on 甲), L (Range 6)
    • There is an LoS Check at T (Cn3):
      • Casu = 26.0 / Easy = ?? / Med = 40.0 / Hard = 48.0

  • SF: 1CVL, 1-2CA(V), 1-2CL, 3-4DD (FAST)  
  • Route: 1 A B D E H R L S T U
  • LBAS: U (Range 8, 44/88 AD/AP on 甲), L (Range 6)
    • There is an LoS Check at T (Cn3):
      • Casu = 26.0 / Easy = ?? / Med = 40.0 / Hard = 48.0
    • Will go through one extra node (B) but in exchange will bring more air power to the boss allowing for easy AS.
    • Make the CVL into a fighter mule to pass by most of the air nodes more easily.

  • Using Vanguard Formation for all nodes except for air nodes and Boss Node is recommended.
  • Having at least 1 strong AACI for the air nodes on the route is highly recommended.
  • 1 OASW capable ship in the first three slots of the fleet is recommended due to the submarine on Node S.
  • Aiming for A rank on the boss is recommended.
  • Sending LBAS to the boss to assist acquiring the A rank to deplete the TP Gauge is recommended.
  • 1 LBAS can be sent to L to help with passing through the node.
  • Boss support is recommended if only 1 LBAS gets sent to the boss node.
  • It is possible to use the   Striking Force Fleet Command Facility .
    • Be warned about the drop in LoS which could prevent routing to the boss.

Phase 3: Final Battle! Breach the Solomon Sea!

  • Locking Note: It is possible to mix the   along with the   to do this Phase.

  • STF: 2(F)BB(V), 1CVL, 0-1AV, 1-2CL, 1AO/Akashi Kai/Akitsushima Kai + 1CL, 0-2CA(V), 0-2CLT, 3DD  
  • Route: 3 G J K L W X Y
  • LBAS: Y (Range 6, 44/88 AD/AP on Hard, 96/191 AD/AP on Hard LD)
    • This is the heaviest fleet possible for the shortest route.
    • BB in the fleet should be Nagato, and/or Mutsu to utilize their Special Attacks mechanics.

  • STF: 2-3(F)BB(V), 1-2CVL, 1CL, 1AO/Akashi Kai/Akitsushima Kai + 1CL, 0-2CA(V), 0-2CLT, 2-3DD  
  • Route: 3 G I J K L W X Y
  • LBAS: Y (Range 6, 44/88 AD/AP on Hard, 96/191 AD/AP on Hard LD)

  • STF: 1-2(F)BB(V) 2CVL 0-1SS(V), 1CL AO/Akashi Kai/Akitsushima Kai + 1-2CA(V), 1 SS(V) 0-1CLT 2-3DD  
  • Route: 3 G I J K L W X Y
  • LBAS: Y (Range 6, 44/88 AD/AP on Hard, 96/191 AD/AP on Hard LD)
    • Only recommended to a particular group of ships that are almost all historical and can forgo using Touch-based attacks.
    • CVLs and FBB are recommended to be historical ships.
    • Escorts should be composed of mostly historical ships.
    • Using SS(V) in both main and escort can minimize the damage taken from the boss fleet from almost all enemy ships as the majority of ships are destroyers and ASW attacking ships.
    • While beatable without debuff, debuffing the boss may yield faster results.

  • There is a LoS check at X.
  • W is an Emergency Anchorage Repairs node.
  • Having at least 1 strong AACI is recommended.
  • Boss Support Expedition is recommended for LD.
  • DDs in the escort fleet should be set up for high night battle damage.

Phase 4: Debuff Phase

Once Last Dance is reached, the following steps can be performed to debuff the boss.

  • The following requirements are needed to complete the debuffing process.
LBAS E L Q R U
Hard AS x2 AS AS A S S
Medium ? ? ? ? S ?
Easy ? ? ? ? S ?
Casual ? ? ? ? S ?

  • LBAS: Air Defense
  • This can be done passively since getting AS on the air raid requires an LBAS set on "defense" with a strong enough air-defense

The process is the same as it was during phase 1:

  • CTF: 0-2FBB, 2CV(B), 0-1CVL, 0-2CA(V), 2CL + 1CL, 0-2CA(V), 0-2CLT, 2-4DD (FAST)  
  • Route: 2 M N O P Q
  • LBAS: Range 5 to Q, 74/167 AP/AS
    • There is an LoS check at P.
    • Using one strong AACI ship such as the Akizuki-class, Fletcher-class DD is highly recommended.
    • Having 1-2 OASW ships to increase the passing rate to the boss is recommended.

A similar approach to phase 0.5, however, this will go through Node R in this step.

  • 1CVL 2CA(V) 1CL 3DD (FAST)  
  • Route: 1 A B D E H R L
  • LBAS: Fightersweep L (Range 6) and E (Range 3)
    • Fighter muling CVL a to reach AS for the required nodes is recommended.
    • AACI is highly recommended.
    • Make sure ships are set up with Anti-PT set up (see here) to eliminate all the PT Imp Pack on node R.

Similar to phase 2, this is regarded as the hardest step to clear in the debuff.

  • 1CVL 2CA(V) 1CL 3DD (FAST)  
  • Route: 1 A B D E H R L S T U
  • LBAS: U (Range 8, 44/88 AD/AP on 甲), L (Range 6)
    • There is an LoS Check at T (Cn3):
      • Casu = 26.0 / Easy = ?? / Med = 40.0 / Hard = 48.0
    • It's recommended to use historical ships to maximize damage output against the boss
    • Land base can either concentrate on the boss or be split to defend against air nodes like Node L.
    • CVL should be a fighter mule.
    • The main objective at the boss should be to:
      • Eliminate the smaller enemy ships and wither down the boss to a decent degree during day battle.
      • Use mainly TCI / GTRL units to maximize your chances of defeating the boss in night battle.