Summer 2024 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: (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's work without their consent/approval.

Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2024 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.

Branching Table

E-3 Branching Rules (Start Points) ▼/▲
Nodes Rules
Start
1
  • Phase 1-3: Single Fleet / CTF / STF / TCF
  • Phase 4: Single Fleet / TCF
2
  • Striking Force Fleet
3
  • Phase 4: CTF / STF


E-3 Branching Rules ▼/▲
(Start Point 1 - Single Fleet)
Nodes Rules
1
A
  • Fixed route for Single Fleet
B
B1
  • Does not meet the requirements to go to B2 or C
B2
  • Meet ANY of the following requirements:
    • Amount of CV(B) ≥ 3
    • Amount of CV(B/L) ≥ 4
C
  • Meet ALL of the following requirements:
    • Amount of CV(B) ≤ 2
    • Amount of CV(B/L) ≤ 3
  • Amount of DD ≥ 3
B1
C
  • Fixed route for Single Fleet
B2
H1
  • See Start Point 2 rules for further routing *
C
C1

Active Branching

C2
C3
D
  • Pass the LoS check
  • Does not meet the requirements to go to F
E
  • Fail the LoS check
F
  • Amount of (F)BB(V) + CV(B) ≤ 3 *
  • Pass the LoS check (Cn3 = 77~84 Hard)


E-3 Branching Rules ▼/▲
(Start Point 1 - Combined Fleet)
Nodes Rules
1
L
  • Fixed route for Combined Fleet
B1
N
  • STF
P
  • CTF / TCF
N
O
  • ???
P
  • ???
P
Q
  • Fixed route from Start Point 1
Q
R
  • Fail the LoS check
S
  • Pass the LoS check (Cn3 = 85~100 Hard)


E-3 Branching Rules (Start Point 2) ▼/▲
Nodes Rules
2
G

???

H

???

H
B2
  • ???
H1
  • Does not meet the requirements to go to H2
  • ???
H2
  • Meet ALL of the following requirements:
    • Fast Fleet
    • Amount of DD ≥ 4
I
J
  • Fail the LoS check
K
  • Pass the LoS check (Cn3 = 64~70 Hard)


E-3 Branching Rules (Start Point 3) ▼/▲
Nodes Rules
P
T
  • Does not meet the requirements to go to U
U
  • CTF: Amount of CV(B) ≤ 2
  • STF: Fast Fleet
V
V1
  • Meet ANY of the following requirements:
    • Amount of LHA ≥ 1 and Slow Fleet
    • Amount of AV ≥ 2 *
V2
  • Does not meet the requirements to go to V1, V3, or X
V3
  • Meet ALL of the following requirements:
    • Amount of CV(B) ≤ 2
    • Amount of CV(B/L) ≤ 3
    • Does not meet the requirements to go to V1 or X
X
  • Meet ALL of the following requirements:
    • Route to X is unlocked
    • Fast Fleet
    • Amount of CV(B) ≤ 2
    • Amount of CV(B/L) ≤ 3
    • Amount DD ≥ 4
    • Does not meet the requirements to go to V1
V3
W
  • Fail the LoS check *
X
  • Pass the LoS check *

* = Rule under review

? = Ship type/amount under review

Historical Bonuses

DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.

Ship Bonuses

??

Equipment Bonuses

??

Debuff

??


Jiga's early Guide

Map Overview

E3 is a single, striking force, and combined fleet four-phase map, consisting of two transport and two boss phases.

  • 3 LBAS are available to sortie on this map
    • Initially, no LBAS is available,
    • After Phase 1, all can be set on Sortie.
  • This map uses 2 locks:
    •   Home Fleet, Starting point 2 (reused from E-1),
    •   Force M Advance Squadron, Starting point 1 & 3 (single),
    •   Force M, Starting point 1 & 3 (combined).
  • Note : It is possible to mix both   &   in all difficulties on the last phase ONLY once the shortcut gimmick cleared.

Phase 0.5 - Gimmick

To unlock the second boss, the following steps have to be performed:

B2 C2
Hard S x2 AS x2
Medium S x2 AS
Easy S x2 AS
Casual S AS

  • Single Fleet: 0-2 (F)BB(V), 3 CV, 1-3 DD  
  • Route: 1 A B B2

AS
Hard 378
Medium 378
Easy 225
Casual 201

Phase 1 - Boss

  • Single Fleet: 1-2 (F)BB(V), 1-2 CV, 3 DD  
  • Route: 1 A B C C2 C3 F
  • Shortest route to the boss.

  • Single Fleet: 1-2 (F)BB(V), 1-2 CV, 1 CVL, 2 DD  
  • Route: 1 A B B1 C C2 C3 F
  • Allows an additional CVL, but, passes through extra node B1.

  • LoS check: Cn3 = H/M/E/C = 80/60/60/?
  • Bringing ASW and AACI is recommended.
  • In the case 2 (F)BB are used, it is recommended to use a 2 ship Special Attack.
    • This would eventually be reused on the final phase.
  • CV can utilize CVNCI do deal nigh damage.

Phase 2 - TP

Phase 2 is a "Transport Operation":

  • Striking Force: 0-1 CV/CA(V), 1 CL, 4-5 DD, 0-1 AV, Fast  
  • Route: 2 H H2 I K
  • LoS check: Cn3 = H/M/E/C 65/55/50/?
  • Slow fleets pass through node H1.
  • Using a Support Fleet on the boss is recommended guarantee an A+ rank at the boss node.
  • Bringing ASW is recomanded.
  • LBAS Range to K is 1.

Phase 3 - TP

Phase 3 is a "Transport Operation":

  • TCF:  
    • Main: 1 CVL, 1-4 DD, 0-3 DE, 1 AV
    • Escort: 0-1 CA(V), 1-2 CL, 4 DD
  • Route: 1 L M B1 P Q S
  • It is recommended to send the full LBAS on the boss.

  • CTF:  
    • Main: 1 CV, 1 CVL, 1 LHA, 1 CL, 2 DD
    • Escort: 2 FBB, 1 CL, 3 DD
  • Route: 1 L M B1 P Q S
  • This comp is stronger and is only recommended when struggling to reach the boss or to S rank the boss.
  • This comp is costlier on ships to lock.

  • STF:  
    • Main: 2 FBB, 1-2 CAV, 2-3DD
    • Escort: 0-1 CAV, 1 CL, 4-5 DD
  • Route: 1 L M B1 N O P Q S
  • This comp is the strongest and is only recommended when struggling to reach the boss or to S rank the boss.
    • It passes through 2 extra nodes.
  • This comp is costlier on ships to lock.

  • LoS check: 90 (Cn3 Hard)
  • LBAS range: 7
  • Using   Smokes can help to pass rate node P.

Phase 3.5 - Shortcut

Once phase 3 is cleared and phase 4 unlocked, the following steps have to be performed to unlock a shortcut, and allow to bring mix tags.

  • This gimmick is optional but highly recommended.
S V1 V3
Hard S A+ x3 S
Medium S A+ x3 S
Easy A+ A+ x2 S
Casual A+ A+ x2 S

  • CTF:  
    • Main: 2 FBB, 2 CV, 1 CVL, 1 DD, 1 AV/LHA
    • Escort: 0-1 CA(V)/LHA, 1 CL, 4-5 DD
  • Sample Slow Fleet for people without LHA
    • Main: 1(F)BB, 2 CV, 1 AV, 1 DD
    • Escort: 1AV, 1 CL, 2CA(V) 2 DD
  • Route: 3 P U V V1
  • 1 LHA is required to reach the node.
  • The node contains several installations and PT boats.
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Phase 4 - Boss

  • Note : It is possible to mix both   &   in all difficulties on this phase ONLY after clearing the shorcut gimmicks.

  • CTF: Fast   
    • Main: 2 FBB, 2 CV, 1 CVL, 1 CL/AV
    • Escort: 1 CA(V), 1 CL, 4 DD
  • Route: 3 P U V X
  • Requires the shortcut.
  • The best fleet that allows for a touch and great air power.

  • STF: Fast   
    • Main: 2 FBB, 1 CV, 1-2 CA(V), 1 CL, 0-1 AV
    • Escort: 1 CL, 5 DD
  • Route: 3 P U V X
  • Requires the shortcut.

  • CTF:  
    • Main: 2 (F)BB(V), 2 CV, 1 CVL, 1 AV/AO
    • Escort: 1 CA(V), 1 CL, 4 DD
  • Route: 3 P U V V3 X
  • Shortcutless comp.

  • STF:  
    • Main: 3 (F)BB(V), 1 CV, 1-2 CA(V), 0-1 CL
    • Escort: 0-2 CLT, 1 CL, 3-5 DD
  • Route: 3 P U V V3 X
  • Shortcutless comp.

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Phase 4.5 - Debuff

Once LD has been reached, the following steps have to be performed to debuff the boss.

F K S V1
Hard S S? S A+ x3
Medium S? S? S? A+ x3?
Easy S? S? S? A+ x3?
Casual S? S? S? A+ x2

Once on LD, the CG will change to the following:

French Light Cruiser Princess

YY's Guide