Early Spring 2024 Event/E-2/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 Early Spring 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-2 Branching Rules (Start Points) ▼/▲
Nodes Rules
Start
1
  •   2nd Fleet only (Normal / Hard)
  • Phase 1: Any Single Fleet
  • Phase 2: Meet ANY of the following requirements:
    • Amount of (F)BB(V) ≥ 1
    • Amount of CV(B/L) + Akitsu Maru ≥ 1
    • Amount of CA(V) ≥ 3
    • Amount of SS(V) ≤ 0/0/1/2 (Casual/Easy/Medium/Hard)
2
  •   Task Force only (Normal / Hard)
  • Combined Fleet
3
  •   6th Fleet only (Normal / Hard)
  • Meet ALL of the following requirements:
    • Single Fleet
    • Amount of (F)BB(V) = 0
    • Amount of CV(B/L) + Akitsu Maru = 0
    • Amount of CA(V) ≤ 2
    • Amount of SS(V) ≥ 1/1/2/3 (Casual/Easy/Medium/Hard)


E-2 Branching Rules (Start Point 1) ▼/▲
Nodes Rules
B
C

Active Branching

E
C
D
  • Meet ALL of the following requirements:
    • Fast Fleet
    • CV(B) = 0
F
  • Does not meet the requirements to go to D
D
D1
  • Fail the LoS check
D2
  • Pass the LoS check
E
F
  • Does not meet the requirements to go to G
G
  • Meet ALL of the following requirements:
    • Amount of CV(B) = 0
    • If Slow Fleet, then amount of CL ≥ 1 *
    • If Slow Fleet, then amount of DD ≥ 2 *
H
I
  • Meet ALL of the following requirements:
    • Fast Fleet
    • Amount of CVL ≤ 1
    • Pass the LoS check
J
  • Does not meet the requirements to go to I
  • Pass the LoS check
K
  • Fail the LoS check
I
D3
  • Fixed Route *


E-2 Branching Rules (Start Point 2) ▼/▲
Nodes Rules
D
N
  • Fixed Route
J
N
  • Does not meet the requirements to go to P
P
  • Meet ALL of the following requirements:
    • Fast Fleet
    • Amount of CV(B/L) ≤ 2
    • Amount of CL ≥ 2 *
    • Amount of DD ≥ 5
L
D
  • STF
M
  • CTF
N
O

Does not meet the requirements to go to P

P
  • Meet ALL of the following requirements:
    • Amount of CV(B) = 0
    • If slow fleet, then amount of CL ≥ 2
P
Q
  • Fail the LoS check
R
  • Pass the LoS check


E-2 Branching Rules (Start Point 3) ▼/▲
Nodes Rules
C
I
  • Fixed Route *
H
K
  • Fail the LoS check
V
  • Pass the LoS *
I
U
  • Fixed Route *
T
C
  • Does not meet the requirements to go to U
U
  • Meet ALL of the following requirements:
    • Amount of CAV ≤ 1 *
    • Amount of CL ≤ 1
U
H
  • Does not meet the requirements to go to V
V
  • Meet ALL of the following requirements:
    • Amount of AS = 1 (Easy/Medium/Hard) *
    • Amount of AV + CAV = 0 (Easy/Medium/Hard) *
    • ???
V
W

Does not meet the requirements to go to X

X
  • Amount of SS(V) ≥ 2?/2?/3?/4 (Casual/Easy/Medium/Hard)

* = Rule under review

? = Ship type/amount under review

Dark's Guide

Map Overview

E2 is a striking force/combined fleet two-phase map consisting of two boss phases.

  • 2 LBAS are available to sortie on this map
  • This map uses 3 locks:
    •   Task Force (combined fleet, reused in E-3),
    •   2nd Fleet (striking force, from E-1),
    •   6th Fleet (striking force, reused in E-3).

Phase 0.5: Gimmick

The following steps have to be performed to unlock the transport phase.

  • The   tag is used in this phase.
D2 I J C
Hard S S S AS
Medium S S S -
Easy ? ? ? -
Casual ? ? ? -

  • Striking Force: 0-2 CA/AV, 1 CL, 3-5 DD, Fast  
  • Route: 1 A B C D D2
  • This composition can clear both node requirements in 1 sortie.
  • LBAS range:
    • D2 range is 7,
    • C range is 4.
  • There is an LoS check for node D2
    • Cn1 = 14, Cn2 = 40, Cn3 = 65, Cn4 = 90 (Hard Difficulty)
AD AP AS AS+
Hard 69 138 309 618
Medium 67 134 300 600
Easy ? ? ? ?
Casual ? ? ? ?

  • Striking Force: 0-2 CA/AV, 1 CL, 3-5 DD  
  • Route: 1 A B E G H I
  • The XX is not mandatory and not recommended unless facing too much trouble against this node. It can be any ship.
  • LBAS range: 6
  • AD/AP = 80/159 on HARD

  • Striking Force: 2 CVL, 0-2 CA/AV, 1 CL, 3-5 DD, Fast  
  • Route: 1 A B E G H J
  • The fleet must contain 2 CVL minimum to route to J,
    • Otherwise, must use a slow fleet to route.
  • LBAS range: 7
  • AD/AP = 80/159 on HARD

  • It is recommended to send LBAS to the respective nodes to secure the S rank.

Phase 1: Sink the Aircraft Carrier Demon

  • STF: 2(F)BB(V), 2 CVL, 0-1 CA(V), 1-2 CL + 1 CL, 0-1 CA(V), 0-1 CLT, 3-5 DD  
  • Route: 2 L D N P R

  • CTF: 2(F)BB(V), 2 CV(B), 0-1 CA(V), 1-2 CL + 1 CL, 0-1 CA(V), 0-1 CLT, 3-5 DD  
  • Route: 2 L D N P R

  • LBAS range to R is 9
    • AD/AP = 138/275 on HARD
  • Sending a boss support expedition is highly recommended to secure the kill, especially on LD.

Phase 2: Boss 2

The boss node is an "atoll node", meaning that it is possible to deploy the new   Ka-Tsu tanks 
 
' opening.

  • Striking Force: 1 AS, 3-6 SS(V), 0-1 CL, 0-1 DD  
  • Route: 3 S T U V X Y
  • A minimum of 3 SS(V)? is required to route to the boss
  • LBAS Range: 10
    • AD/AP = 70/140 on LD for Hard
  • Sending both node and boss support expeditions is recommended to help the submarines survive the pre-bosses nodes and kill the boss.
  • If opted for the CL or DD within the fleet, one of them should be able to perform AACI to pass through T and U

  • The flagship must be a Submarine Tender (AS) at Lv 30+,
    • She must not be more than moderately damaged (中破).
  • The 2nd and 3rd ships must be Submarines (SS) or Aircraft Carrying Submarines (SSV) and not evacuated via   SFFCF ,
    • The 4th ship may optionally be a SS(V), but does not affect the above requirement,
    • At least two SS(V) among the 2nd, 3rd, and 4th ships must not be more than lightly damaged (小破),
    • If all 3 ships are SS(V), the 2nd and 4th ones will attack; if one of the two is moderately damaged (中破), the 3rd one will attack instead.[1]
  • The fleet must be a single fleet or a Striking Force Fleet,
  • The formation needs to be either Echelon  or Line Abreast ,
  • At least one Submarine Supply Material  must be available in the inventory.

  • Two SS(V) will launch torpedo strikes.
  • The attack power of each strike is postcapped and unaffected by formation, engagement, or damage cap.
  • A rough damage formula per Submarine attack is:
[math]\displaystyle{ \text{DMG}_\text{day} = \text{TP} \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]

[math]\displaystyle{ \text{DMG}_\text{night} = ( \text{FP + TP} ) \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]

With
  • [math]\displaystyle{ \text{DMG} }[/math] the damage result for day and night battle respectively,
  • [math]\displaystyle{ \text{FP} }[/math] the submarine's Firepower   stat,
  • [math]\displaystyle{ \text{TP} }[/math] the submarine's Torpedo   stat,
  • [math]\displaystyle{ \text{LV} }[/math] the submarine's Level.
    • [math]\displaystyle{ 1.2 + 0.04 \times \sqrt{LV} = 1.6 }[/math] at Lv 100.

The number of attacks per Touch ranges from 2 to 4.

  • Each submarine will trough either 1 or 2 torpedo strikes.
    • Only Lv 75+ submarines can trigger 2 strikes,
    • If a Lv 75+ submarine does not carry any   Submarine Radar, it rolls between 1 and 2 strikes randomly (exact rate unclear yet),
    • If a Lv 75+ submarine does carry any   Submarine Radar, it is guaranteed to roll 2 strikes.

One Submarine Supply Material  will be consumed for EACH battle the Touch triggers in.

  • If the Touch triggers twice in a battle, only a single   will be consumed for this battle.
  • If the Touch triggers in multiple nodes, one   will be consumed for each node it is triggered.
It does not consume any extra ammo. If the game is refreshed before the battle ends, then no material will be consumed even if the touch triggered.

Trigger rate is affected by the Level and luck   stat of the participating ships[1].

It has a chance to trigger every time the AS takes a turn at shelling.
  • It can trigger in both day and night for the same battle.
  • It can only trigger once during day battle.
  • If it fails to trigger during the day battle, there is still a chance to trigger it in the follow-up night battle.
  • If all enemies sunk, then touch stops early.
The attack order is always (where amo,g the attacking submarines, 1 is upper one and 2 is lower one):
  • 1-1-2-2 for 4 attacks,
  • 1-1-2 or 1-2-2 for 3 attacks,
  • 1-2 for 2 attacks.
    • If touch stops early, then attacks can be just 1-1
    • Also note that the actual order may be different from client animation of who shoots torpedoes, which always assigns attackers alternately like 1-2-1-2 or 1-2-1 or 1-2, so you may mismatch the real attack.
The touch can be activated multiple times per sortie.

When attacking a fleet, the usual Targeting rules apply.

  • The torpedoes fired target ships independently,
  • When facing a Combined Fleet, if any ship is present in the escort fleet on day battle, then all torpedoes will be fired to the escort fleet.

Regular
Seasonal

Ka-Tsu Animation
Ka-Tsu:
 
Ka-Tsu Kai:
 

Uniquely on "Atoll Nodes", it is possible to deploy the   Ka-Tsu tanks 
 
to trigger a special Opening Torpedo Salvo.

  • On those nodes, regular oTorp will not work,
  • This can only be deployed by SS, SSV, and the AV Mikuma Kai Ni Toku, Nisshin A, and Mizuho Kai fast,
    • They must carry at least one Ka-Tsu tank,
  • On the "atoll node", ships meeting those requirements will carry out a special opening torpedo attack,
  • In night battle, those ships will additionally trigger the same attack as a cutin,
    • This attack overrides regular Night Cut-ins attacks (e.g. if a ship is setuped for a TCI, it will still trigger the Ka-Tsu attack).
  • Using several Ka-Tsu tanks on a same ship will make it carry out several of those attacks in a row (day and night),
    • It capped at 2 attacks per ship at night.
    • This attack utilizes a new special animation, with the tank climbing the atoll's soil.

Phase 2.5: Debuff

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

F D3 R T U W LBAS
Hard S S S AS AS S AS
Medium ? ? ?? ? ? ? ?
Easy ? ? ?? ? ? ? ?
Casual ? ? ?? ? ? ? ?

AS
Hard
Medium
Easy
Casual

Once Debuff is complete the CG will change to the following:

American Destroyer Princess

YY's Guide