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Help:Event Preparation

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The advice on this page is just general advice. For more personalised advice, you are welcome to join the ENWiki Discord.

Introduction

This article is meant to be a brief primer to get you started on preparing for Events. Please refer to the main articles in each section for more in-depth help. Generally, Admirals should be ready to tackle Casual difficulty after about 2-4 weeks of play.

General Tips

  • There is no need to rush the event. C2 gives plenty of time for people to complete the event.
  • If your fleet is struggling, you can wait for the Friendly Fleets to arrive. These generally make the event easier.
    • FFs may not be implemented for every map.
    • Some FFs may be added late into the event.
  • It is good to set your event targets early to prepare your fleets. For example:
    • Do you want to just finish the event?
    • Do you want to earn all the new girls?
    • Do you want to farm maps to complete your collection?
    • Do you want certain equipment rewards?
  • Newer Admirals may want to put off starting the event until at least the Extra Operations are released. This allows the frontliners to tease out the optimal strategies.

Mechanics

Participation requirements

To take part in any event, a player MUST HAVE:

  • A 75% sortie win ratio.
  • 5 empty ship slots for new ships.
  • 20 free equipment slots.

Special Mechanics

In addition to regular Sortie mechanics, events often involve some specific or rarer mechanics :

  • The difficulty system returns: it is possible to choose between Operation A (甲, Hard), Operation B (乙, Medium), Operation C (丙, Easy), or Operation D (丁, Casual).
    • Difficulties and drops available depend on the HQ Level :
      • HQ 1+ for Casual and Easy, limited "rare drops" available.
      • HQ 35+ for Medium, some "rare drops" available.
      • HQ 80+ for Hard, all "rare drops" available.
  • Changing difficulty is possible but limited:
    • When switching from any "lower" difficulty to any "higher" difficulty, the map will fully be reset.
    • When switching from any "higher" difficulty to any "lower" difficulty, the map will stay in the very same state it was previously, with only +25% of TP/HP being reset on the current phase's TP/HP bar.
  • Beginning with the second map, difficulty progression rules apply.
    • In order to play a map on Hard difficulty, the prior map must have been completed on either Normal or Hard.
    • e.g., to do E-2 on hard, E-1 must be completed on normal or hard.
  • To simulate simultaneity of battles in different locations, Fleet Tags conditions & deployment restrictions are employed.
    • Ships not already tagged will be tagged with the associated tag of the map phase when deployed. This tag will be applied regardless of the difficulty and can't be removed by any measure before the end of the event.
    • One map can use multiple tags, usually separated by phases or fleets.
    • Several maps can share one or more tags.
    • On Normal or Hard difficulty, ships must have either the same-colored tag as the map/phase being deployed to, or no tag at all.
      • This requirement is sometimes waived on certain maps, mostly on the last map of the event where tags only matter on Hard.
      • Once the event is cleared, all tag restrictions stop getting enforced on every map.

  • The Combined Fleet (CF), a fleet assembling both the 1st and 2nd fleets, may come back.
    • The CF is only available for the two 1st fleets, where the 2nd fleet can be merged with the 1st one in the "Fleet menu".
    • The CF cannot be used in anything outside of event sorties.
    • 3 different types of CF are available, depending on the map requirements and the current fleet setup.
    • CF with a flagship that carries a the Command FacilityFleet Command FacilityFleet Command Facility, will be able to make use of the Ship Evacuation mechanic.
      • The evacuation requires an escort destroyer.
      • The evacuation consumes the ships' entire fuel & ammo reserves.
      • Only one ship can be evacuated per battle.
  • The Striking Force Fleet (SF), a fleet with seven ships, may come back.
    • The SF is only available for the 3rd fleet, where an extra 7th ship can be added in the Fleet menu.
    • The SF cannot be used in anything outside of event sorties.
    • A SF with a flagship that carries a the Command FacilityStriking Force Fleet Command FacilityStriking Force Fleet Command Facility, will be able to make use of the Single Ship Evacuation mechanic.
      • The new Striking Force Fleet Command Facility will become obtainable and useable via quest F64.
        • The evacuation does not require an escort destroyer.
        • The evacuation consumes the ship's entire fuel & ammo reserves.
        • Only one ship can be evacuated per battle.
        • The damage the ship suffered may become worse during the evacuation, but she will never sink.
  • The Vanguard FormationVanguard.png can be used.
    • This formation will organize the fleet such that the 2 to 3 last ships protect the 2 to 4 first ships of the Fleet.
    • This formation is available for single and Strike Force fleets made of 4 to 7 ships.
      • The formation makes ships more evasive in combat, especially with well-trained Destroyers.
      • This formation is available only during the duration of the event, on the event's maps as well as on the regular maps.

  • NPC Friendly Fleets (FF) may be introduced to the event.
    • FFs act as another unit that appears in particular battles to help aid the fleet when attacking the enemy.
    • It is possible to choose between using "normal only" or "normal and powerful" FF in the main menu.
      • Powerful FFs have an additional cost of 6 Instant Constructions Instant construction Material for each time they are deployed in a battle.
        • The blowtorches won't be consumed unless a powerful FF appears.
      • If activated, one FF is randomly selected from a preset list of fleets to help the fleet.
      • Which ships are in the fleet will influence which FF can help, excluding the FFs containing ships also in the main fleet.
      • The FF will appear at the start of either day or night battle, depending on the node.
    • FFs are usually available sometime after the start of the event, to help Admirals facing difficulties clearing the maps.

  • Completion Gimmicks might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things :
    • Boss Debuffs, where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
    • Map phases, where some map areas need to be unlocked, like on 7-2 and 7-3.
      • Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
    • Choosing a higher difficulty on an event map will reset it to its initial state.
    • These conditions range from reaching certain nodes, defeating specific nodes, attaining air superiority on certain nodes, and defending against Air Raids. As soon as all the given conditions are met, the map advances to the next phase. Lower difficulties may require fewer conditions to be met to complete the phase.
  • Enemy Radar Ambush Nodes, where entering these nodes will result in the fleet facing off against an enemy fleet that will ambush and attack it.
    • The fleet will not be able to fight against the enemy fleet.
    • By meeting certain conditions, these nodes can be evaded.
  • Superfortress Air-Raid Sequence, a QTE where the LBAS is attacked by bombers, and where the player must click on a button at the right moment to obtain better interception, using "Land-based high-altitude interceptors".

Fleet Preparation

The bare minimum fleet required to clear an event will depend on the difficulties you chose as well as the length of the event. The bare minimum would be to have enough ships to fill the various Combined Fleet types, STF, CTF, and TCF, that you will meet in events, so about a dozen DDs, a dozen CL/CA(V), 1/2 a dozen BBs/CV(L)s and some auxiliary ships. In higher difficulties, you will have to manage the Ship Locking to, requiring way more ships depending on the number of locks, approaching the 100 ships in the largest events. You may also have to consider using "historical" or "regional" ships on certain events/maps, like European ships during European events. Finally, regardless of the difficulty played, it is highly recommended to have all of your ships fully modernized and at their best remodel form available to you.

  • As a general rule of thumb, the minimum requirements for girls should be:
    • Casual: Max modernisation
    • Easy: Base remodel, max modernization
  • "Historical" or "regional" ships are mostly optional.
    • You should focus on having a good META fleet and not an over-specialized one.
  • Having one CVE and 3 strong DDs should be enough to carry out a TCF.
  • CAVs are generally only useful in events if you have the SPFs to back them up. Otherwise, leveling powerful combat CAs would be better.

  • As a general rule of thumb, your girls should be level 60~70+. Ideally, they should be at their best remodel form as well.
  • You will need to take into consideration ship locking when planning your event fleet. The number of substitutes or duplicates you will require vary from event to event.
  • You should not be bothering trying to preemptively level girls for potential historical routing/bonuses. Unless you have already built up your core fleet.
  • You want a wider array of ship types to meet the routing requirements and strategies.
    • BBV, CAV, CVE, AV, DE, SS
    • Specialised DD: anti-installation, Daihatsu carrier, OASW, AACI
  • Having Touch BBs is nice but not necessary.

  • As a general rule of thumb, your girls should be at their best remodel form before attempting hard.
    • Luckmodding your girls for a wider selection of cut-in ships is recommended.
    • Having a few key girls (even HP, low armour) HP modded is advised too.
  • Similar to Medium, you will need plenty of substitutes and duplicates to account for ship locking.
  • According you have enough ship slots, you should preemptively level girls for potential historical bonuses.
  • You want a wider array of ship types to meet the routing requirements and strategies.
    • BBV, CAV, CVE, AV, DE, SS
    • Specialised DD: anti-installation, Daihatsu carrier, OASW, AACI
  • Having Touch BBs can be necessary for smooth event completion.

Equipment Preparation

To start off, you will want a core set of equipment that can be used across a wide variety of girls. Said equipment should also be upgraded if you can manage it. Utility and specialized equipment aren't strictly necessary until harder difficulties.

Key equipment should be upgraded at about ★+1. Refer to the main article on Akashi Upgrades for priorities.

  • High-Angle Gun x6
  • Medium Main Gun x8
  • Large Main Gun x8-12 depending on your BBs
  • Reconn Seaplane x8
  • Bomber Seaplane x2
  • Seaplane Fighter x2
  • Torpedo Bomber x4
  • Dive Bomber x4
  • Fighter x8
  • Land Based Attack Aircraft x6-8
    • FighterInterceptor FighterInterceptor Fighter x4 (6+ range for LBAS)
  • Saiun Reconnaissance Aircraft
  • Armour-Piercing Shell x4
  • Anti-Aircraft Shell x3
  • Torpedo-based Weapon x10
  • Torpedo-based Weapon MidjetSub x2
  • Depth Charges x4
  • SONAR x2
  • RADAR x5
  • Drum x10

Equipment should be upgraded at about ★+1-4.

  • You should focus on obtaining the same equipements as the casual/easy categories, eventually in higher quality and quantities.
You may also need some more specialized equipment:

Equipment should be upgraded at about ★+4-6.

  • You should focus on obtaining the same equipements as the previous categories, in way higher quality and quantities.
  • You will also want some unique/high-end equipment from quests, remodels, ranking, and events.
  • You can start expanding your equipment collection to include equipment with fit bonuses.
  • Leveling dupe girls for rare equipment is also a good idea. In addition to most things under Medium difficulty, you may want:
You may also need some more specialized equipment:
  • Command Facility both for combined fleets and SF
  • Aviation Personnel SCAMP & NOAP
  • Anti-Ground Artillery x8
  • Propulsion Systems enough to make a fleet Fast+
  • Emergency Repair x10 (just as guaranties more than actual nececities)

Resource Stockpiling

As a general rule, you do not need a stockpile of primary resources (FuelAmmunitionSteelBauxite) in order to clear the event. Event periods are long enough to clear on your intended difficulty with natural regeneration. Stockpiling primary resources is still a good idea if you intend to do a lot of farming for rare event-only girls. Fuel and steel will be the most used resource followed by ammo. Bauxite use can vary wildly depending on enemy anti-air strength and LBAS utilization. It is also necessary for frontlining, but that is beyond the scope of this article. Therefore, you should not neglect leveling your girls and improving your equipment to stockpile.

You will need a decent stockpile of buckets Instant repair and flamethrowers Instant construction Material. These resources are used liberally throughout the event and are relatively difficult to get in mass quantity during the limited event period.

Refer to the main article on resource farming for details on how you go about farming the necessary resources.

The minimum recommended stockpiles noted in this section are for clearing and farming a large-scale event. This is just the worst-case scenario, smaller-scale events will use fewer resources. Resource use can also vary depending on the preparedness of your fleet. Attempting to "punch above your weight" can result in a significantly higher resource drain. In addition, it is important to note that farming for returning event girls can result in much greater resource loss depending on drop luck.

  • Instant repair: ~100
  • Instant construction Material: ~300
  • FuelAmmunitionSteel: Soft cap ~ 60,000
  • Bauxite: Soft cap ~ 40,000

  • Instant repair: ~500
  • Instant construction Material: ~600
  • FuelAmmunitionSteel: 100,000
  • Bauxite: 60,000

  • Instant repair: ~700
  • Instant construction Material: ~800
  • FuelAmmunitionSteel: 200,000
  • Bauxite: 120,000

Information Sources

It is not necessary to know the primary sources of event information. Nearly all sources require knowing Japanese in order to get anything out of it. The staff on the Wiki will be compiling information on the sandbox page for each event map.

An example link is: https://en.kancollewiki.net/Sandbox/Summer_2019_E-1. Simply change the event name and map to the appropriate event.

Disclaimer: Information on sandbox pages is constantly in flux as more information becomes known. Keep an eye on the main event page for the completed map guides.

See Also

Events