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=General Tips=
 
=General Tips=
 
===Sortie Tips===
 
===Sortie Tips===
* Having the lightest possible fleet is recommended to reduce costs and maximise gains.
+
* Having the lightest possible fleet is recommended to reduce costs and maximize gains.
 
* [[Drum Canister]]s and [[:Category:Landing Craft|Landing Crafts]] will increase the resources gained from nodes.
 
* [[Drum Canister]]s and [[:Category:Landing Craft|Landing Crafts]] will increase the resources gained from nodes.
 
** The 11th Division and M4A1 do not increase resource gain.
 
** The 11th Division and M4A1 do not increase resource gain.
 
** Amount gained varies from map to map.
 
** Amount gained varies from map to map.
 
* You will need to '''complete a battle after the resource node''' in order to claim the resources.
 
* You will need to '''complete a battle after the resource node''' in order to claim the resources.
** Exceptions are resource nodes that are dead end nodes.
+
** Exceptions are resource nodes that are dead-end nodes.
    
===Expedition Tips===
 
===Expedition Tips===
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===Quest Tips===
 
===Quest Tips===
 
* Quests are an excellent source of secondary resources ({{IR}}{{IC}}{{DM}}{{IM}}).
 
* Quests are an excellent source of secondary resources ({{IR}}{{IC}}{{DM}}{{IM}}).
* While it is ideal to use the lightest fleet possible to maximise primary resource gains, it is more important to have a fleet that can reliably clear the quest for secondary resources.
+
* While it is ideal to use the lightest fleet possible to maximize primary resource gains, it is more important to have a fleet that can reliably clear the quest for secondary resources.
 +
 
 +
===DLC carriers===
 +
{{Landing_Craft/Amphibious_Tank_Capable_Ships}}
    
=Fuel=
 
=Fuel=
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
 
| {{Drum}}{{LandingCraft}}
 
| {{Drum}}{{LandingCraft}}
| Use whatever mix of barrels and landing craft that you have to maximise your gains. Prioritise landing craft where possible.
+
| Use whatever mix of barrels and landing craft that you have to maximize your gains. Prioritize landing craft where possible.
 
|-
 
|-
 
| style="text-align: center;" rowspan="2"| AO/AV
 
| style="text-align: center;" rowspan="2"| AO/AV
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; ; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; ; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; ;"| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
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{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Resource/Hour
+
!Resource/Hour
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| 5
 
| 5
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
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{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Resource/Hour
+
!Resource/Hour
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| 2
 
| 2
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| 200
 
| 200
 
| 4XX
 
| 4XX
| style="text-align:left;" | You should be dispatching your 4 lowest cost girls to this expedition. It is generally not recommended to sparkle for this expedition because it's short length will make the constant re-sparkling extremely tedious. As a bonus, it has a fixed 50% chance to return buckets. It is ''the'' best expedition you can run for ammo as long as you have the time to micromanage.
+
| style="text-align:left;" | You should be dispatching your 4 lowest cost girls to this expedition. It is generally not recommended to sparkle for this expedition because its short length will make the constant re-sparkling extremely tedious. As a bonus, it has a fixed 50% chance to return buckets. It is ''the'' best expedition you can run for ammo as long as you have the time to micromanage.
 
|-
 
|-
 
| 5
 
| 5
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| 133
 
| 133
 
| 1CL 2DD 2XX
 
| 1CL 2DD 2XX
| style="text-align:left;" | An early expedition that will be indispensable for newer Admirals. Although the minimum requirements is only 4 ships (1CL2DD1XX), it is recommended that you run it with 6 sparkled ships to maximise the gains.
+
| style="text-align:left;" | An early expedition that will be indispensable for newer Admirals. Although the minimum requirement is only 4 ships (1CL2DD1XX), it is recommended that you run it with 6 sparkled ships to maximize the gains.
 
|-
 
|-
 
| 21
 
| 21
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| 137
 
| 137
 
| 1CL 4DD 1XX
 
| 1CL 4DD 1XX
| style="text-align:left;" | This expedition is superior to Exp5 not only for the higher hourly gain, but because it has an innate ~50% great success chance. This can save your time spent sparkling. It is still advised to sparkle your fleet in order to maximise gains. Loading more drums on your fleet will increase the innate great success chance marginally. While the ammo gains aren't very high, you will run this to get a combination of both fuel and ammo.
+
| style="text-align:left;" | This expedition is superior to Exp5 not only for the higher hourly gain, but because it has an innate ~50% great success chance. This can save your time spent sparkling. It is still advised to sparkle your fleet in order to maximize gains. Loading more drums on your fleet will increase the innate great success chance marginally. While the ammo gains aren't very high, you will run this to get a combination of both fuel and ammo.
 
|-
 
|-
 
| 37
 
| 37
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| 138
 
| 138
 
| 5DD 1CL
 
| 5DD 1CL
| style="text-align:left;" | This is a good expedition to supplement Exp2 and Exp5 when needing to focus exclusively on gaining ammo. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains.  
+
| style="text-align:left;" | This is a good expedition to supplement Exp2 and Exp5 when needing to focus exclusively on gaining ammo. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains.  
 
|-
 
|-
 
|}
 
|}
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Sortie=
 
Sortie=
 
===1-4===
 
===1-4===
There really isn't a good place to farm steel but this is the only map where it is possible to do it at low cost. This map has random branching which means you are not guaranteed to hit the steel node. The bright side is that you can gain {{Ammo}} or {{Bauxite}} instead. What you want to do is maximise the power of your opening strike to minimise the damage your DDs will take. Since a majority of the enemies encountered have weak ASW and are forced to target submarines, taking one along can allow you to subtank the map. You will want to '''retreat in the battle after the resource node'''.
+
There really isn't a good place to farm steel but this is the only map where it is possible to do it at a low cost. This map has random branching which means you are not guaranteed to hit the steel node. The bright side is that you can gain {{Ammo}} or {{Bauxite}} instead. What you want to do is maximize the power of your opening strike to minimize the damage your DDs will take. Since a majority of the enemies encountered have weak ASW and are forced to target submarines, taking one along can allow you to sub-tank the map. You will want to '''retreat in the battle after the resource node'''.
    
'''Resource Gain'''
 
'''Resource Gain'''
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" rowspan="2"| DD
 
| style="text-align: center;" rowspan="2"| DD
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|-
 
|-
 
| {{Drum}}{{Drum}}{{Drum}}
 
| {{Drum}}{{Drum}}{{Drum}}
| This setup is when you are not using landing craft capable destroyers.  
+
| This setup is when you are not using DLC-capable destroyers.  
 
|-
 
|-
 
| style="text-align: center;" | CVL
 
| style="text-align: center;" | CVL
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|-
 
|-
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
| If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the [[61cm Triple (Oxygen) Torpedo Mount]] to maximise her armour.
+
| If you lack tanks, you can just equip torpedoes on your SSV. Ideally, she should have the [[61cm Triple (Oxygen) Torpedo Mount]] to maximize her armor.
 
|-
 
|-
 
| style="text-align: center;" | AV
 
| style="text-align: center;" | AV
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{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Resource/Hour
+
!Resource/Hour
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| 3
 
| 3
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| 120
 
| 120
 
| 3XX
 
| 3XX
| style="text-align:left;" | While this expedition provides the highest steel per hour in game, it is not recommended to do unless desperate for steel. Even then, scrapping drops will provide more steel faster. The reason for this is that it does not provide much in the way of other resources and steel is the most abundant resource.
+
| style="text-align:left;" | While this expedition provides the highest steel per hour in-game, it is not recommended to do unless desperate for steel. Even then, scrapping drops will provide more steel faster. The reason for this is that it does not provide much in the way of other resources and steel is the most abundant resource.
 
|-
 
|-
 
| 37
 
| 37
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| 98
 
| 98
 
| 5DD 1CL
 
| 5DD 1CL
| style="text-align:left;" | This expedition focuses on ammo and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains.  
+
| style="text-align:left;" | This expedition focuses on ammo and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains.  
 
|-
 
|-
 
| 38
 
| 38
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| 69
 
| 69
 
| 5DD 1XX
 
| 5DD 1XX
| style="text-align:left;" | This expedition focuses on fuel and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximise that innate chance. It is still recommended that you sparkle your fleet in order to maximise gains.
+
| style="text-align:left;" | This expedition focuses on fuel and steel. It also has an innate ~50% great success chance based on drums like Exp21. Taking 12 drums is the best way to maximize that innate chance. It is still recommended that you sparkle your fleet in order to maximize gains.
 
|-
 
|-
 
|}
 
|}
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Other=
 
Other=
 
==Scrapping==
 
==Scrapping==
[[Arsenal#Dismantling|Scrapping]] unwanted drops is an excellent source of {{Steel}}. Larger ship girls will provide more steel when scrapped. Remember to unequip any equipment you wish to keep, or use the "unequip" toggle when scrapping.
+
[[Arsenal#Dismantling|Scrapping]] unwanted drops is an excellent source of {{Steel}}. Larger ship girls will provide more steel when scrapped. Remember to unequip any equipment you wish to keep or use the "unequip" toggle when scrapping.
 
|}
 
|}
 
  </tabber>
 
  </tabber>
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" rowspan="2"| DD
 
| style="text-align: center;" rowspan="2"| DD
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|-
 
|-
 
| {{Drum}}{{Drum}}{{Drum}}
 
| {{Drum}}{{Drum}}{{Drum}}
| This setup is when you are not using landing craft capable destroyers.  
+
| This setup is when you are not using DLC-capable destroyers.  
 
|-
 
|-
 
| style="text-align: center;" | CVL
 
| style="text-align: center;" | CVL
 
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
 
| {{BluePlane}}{{BluePlane}}{{BluePlane}}{{RedPlane}}
| This setup maximises the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors. If possible, you'll want to use medium ranged CVLs or long ranged bombers to ensure the DDs don't interfere.
+
| This setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors. If possible, you'll want to use medium range CVLs or long range bombers to ensure the DDs don't interfere.
 
|-
 
|-
 
|}
 
|}
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==4-3==
 
==4-3==
   −
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is '''obtained from node B'''. Take note that you '''do not have to retreat if heavily damaged at G'''. This is because node J is a dead end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3.
+
This map can be used to farm both fuel and bauxite. The fleet used is the same for both resources. Fuel is '''obtained from node B'''. Take note that you '''do not have to retreat if heavily damaged at G'''. This is because node J is a dead-end node and will end the sortie. Unlike 1-3, a majority of the fleet needs to be combat-focused. While this means you cannot bring as many bonus equipment, the base resource gain is higher. This map will cost more buckets compared to 1-3.
    
'''Resource Gain'''
 
'''Resource Gain'''
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
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| style="text-align: center;" | CLT
 
| style="text-align: center;" | CLT
 
| {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}}
 
| {{TorpedoWeapon}}{{Sonar}}{{DepthCharge}}
| The midget submarine will allow them to take out some threats early and minimise the damage your fleet takes. [[OASW]] is highly recommended, especially since you will encounter submarines enroute.
+
| The midget submarine will allow them to take out some threats early and minimize the damage your fleet takes. [[OASW]] is highly recommended, especially since you will encounter submarines enroute.
 
|-
 
|-
 
| style="text-align: center;" rowspan="2"| AO/AV
 
| style="text-align: center;" rowspan="2"| AO/AV
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{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Resource/Hour
+
!Resource/Hour
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| 6
 
| 6
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| 120
 
| 120
 
| 4XX
 
| 4XX
| style="text-align:left;" | This is the best expedition for gathering bauxite. The downside is that it is only good for that and nothing else. While it is very short, it is still recommended that you attempt to sparkle in order to maximise gains.
+
| style="text-align:left;" | This is the best expedition for gathering bauxite. The downside is that it is only good for that and nothing else. While it is very short, it is still recommended that you attempt to sparkle in order to maximize gains.
 
|-
 
|-
 
| 11
 
| 11
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| 50
 
| 50
 
| 2DD 4XX
 
| 2DD 4XX
| style="text-align:left;" | This is a long term expedition that is useful when you are going to be away from the game for 5 hours. If you will be away for longer, look into Exp24 or Exp35 instead.
+
| style="text-align:left;" | This is a long-term expedition that is useful when you are going to be away from the game for 5 hours. If you will be away for longer, look into Exp24 or Exp35 instead.
 
|-
 
|-
 
| 24
 
| 24
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| 60
 
| 60
 
| 1CL 4DD 1XX
 
| 1CL 4DD 1XX
| style="text-align:left;" | This is a long-term expedition that is perfect for overnight and school/work dispatch that provides a decent bauxite return. It's main return is for fuel though. Extra drums can be added to the fleet to increase the innate great success rate.
+
| style="text-align:left;" | This is a long-term expedition that is perfect for overnight and school/work dispatch that provides a decent bauxite return. Its main return is for fuel though. Extra drums can be added to the fleet to increase the innate great success rate.
 
|-
 
|-
 
| 35
 
| 35
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''Farming 2-4 for {{IR}} is meant to be a '''last resort'''. Expeditions are the superior way to gain {{IR}}.''
 
''Farming 2-4 for {{IR}} is meant to be a '''last resort'''. Expeditions are the superior way to gain {{IR}}.''
   −
Farming this map can prove a bit frustrating because of the random routing at node C. If you get offrouted to node G, it is best that you refresh the game and end the sortie. If you need the {{DM}}, then you can continue on and retreat after node I. The maelstrom at node C also increases your fuel costs for farming. The basic strategy is to have 3CV/Ls for routing and to do the heavy lifting with 2SS/V to act as tanks. The DD is just there for an additional radar to reduce fuel loss at the maelstrom.  
+
Farming this map can prove a bit frustrating because of the random routing at node C. If you get off-routed to node G, it is best that you refresh the game and end the sortie. If you need the {{DM}}, then you can continue on and retreat after node I. The maelstrom at node C also increases your fuel costs for farming. The basic strategy is to have 3CV/Ls for routing and to do the heavy lifting with 2SS/V to act as tanks. The DD is just there for an additional radar to reduce fuel loss at the maelstrom.  
    
'''Recommended Fleets'''
 
'''Recommended Fleets'''
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
 
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}}
 
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}}
| It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy air power en-route, the chip damage from airstrikes can add up.
+
| It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower en-route, the chip damage from airstrikes can add up.
 
|-
 
|-
 
| style="text-align: center;" | CV/L
 
| style="text-align: center;" | CV/L
 
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}
 
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}
| Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks.
+
| Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium-ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks.
 
|-
 
|-
 
| style="text-align: center;" | SS/V
 
| style="text-align: center;" | SS/V
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
| Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximise her armour.
+
| Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximize her armor.
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| 2
 
| 2
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{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
Line 1,036: Line 1,039:  
{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" | DD
 
| style="text-align: center;" | DD
 
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}}
 
| {{GreenGunDP}}{{GreenGunDP}}{{Radar}}
| It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy air power en-route, the chip damage from airstrikes can add up.
+
| It is recommended you have two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]] equipped along with an Anti-Air RADAR to allow your DD to AACI. While there is not much enemy airpower en-route, the chip damage from airstrikes can add up.
 
|-
 
|-
 
| style="text-align: center;" | CV/L
 
| style="text-align: center;" | CV/L
 
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}
 
| {{BluePlane}}{{RedPlane}}{{GreenPlane}}{{Radar}}
| Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium ranged CV/L or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks.
+
| Use the RADAR to block out the CV/L's largest slot and limit bauxite losses. You need at least 144 fighter power for AS+ at node F. Therefore, the fighters should take priority in the 2nd largest slots until you have reached that threshold. It is recommended you use medium range CV(L) or range-extending bombers so that the DD doesn't interfere with the CV/L's attacks.
 
|-
 
|-
 
| style="text-align: center;" | SS/V
 
| style="text-align: center;" | SS/V
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}
| Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximise her armour.
+
| Simply load the SS with torpedoes. Ideally, she should have two [[61cm Triple (Oxygen) Torpedo Mount]]s to maximize her armor.
 
|-
 
|-
 
| style="text-align: center;" rowspan="2"| AO
 
| style="text-align: center;" rowspan="2"| AO
Line 1,062: Line 1,065:     
==6-3==
 
==6-3==
While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, you need to score at least a B-rank at the boss in order to claim the resources. This can be a tall order when fighting BB, CA and DD Hime with a light fleet. Also, the resources gained are random between {{Ammo}}, {{Bauxite}} and {{DM}}.
+
While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, you need to score at least a B-rank at the boss in order to claim the resources. This can be a tall order when fighting BB, CA, and DD Hime with a light fleet. Also, the resources gained are random between {{Ammo}}, {{Bauxite}} and {{DM}}.
    
'''Recommended Fleets'''
 
'''Recommended Fleets'''
Line 1,071: Line 1,074:  
{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
 
|-
 
|-
!style="text-align: center; background-color:#99CCFF; width:50px;"| '''Ship Type'''
+
!style="text-align: center; width:50px;"| '''Ship Type'''
!style="text-align: center; background-color:#99CCFF; width:170px;"| '''Equipment'''
+
!style="text-align: center; width:170px;"| '''Equipment'''
!style="text-align: center; background-color:#99CCFF;"| '''Notes'''
+
!style="text-align: center; "| '''Notes'''
 
|-  
 
|-  
 
| style="text-align: center;" rowspan="2"| DD
 
| style="text-align: center;" rowspan="2"| DD
 
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
 
| {{RedGunLight}}{{RedGunLight}}{{WildCard}}
| Because this map has no air power, you are free to use guns with the best fit and firepower on your DDs. The wildcard can be anything that doesn't interfere with the double attack setup. It will usually be a radar to maximise fit bonuses.
+
| Because this map has no air power, you are free to use guns with the best fit and firepower on your DDs. The wildcard can be anything that doesn't interfere with the double attack setup. It will usually be a radar to maximize fit bonuses.
 
|-
 
|-
 
| {{Sonar}}{{Sonar}}{{DepthCharge}}
 
| {{Sonar}}{{Sonar}}{{DepthCharge}}
Line 1,084: Line 1,087:  
| style="text-align: center;" | CL
 
| style="text-align: center;" | CL
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
 
| {{TorpedoWeapon}}{{TorpedoWeapon}}{{TorpedoWeapon}}
| It is highly recommended that you use either [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]] for this map. Preferably the former. You'll want to equip either of them with one midget sub and two torpedoes to maximise their opening strike. Other CLs can work but you will increase your retreat rate and struggle even more to get a B-rank at the boss.  
+
| It is highly recommended that you use either [[Abukuma|Abukuma Kai Ni]] or [[Yura|Yura Kai Ni]] for this map. Preferably the former. You'll want to equip either of them with one midget sub and two torpedoes to maximize their opening strike. Other CLs can work but you will increase your retreat rate and struggle even more to get a B-rank at the boss.  
 
|-
 
|-
 
| style="text-align: center;" | AV
 
| style="text-align: center;" | AV
Line 1,097: Line 1,100:  
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Resource/Hour
+
!Resource/Hour
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| A2
 
| A2
Line 1,607: Line 1,610:  
| namejp = 兵站線確保!海上警備を強化実施せよ!
 
| namejp = 兵站線確保!海上警備を強化実施せよ!
 
| nameen = Secure the Supply Lines! Strengthen the Marine Guard!
 
| nameen = Secure the Supply Lines! Strengthen the Marine Guard!
| req = Marine Guard Mission: Form a maritime escort fleet that consists of one light carrier or light cruiser class ship and a total of at least three destroyers and/or coastal defence ships, then have it guard the sea around the Nansei Islands, carry out a maritime escort mission, the First Southern Operation, patrol the Nansei Islands, and destroy any enemies in the areas!
+
| req = Marine Guard Mission: Form a maritime escort fleet that consists of one light carrier or light cruiser class ship and a total of at least three destroyers and/or coastal defense ships, then have it guard the sea around the Nansei Islands, carry out a maritime escort mission, the First Southern Operation, patrol the Nansei Islands, and destroy any enemies in the areas!
    
* Take a fleet consisting of 1 CL or 1 CVL as flagship, 3 DD/DE and 2 XX and score an S rank(?) at 1-2, 1-3, 1-4 and 2-1.
 
* Take a fleet consisting of 1 CL or 1 CVL as flagship, 3 DD/DE and 2 XX and score an S rank(?) at 1-2, 1-3, 1-4 and 2-1.
Line 1,666: Line 1,669:  
| reqQuest3 =
 
| reqQuest3 =
 
| namejp = 空母戦力の投入による兵站線戦闘哨戒  
 
| namejp = 空母戦力の投入による兵站線戦闘哨戒  
| nameen =  Utilize the supply line logistic of your Carrier Force!
+
| nameen =  Utilize the supply line logistics of your Carrier Force!
| req = Organize a Patrol fleet that include an a Carrier, and patrol, the Oil Refinery Area(1-3), Nansei Island Defense Line (1-4), Nansei Island Front Waters (2-1), The waters of Bashi Strait (2-2) and the Eastern Orel Sea (2-3). Vigilantly patrol the area and engage the main enemy fleet in the area.  
+
| req = Organize a Patrol fleet that includes a Carrier, and patrol, the Oil Refinery Area(1-3), Nansei Island Defense Line (1-4), Nansei Island Front Waters (2-1), The waters of Bashi Strait (2-2) and the Eastern Orel Sea (2-3). Vigilantly patrol the area and engage the main enemy fleet in the area.  
    
* Organize a fleet with at least 1 CV(L)(B) in your fleet and sortieto 1-3, 1-4, 2-1, 2-2, and 2-3 and score an S rank at the boss nodes
 
* Organize a fleet with at least 1 CV(L)(B) in your fleet and sortieto 1-3, 1-4, 2-1, 2-2, and 2-3 and score an S rank at the boss nodes
Line 1,813: Line 1,816:  
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
!style="background-color:#99CCFF;" | Expedition
+
!Expedition
!style="background-color:#99CCFF;" | Yield
+
!Yield
!style="background-color:#99CCFF;" | Timer
+
!Timer
!style="background-color:#99CCFF;" | Fleet Requirement
+
!Fleet Requirement
!style="background-color:#99CCFF;" | Notes
+
!Notes
 
|-
 
|-
 
| B4
 
| B4
Line 1,829: Line 1,832:  
| 12:00
 
| 12:00
 
| 1CVE 0-1CL 2-3DD/DE 2XX
 
| 1CVE 0-1CL 2-3DD/DE 2XX
| style="text-align:left;" | This is a monthly combat expedition. The fleet needs to have '''500 {{Firepower}} and 280 {{ASW}} total'''. It is critical that you sparkle the entire fleet because the screw requires a great success to obtain. The two wild cards can be BBs to help you hit the 500 firepower requirement. Note that the flagship '''must''' be a CVE. This means only [[Shinyou]], [[Taiyou]], [[Zuihou|Zuihou Kai Ni B]] and [[Gambier Bay]] qualify.
+
| style="text-align:left;" | This is a monthly combat expedition. The fleet needs to have '''500 {{Firepower}} and 280 {{ASW}} total'''. It is critical that you sparkle the entire fleet because the screw requires great success to obtain. The two wild cards can be BBs to help you hit the 500 firepower requirement. Note that the flagship '''must''' be a CVE. This means only [[Shinyou]], [[Taiyou]], [[Zuihou|Zuihou Kai Ni B]], and [[Gambier Bay]] qualify.
 
|-
 
|-
 
|}
 
|}
Line 2,218: Line 2,221:  
| namejp = 近海に侵入する敵潜を制圧せよ!
 
| namejp = 近海に侵入する敵潜を制圧せよ!
 
| nameen = Gain Control of the Coastal Waters from the Invading Enemy Submarine Forces!
 
| nameen = Gain Control of the Coastal Waters from the Invading Enemy Submarine Forces!
| req = Enemy Submarine Control Mission: Carry out Anti-Submarine Patrol, Strait Guard Action, and  Long Term Anti-Submarine Patrol multiple times respectively to gain control the enemy submarine forces entering the costal waters and strike them out of our territorial waters!  
+
| req = Enemy Submarine Control Mission: Carry out Anti-Submarine Patrol, Strait Guard Action, and  Long Term Anti-Submarine Patrol multiple times respectively to gain control of the enemy submarine forces entering the costal waters and strike them out of our territorial waters!  
 
* Complete [[Expedition]] 4, A2, and A3 2 times each while the quest is activated.
 
* Complete [[Expedition]] 4, A2, and A3 2 times each while the quest is activated.
 
| fuel = 0
 
| fuel = 0
32,314

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