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'''Phase 1 - Transport Phase'''
 
'''Phase 1 - Transport Phase'''
  
The Transport Operation is relatively straight forward as long as you are able to have enough '''historical members that partook in Ormoc Bay''' ''(2 on Easy / 3 on Normal / 5 on Hard) most of this map operation will invovle you arranging your [[LBAS]] properly to help protect your fleet as you make your way to the transport point and boss fleet.
+
The Transport Operation is relatively straightforward with the appropriate number of historical ships (2 on Easy / 3 on Normal / 5 on Hard). Even on hard, most of this phase faces little issues, largely due to the presence of an additional LBAS squadron.
  
As long as the fleet consist of the required fleet members you can organize a fleet in various ways. But some example players used that are most notable are:
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'''Clearing the TP bar'''
  
'''Example Fleet Composition'''<br>
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Example fleet: 2CA CL 3DD DD/Akitsumaru
'''2 CA, 1 CL, 4 DD''' <br> (Historical Fleet members required Easy - 2 , Normal - 3, Hard - 5)
 
'''2 CA, 1 CL, 3 DD, [[Akitsumaru]] (Historical Fleet members required Easy - 2 , Normal - 3, Hard - 5)
 
  
As long as you have the historic fleet requirements you should go '''C-D-E-G-F-H-I-L'''.
+
With the appropriate number of historical ships, the route taken is '''C-D-E-G-F-H-I-J-L''', with two airstrike nodes and 2 surface nodes prior to the boss
  
A good balance of equipped transport equipment and combat equipment is also vital to helping deplete the TP gauge. So if you can bring [[Daihatsu]] carrying ships, consider using them here to help with depleting the gauge.  
+
As with other transport operations, your main objective should be to bring as many drums and/or landing craft as possible while still scoring at least an A-rank at the boss. Unusually, the [[Type 2 Ka-Mi Tank]] grants 22 TP points on an S-rank at the boss, far more than it has provided in past TP maps.
  
Unlike other transport operations , the [[Type 2 Ka-Mi Tank]] gives a special TP bonus worth '''22 TP points''' upon successfully S-ranking the map. If you own these items, it's recommended to equip them to speed through the operation even faster.
+
The primary threat posed prior to the boss on this map are the two air raid nodes and node J, the penultimate node.
  
Most of the battles of this map consist of air battles and a few surface battles against light ships. Organizing your [[LBAS]] to attack the air nodes of D and F with fighters is highly recommened along with a ship with Anti-Air Cut in equipment to help take out planes.
+
Nodes H and J can be cleared consistently through the use of the vanguard formation
  
If you own [[Akitsumaru]] you can consider using her to provide further AA support by loading her with fighters and in addition can also provide easy air superiority against the boss node on most difficulties. Otherwise, a CA(V) or a AV loaded with [[Type 2 Seaplane Fighter Kai]] can be an alternative approach.
+
Additionally, do note that ships that turn back after node I (i.e. those ships retreating at node J) will still count as having successfully offloaded their cargo, and will contribute towards the TP bar.
  
In Node H and J you will face a surface fleet consisting of destroyers and cruisers. Use the Vanguard Formation to evade attacks and get away with possibly only scratch damage against the torpedo salvo. Since there will be some nodes that will feature [[PT Imp Groups]] consider bringing '''AA guns or skilled lookouts''' for some of your destroyers.
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The TP phase boss consists of the [[Light Cruiser Princess]] with a CVL (2 on hard), and most other ships being CAs, CLs, and DDs. The upshot being that as only an A-rank is required to -deplete the TP bar, the enemy flagship ''does not necessarily have to be sunk'', even on the final form. As such, killing enough of the escort fleet to night battle the main enemy force is usually enough to secure the kills needed to deplete the bar.
  
If you have to pull out a member from your fleet using the [[Striking Force Fleet Command Facility]]. As long as they have reached '''Node I''', thier equipment will be counted for the TP guage once you fight the boss and score an A rank or above.
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'''AP/AS at node D'''
  
The Boss Fleet consist of [[Light Cruiser Princess]] along with a Nu-class carrier, some destroyers and some PT imps. If you send your land base to target this node it shouldn't be too difficult to overpower and take out some of the units allowing for an easier fight.  
+
LBAS sorties with 4 fighters apiece can be used to decrease the air power requirement at node D prior to the air battle. Akitsumaru makes achieving AP/AS here a trivial issue following fighter sweeps; however, in the absence of Akitsumaru, Seaplane fighters will be required. Medium difficulty requires 326 for AP, which should be reduced by the aforementioned fighter sorties.
  
As long as you score an '''A rank or higher''' you will deplete the TP gauge.
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'''Air Superiority on a Raid'''
  
Once you deplete the gauge far enough for the final run, enemies become slightly more difficult, but otherwise not much changes are needed (outside of possibly taking off some TP gear depending on how much of TP gauge remains) and completing this part of the operation.  
+
The simplest way to achieve this is to utilize 3 interceptors and a saiun at both available bases, set to defense. A single submarine may be sortied to trigger the raid.
  
'''Recommended LBAS'''
+
Note that only Air Superiority is required, not a perfect defense.
  
'''4 Fighters/Interceptors''' (Distance needed 4)
 
  
This will be used to mainly protect your fleet along nodes D and G since these nodes can feature some heavy air power you'll need to deal with. Consider making one of your [[LBAS]] be used to protect the fleet along the path if you need additional air defense.
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'''HP Bar Phase - CA Princess'''
  
'''0-1 Fighter/Interceptor / 3-4 Land Base Bombers''' (Distance Needed 4)
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This phase does not allow the use of AVs or Akitsumaru (which will start the fleet at the first phase start point) on any difficulty, as such, your primary source of air support will come in the form of LBAS, and if you so choose to use them, CAVs.
  
This can be used to concentrate an attack on the boss node of the transport segment. Since there may by a carrier present on the boss node you may want to have a fighter to help protect your bombers as you allow for them to help take out the enemy fleets to improve your odds for an easier victory.  
+
Given the post-cap firepower buffs recieved by Nachi and Ashigara, however, this map is very doable even without any fighter power in the fleet itself. If you are not utilizing any fighter power, then utility equips may replace the recon planes as LoS requirements permit.
  
You can use one LBAS for here of if needed or if you can use a 2nd one is necessary.  
+
This guide has been written in the context of hard mode, differences will be mentioned where possible.
  
'''Scoring Air Parity/Superiority on Node D (For Medium +)'''
+
The best routing in this map is achieved through the use of 2CA(V) CL 4DD, with most other compositions offrouting, starting at the wrong start point, not being allowed to enter the map, or simply being inferior (e.g. bringing a DE)
 +
* 4DDs should first be selected to prevent an offroute to R node, this applies to all difficulties.
 +
** Ideally, Kasumi, Hatsuharu, Hatsushimo, and Ushio can all be used here.
 +
** One of these four DDs may be replaced by an Akizuki-class for AACI.
 +
* Nachi and Ashigara should be the two cruisers chosen for this map on account of their post-cap bonuses.
 +
** Either one of them may be substituted for a CAV if desired.
 +
* Abukuma would be the ideal CL for this map if available, Yura is also strong here.
  
As one of the requirements to accessing the next phase you will need to score '''AP (Medium)/ AS(Hard) on Node D''' since node D consist of several light carriers, you will need a sizeable amount of air power in order to gain the necessary AS you need. In order to do this, you will need a set of ships that can use fighters and Seaplane Fighters along with the assisting of your [[LBAS]].
+
This phase comprises a single airstrike node and two surface nodes prior to the boss node. As with the first phase of this map, vanguard formation may be utilized to make it through the surface nodes, with the FCF utilized where taihas occur.
  
[[Akitsumaru]], seaplane tenders such as [[Commandant Teste]] [[Mizuho]], and the Seaplane Tender versions of [[Chiyoda]] and [[Chitose]] are considered vital helping clear this segment. You can use Aviation Cruisers for this segment too if you wish, but carefully plan it out as you will need some for E-6.  
+
Importantly, the pre-boss node possesses a submarine on some forms, which will draw fire from at least five of your ships. Sonars may be used as needed, with Double Line being a possible alternative (when support shelling is used).
  
'''Example Composition:'''
+
The boss of this map is [[Heavy Cruiser Princess]]. Obtaining AS here is not likely, nonetheless, this boss is fairly easy to kill due to the combination of LBAS and the post-cap bonuses of most ships. TCIs for this boss are not required due to the post-cap firepower bonuses.
  
'''[[Akitsumaru]], 1-2AV,0-1 CAV, 0-1CL, 4 DD'''
+
As with other maps, pre-boss support, boss support, and sparkling should be used as required. Do remember that the use of vanguard formation will affect the efficacy of your support shelling.
  
 
'''Recommended LBAS'''
 
'''Recommended LBAS'''
  
'''4 Fighters/Interceptors''' (Both Land Bases, Distance needed 4)
+
'''4 Fighters''' f or node or.. '''3 Bombers 1 ASW Bomber''' for node P
 
 
Depending on the difficulty, you may need between 2-3 units fully loaded with seaplane fighters and/or Zuiuns along with an [[LBAS]] concentrating on whipping out some of the planes the carriers launch in the process. If successfully done it should be possible to get AS with little issue. If you have to take the long path to reach Node D, then plan several DDs to carry ASW gear to deal with the sub node along with a ship to perform Anti-Air Cut ins in the process.
 
 
 
If for some reason you lack in seaplane fighters and/or lack in them, consider building them in [[Akashi's Improvement Arsenal]] when available. Or in the worse case scenario, reduce the difficulty to Easy to by pass this requirement. Do note you will not be able to increase the difficulty again once you do this.
 
 
 
'''Scoring Air Superiority on the Land Base Air Raid (Hard Only)'''
 
 
 
If you loaded your fighters and interceptors you should be able to set your Land Bases on Air Defense and reenter the map. The cheapest and least resource consuming method to do this is to bring a '''single sub'''.
 
 
 
 
 
'''Example Composition:'''<br>
 
'''1SS (Highly Recommended)'''
 
 
 
The sub will go through battles where it won't get hurt (since all the fights will be subs or air attacks) and should trigger the Land Base Air Raid Sequence before reaching the 2nd node or 3rd node. If your LBAS's air power is strong enough it should easily gain Air Superiority. Once this has been done the condition will be complete.
 
 
 
Once all of the following conditions are done you will have access to the next part of map.
 
 
 
'''Phase 2 - Taking out the [[Heavy Cruiser Princess]]'''
 
 
 
During the phase of the operation you won't be able to take any of your AVs or [[Akitsumaru]] to this map segment. So you will either be depending purely on an Anti-Air Cut in and/or on an Aviation Cruiser loaded with Seaplane Fighters to help pull the weight through the battle.
 
 
 
'''Example Composition:'''
 
 
 
''' 2CA(V), 1CL, 4 DD''' (Historical Fleet ['''Shima Fleet''' preffered] members required Easy - 2 , Normal - 3, Hard - 5)
 
 
 
Keep in mind that your fleet will need to have the historical members along with 4 DDs if you wish to complete most of the map's requirements for this segment.
 
 
 
The fights will mainly invovle carrier battles which will invovle hoping for a strong AACI to take out most of the threats while also dealing with whatever is thrown at you, consider bringing an [[LBAS]] to help protect or defend you during these segments.
 
 
 
Most of the surface nodes will also feature strong enemy units which you have to force your way through and since they may pose a threat to your fleet, it's best to consider Vanguard formation to try to get past these sequences with the pre-boss node possibly featuring a submarine in the mix.
 
 
 
While it's possible to get through all of this, consider using a shelling support fleet if needed for the in-route path.
 
 
 
The boss node will feature a [[Heavy Cruiser Princess]] who will come with some Nu-class CVL, a few heavy cruisers and some Destroyers among her fleet. Using an [[LBAS]] along with boss support is preferred to soften the damage you'll take from other units since you may lack in a means of obtaining AS should the Nu-class CVL survive the LBAS strike. The fight itself is however manageable and members of the '''Shima Fleet''' get a '''historical post cap bonus''' (except [[Abukuma]], [[Shiranui]] and [[Aoba]]) allowing for a much easier victory. Ships such as [[Ashigara]], [[Nachi]], [[Ushio]] and [[Hatsushimo]] (to name a few) will be vital to clearing the operation.
 
 
 
Do Note however there is '''No Friend Fleet''' for this segment. You will need to depend on your fleet's power to complete the operation.
 
 
 
The final kill's composition doesn't change drastically so using the same methods can work, but if needed, shift both LBAS over to the boss node if you feel you can manage all the node prior to it without loosing too many DDs or vital Shima members.
 
 
 
'''Recommended LBAS'''
 
  
'''2 Fighters, 2 Land Base Bobmers''' (1 Land Base, Distance needed 4-5 needed for nodes N and P)
+
Combat radii of 4 and 5 are required for nodes N and P respectively.
  
Both of these nodes can present some difficult fights which the fleet will need to survive, so if needed send 1 LBAS to one or both of these nodes to help improve your chances of survival.  
+
Node N is an airstrike risk, while node P can be somewhat annoying with its submarine. This LBAS base is mostly flexible and can be used as seen fit.
  
  
'''1 Fighter, 3 Land Base Bombers''' (1-2 Land Bases, Distance needed 6 needed for Boss Node)
+
'''1 Fighter 3 Bombers''' - For Boss Node
  
Since the boss mainly consist of just some Nu-class Light carrier, it's possible to brush by using only one fighter while maintaining most your bombers to do some damage. If possible, hope that the Land Base bombers hit the Nu-class Carriers to minimize or eliminate any air attacks and if you have a CAV, possibly achive AS in the battle when the aerial sequence begins. You may want to bring both LBAS on the final kill to improve the likely hood of your chances of winning the fight.
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A combat radius of 6 is required for the boss node. A fighter should be added if doing so would improve your air state.

Revision as of 06:16, 7 March 2018

E-4

Note: All info is currently based upon initial reports, so take the advice with caution before using your fleet regarding what may come in later missions.

Event Planning

  • This map utilizes the same locks as E-2. However, Fast speed is no longer a hard requirement, although some restrictions apply (up to 3 slow ships, no overriding wiht boilers)
  • CAVs like Suzuya, Kumano, Tone, and Chikuma can be used for E-4 as part of the historical fleet there, but at least one CAV should be saved for E5 and E6.

Tag Notes

2018WinterGreenTag.png
Fall2017YellowTag.png
  • This map requires you to organize the Kurita Fleet and Nishimura Fleet.
    • For more details on Historical Kurita/Suzuki and Nishimura Fleet members, please view the Historical Background for more details.
  • Ships formed in the Combined Fleet with no tag will use the Kurita Fleet Tag.
    • When forming the Kurita Fleet, both Kurita and Suzuki Fleet members may be used.
  • Ships formed in the Striking Force Fleet with no tag will be marked as the Nishimura Fleet Tag.

Unlocking the Boss Node

  • Casual: Reach Node M
  • Easy: Reach Node N
  • Med: Score B+ Rank at Node N
  • Hard: Score A+ Rank at Node N

Nishimura Fleet Phase

Recommended Fleet
2 BBV, 1 CAV, 4DD (Nishimura Fleet members required Easy - 3 , Normal - 5, Hard - 6)

Overall, the Nishimura phase is nearly identical to its E-2 counterpart and is extremely straightforward.

The Vanguard Formation can be used to protect the fleet until the target node is reached. As with E2, PT Imps will appear on nodes H and M, ships equipped with an Anti-Air Gun and/or Skilled Lookouts should easily counter them. (See PT Imp Group page for more details)

Node N contains an enemy fleet consisting of mostly BBs in a battle beginning at night, as only an A rank is required even on hard, this should be a fairly straightforward battle

Once the required condition (above) has been completed, the path to the boss will appear, commencing the Kurita fleet phase.

Recommended LBAS for Nishimura Fleet

  • 3 Bombers 1 ASW Bomber to Node F (node with mixed enemy fleet including 1 submarine)
  • 4 Fighters / Interceptors to Node C (air battle node)

Use of the in-route/node support expedition is recommended should difficulties arise. Please note that Node N is not a boss node.

Kurita Fleet Phase

Recommended Fleets
2-4 (F)BB 2CVL + CL2DD 2CA CLT/CA 2-4 (F)BB CV CAV + CL2DD 2CA CLT/CA

Note: The route requires no more than 3 slow ships based on ORIGINAL speed, turbines and boilers may NOT be used to override the requirements.

This route involves 2 airstrikes followed by 3 surface battles prior to the boss.

  • This phase requires a very high amount of fighter power, with CVLs as full fighter carriers not being uncommon
    • If additional air power is required, Nagato, Yamato, and Musashi can all fit seaplane fighters if needed, which will usually require the tradeoff of an AP shell (except on Musashi)
    • Suzuya and Kumano can be used as CVLs on this map, however, if they are unavailable, then a CV+CAV combo may be used instead
  • On the boss node, ships in the escort fleet can also participate in the air battle (combined fleet vs combined fleet), should Suzuya and Kumano be used in the escort fleet, they can still contribute to the air fight here.
  • Maya Kai Ni (also a Kurita Fleet member) is highly recommended for this map, both for her AACI, and also as a very strong attacker in the escort fleet, she is capable of running a TCI if luckmodded.


  • The primary challenges are the surface nodes and the penultimate node, with up to 4 Nu-kais or 6 Rus.
  • A 12cm 30 Tube Rocket Launcher Kai 2 has a chance to neutralize the damage done by an airstrike if equipped on a BBV, CV(B/L), AV, or CAV. In this case, it would be invaluable for protecting your vulnerable CVLs

The FCF is usually for retreating damaged ships, however, this map possesses some differences

  • 5/7/10 (Easy, Med, and Hard respectively) Kurita Fleet ships are are required for the shortest route to the boss at node Q.
  • The only node where the FCF is completely safe to use is therefore Node R (the pre-boss node), after the Kurita member check at node Q.

Despite this issue, bringing an FCF is still a valid option especially when chipping, given the difficulty of node R. Additionally, there is no LoS check between the pre-boss and boss nodes.


Battling the Escort Water Princess

The Escort Water Princess will be in a combined fleet, notably, her main fleet includes transport ships which themselves pose little threat to your fleet other than drawing fire.

The boss will only attack your fleet at night if you have a searchlight equipped; consider the risk of an attack against the rewards of bringing one to increase your night battling capability.

The boss, especially on hard mode, has extremely high armor (278 on hard), torpedo CIs here are highly recommended. Yukikaze and Myoukou are amongst the best choices for this map to take advantage of the Kurita fleet bonuses, especially in the absence of a luckmodded Maya/Choukai .

With regard to LBAS options, at least 3 bombers should be used, with the final slot being either a bomber or fighter. There is no point in using a fighter if doing so would not change the air state from AI to AD (see aerial combat).

AO as an option

With regard to final form (on hard mode), an AO with one Maritime Resupply may be considered to offset the fuel and ammo penalties.

Nonetheless, there are two key tradeoffs that need to be made:

  • Firstly, there is a restriction of 3 ships with an base speed of "Slow", Hayasui being one of them would almost certainly require an extra raid node (or a slow BB to be removed in favor of a Kongou).
  • Secondly, Hayasui would fit in the escort fleet alongside CL2DD, necessitating the removal of a CA or CLT from the composition, in itself significant.
    • Hard mode only allows up to 2 non-Kurita ships, of which Hayasui and a CLT would be, therefore requiring all 10 others to be historical ships (therefore shutting Abukuma usage out)

The Friend Fleet

It is possible to influence what friend fleets will arrive:

  • With the exception of DesDiv 19, Friend fleets will not appear if a member of your fleet matches one of theirs.
    • The best possible friend fleet that can arrive is the Nishimura fleet with its 7 members
  • Maya and Yukikaze would be excellent choices for E4 even if this mechanic had not existed, and as such automatically exclude the possibility of CruDiv4 and the Guadacanal fleet

At this point, the three fleets which could appear are DesDiv19 (default), the European fleet (weakish), and Nishimura (ideal)

To exclude the European fleet would require one of Warspite, Ark Royal, Richelieu, or Jervis to be run. The only non-impractical way to exclude this fleet would be to use Richelieu in place of a Kongou (or Warspite in place of a Nagato/Yamato). Using Richelieu, of course, comes with its tradeoffs in terms of fleet composition, and may be more practical for medium or easy difficulties.

LBAS Recommendations

  • 4 Land-Based Bombers - For Node R

This node requires a combat radius of 5. There being no enemy carriers here allows 4 bombers to be run.

  • 3 Bombers +(Fighter or Bomber) - For Boss node

This node requires a combat radius of 4.

At least three bombers should be sent to the boss, the fourth group, however, depend upon the difficulty. Achieving AD (on hard) requires approximately 96+ fighter power, if this threshold cannot be reached with the addition of a single fighter (remember that bombers contribute AA as well), it would simply be better to use four bombers. (link provided below)

On Last Dance, you may wish to consider committing both LBAS to the boss node to maximize your chances of victory. As with other last dance runs, both support expeditions are recommended; sparkling your fleet is also an additional option should issues arise.

Additional Reading: LBAS Fighter Chart

E-5

Event Planning

For this map, you will be using members of the Shima Fleet.

Historic Members of Battle of Ormoc Bay

CA: Ashigara,Nachi
CL: Kinu
DD: Akebono, Asashimo, Hatsuharu, Hatsushimo, Kasumi. Naganami, Okinami, Ushio, Uranami, Wakaba
DE: Shimushu

Do note that despite historically being involved with the Shima fleet, members such as Abukuma, Shiranui, and Aoba do not count as part of the historical fleet for this segment of the event, and may be used on other maps, Abukuma in particular may be deployed where issues arise.

Tagging Rules

2018WinterPurpleTag.png
  • Untagged Ships that partake in E-5 will be given the 'Shima Fleet Tag

E5 Objectives

E5 is a map with two phases, with additional requirements to unlock the second phase.

  • The first phase is a transport phase involving a strike force
  • In order to unlock the second phase, you'll need to:
    • Complete the Transport Operation
    • Score Air Parity / Superiority on Node D (AP for Medium / AS for Hard)
    • Get Air Superiority on an Land Base Air Raid (Medium +)

Phase 1 - Transport Phase

The Transport Operation is relatively straightforward with the appropriate number of historical ships (2 on Easy / 3 on Normal / 5 on Hard). Even on hard, most of this phase faces little issues, largely due to the presence of an additional LBAS squadron.

Clearing the TP bar

Example fleet: 2CA CL 3DD DD/Akitsumaru

With the appropriate number of historical ships, the route taken is C-D-E-G-F-H-I-J-L, with two airstrike nodes and 2 surface nodes prior to the boss

As with other transport operations, your main objective should be to bring as many drums and/or landing craft as possible while still scoring at least an A-rank at the boss. Unusually, the Type 2 Ka-Mi Tank grants 22 TP points on an S-rank at the boss, far more than it has provided in past TP maps.

The primary threat posed prior to the boss on this map are the two air raid nodes and node J, the penultimate node.

Nodes H and J can be cleared consistently through the use of the vanguard formation

Additionally, do note that ships that turn back after node I (i.e. those ships retreating at node J) will still count as having successfully offloaded their cargo, and will contribute towards the TP bar.

The TP phase boss consists of the Light Cruiser Princess with a CVL (2 on hard), and most other ships being CAs, CLs, and DDs. The upshot being that as only an A-rank is required to -deplete the TP bar, the enemy flagship does not necessarily have to be sunk, even on the final form. As such, killing enough of the escort fleet to night battle the main enemy force is usually enough to secure the kills needed to deplete the bar.

AP/AS at node D

LBAS sorties with 4 fighters apiece can be used to decrease the air power requirement at node D prior to the air battle. Akitsumaru makes achieving AP/AS here a trivial issue following fighter sweeps; however, in the absence of Akitsumaru, Seaplane fighters will be required. Medium difficulty requires 326 for AP, which should be reduced by the aforementioned fighter sorties.

Air Superiority on a Raid

The simplest way to achieve this is to utilize 3 interceptors and a saiun at both available bases, set to defense. A single submarine may be sortied to trigger the raid.

Note that only Air Superiority is required, not a perfect defense.


HP Bar Phase - CA Princess

This phase does not allow the use of AVs or Akitsumaru (which will start the fleet at the first phase start point) on any difficulty, as such, your primary source of air support will come in the form of LBAS, and if you so choose to use them, CAVs.

Given the post-cap firepower buffs recieved by Nachi and Ashigara, however, this map is very doable even without any fighter power in the fleet itself. If you are not utilizing any fighter power, then utility equips may replace the recon planes as LoS requirements permit.

This guide has been written in the context of hard mode, differences will be mentioned where possible.

The best routing in this map is achieved through the use of 2CA(V) CL 4DD, with most other compositions offrouting, starting at the wrong start point, not being allowed to enter the map, or simply being inferior (e.g. bringing a DE)

  • 4DDs should first be selected to prevent an offroute to R node, this applies to all difficulties.
    • Ideally, Kasumi, Hatsuharu, Hatsushimo, and Ushio can all be used here.
    • One of these four DDs may be replaced by an Akizuki-class for AACI.
  • Nachi and Ashigara should be the two cruisers chosen for this map on account of their post-cap bonuses.
    • Either one of them may be substituted for a CAV if desired.
  • Abukuma would be the ideal CL for this map if available, Yura is also strong here.

This phase comprises a single airstrike node and two surface nodes prior to the boss node. As with the first phase of this map, vanguard formation may be utilized to make it through the surface nodes, with the FCF utilized where taihas occur.

Importantly, the pre-boss node possesses a submarine on some forms, which will draw fire from at least five of your ships. Sonars may be used as needed, with Double Line being a possible alternative (when support shelling is used).

The boss of this map is Heavy Cruiser Princess. Obtaining AS here is not likely, nonetheless, this boss is fairly easy to kill due to the combination of LBAS and the post-cap bonuses of most ships. TCIs for this boss are not required due to the post-cap firepower bonuses.

As with other maps, pre-boss support, boss support, and sparkling should be used as required. Do remember that the use of vanguard formation will affect the efficacy of your support shelling.

Recommended LBAS

4 Fighters f or node N or.. 3 Bombers 1 ASW Bomber for node P

Combat radii of 4 and 5 are required for nodes N and P respectively.

Node N is an airstrike risk, while node P can be somewhat annoying with its submarine. This LBAS base is mostly flexible and can be used as seen fit.


1 Fighter 3 Bombers - For Boss Node

A combat radius of 6 is required for the boss node. A fighter should be added if doing so would improve your air state.