Changes

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(Insert 2nd Fleet Notes here)
 
(Insert 2nd Fleet Notes here)
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Note that while Ten-Gou participants do have additional bonus damage in this map, they are not strictly necessary and do not affect routing.
    
===TP Phase===
 
===TP Phase===
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'''Recommended Fleet''': 1 CVL 1CL 4DD
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'''Recommended Fleet''': 1 CVL 1CL 4DD (Fast)
 
*It's possible to use a CAV instead of a CVL, but it may be preferable to save them for EOs considering how few of them there are in the game at the moment. (Note: Written prior to release of EO maps.)
 
*It's possible to use a CAV instead of a CVL, but it may be preferable to save them for EOs considering how few of them there are in the game at the moment. (Note: Written prior to release of EO maps.)
 
**CAVs contribute TP points, while CVLs do not.
 
**CAVs contribute TP points, while CVLs do not.
 
*At least 1 DD capable of carrying [[Daihatsu]] will help to clear the TP gauge more quickly.
 
*At least 1 DD capable of carrying [[Daihatsu]] will help to clear the TP gauge more quickly.
 
*[[Suzutsuki]] with an AACI set-up is an ideal choice to help deal with the air raid node.
 
*[[Suzutsuki]] with an AACI set-up is an ideal choice to help deal with the air raid node.
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*See Routing Rules for the number of Surface Radars required to pass the pre-boss check.
 
*Both support expeditions are recommended. Your fleet will have limited combat capability as most DDs will likely be carrying Daihatsu and/or drums.
 
*Both support expeditions are recommended. Your fleet will have limited combat capability as most DDs will likely be carrying Daihatsu and/or drums.
 
*Both LBAS with 4 LBAA should be sent to the boss node.
 
*Both LBAS with 4 LBAA should be sent to the boss node.
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===HP Phase===
 
===HP Phase===
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Miscellaneous Important Notes:
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*The boss node is random between two possible compositions.
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**However, it will lock to the more difficult composition (2xCV Hime) during Last Dance.
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*The Air Raid nodes will also lock to the most(?) difficult composition during Last Dance.
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*The pre-boss node (T) is also locked to Line Ahead during Last Dance.
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**There is a Line Abreast variant of the composition that can also be encountered prior to Last Dance.
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Two possible fleets may be used:
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#Ten-Gou, with possible variants:
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#*1BB 1CL 4DD
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#*1BB 5DD
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#*1BB 4DD 1CVL
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#*1BB 4DD 1 Ise/Hyuuga? 4DD 1 Ise 1 Hyuuga?  (Comment: Depends on whether Ise & Hyuuga are needed for E-4 & E-5, pending release of EOs)
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#Heavy Fleet, with possible variants:
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#*1DD 4(F)BB(V) 1CVL
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#*1DD 3(F)BB(V) 2CVL
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#See Routing Rules for the number of Surface Radars required to pass the pre-boss check.
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Ten-Gou style fleets (preferably using actual Ten-Gou members for the damage bonuses) have a shorter route to the boss, but are vulnerable and will struggle to deal damage prior to the night battle phase.
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*They will also have to fight under AI conditions unless a CVL is used (which leads to additional node(s), depending on which route is used).
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*Note that fighting under AI (or AD) conditions means that the Abyssal fleet will be capable of using artillery spotting and CVCIs against your fleet.
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*AACI is effectively mandatory, ideally equipped on [[Suzutsuki]].
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*Vanguard formation at the preboss (node T) is recommended.
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*Both support expeditions are recommended.
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*LBAS will help with clearing the preboss and/or boss nodes.
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*(Depending on the fleet used, AS may not be of much use at the boss node anyway, given the number of of DDs in the fleet that are incapable of artillery spotting.)
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*The optimal route for Ten-Gou comps is probably N-O1-O2-O3-P3-Q3-S-T-U (requires 5DD), or N-O1-O2-O3-P3-Q3-R-H-T-U (with ≤4DD and/or 1CVL).
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**1BB 1CL 4DD will route N-O1-O2-P2-Q2-R-S-T-U.
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Heavy Fleets (using Ten-Gou members where possible for the damage bonuses) have a longer route to the boss that goes through more air raid nodes, but have better survivability and damage output at the boss node.
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*If the notion of committing so many heavies to an early map is disconcerting, wait for information on EOs to be released before committing to any one fleet for E2 P2.
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*Use of multiple [[12cm 30 Tube Rocket Launcher Kai 2]] on relevant ships will help with surviving air raid nodes.
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*Once again, AACI is effectively mandatory, ideally equipped on [[Suzutsuki]].
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*Both support expeditions are recommended.
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*Line Ahead is more likely to help with clearing out the preboss node as quickly as possible. Vanguard may be viable, but your mileage may vary (especially since only 1 ship in the fleet is a DD).
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*Send both LBAS to the boss equipped for Air Parity (64th/54th/T1 M34 LBAA/T1 M34 LBAA + T21(Skilled)/T21(Skilled)/LBAA/LBAA), and have about 330 FP on your main fleet, if you want to achieve AS at the boss node.
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**Unlike the Ten-Gou comp, AS is much more helpful here as your BBs will be able to use artillery spotting to clear out the enemy fleet more quickly before the night battle phase.
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**For reference, 3xT21(Skilled+Max) + 1x T1 M34 LBAA has the same FP as (64th/54th/T1 M34 LBAA/T1 M34 LBAA).
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**Use an FP calculator to determine what you need to meet the sample FPs listed above with your available equipment.
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**Note that without 4 waves of LBAS at Air Parity (e.g. if you split LBAS to pre-boss and boss), you will need higher FP on your main fleet in order to achieve AS at the boss node. Make the calculations and plan accordingly.
    
==Totaku's Proposal==
 
==Totaku's Proposal==
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