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 Summer 2023 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-7 Branching Rules (Start Points) ▼/▲
Nodes Rules
Start
1
  • Start point 2 locked: Single / SFF / CTF / STF / TCF
  • Start point 2 unlocked: Meet ANY of the following requirements:
    • Single / Striking Force Fleet
    • STF: Amount of (F)BB(V) ≥ 4
    • TCF
  • Start point 3 unlocked: Meet ANY of the following requirements:
    • Single / Striking Force Fleet
    • STF: Amount of (F)BB(V) ≥ 4
  • Tag requirements: (Hard only)
    •   2nd Fleet
    •   American D-Day Landing Force
2
  • Meet ANY of the following requirements:
    • CTF
    • STF: Amount of (F)BB(V) ≤ 3
  • Tag requirements: (Hard only)
    •   1st Fleet
    •   British Fleet Main Force
3
  • TCF
  •   British D-Day Landing Force (Hard only)


E-7 Branching Rules (Part 1) ▼/▲
Nodes Rules
1
A
  • Single / Striking Force Fleet
C
  • Combined Fleet
A
A1
  • Does not meet the requirements to go to A2
A2
  • Meet ALL of the following requirements:
    • Amount of (F)BB(V) + CV(B) ≤ 1
    • Amount of CL ≥ 1
    • Amount of DD ≥ 2
      • If Slow fleet, then amount of DD + DE ≥ 4
A1
A2
  • Meet ALL of the following requirements:
    • Fleet contains either 2(F)BB(V) or 1CV(B)
    • Amount of CL ≥ 1
    • Amount of DD + DE ≥ 3
      • If fleet contains CV(B), then amount of DD + DE ≥ 4
B
  • Does not meet the requirements to go to A2
A2
A3

Active Branching

B
A3
A4
  • Single / Striking Force Fleet
A5
  • Combined Fleet
B
B1
  • Fail the LoS check
B2
  • Pass the LoS check
B2
B3

Active Branching

B4
C
A3

Active Branching

C1
C2
C3
  • Route to D or L locked
D
  • Route to L locked: Fixed Routing
  • Route to L unlocked: Does not meet the requirements to go to L
L
  • Meet ALL of the following requirements:
    • STF
    • Fast fleet
    • Fleet contains AR, AO or Akitsushima Kai
  • Note: See part 2 for further routing
D
E
  • Does not meet the requirements to go to F
F
  • TCF
  • Otherwise, meet ALL of the following requirements:
    • Amount of CL + DD ≥ 5
    • If Slow fleet, then amount of (F)BB(V) + CV(B/L) ≤ 5
F
G
  • Route to H locked
  • After route to H unlock: Slow fleet
H
  • Fast fleet


E-7 Branching Rules (Part 2) ▼/▲
Nodes Rules
J
K

Active Branching

L
K
M
  • Does not meet the requirements to go to N
N
  • Amount of (F)BB(V) ≤ 3
L
N
  • Does not meet the requirements to go to T
T
  • Route to U is locked
  • Otherwise, meet ALL of the following requirements:
    • (F)BB(V) + CV(B/L) ≤ 5
    • Does not meet the requirements to go to U
U
  • Route to V is locked, then meet ALL of the following requirements:
    • (F)BB(V) + CV(B/L) ≤ 5
    • Amount of CL ≥ 2
    • Amount of DD ≥ 3
      • If Slow fleet, then amount of DD + DE ≥ 4
  • Route to V is unlocked, then meet ALL of the following requirements:
    • Fast fleet
    • (F)BB(V) + CV(B/L) ≤ 5
    • If Slow fleet, then amount of DD + DE ≥ 4
    • Does not meet the requirements to go to V
V
  • Fast+ fleet containing a Yamato-class ship
  • Otherwise, meet ALL of the following requirements:
    • Fast fleet
    • Amount of Yamato-class ships ≤ 1
    • Amount of (F)BB(V) + CV(B) ≤ 4
    • Amount of CL ≥ 2
    • Amount of DD ≥ 3
X
  • Meet ALL of the following requirements:
    • Fast+ fleet
    • Amount of Yamato-class ships = 0
N
O
  • Routed from K node
T
  • Routed from L node
O
P
  • CTF
  • STF
R
  • TCF
Q
N
  • Does not meet the requirements to go to O
O
  • If Slow fleet, then amount of BBV + CA(V) ≤ 3
U
V

???

X

???

X
W
  • Fail the LoS check
Y
  • Fleet contains AR, AO or Akitsushima Kai
  • Pass the LoS check
Z
  • Does not meet the requirements to go to Y
  • Pass the LoS check


Jiga's Guide

Map overview

E7 is a Combined fleet three-phase map consisting of two transport and three boss phases.

  • 3 LBAS are available on this map.
  • This map uses 5 locks:
    •   2nd Fleet (from on E-1 & E-3),
    •   1st Fleet (from on E-4 & E-6),
    •   British Fleet Main Force (from on E-6),
    •   British D-Day Landing Force (from on E-6),
    •   American D-Day Landing Force.

Phase 0.5 - Unlock the Boss Node

"The Channel Islands and Securing the flank for Operation Neptune"

A4 A5 B3 B4 C3
Hard S? x2 A+ x2 S? S? x2 reach
Medium A+ x1 A+ x2? A+ x1 A+ x1 reach
Easy ? ? ? ? ?
Casual ? ? ? ? ?

  • Single Fleet/Striking Force Fleet: 0-1(F)BB(V), 0-1CVL, 1CL, 3-5DD   
  • Route: 1 A A2 A3 A4
  • LBAS range: 3
    • Bringing ASW setups is required, and/or use ASW Node Support or ASW LBAS as needed

  • STF:   
    • Main: 2-3(F)BB(V), 1CV(B/L), 0-1CL, 0-2DD
    • Escort: 1CL, 3-5DD
  • Route: 1 C A3 A5
  • LBAS range: 6
    • The enemy is an hard skin Installation (Pillboxes) and requires specialized anti-installation gear to be defeated.
Trivia:
  • This is an anti-installation/landing operation on the island of Guernsey; an strategic location on the Channel Islands. This operation occurred simultaneously with the D-Day Invasion

  • Single Fleet/Striking Force Fleet: 0-1(F)BB(V), 0-1CVL, 1CL, 3-5DD   
  • Route: 1 A A2 B B2 B3
  • LBAS range: 6
  • Route: 1 A A2 B B2 B4
  • LBAS range: 7
    • Bringing ASW setups is required, and/or use ASW Node Support or ASW LBAS as needed
Trivia
  • This is ASW Sweep around Jersey Island and Saint Malo's Fort de la Conchée; both of which were occupied by Germans and then liberated during the Invasion of Normandy

  • STF:   
    • Main: 2(F)BB(V), 1CVL, 1DD
    • Escort: 1CL, 4DD
  • STF:   
    • Main: 2AV, 1CVL, 2CL, 1DD
    • Escort: 1CL, 5DD
  • TCF:   
    • Main: 2AV, 4DD
    • Escort: 2CL, 5DD
  • Route: 1 C C1 C2 C3
  • you just need to reach the Node C3
Trivia:
  • Node C3 is in Poole located in Southern England. Poole is the 3rd Largest Embarkation Point during the D-Day Landings. Ships and munition ships came here to resupply and head to the Beaches

Phase 1 - TP

"Engineers Landing at Utah, Omaha & Pointe du Hoc"

Phase 1 is a "Transport Operation":

  • STF:   
    • Main: 2(F)BB(V), 1-2CVL, 0-1CL, 1-3DD
    • Escort: 0-1CA(V), 1CL, 4-5DD
  • Route: 1 C C1 C2 D F G H

  • STF:   
    • Main: 3(F)BB(V), 1CV, 1DD 1AV
    • Escort: 1CA(V), 1CL, 4-5DD
  • Route: 1 C C1 C2 D F G H

  • STF/TCF:   
    • Main: 1BBV, 1CAV/CL, 4DD
    • Escort: 0-1CAV, 1-2CL, 4DD
  • Route: 1 C C1 C2 D F G H
    • This fleet is weaker but faster to clear the TP.

  • LBAS range: 5
  • The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.

Trivia:

  • The reason why a TP phase is the first phase is based on the fact that during the Omaha landings, the first wave were made up of mostly Combat Engineers tasked with clearing the beaches for the landing crafts, Sherman DD's, and LSTs. Sadly most of these units suffered heavy casualties but it is thanks to their sacrifice in clearing the beaches and barbed wires that the succeeding waves were able to land and push in.

Phase 2 - Boss Fight: Saving Private Fairy at Utah, Omaha & Pointe du Hoc Landing Operation

The same boss node as of Phase 1 -TP is faced here, sharing most characteristics.

  • This means that the precious phase's fleet can be reused.

  • STF:   
    • Main: 2FBB, 2CVL, 1CA, 1CL
    • Escort: 1CA(V), 1CL(T), 4DD
  • Route: 1 C C1 C2 D F H

  • STF:   
    • Main: 4(F)BB(V), 2CVL, 1DD, 1AV
    • Escort: 0-1CA(V), 1CL, 4-5DD
  • Route: 1 C C1 C2 D F H

  • STF/TCF:   
    • Main: 1CVL, 1AV, 4DD
    • Escort: 1CA(V), 1CL, 4DD
  • Route: 1 C C1 C2 D F H

  • LBAS range: 5
  • The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.

Trivia:

  • The 2nd phase being an HP phase might be a reference to the fact that it was via the Second Wave and succeeding waves of landings that the American Elements were able to damage and take over the installations and bunkers at Omaha and Pointe du Hoc

Phase 3 - Boss Showdown against the Atlantic Wall at Gold, Sword, and Juno Beach

  • CTF:   
    • Main: 2(F)BB(V), 2CV(B), 0-1CVL/CAV, 1-2CL
    • Escort: 1CA(V)/CLT, 1CL, 4DD
  • Route: 2 I J K N O P

  • CTF:   
    • Main: 2(F)BB(V), 2CV(B), 1CAV/CL, 1AV
    • Escort: 1CA(V)/CLT, 1CL, 4DD
  • Route: 2 I J K M O Q

  • LBAS range: 5
  • The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.

Phase 4 - Reinforcing the Beachheads at Gold, Sword, and Juno Beach

Phase 4 is a "Transport Operation":

  • this is a reference to the joint effort to secure and land more transports and armored units on the 3 beaches as they were secured much earlier compared to difficult fight at Omaha. Some armored divisions managed to reach close to Caen on the first day alone.

The same boss node as of Phase 3 - Boss is faced here, sharing most characteristics, however, the precious phase's fleet cannot be reused.

  • TCF:
    • Main: 1-2BBV, 0-1AV/LHA, 0-1DL, 4DD
    • Escort: 0-1CA(V), 1-2CL, 3-4DD  
  • Route: 3 Q O R S P

  • TCF:  
    • Main: 1-2LHA, 0-1AV, 4DD
    • Escort: 1CL, 5DD  
  • Route: 3 Q O R S P

  • LBAS range: 5
  • The boss is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
  • ASW Node Support/ASW LBAS on Node Q
  • Send 1 LBAS which contains 4 Land Based Bombers to O and R each.
    • Both O and R have 4 LBAS range.
  • Use 2-3 Smoke Generators   at R.
  • Node R and the boss have PT boats and they will require specific set-ups to be defeated:
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Phase 4.5 - Unlock the Boss Node

Once the ?? Boss unlocked, the following steps have to be performed to unlock the shortcuts:

W U X
Hard Reach x2 A+ x2 S
Medium Reach x1 A+ x2 S
Easy ? ? ?
Casual ? ? ?

  • STF: 3(F)BB(V), 1CV, 1CAV/CL, 1AV/LHA + 1CAV, 1CL, 4DD   
  • Route: 2 I J L T U X W
  • Can be done at once with nodes U & X

  • Refer to Phase 5 - Boss Chipping's fleet for composition and routing.
  • Can be done at once with node W
  • LBAS range: 6/5
  • On U, the enemy is an hard skin Installation (Pillboxes) and requires specialized gears to be defeated.
Trivia:
  • Node U is in Dieppe which was the site of the first ever allied invasion attempt of Europe during WW2. Sadly it was a military disaster and the Canadian Landing Forces were all defeated.

Phase 5 - Operation Fortitude South at Calais

See Phase 6 - Boss LD for the improved comps to use in Last Dance. Trivia:

  • The Boss fight is located at Calais which is the shortest crossing from the UK to Mainland Europe as well as what the Germans suspected as the landing site for the allied invasion of Europe. This is the location of the diversion and part of Operation Fortitude which was an Allied effort to confuse the Germans.

  • STF: SLOW   
    • Main: 3(F)BB(V), 1CV(B), 1CAV/AV, 1CL
    • Escort: 1CA(V)/AO, 1CL, 4DD
  • Route: 2 I J L U X Y Z
    • Any AO must be Kai

  • STF:   
    • Main: 3(F)BB(V), 1CV(B), 1CAV/AV/LHA, 1CL
    • Escort: 1CA(V), 1CL, 4DD
  • Route: 2 I J L U X Z

Phase 5.5 - Unlock the Shortcuts + Debuff

Once LD has been reached, the following steps have to be performed to debuff the boss and additionally unlock the shortcuts to better reach it:

A5 D H L N P(CTF) P(TCF) U B4 P(Total) Reach G Reach S LBAS
Hard S x2 AS A+ x2 AS AS A+ A+ A+ x2 S x2 A+ x2 Once Once AS x3
Medium ? ? ? ? ? ? ? ? ? ?
Easy ? ? ? ? ? ? ? ? ? ?
Casual ? ? ? ? ? ? ? ? ? ?



  • STF:   
    • Main: 4(F)BB(V), 1CV(B/L), 0-1XX
    • Escort: 1CL, 2DD, 0-3XX
  • Route: 1 C A3 A5
  • Similar to Phase 0.5, but now requires 4(F)BB(V) to start from start point 1.

  • Refer to Phase 0.5's fleets for compositions and routings.

  • Refer to Phase 1 - TP's fleet for composition and routing.
  • Take note after Phase 5 that the compositions used in Phase 1 and 2 won't be able to route here or start at Starting Point 1 at all difficulties|
Composition that have 4 Battleships are needed for assured routing to Node H and G:
  • 4(F)BB(V) 1CVL 1CL + 1CL 1CA 4DD SLOW

  • Refer to Phase 2 - Boss's fleet for composition and routing.
  • Take note after Phase 5 that the compositions used in Phase 1 and 2 won't be able to route here or start at Starting Point 1 at all difficulties|
Composition that have 4 Battleships are needed for assured routing to Node H and G:
  • 4(F)BB(V) 1CVL 1CL + 1CL 1CA 4DD

AS
Hard 468
Medium 273
Easy 204
Casual 153

AS
Hard 468
Medium 273
Easy 204
Casual 153

AS
Hard 336
Medium 219
Easy 150
Casual 99

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

European Little Sister Princess
Fortified Pillbox Princess

Phase 6 - Final Showdown; Operation Neptune

Phase 5 - Boss Chipping's fleets are still viable here.

  • STF: FAST   
    • Main: 3(F)BB(V), 1CV(B), 1CAV, 1CL
    • Escort: 1CA(V), 1CL, 0-1CLT, 3-4DD
  • Route: 2 I J L V X Z

  • CTF: FAST   
    • Main: 2(F)BB(V), 2CV(B), 1CAV, 1CL
    • Escort: 1CA(V), 1CL, 1CLT, 3DD
  • Route: 2 I J L V X Z

  • STF: FAST   
    • Main: 2(F)BB(V), 2CVL, 2CL
    • Escort: 2(F)BB, 1CL, 3DD
  • Route: 2 I J L V X Z

  • STF: FAST   
    • Main: 3(F)BB(V), 1CV(B), 1AR/AV, 1CL
    • Escort: 1CA(V), 1CL, 4DD
  • Route: 2 I J L V X Y Z

  • STF: FAST+   
    • Main: 4FBB, 1AV, 1CL
    • Escort: 1CAV, 1CL, 4DD
  • Route: 1 C C1 C2 L X Y Z
    • This fleet is not recommended.

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

YY's Guide