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| AS = 36
 
| AS = 36
 
}}
 
}}
* All terminal nodes contain at least 2 enemy carriers, thus allowing Bw2 (20 CV/CVL) to be efficiently completed here
+
* All terminal nodes contain at least 2 enemy carriers, thus allowing Bw2 (20 CV/CVL) to be efficiently completed here.
    
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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| AS = 81
 
| AS = 81
 
}}
 
}}
* 70% chance Node E to F (Boss Node) one or more of the following: CV, CVL, or AV.
+
* 70% chance Node E to F (Boss Node) one or more of the following: CV (CVB's don't count), CVL, or AV.
 
* 70% chance Node E to G (Transport Node) otherwise.
 
* 70% chance Node E to G (Transport Node) otherwise.
    
===Tips===
 
===Tips===
This map is ideal for farming transport kills, giving a high average number of transports per run
+
This map is ideal for farming transport kills for Bw3 and Bw4, giving a high average number of transports per run.
    
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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=== Tips ===
 
=== Tips ===
;'''Orel Cruising Discussed'''
+
;'''Orel cruising'''
This is a map known for the popular technique of "Orel Cruising" using submarines to boost fuel income.
+
Due to its resource nodes, relatively low enemy ASW, and presence of transports and carriers, sending submarines to 2-3 (commonly referred to as "Orel cruising") has been a famous tactic used by players to gain fuel and clear quests such as Bw2, Bw3 and Bw4 cheaply.
    +
For resource gain:
 +
** In 2-3, you have a one-in-eight chance of fighting three battles (CHIK), with the other seven-eights being two-battle routes. Assuming no retreats, the average consumption for a single submarine in 2-3 is therefore just over 2 fuel per sortie, and 4 ammo
 +
**Fuel nodes A, E and I can give 15-45 fuel, while ammunition nodes D and J can give 20-45 ammo.
 +
***Route A-B-E hits two fuel nodes, getting an average 60 fuel.
 +
***Route C-D-E hits one fuel node and one ammo node, getting an average 30 fuel and 32.5 ammo.
 +
***Route C-H-I hits one fuel node, netting an average of 30 fuel, and has the option of getting routed to node J, giving an average of 32.5 ammo.
 +
****Combined, the gross fuel income of an orel cruise is approximately 45 fuel per run.
 +
***You have a 37.5% chance of hitting an ammunition node. Both ammunition nodes average just over 30 ammo.
 +
****The gross ammo income of an orel cruise is hence 30 multiplied by 37.5%, or approximately 12 ammo, rounding up as the actual ammo average is higher than 30.
 +
 +
The principle behind Orel cruising resource gathering is to achieve negative sortie costs (i.e. net resource gain)
 
* Pure submarines have a consumption total of 10 fuel and 20 ammo (i.e. 1 fuel and 2 ammo per battle node), with the exception of Maruyu who consumes 10 ammo
 
* Pure submarines have a consumption total of 10 fuel and 20 ammo (i.e. 1 fuel and 2 ammo per battle node), with the exception of Maruyu who consumes 10 ammo
**The principle behind Orel Cruising is to achieve negative sortie costs (i.e. net resource gain)
+
***Consider a single submarine (e.g. Ro-500) going to orel, assuming no retreats, will have an average gross expenditure of 2 fuel and 4 ammo, while collecting an average 45 fuel and 12 ammo.
 
  −
* In 2-3, you have a one-in-eight chance of fighting three battles (CHIK), with the other seven-eights being two-battle routes.
  −
**Assuming no retreats, the average consumption for a single submarine in 2-3 is therefore just over 2 fuel per sortie, and 4 ammo
  −
 
  −
*Fuel nodes A and E give 15-45 fuel, averaging 30 fuel, while fuel node I gives 27.5 fuel, which can essentially be rounded up to 30.
  −
**The route ABE* hits two fuel nodes, submarines have a 50% chance of making this route, averaging 60 fuel
  −
**The other 50% of the time, submarines will only hit one fuel node, averaging 30 fuel.
  −
***Combined, the gross fuel income of an orel cruise is approximately 45 fuel per run.
  −
 
  −
*You have a 37.5% chance of hitting an ammunition node. Both ammunition nodes average just over 30 ammo.
  −
**The gross ammo income of an orel cruise is hence 30 multiplied by 37.5%, or approximately 12 ammo, rounding up as the actual ammo average is higher than 30.
  −
 
  −
Combining all this, a single submarine (e.g. Ro-500) going to orel, assuming no retreats, will have an average gross expenditure of 2 fuel and 4 ammo, while collecting an average 45 fuel and 12 ammo.
   
*Three submarines going to Orel are approximately ammo-neutral (slight net expenditure), while collecting somewhat under 40 fuel per sortie.
 
*Three submarines going to Orel are approximately ammo-neutral (slight net expenditure), while collecting somewhat under 40 fuel per sortie.
**In practice, sorties can and will result in retreats from critical damage, thus lowering the average gain per sortie.
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*In practice, sorties can and will result in retreats from critical damage, thus lowering the average gain per sortie.
   −
* Orel cruising, in general, has a relatively high opportunity cost  
+
Orel cruising, in general, has a relatively high opportunity cost. However, it provides relatively low gains for the time taken, which is why players mainly Orel cruise to complete quests and consider the resource gain as a bonus. Orel cruising is generally recommended to have:
** Unlike an expedition, an orel cruise prevents you from using your first fleet
+
*A fleet which contains at least 3 submarines--the more submarines you use, the easier the map will be.
** It also provides relatively low gains for the time taken....
+
**Submarines with high luck should be placed at the bottom of the fleet list to increase their chance of performing cut-in attacks on the stronger enemies during night battles. Doing this can help you achieve an A or S rank victory, especially if you have to fight the enemy fleet located at node G.
*** 3-2 with submarines costs 2 fuel and 4 ammo per sub (2 nodes), but provides 100 steel, a much higher net resource gain <ref>http://5-4.blog.jp/archives/1055823606.html</ref>
+
*Submarines should be fully modernized (at least fully upgraded torpedo attack and armor)
**** Most critically, orel cruising means that steel will have to come from a steel expedition, usually 37 or 38, which in turn usually means giving up expedition 5 or 21
+
*Submarines are recommended to be non-remodeled because non-remodeled submarines have shorter repair time and consume very few resources when resupplying (especially ammo). Please note that compared to a non-remodeled submarine, a remodeled sub will take twice the amount of time to repair.
*** 2-2 with submarines averages 20 bauxite per run with the same 2 nodes (slightly less thanks to C node), while also averaging more transports than 2-3 does.
  −
 
  −
* Orel Cruising is good for clearing quests while spending minimal resources, notably the 5 World 2 bosses quest daily, but should not be relied on as a primary income source
      
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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| entext = A powerful enemy battlegroup is invading the waters around Okinoshima Island.  Sail out in full force and annihilate them!
 
| entext = A powerful enemy battlegroup is invading the waters around Okinoshima Island.  Sail out in full force and annihilate them!
 
}}
 
}}
  −
=== Tips ===
      
{{AirControlSystem
 
{{AirControlSystem
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}}
 
}}
   −
# A fleet with CVL is more likely to go to node K.
+
=== Tips ===
# If you are aiming for the boss node and end up going down the A-B route on 2-4, you should end the sortie as you are likely to run out of fuel and ammo by the time you reach the boss.
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* A fleet with CVL is more likely to go to node K.
# A > F route will guarantee you a boss fight.
+
* If you are aiming for the boss node and end up going down the A-B route on 2-4, you should end the sortie as you are likely to run out of fuel and ammo by the time you reach the boss and will only deal scratch damage.
# As one of the hardest maps in the game relative to the point it is unlocked, the conventional way to finish 2-4 is using a combination of 2-4 BBs and CVs
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* A-F route will guarantee you a boss fight.
# Subs can be a cheap way to clear the map, but will require a lot of patience (and submarines). It is possible to clear 2-4 with a single well-leveled submarine, though by such a point one would hopefully have acquired more options.
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* As one of the hardest maps in the game relative to the point it is unlocked, the conventional way to finish 2-4 is using a combination of 2-4 BBs and CVs.
 +
* Subs can be a cheap way to clear the map, but will require a lot of patience (and submarines). It is possible to clear 2-4 with a single well-leveled submarine, though by such a point one would hopefully have acquired more options.
    
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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  |- style="vertical-align: top;"
 
  |- style="vertical-align: top;"
 
  |{{AirControlSystem
 
  |{{AirControlSystem
     | Map  =2-5 BEHL
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     | Map  =2-5 B-E-H-L
 
     | AS    =35
 
     | AS    =35
     | Fleet = CA/CA OR CAV/CAV + 2DD + 2CVL for confirmed branching, no BBs or CVs
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     | Fleet =  
     | Notes = CAs and CAVs cannot be mixed
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     | Notes =  
 
     }}
 
     }}
 
  |{{AirControlSystem
 
  |{{AirControlSystem
     | Map  =2-5 BEIL (Above HQ 100)
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     | Map  =2-5 B-E-I-L (above HQ 100)
 
     | AS    =153
 
     | AS    =153
 
     | Fleet =
 
     | Fleet =
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| rowspan="2" |
 
| rowspan="2" |
 
*<u>Starts at A if fleet contains:</u>
 
*<u>Starts at A if fleet contains:</u>
** 4 or more SS
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** 4 or more SS(V)
**1 drum can on at leqast 2 ships
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** 1 drum canister equipped on at least 2 ships
**4DD or CL3DD has a high chance to go A
+
** Fleet contains 4 DD or 1 CL+ 3 DD, at most 1 AV and no carriers
 +
** Otherwise random if none of the requirements are met
    
*<u>Starts at B if fleet contains:</u>
 
*<u>Starts at B if fleet contains:</u>
** Any CV(L) or more than 1 AV (overrides all other conditions)
+
** Fleet contains a CV(L/B) or more than 1 AV (overrides all other conditions)
** More than 1 slow BB(V) while having less than 4DD or 3DD and 1CL.
+
** Fleet contains (F)BB(V) while not meeting any requirements to go to A
 +
** Otherwise random if none of the requirements are met
 
|-
 
|-
 
|B
 
|B
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| rowspan="2" |
 
| rowspan="2" |
*A-C if fleet contains more than 2 SS/SSV
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* Routes to C if fleet contains 3 or more SS/SSV
*Otherwise always A-D
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* Otherwise always A-D
 
|-
 
|-
 
|D
 
|D
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|E
 
|E
 
| rowspan="2" |
 
| rowspan="2" |
*Small/medium sized ships fleet has higher chance B-E
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* Routes to E if fleet contains:
*Always B-F if fleet contains 3 SS/SSV, more than 2 CV or 2-3 FBBs.
+
** 2 or more DDs
 +
** No (F)BB(V)s and CV(B)s (CVL doesn't count)
 +
** Otherwise random if none of the requirements are met
 +
 
 +
* Routes to F if fleet contains any of the following:
 +
** 3 or more SS(V)s
 +
** 3 or more CV
 +
** 2 or 3 FBB
 +
** 2 BBs
 +
** 2 or more BBVs
 +
** Otherwise random if none of the requirements are met
 
|-
 
|-
 
|F
 
|F
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|G
 
|G
 
| rowspan="2" |
 
| rowspan="2" |
*AV goes to H
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*Routes to G if fleet contains:
*3DD1BB has a chance to go to H
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** Both a BB and a CLT
*BB and CLT is thought to go to G
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** More than one BB (has a high chance)
*More than one BB is likely to go to G
+
 
 +
*Routes to H if fleet contains:
 +
** 1 AV
 +
** 3 or more DDs + 1 BB (has a high chance)
 +
** 2 SS(V) + 1 BB (has a high chance)
 +
** Otherwise random if none of the requirements are met
 
|-
 
|-
 
|H
 
|H
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|H
 
|H
 
| rowspan="2" |
 
| rowspan="2" |
*In general, fleets with cruisers and no BBs or CVs tend to go towards H.
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* Routes to H if fleet contains:
*Any BB, CV, or CVB will go to I
+
** No (F)BB(V) or CV(B)
*Fleets with 2DD and 2 CAV or CA (no mixing) have a high chance to go to H
+
** More than 4 DDs (unverified)
*1CL2DD has a high chance for H
+
** 2 DDs + 2 CA/2 CAV (no mixing)
*Random if more than 2 DDs but no CLs and 2 CAs or CAVs aren't present
+
** 3DD3CVL has a high chance to go to H
*3DD3CVL has a high chance to go to H
+
** Otherwise random if none of the requirements are met
 +
 
 +
*Routes to I if fleet contains:
 +
** Any (F)BB(V) or CV(B)
 +
** 0-1 DD (has a high chance)
 +
** Otherwise random if none of the requirements are met
 
|-
 
|-
 
|I
 
|I
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|I
 
|I
 
| rowspan="3" |
 
| rowspan="3" |
*H-L requires certain amount of LoS (see below).
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* H-L requires certain amount of eLoS (see below).
*Otherwise H-J
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* Otherwise H-J
 
|-
 
|-
 
|J
 
|J
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|H
 
|H
 
| rowspan="3" |
 
| rowspan="3" |
*Always I-L if fleet contains only DD/CL/CLT/CA/CAV/CVL
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* Will route to H or J if you fail LoS check
*Otherwise H/L random?
+
** Branching rules are still unclear
*I-K branching rule unclear  
   
|-
 
|-
 
|K
 
|K
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|'''<span style="color:red">L</span>'''
 
|'''<span style="color:red">L</span>'''
 
|}
 
|}
* Medium sized ships=CA/CAV/CVL
  −
* Small sized ships=DD,CL?CLT?
      
You are required to '''sink''' the flagship at boss node 4 times to clear the map. The reward for clearing the map is '''100 points''' and a '''medal.''' Boss's HP Bar will reset at midnight at the beginning of each month.
 
You are required to '''sink''' the flagship at boss node 4 times to clear the map. The reward for clearing the map is '''100 points''' and a '''medal.''' Boss's HP Bar will reset at midnight at the beginning of each month.
 
* A certain amount of [[Line_of_Sight#Effective_Line_of_Sight_.28new_formula.29|ELoS]] (new equation) is required to reach the boss node
 
* A certain amount of [[Line_of_Sight#Effective_Line_of_Sight_.28new_formula.29|ELoS]] (new equation) is required to reach the boss node
**Below 57.2 will not go H to L
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** Below 31 (using the new formula 33; 57.2 for 2-5 fall formula) will not go H to L
**At least 70.4 guarantees H to L
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** 33 or more (using formula 33; at least 70.4 for 2-5 fall formula) guarantees H to L
** All LOS values stated here refer to the new LOS formula (NOT the newer LOS33 formula)
+
* [[Akashi]] can drop with a small chance in 2-5, but only for Admirals who have do not have her yet in their base. If you already have her, she will not drop in this map anymore. However, Akashi is still obtainable in maps like 3-5 or 6-2.
 +
*Alternatively, if you do not want to go through the trouble of locating Akashi in 3-5 or 6-2, you can choose to scrap [[Akashi]] after you remodel her and take her repair facilities, and then return to 2-5 until she drops again. The game will treat it as if you do not own her.
    
===Tips===
 
===Tips===
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;'''Monthly Quest: "Surface Counterattack Fleet" Charge!" (Bm7) Advice:'''
+
If attempting the monthly nightmare quest (Bm7):
*Quest BM7 requires 4DD, 1CA ('''not''' CAV), and 1CL
+
* The main consideration for this quest is achieving the required LoS of about 60 with 4DDs in the fleet (or 33 LOS using the LOS33 formula).
*The main consideration for this quest is achieving an LOS of about 60 with 4DDs in the fleet (or 33 LOS using the LOS33 formula)
+
** Your DDs will probably need radars to add LoS and therefore are unlikely to equip any night battle equipment. Try balancing between ships that can provide high firepower ([[Yuudachi Kai Ni]], [[Ayanami Kai Ni]])and ships that has good base LoS ([[Akatsuki Kai Ni]]).
**Aiming for guaranteed boss routing with over 70 LOS often leaves you with no room for double attack setups on the DDs to successfully kill the boss at night
+
* For your CL, good options can be either [[Abukuma Kai Ni]], [[Jintsuu Kai Ni]], or [[Ooyodo]]/[[Yuubari]]. It is recommended to equip a seaplane or two on your CL, as seaplanes contribute much more LoS than radars do, contributing twice their nominal value while radars only contribute their nominal value.
**Seaplanes contribute much more LoS than radars do, contributing twice their nominal value while radars only contribute their nominal value
+
** Abukuma comes with a strong opening torpedo, which gives her the highest total damage output of any CL in the game
**[http://wikiwiki.jp/kancolle/?%C6%EE%C0%BE%BD%F4%C5%E7%B3%A4%B0%E8#rd2a2bfe| Oddly enough, seaplanes with a slot size of 0 still contribute LoS]
+
** Jintsuu has the highest shelling potential of all CLs, and gets much stronger if [[Zara]] is used
*The best DDs to choose are generally those with good LoS (Akatsuki, Fubuki, etc.), or those with high attack power (Yuudachi, Ayanami, etc.)
+
** Ooyodo has the highest base LoS among all CLs, and comes with a fourth slot to carry an extra seaplane
** Failing which, any K2 or well-levelled K1 will often suffice
+
** Yuubari is an option in the absence of Ooyodo, as she can carry seaplanes in her fourth slot to add LoS (see above), [http://wikiwiki.jp/kancolle/?%C6%EE%C0%BE%BD%F4%C5%E7%B3%A4%B0%E8#rd2a2bfe|despite having 0 plane slots].
*For your CL, you have the choice of [[Abukuma Kai Ni]], [[Jintsuu Kai Ni]], or [[Ooyodo]]
+
* Options for CAs can be a Myoukou-class Kai Ni, [[Choukai Kai Ni]], Zara-class, or pre-K2 Tone-class.
**Abukuma comes with a strong opening torpedo, which gives her the highest total damage output of any CL in the game
+
** [[Zara]] or [[Pola]] are arguably the most recommended CAs for this quest as they can carry seaplane bombers to gain Air Superiority at the two daytime nodes.  
**Jintsuu has the highest shelling potential of all CLs, and gets much stronger if [[Zara]] is used
+
*** Although the only beneficiaries of artillery spotting are the Zara-class themselves (Abukuma does not benefit from arty spotting), their artillery spotting (about 50% of the time) alone allows their damage output to exceed even Choukai.
**Ooyodo has the highest base LoS amongst all CLs, and comes with a fourth slot to carry an extra seaplane
+
*** Do note that their innate LoS is lower, and that seaplane bombers confer less LoS than recon seaplanes. Ensure that you can obtain the required LoS before placing them in.
**Lastly, Yuubari is an option in the absence of Ooyodo, as she can carry seaplanes in her fourth slot to add LoS (see above) (No, don't ask how a slot of no seaplanes can scout)
+
** Myoukou-class Kai Nis and Choukai Kai Ni are all-round excellent CAs, with great innate LoS along with excellent offensive and defensive stats.
*The CAs are a choice of a Kai 2 Myoukou-Class, [[Choukai Kai Ni]], [[Zara]]-Class, or pre-K2 Tone-Class
  −
**[[Zara]] or [[Pola]] are arguably the strongest CAs for this quest as they can carry seaplane bombers to take AS at the two daytime nodes.  
  −
***Although the only beneficiaries of artillery spotting are the Zara-class themselves (Abukuma does not benefit from arty spotting), their artillery spotting (about 50% of the time) alone allows their damage output to exceed even Choukai.
  −
***Do note that their innate LoS is lower, and that seaplane bombers confer less LoS than recon seaplanes. Ensure that you can obtain the required LoS before placing them in.
  −
**Myoukou K2s and Choukai Kai 2 are all-round excellent CAs, with great innate LoS along with excellent offensive and defensive stats.
   
**If you don't have either of those groups and are struggling to meet LoS requirements, the unremodelled Tone-Class have the highest LoS stats of all standard CAs.
 
**If you don't have either of those groups and are struggling to meet LoS requirements, the unremodelled Tone-Class have the highest LoS stats of all standard CAs.
 +
 +
If attempting the monthly Myoukou quest (Bm1):
 +
* It is recommended to go the north route with the required Myoukou-class ships ([[Myoukou Kai Ni]], [[Nachi Kai Ni]], [[Haguro Kai Ni]]) and 2 CAV (to bring the Drum Canisters required for routing) + 1 CLT/CA.
 +
** Equip a Zuiun on your CAV for the fleet to gain Air Superiority.
 +
** Adding a CLT gives you an opening strike but makes it harder to reach eLoS at node H; adding another CA has vice versa effect of CLT.
    
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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|[[Taigei|'''<span style="color:red">Taigei</span>''']]<br />[[Akashi|'''<span style="color:red">Akashi***</span>''']]
 
|[[Taigei|'''<span style="color:red">Taigei</span>''']]<br />[[Akashi|'''<span style="color:red">Akashi***</span>''']]
 
|}
 
|}
  −
===Note===
  −
[[Akashi]] will drop with a small chance in 2-5 only for Admirals who have do not have her in your base. If you already have her, she will not drop in this map anymore. However, Akashi is still obtainable in maps like 3-5 or 6-2.
  −
*Alternatively, if you do not want to go through the trouble of locating Akashi in 3-5 or 6-2, you can choose to scrap [[Akashi]] after you fully upgrade her and take her repair facilities. And then return to 2-5 until she drops again. The game will treat it as if you do not own her.
      
{{Navbox World}}
 
{{Navbox World}}
 
[[ko:2해역]]
 
[[ko:2해역]]
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