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::*It's also possible to use a submarine-only fleet; this fleet can get to pre-boss rather easily, accepting a D loss at node B. However, it also has a high chance of being offrouted to node J from the penultimate node I. This option is very light on resources and allows for short repair times.
 
::*It's also possible to use a submarine-only fleet; this fleet can get to pre-boss rather easily, accepting a D loss at node B. However, it also has a high chance of being offrouted to node J from the penultimate node I. This option is very light on resources and allows for short repair times.
 
:::A modified version of this uses 4SS(V)+2DD; if the DDs survive node I, boss routing is guaranteed. However, non-ASW capable ships will focus on them, making this a risky (if cheap) choice.
 
:::A modified version of this uses 4SS(V)+2DD; if the DDs survive node I, boss routing is guaranteed. However, non-ASW capable ships will focus on them, making this a risky (if cheap) choice.
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::Recent updates now allow ships to have their speed boosted through the use of boilers and turbines, this makes bringing slow ships more feasible, at the cost of an equipment slot.
 
:*Equipment:
 
:*Equipment:
 
::*Despite all nodes being night-battle only, it is not recommended to bring night-battle cut-in setups (e.g. torpedo setups) on any ship. Enemies faced in this map can easily be sunk by less-powerful but more consistent double attack setups.
 
::*Despite all nodes being night-battle only, it is not recommended to bring night-battle cut-in setups (e.g. torpedo setups) on any ship. Enemies faced in this map can easily be sunk by less-powerful but more consistent double attack setups.
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