World 6/6-3

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World 6-3: K作戦 Operation K

Strategy Name
K作戦 (Operation K)
Difficulty
☆ ☆ ☆ ☆ ☆ ☆ ☆
Item
Depends
Strategy Content
飛行艇または水上偵察機を装備した水上機母艦・軽巡・駆逐艦による艦隊を同方面へ進出、航空偵察「K作戦」を実施せよ!
Sortie to this region with light cruisers, destroyers, and seaplane tenderd equipped with Flying boats 
 
or recon seaplanes, and undertake the air reconnaissance "Operation K"!
6-3 Heavier fleet
Fleet 1AV, 1CL, 1DD, 3AV/CL/DD
Route A C E F H J
Other Notes
AP AS AS+
0 0 0
6-3 Light fleet
Fleet 1AV, 1CL, 4DD
Route A C E G H J
Other Notes
AP AS AS+
0 0 0

Stage Guide

6-3 Branching Rules
Nodes Rules
A
B
  • Choice node
C
E
F
  • Meet ANY of the following to go to F
    • Amount of AV+CL ≥ 4
    • Amount of AV ≥ 2
  • Go to G if CL ≤ 1 and DD ≥ 3
  • Otherwise, random routing (More likely to go to F)
G
G
H
  • Fixed route
H
I
  • Fail the LoS check
    • Random routing if the 36 ≤ LoS ≤ 38 (Cn3)
J
  • Pass the LoS check: > 38 (Cn3)


Tips

Regarding the map

Requires 4 Boss kills to deplete the HP gauge.

  • Once the map is cleared, you can no longer roll the Final Form at the boss node.
  • Only AVs, CLs, CTs, and DDs are allowed!
    • Specifically at least 1AV, 1CL, and 1DD. CLT cannot be used here.

Node notes

  • Node C is a normal submarine node
  • Node B can be a submarine node, but isn't always.
    • The only reason to head towards B is to have a fleet that cannot/don't want to face SS So-Class Elite at node C. But doing so requires an additional fight which is not preferable.
  • A CL Tsu-Class Elite can show up at node E.
  • Node G can be guaranteed with 4 DDs in the fleet.


Recommend Fleets

AVs and CLs able to carry a Midget Submarine 
 
 
are advised in every composition.

  • Because you can only deploy AV/CL/CT/DD, it is unlikely that your fleet win during daytime battle. You should expect the battle to last into nighttime.
  • Using SPBs on your AV's biggest slots can help you achieve AS and Artillery Spotting.
  • Consider using special night cut-ins on your DDs to damage the boss during night battle.

  • 1AV, 1CL, 4DD
  • Route = A C E G H J
    • The most cost-effective way to get to the boss, and guarantees G branching, which allows two air reconnaissance rewards.
    • The setup with the lowest damage output. It may not consistently get a victory at the boss.

  • 1AV, 2CL, 3DD
  • Route = Random:
    • A C E G H J
    • A C E F H J
    • Has better damage over the Light fleet, and on the shortest route, can fight at the boss with better damage output.
    • Has to deal with RNG. Being sent to Node F may hurt a bit more.

  • 1AV, 1CL, 1DD, 3AV/CL/DD
  • 2AV, 3CL, 1DD
  • Route = A C E F H J
    • Has the highest damage output at the boss, especially since the boss fight almost always requires night battle.
    • Needs to fight an extra battle against a fleet led by a CA Ne-Class Elite which has battleship-like stats.

Air Reconnaissance Mechanic

On Nodes G and H, recon planes will be flown towards the "green X" (the recon route is shown on the map as green arrows).

  • Successful reconnaissance will reward additional resources upon winning at the boss node(B rank or higher).
    • Neither G or H have combat.
    • Animation will be shown for the Air Reconnaissance; if both Flying boats 
       
      and other seaplanes are brought, Flying Boat animation takes priority.
    • Success rate of the air reconnaissance depends on the LoS and slot sizes of Seaplanes brought.
    • You forfeit all reconnaissance rewards if you lose at or do not reach the boss node..

The formula for Air Reconnaissance is [math]\displaystyle{ R = \sum_{\text{Seaplane Recon, Bombers}} \text{LoS} \times \sqrt{\sqrt{\text{No.}_\text{planes}}} + \sum_{\text{Large Flying Boats}} \text{LoS} \times \sqrt{\text{No.}_\text{planes}} }[/math]

To sum up, the more LoS and Seaplanes you have, the better, with Flying Boats being better than other seaplanes.

  • For node G, the minimum [math]\displaystyle{ R }[/math] to achieve success is 12 for G and 16 for H.
  • For Great Success, the requirement is multiplied by [math]\displaystyle{ (1.6 + rand(0.6)) }[/math].
  • This means that the minimum and maximum requirement for Great Success for H is 25.6 and 35.2.
Rewards for Nodes G and H
Normal Success Great Success
Item Chance to Obtain Item Chance to Obtain
1   35% 4   5%
80  5% 3   10%
60  10% 2   25%
50  15% 200  5%
50  5% 150  10%
40  10% 100  15%
30  20% 150  5%
100   10%
80   15%

Nodes And Enemy Encounters

Show/Hide Nodes and Enemy Encounters
Nodes and Enemy Encounters
NodePatternXpNode InfoFormAir
A
Choose your route
Pattern 1Choose your route
B
泊地哨戒線
Pattern 1      
Pattern 2    
Pattern 3     
Pattern 4    
C
深海潜水艦隊
Pattern 1      
Pattern 2       
Pattern 3      
D
深海ピケット艦隊
Pattern 1     
Pattern 2     
Pattern 3    
E
深海哨戒水雷戦隊
Pattern 1      
Pattern 2       
Pattern 3      
F
深海中部水上打撃群
Pattern 1      
Pattern 2      
Pattern 3      
G
Pattern 1
H
Pattern 1
I
Battle Avoided
Pattern 1"Must be my imagination" (battle avoided)
J
留守泊地旗艦艦隊
Pattern 1       
Pattern 2       
Pattern 3       
Pattern 4       
Pattern 5       
Pattern 6       

World 6/6-3/Drop list