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  1. #1
    Kantai Analyst 211303's Avatar
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    [Fall 2019 E5] Advance! The 2nd Southern Operation





    This post will be updated with confirmed information pertaining to map E-5 as it is spaded. The thread can also serve as a starting point for people to discuss the map if they want.

    Disclaimer: Information in this thread is subjected to change when new or additional data is made available.








    General Event Outline, Participation Requirements and Difficulty System



    To participate in this event, you must have a sortie win rate of 75% or above. You also need at least 5 spare Kanmusu slots and 20 equipment slots. Completely depleting the health bar and therefore clearing the map will lock it in the chosen difficulty, it cannot be changed afterwards.









    Please be aware that it is not possible to increase the difficulty between maps by more than one. As an example if you have cleared E-1 on "Easy" you will not be able to select "Hard" for E-2; only "Medium" will be available. However players will be able to choose "Hard" again for E-3 if you pick "Medium" on E-2 for this specific scenario. This does not affect the ability to decrease difficulty; players will still be able to choose "Easy" after clearing the previous map on "Hard".





    General E-5 Map Information




    Difficulty: ☆x14

    Sortie Mode: Single fleet and TCF

    Fleet locking:








    DifficultyReward
    CasualAction Report x1, Emergency Repair Materials x2
    EasyAction Report x1, Emergency Repair Materials x2, 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)
    MediumAction Report x1, Emergency Repair Materials x3, 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) +2★, Medal x1
    HardAction Report x1, Emergency Repair Materials x4, 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) +2★, Medal x1, New Model Aircraft Materials x2











    Walkthroughs


    Player Walkthrough & Feedback

    [+] Spoiler

    211303's guide


    Last edited by 211303; 01-01-2020 at 11:04 AM.
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  2. #2
    Kantai Analyst 211303's Avatar
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    Well, there surely is a huge difficulty spike for the EO. Passing rate is really low with the two sub hime nodes and you are forced to choose either face tank the sub nodes without touaki or AP at boss node.

    Will see if there is better way once I get some sleep.


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  3. #3
    Kantai Analyst 211303's Avatar
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    And cleared. Made some adjustment to yesterday's comp and include a number of historical ships I was saving certainly helps. A brief E5 guide will be ready shortly before I sleep. E6 might take some time though as it is a long map and weekday just starts.

    - - - Updated - - -

    E5 Preliminary guide:

    P1

    Fleet:



    Route:
    CEGJ

    Formation:
    Line abreast at node C and J, Line ahead at node E (vanguard as well if you don't use support), Vanguard at G

    Support:
    Not necessary but node support could help

    LBAS:
    Base 1: toukai x 4 to node C
    Base 2: 1 fighter 3 bomber to node G

    Note:
    A very brief and self explanatory part. Only issue is passing rate, and as long as you reach boss, your OASW with historical bonus will get you a kill. Hence, both LBAS are used for increasing passing rate. As for support, it's totally optional but I find that even with vanguard formation it can still help if you are using 3 guns on BB. I also specifically forgo zuiun on the BBV so they could concentrate on attacking surface ship at boss node.

    Apart from the above ships, bonus DD that can OASW pre-marriage include Shigure, Hatsushimo, Bep.

    Note that if you want to farm J, it is easier to just reset farm in lower difficulty as there is no gimmick gating this node.

    P2

    Slow Chipping Fleet:
    [+] Spoiler

    (Chikuma should be tone here)


    Fast Chipping Fleet:



    LD Fleet:



    (that night scout is a mistake, switch to skilled lookout)

    Route:
    ACEFIKO or ACBEFIKO
    ACEFIO (Fast chipping fleet)

    Support:
    Both shelling support are recommended

    Fighter power:
    ~750 for AS while chipping
    560+ for AP in LD

    LBAS for chipping:
    Base 1: toukai x 4 to node A and C
    Base 2: Skilled recon+64 squadron+T1 mod 34+T 1mod 34 to node O (Both waves with AD)

    LBAS for LD:
    Base 1: toukai x 4 to node A and C
    Base 2: 4 bombers to node O

    Note:
    Again, we will focus on improving passing rate here by using toukai and having 4 OASW. Gotland and Johnston have longer range to increase the chance for the bonus OASW ship to disable loli sub. The boss doesn't have the highest armor, so you really don't need a lot of night firepower here. With substantial ASW from OASW ship and toukai, it is recommended to take shelling support instead of ASW support. Another problem is that the enemy escort is so tanky that you will have trouble killing enough of them in day battle, but I expect that to be solved when FF arrives.

    This comp will sometimes randomly route to node B. (seems that is caused by 2 cvl)

    In LD, the fighter power requirement drastically increases, meaning it is no longer feasible getting AS without sacrificing too much. Comparing to the chipping fleet, we switch out Hyuuga for a bonus ship in Fusou, and move Johnston to main fleet for another TCI DD in escort. Both Fusou and Mutsu are given VL gun so that they can kill more trash before touch is triggered, thus increasing the chance for broadside to hit one of the hime. Also dropped the night scout since we are getting AP. Success largely hinges on whether your broadside can disable at least one of the hime. We also switch to full bomber in LBAS as you will need at least 3 fighter to achieve AD, which really isn't worth it. Noted that the fighter power I have for LD fleet should be just enough for AP after two waves of AI LBAS.

    Other variance of this comp include fast fleet (skip node K but require bringing non-bonus FCVL) and less DD in escort (seem to increase rate of routing to node B).

    Overall, the map is quite difficult and I would highly recommend to wait for FF for this map. It also doesn't really offer much better reward over Normal, so you really wouldn't be losing much if you want to choose the latter.


    2 out of 0 members found this post helpful.
    Last edited by 211303; 01-07-2020 at 05:21 AM.
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  4. #4
    Commander Makikaki's Avatar
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    @211303

    Yeah, don't see a point doing hard for this map at all.

    Pretty sure most hard mode players already have 20+ of the aerial armament and I yet to see some real purpose those repair materials; ship drops are also meh here.



  5. #5
    Vice-Admiral Kuropo's Avatar
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    Quote Originally Posted by Makikaki View Post
    @211303

    Yeah, don't see a point doing hard for this map at all.

    Pretty sure most hard mode players already have 20+ of the aerial armament and I yet to see some real purpose those repair materials; ship drops are also meh here.
    I clear all event maps on Hard difficulty, not for the rewards at all but for the challenge rather. The rewards are a nice little bonus to me, except for the reward ships.


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  6. #6
    Commander Makikaki's Avatar
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    https://kc3kai.github.io/kancolle-re...om/HTwLD4g.png

    The map is rather tame on medium.

    Quickly finished within 4-5~ hours on medium; took 15 sorties, used 0 node/boss support - didn't even retreat once during P2.
    Forgot to modify LBAS sent to boss, didn't matter either way.

    I'm sure as hell glad I spared myself from endlessly sparkling multiple ships... I'd rather save my patience and resources for the last map and farming(or a map that has better rewards than... 2 extra airmats).



  7. #7
    Commander friggo's Avatar
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    E5M cleared!

    I was honestly already considering dropping to medium when I thought that the medium reward didn't have the +2 stars. And after I saw that there was barely any difference in rewards between medium and hard, I just went with the comfier difficulty to conserve resources and sanity. And for more efficient post-clear farming, of course.

    Phase 1 - Submarine hime kai



    5 S-rank, 1 retreat at sub node
    buckets used: 8
    total sorties: 6

    LBAS#1: 3 bombers 1 fighter to G-node
    LBAS#2: 4 bombers to boss

    Since I don't have 4 Toukai, I decided to instead rely on my main fleet for the anti-sub duty (5 OASW) and use the land base to clear out surface threats instead of sending out a gimped anti-sub LBAS. The Tsu's kept shredding my planes, but I was hardcapped on bauxite anyway so I didn't really care. Went donger on both preboss surface nodes, line abreast at sub nodes (including boss). No supports used.

    Phase 2 - Aircraft Carrier hime kai - chipping



    4 S-rank, 1 A-rank, 2 retreat at air strike node
    buckets used: 12 (yes, only twelve)
    total sorties: 7

    LBAS#1: 2 bombers 2 fighters to boss
    LBAS#2: 2 toukai 2 ASW bombers to sub nodes

    This phase wasn't really THAT bad all things considered. I even scored a daytime S-rank on one occasion, managed to kill the boss under Red T on another, and then had an S-rank even without NagaMutsu touch triggering. I did rage a bit when Junyou failed to trigger her RoSa twice in one sortie, first going to chuuha and then taiha. Or when Shigure failed to trigger TCI repeatedly despite being the flagship and all yasen gear being active. But that's RNG for you. No supports used for chipping. PS - the Abukuma is a dupe.

    Phase 3 - Aircraft Carrier hime kai - last dance



    1 S-rank, 1 retreat at air strike node (thanks, RoSa)
    buckets used: 1
    total sorties: 2

    LBAS#1: 4 bombers to boss
    LBAS#2: 2 toukai 2 ASW bombers to sub nodes

    Used boss support only. The only real challenge in last dance is the increased fighter power. No second hime (!) and even the escort barely changes. It really is worlds apart when compared to hard mode. Barely noticed a difference from my chipping runs to be honest.

    I set up my fleet for AP at boss by removing artillery spotting and night scout. Also replaced Hyuuga with Fusou. Basically, I followed @211303's helpful guide and modified it for medium difficulty.

    Even with everything going wrong during my successful last dance run, I won quite easily, despite:
    • LBAS and boss support scoring a grand total of only two kills.
    • Mutsu getting taiha'd before even getting her first shot off (meaning no touch).
    • Hiyou getting taiha'd right away, losing out on both of her shelling attacks.


    Still, Hatsushimo proceeded to TCI the boss for ~300 damage and score the kill.

    In retrospect: Shigure wasn't even necessarily needed here, but I'm not too worried about locking her, because I still have Yukikaze, Ayanami, Yuudachi and Fletcher as TCI ships for E6. Also, I originally planned to use my second dupe CLT over one of the DDs in escort for an easier time, but I was 1 point shy of the OASW+oTorp combo and ended up not using any CLT. According to wiki, the routing would've still been the same, but since pass rate on surface nodes wasn't an issue and the boss was a pushover anyway, it made no difference.

    Now I'll spend some time farming for the new ships here before tackling E6. Once I have them both, it's...

    On to the next!


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  8. #8
    Kantai Analyst 211303's Avatar
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    Might want to switch Gotland to E6 as well, as large searchlight for tanking could be a viable strategy there when paired with damecon. Yuubari can be her replacement in E5


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  9. #9
    Captain kazenorin's Avatar
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    E5M Cleared!

    Medium was a breeze!

    Resource consumption: 12740/940/6606/3969/41
    Expeditions were largely inactive, so that's also pretty much the net change.

    Basically followed @211303's guide (so no CLTs used)

    Phase 1: 5 runs, no retreat, 4 S-rank 1 B-rank (escorts not cleared)
    Lv94 Tanikaze: Full ASW combo
    Lv96 Shiratsuyu: Full ASW combo
    Lv94 Kazagumo: Full ASW combo
    Lv95 Hyuuga: Guns x2, Fighters x2, Recon
    Lv94 Hamakaze: 15asw ASDIC / +6 T3 Sonar / 15asw rockets
    Lv128 Junyou: Murata / Suisei T22 634/Skilled / Tomonaga / Saiun

    Lv94 Hamakaze couldn't do OASW with the full combo even with the 15asw ASDIC, but 40asw from equipment was just as good.
    I chose a +6 T3 sonar for her instead of ASDIC because of the improvement increasing torp dodge. but it never mattered as subs node were always cleared during OASW phase.

    Phase 2 Chipping: 6 Runs 1 retreat, all S-Rank
    Main:
    Lv123 Nagato: 16" Mk.7 x2 / +7 T1 AP / Recon
    Lv97 Mutsu: 51cm / +4 41cm Twin / +6 T1 AP / Recon
    Lv94 Hyuuga: 41cm Triple K2 x2 / +10 Zuiun K2 634 / Reppu K2E Skilled / T0M52 Iwai +10
    Lv128 Junyou: Ryuusei Kai (1st CarDiv/Skilled) / Ruppu K2 / +10 Iwamoto / Fw190 A5K (skilled)
    Lv98 Hiyou: Murata / +10 F6F-5 / +10 Ruppu 601 / Reppu M11
    Lv99 Chikuma: 4x best SPFs

    Escort:
    Lv98 Shigure: Torp x3
    Lv97 Johnston: 5" Mk30 / 5" Mk30+GFCS / 15asw ASDIC
    Lv96 Shiratsuyu: Full ASW combo
    Lv97 Yuubari: +4 T4 Sonar / 15asw rockets / T144/147 ASDIC / +6 Searchlight
    Lv94 Kazagumo: Full ASW combo
    Lv119 Myoukou: Torp x2 + Starshell + Night Scout

    No explicit sparkling.
    No node support.
    Boss support with only flagship sparkled.

    Used the sonar on Johnston instead of Yuubari is because having at least one sonar grant bonuses IIRC.
    Since my Yuubari couldn't do the full ASW combo with 3 slots, even with the 15asw ASDIC, might as well let her use the 15asw rockets along with other good sonars.
    ps. Yuubari couldn't equip the large searchlight

    Also think twice before using Ryuusei 1st Car/Div Skilled, because my Murata squad got wiped and was only a matter of luck that the Ryuusei squad didn't.
    It take twice as long to "level" the Ryuusei back to full rank.

    Last Dance: 1 run clean clear
    More or less the same as 211303's LD comp using equipment I have.

    All four fleets fully sparkled.
    Dual support, boss support had better ships and equipment which landed 5 hits, taking down 3 ships including a Tsu-class.

    Only Shigure was moderately damaged before boss, everyone else was either pristine or scratched.
    Escort fleet's condition remained the same before night battle (but main fleet took heavy damages)

    Boss was almost red before night battle, Shigure TCI-ed at moderate damage and brought the boss to red, Hatsushimo (2nd ship) TCIed and sunk it.
    So yeah, Shigure did end up not too useful lol

    Pretty easy overall, but having to go through so many nodes and each capable of heavily damaging a ship or two, I can imagine the difficulty at Hard...
    Since medium is pretty easy, I probably won't have a hard time farming Akishimo (if I have the time).

    Notable drops: Hirato during phase 1 clearing


    1 out of 0 members found this post helpful.
    Last edited by kazenorin; 12-14-2019 at 12:16 PM.
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  10. #10
    Vice-Admiral Kuropo's Avatar
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    E-5 part 2 on Hard difficulty really is getting ridiculous for me. So far I have only made 10 attempts, but encountered the merely once. If other (long-time) players want to tackle this map on Hard difficulty as well, I would advise to start clearing (or at least chipping) E-5(-2) as soon as possible. The power of friend fleets will not help you get past these pre-boss nodes and the boss fight isn't that bad (on pre-final), if Nagato touch triggers.

    Also having both Ooi and Myoukou in my escort fleet appeared to constantly route me to node B. When I replaced Ooi with Hatsuzuki, my fleet got to skip that node. Could of course be coincidence though.


    Last edited by Kuropo; 12-15-2019 at 03:00 AM.
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