Talk:Fall 2016 Event/@comment-26571623-20161128055347/@comment-25174240-20161128063632

E4 hard - I suggest using short route for chipping runs and a hybrid fleet for the final run.

Part of the problem with E4 hard is that the Nu class CVLs become Wo class on last dance.

Using more than 4 (CV + BB) leads you to OPNRSQ-Boss, which is three aerial nodes. The short route leads you struggling for air superiority vs the boss - you definitely want air superiority to get day time spotting assisted shelling.

I opted for a hybrid. 2 CV + 2 FBB + 2 CAV. This goes O-P-R-S-Q-Boss which avoids one aerial node compared to heavy fleet.

Notes:

2 CAVs must carry 1 seaplane bomber and 1 seaplane fighter. They will help fight subs and support your CVs in the fight for air sup - with only 2 CVs you will need it.

2 CVs must get air sup no matter what, they must support the fleet with bombing no matter what. So, in their biggest slot (to survive Tsu class) you need a bomber that has some anti-air stat - e.g. Re.2001G Kai, Zero fighter-bomber model 62 (Iwai squadron). Fighters must support the bombing with firepower stat since the CV's firepower stat affects bombing damage, examples Fw.190T kai, Re.2005 Kai

The 2 BBs are pretty standard - they tank damage, have a seaplane scout, AP ammo and two gun mounts.

The key with E-4 hard is that it tests the player's understanding of game mechanics, mathematics and understanding of all the equipment in their inventory. I sat down and thought for two hours about it, before getting this setup. A lot of players get salty because they keep trying the same composition over and over again.

Think creatively, Kancolle is a game that rewards serious, calm, patient and logical thinkers.