User blog:Hayashi H/Spring 2016 Event Guide - Part II

Hard Clear
Routing is unconfirmed at present. If insufficient power to clear boss, replace Teruzuki's radar with a fourth Wurf™ to increase damage at the cost of reducing rate of reaching boss.

E6:北太平洋深海中枢泊地沖
This is it. This map is the reason why all the ships for the previous maps have been second-tier.

And this map is broken. Its boss node has the lowest S-rank rate in the history of KanColle, and reaching the boss has the lowest probability of any routing in the history of KanColle events.

The first thing you need to understand about E6 is that the compass can and WILL screw you over. Repeatedly. Composition planning for this map must take the compass into consideration to make sure that you'll like the result no matter where you get spun off to. And this is how it goes...

The only node of value other than the boss (for clearing the map) is node L, because Oyashio drops there on Medium and higher difficulties. Therefore try to do this on Medium or higher, but preferably Hard because her drop rate will become 1.5%. After S-ranking node L, RETREAT. DO NOT PROCEED TO J. EIKMLJN is so long that you're basically guaranteed NOT to clear it, so unless you like throwing resources away, stop. And if you like throwing resources away, LSC or something. But DO NOT PROCEED TO J.

Avoid using boss support on anything except Final clear since it's completely wasted if you don't route to boss, and more often than not you won't route to boss. Node support can help them get there in a better condition (which you may need if you're at Final), but you're giving up both the resource used AND the ability to use that expedition slot for a resource recovery expedition. I won't recommend using it until Final as well.

According to the tweet on 10 Jan, S-ranking nodes E5I, E6A, E6G, E6L once each will debuff Central Princess' resistance to airstrike damage. Obviously the existing build prior to that will debuff L easily; two new builds have been added for the single debuff sorties for A and G.

While theoretically this *might* mean that you could debuff on Easy and clear Hard, this isn't proven, so these builds are crafted for Hard. They'd obviously work for Easy as well since Easy is... easier than Hard, so if you want to try that it's up to you. No refunds if it doesn't work.

When all four nodes are S-ranked, the Central Princess's voice will change, and end with -'masaka'. If a partial debuff is done the damage will increase already, but why not just go all the way?

Node A Debuff
This is basically a pure ASW build because this is a pure ASW node. Just S-rank this once and move on.

Node G Debuff
Air Power value: 244 (AS node D, AS+ node G). Because nobody needs to care about branching when you're hitting the last node on a guaranteed route, might as well use up the last two CLTs for this (you'll use them in L later if you want to farm Oyashio here after clearing E6, so it's within the same shiplock anyway). BBV is necessary to ensure double shelling phase in node G for more daytime shelling. At night, the CLTs will have no trouble eliminating the sub-boss. S-rank this once and move on. The DDs are all in AACI mode so you're basically guaranteed AACI on the first node; Maya has highest AACI priority so they won't overwrite her, they merely act as a fallback.

Hard Clear/Oyashio Farm

 * Routing is unconfirmed at present.
 * The air power value of this build is 403, enough to get Air Supremacy in all nodes except the first, and get Air Supremacy in the first about half the time. The reasons for Air Supremacy are simple:
 * This map murders your bauxite dead even with AS+, so if you were to use AS, your resources will be rekt fast.
 * Having additional bombers on 12-slots won't help since they would almost always be wiped out by node M, and even if they aren't wiped out yet, they won't initial strike for anything worth consideration by then as their slot sizes would be rekt.
 * Shooting down enemy bombers is also of extreme importance due to the number of BWS floating around, and CV Hime. That's also why Maya was saved for this. Otherwise you'd be rekt.
 * Mostly blue bombers are used as the boss is basically a collection of installations, and you need them to be able to shell things other than Dyson. Simultaneously this means that only your Zuiun Model 12s, Zuikaku's divebombers and boss support airstrike will bomb the installations - if it picks Central Princess there is a small chance of stupidly large bugged-level damage. On boss node all standard torpedo bombers will torpedo only Dyson(s), which is intentional as this will also result in a ridiculous amount of scratch damage to her, probably enough to bring her down to Chuuha or Taiha level. You need this result so that Yamashiro and Fusou can eliminate her in the daytime, because if she lives to yasen your chances of clearing the boss fall DRASTICALLY.
 * Zuikaku K2 carries divebombers to force her to bomb Dyson twice if Dyson is still alive to finish her off. She is loaded in slot 2 to minimise the chance her attack turn will be wasted by Dyson dying. Her divebombers are also capable of doing the Zuiun nuke.
 * Yamashiro K2 and Fusou K2 are compulsory for this as you need both the firepower cap in head-on function from their APCI, and the 20+ slot Zuiun function for the Zuiun nuke. Do NOT use Ise-classes as most of their Zuiuns will almost definitely be wiped out by the boss, and even if they were still alive they would not be in sufficient numbers to do anything significant to the boss.
 * Players unable to S-rank this map conventionally may instead opt to convert ALL the torpedo bombers to divebombers. It maximises the chance of taking out the boss in the initial airstrike in exchange for potentially losing multiple shelling attacks since the carriers will divebomb nothing else but Dyson.
 * Taihou Kai is not advisable as she is extremely likely to get rekt before reaching the boss due to her low evasion value, and her firepower isn't at the same level as Hiryuu Kai Ni's.
 * If you have Ryuusei (601 Air Group), use it in Hiryuu's first slot in place of the Ryuusei Kai.
 * WG42 is compulsory or you'll have fun times when Kamis shoot the soft installations and Type 3 Shells shoot the hard installations. You'll still need Type 3 Shells on the CAs because WG42 will not be strong enough to pierce Central Princess's armour at night.
 * With this current build, DDs will shell twice for 217 (Kasumi) to 232 (Yuudachi) damage at night, and shell once for 188 damage in the day. Ooyodo will shell twice for 223 damage regardless of day or night. Two DD hits are needed to destroy an Artillery Imp, or one Ooyodo double attack.
 * If you have more WG42 than 4, replace the 2 gun 1 WG42 builds on the DDs with triple Wurf builds. This allows those DDs to shell for 240+ damage in the day EVEN WHEN TAIHA, and for 480 damage at night. This is optional but will make the build stronger. At these levels they will onehit the Artillery Imps in the day and probably onehit Supply Depot Princess at night as well.
 * The amount of time it takes to farm that many WG42 needs to be balanced against the improvement in viability from them.
 * The roles of the battle order are as follows:
 * Airstrike: Battleship Princess must be reduced to Chuuha state. If possible, Central Princess needs to be Zuiun nuked.
 * Escort Fleet Shelling phase: At least one Artillery Imp must be destroyed. Airfield Princess and Supply Depot Princess need to be reduced to Chuuha state.
 * Main Fleet (both shelling phases): Battleship Princess must be sunk. Other Artillery Imp must be destroyed. Additional APCI & crit-boosted Carrier shelling on Airfield and Supply Depot Princess should reduce them to Taiha but is unlikely to be able to make the kill.
 * Night Battle: Ooyodo and the 3 DDs MUST destroy everything other than the Central Princess. CAs' job is to eliminate the Central Princess herself.
 * If you have problems S-Ranking node L, drop the difficulty level to Medium as it will be extremely unlikely you can defeat the boss on Hard.

In the event you complete E6 Hard before Oyashio drops, attempt to clear E7 first as passing through D may result in an Oyashio drop. In the event you get Oyashio drop first, retreat if routed to L instead of fighting it to preserve resources using the same build above.

If you completed E7 and Oyashio still hasn't dropped yet, use the build below for final Oyashio farming.

Post-Clear Oyashio Farm
This version has slightly better whirlpool resistance, higher anti-torpedo accuracy and higher ASW so the rate of getting rekt at node K should be lower. It has much better initial strike, so it should be more likely to survive the surface nodes, as well as eliminate L far more easily. In exchange it has basically zero anti-installation potential so this will not be able to fight the boss at all. But at this stage you shouldn't want to fight the boss any more.

This build may be made irrelevant after the patch on 13 May as Oyashio will drop at new nodes, and there's probably an easier farm than L. Though the earlier approach of doing farm/boss depending on compass still holds valid for the initial clear since if you're already there, you might as well...

Aaaand branching for this is not confirmed either.

E7:波濤を超えて
E7 is an odd map. Since STFs go through 7 nodes but CTFs go through only six, on first glance it would seem that CTF are ideal for the map, and that is true up to Medium difficulty. However, after that at Hard the CTF route gets spammed with so many Princesses (and even a double CV Princess/II preboss) that getting to the boss becomes ridiculously impractical on CTF. Since the node length is 7 and thus the boss is out of Combat Radius for most aircraft types, an STF will need to use Land-based Aircraft and Flying Boats in order to have the ability to bombard the boss node.

This will thus have a CTF-based Easy farm composition and a STF-based Hard Clear composition. This is probably the first time I'm advocating different Combined Fleet types for different difficulties.

Easy CTF Harukaze Farm
Routing is unconfirmed. Both Cranes will shell for firepower cap when Chuuha'd in Parallel, Hiryuu will shell for firepower cap when in Head-on. 12-slots are not used for bombers to avoid Tsu wipeout - as a result if Land-based Aerial Support is concentrated on the boss there is the potential to get Air Supremacy even on the Diamond formation with this build's Fighter Power of 370. If desired it is possible to farm node D as well for Oyashio using a ACDHLN route, which should also guarantee Air Supremacy at node D, but note that this may result in a lower rate of reaching node N intact as the tradeoff. Reset before final to prevent clearing by accident or facing Final variant nodes (including a BWS variant this build will only get Air Superiority against).

Hard STF HP Bar Drain
Routing is unconfirmed. The Diamond formation of the boss has very high fighter power, so this build has 331 Fighter Power just to be sure Air Superiority always happens (you'll get Air Supremacy on its Line Ahead variant). Akitsushima is used since she is speculated to have special routing that fixes the M path. Note that the Zuiun 634 AG is basically guaranteed to lose its ranks, but without a seaplane bomber Akitsushima won't be able even to bomb submarines.

It may be possible to use dual Prototype Seirans and still get Air Supremacy if the Land-Based Aerial Support can reduce the required Fighter Power value, but this is not possible for me to test at the moment.

Hard STF Final Clear
Routing is unconfirmed. This build has 235 Air Power, though 224 is the practical number for the vast majority of the sortie given that whatever plane is on Akitsushima will tend to be shot down. For the final clear, no FCF is used as you'll need all hands on deck, so Akitsushima gets to use a full ASW build (since there's literally nothing else she can do effectively). Note that the Zuiun 634 AG is basically guaranteed to lose its ranks, but without a seaplane bomber Akitsushima won't be able even to bomb submarines.

KusoRNG's battle replay for STF Final clear on his first attempt with a similar fleet.