Techniques for EfficientLy Earning Battles (5-4 Part 1)
The following conditions are required to perform the method described in this section.
- Stage 5-3 has been cleared (required)
- Stage 5-4 is just before gauge destruction (when you defeat the boss 4 times) (most important item) (required)
- Diving aircraft carrier "I 401 Kai" 1 ship
- Submarines "I 168 Kai", "I 58", "I 19" and "I8" each 3-4 vessels (not diving aircraft carrier) ("Maruyu" may or may not be)
- Four docks (if there are only two, it will be a rotation using high-speed repair material)
- High-speed repair material (it is better to have it, but it is rarely used)
In this capture method, it will be capture using only [submarine (or diving aircraft carrier)] . Submarines have the following characteristics:
- No attacks from enemy battleships, aircraft carriers, heavy cruisers, or submarines
- Preemptive strike (originally air warfare is faster attack order, but submarines are not damaged)
- Low cost of fuel
- Short in-place time
- Low cost of entry and ing
In this capture, you will be the one that made the most of these features.
The figure is from stage 5-4 to be captured, but in the case of submarines only, only the red line route passes. So you don't have to think about other squares.
Now, there is an important reason for this though "Stage 5-4 is just before the gauge destruction" is put in the condition of this capture. In a stage with a boss-destroying gauge, such as this stage, the configuration of the enemy may change depending on the amount of gauge remaining. Stage 5-4 has the following pattern:
- Gauge remaining 100% to 40%
- Gauge remaining 20%
- After gauge destruction
This time, it will fight the boss organization of "gauge remaining 20%", but in fact, this boss organization has the feature that "there is no enemy that can attack the submarine". This is an enormous benefit and you will be able to:
- Even if you wreck in the previous battle, you can advance as it is because it does not take damage in the next battle (except for the flagship wreck)
- If you deal more than a few damage to the boss's formation, your victory will be confirmed (D loss is confirmed in 2 damage. 5 or more damage confirms victory)
In addition to "2.gauge remaining 20%", it is possible to capture in the same form as the capture introduced this time, but in that case, since there is a case where the enemy who can attack the submarine in the boss organization comes out, it becomes impossible to break the attack except in special cases (except when it is ok to be equipped with a damcon or to sink).
In addition, stage 5-4 earns more Admiral experience than other stages. It has become a stage where you can earn enough experience value without limiting it to submarine capture like this time.
It will be a capture only in the submarine as described above. To be honest, if it is an organization of only a submarine, the capture conditions are in place, so you may assemble your favorite organization. However, since you can earn the experience value efficiently if you organize well, I want to write about the recommended organization and equipment once.
Number of people and ship type of organization
Organization is the submarine aircraft carrier [I 401 Kai] as the flagship, with two equipment slots in the second [I 168 kai], the rest is not reformed (diving aircraft carrier) [I 58] [I 19] [I 8] will be organized in five vessels.
If you don't wreck the flagship, you'll have a good chance of reaching the boss, so let's put a strong submarine so that the flagship won't be killed. If you place the I 401 is a diving aircraft carrier before remodeling, you will be able to place all submarines after the second person.
"I 158 Kai" will be placed on the second ship. This is the only submarine with two equipment slots, and it is a submarine that can be cut-in attack. There is a night war mass along the way, and the cut-in attack is useful, so place it in the second so that it can be cut-in attack early on.
After the third ship, the submarine will be freely placed. By the way, the reason why it is not a "diving aircraft carrier" but a "submarine" is that it takes more than twice the incoming drain time of the submarine if it is a diving aircraft carrier when it is hit and entered. If you are a submarine, even if you receive about 15 damage in the Lv99, the incoming time is up to about 1 hour, so it is likely that you can rotate the dock well without using high-speed repair materials.
If it is the above organization, the high-speed repair material will not be used unless there is something else. Depending on luck, the flagship can orbit 10-30 times until it breaks, so let's use a high-speed repair material when you break it in the middle.
The ship's landing time is considerably shorter than that of other species.
Also, please put the Maruyu to your liking. If you put Maruyu, the winning rate and the advance rate will basically go up, but if Maruyu himself is aimed at, the rate of huge withdrawal may increase.
As for fatigue, it accumulates even if it does not be hit in the battle, so it is better to prepare three or four submarines for rotation. Due to the victory decision, it can take up to 15-20 minutes for fatigue to recover with a single sortie. It takes five minutes once to defeat the boss, so if you have four vessels each, you can rotate the game without opening your hair. Since the flagship is less likely to fatigue in the flagship correction, one ship is enough.
If you don't seem to have enough submarines, you can drop "I 168", "I 58", "I 19" and "I 8" on stage 1-5, so earn it.
There are only a limited number of things that can be equipped, so anything is fine. I think that it becomes a torpedo or a can if it dares to choose.
I think that the policy to choose will be "defeat the enemy with the opening torpedo before being attacked" or "avoid the enemy's attack as much as possible and reach the boss". The former will be torpedo equipment, the latter will be can equipment.
My policy is to equip the flagship with new cans and the remaining submarines with torpedoes because we only have to survive the flagship. However, if you expect a cut-in in the night battle mass, it might be better to equip the flagship with a torpedo.
As for torpedoes, we are equipped with "61cm quadruple torpedo" and "armor target". The reason is that this war earnings is likely to lose concentration because it is a repetitive work anyway. It is not thought that it is a wreck by mistake and it sinks. In that case, rare equipment may be lost, so we have equipment that is relatively easy to obtain. If the submarine itself is not I 401, you can get as much as you want with 1-5 or large construction (Maruyu), and if you go around the level, you don't have to worry too much about level 80 or so in a flash.
About the enemy
I only have to choose the formation as in the current system, but I will explain the characteristics for each square.
It was my imagination, and it was my first match after passing through mass. There are three patterns of enemy formation. Since there are no battleships in either, the attack ends in one round. Be careful because the flagship ships such as "light tour class flagship" and "destroyer class flagship" have anti-submarine equipment, it may be wrecked in one shot. I want to defeat it by the first strike as much as possible. Attacks can be attacked up to five times.
Let's knock down the formation at once in a single vertical position.
The second game will be a special battle. First of all, it has become a night war mass, and since two patterns of the organization 3 patterns of the enemy are only submarines, the battle ends unsemagisted, but it becomes a D defeat. There's nothing you can do about it, so it's better to think that you could have passed unsamagedly.
The remaining one pattern comes out two ships [destroyer Ro-class flagship] with anti-submarine equipment. I want to destroy it first because it takes a lot of damage when I am attacked. On the formation of the enemy, since you can attack here twice first, it will be much easier if you can defeat with a cut-in. If you place a submarine equipped with two torpedoes with your luck to the maximum in the first two ships, you will almost certainly be able to defeat them. The target of the attack is three ships, but because it defends the aircraft carrier in the form of a wheel formation, it is usually supposed to attack the destroyer first.
The formation selects a single vertical formation in consideration of the fact that other than the submarine comes out. If no one is wrecked at this point, there is a good chance that you will be able to go to the boss.
Because there is always a battleship in the enemy, the attack is always two-ordered. In addition, there is always a flagship ship with anti-submarine equipment, and because it is attacked up to 10 times depending on the organization, if you are lucky enough not to defeat the enemy with a preemptive strike, it is often a medium wreck.
However, as I explained at the beginning, this battle is a pre-boss battle, so if the gauge is 20% and the flagship does not wreck, it is possible to advance even if other ships wreck. If the gauge is in another state, you have to withdraw if you wreck in this battle, so it is a great advantage to be able to advance in this battle that is easy to wreck.
Since it is necessary to wipe out here with a preemptive lightning strike, let's make the formation a single vertical position.
4th Round (Boss)
You can win without thinking about the basics, but there is one thing to be aware of. Don't destroy enemy flagships. Destroying enemy flagships means destroying gauges, and you will never be able to use the greatest benefit of "never being attacked by boss battles" again.
Therefore, the first thing to do here is not to defeat the enemy, and the formation is "ladder formation". "Ladder formation" has the advantage of "lowering the damage and hit rate of lightning strike in its own way" (usually a disadvantage), so it is perfect here. The purpose of the boss battle is to "deal more than a few damage to the opponent", so if you do even a scratch damage, you can achieve the purpose. (By the way, damage is given enough to drop the enemy light aircraft carrier even in the ladder-shaped formation)
By the way, there are "ring formation" and "single side formation" as the formation to further reduce the damage of lightning strike, but there is a possibility that it will become D defeat in 0 damage because it will not hit further than the "ladder formation". "Single vertical position" and "double vertical position" are certainly damage in its own way, but let's not use it because there is a possibility of defeating the flagship when lightning strike is concentrated. (The double vertical team is weaker than the single vertical team, but it can be seen that there is a destructive power in its own way even in the video that I have captured the double vertical team in the destroyer that I took previously([Ship this] 2-4 [Okinoshima Sea Area] I tried to clear only the sixth destroyer corps))
In fact, even "ladder formation" can end with 0 damage. In the first place, it is natural because the hit rate is low, but in proportion it occurs about once every 20 times. Of course, it becomes a D defeat, so you want to fight at night, but if you shoot down the flagship, there is no origin or child, so let's go home obediently. Because it is a capture that is easy to rotate, it is easy to go to the boss again.
By the way, as shown in the following figure, we are trying to fight the boss as wrecked, but since we do not receive an attack, we will give only damage and win.
About supply costs
Because the supply cost of the submarine is considerably low, I think that the resource does not run out even if it orbits. However, as for ammunition, it consumes about the same as destroyers and light cruisers, so I think that it is better to earn ammunition on the Tokyo Express etc. after the Second Fleet. If you let them go on an expedition properly, your resources won't be negative.
Resources consumed once each defeat of the boss
About the level of the ship daughter
The level can be any level if remodeled to the maximum in the modernization renovation. Higher levels are easier to avoid enemy attacks, but instead increase in-dock time. Even if you try to capture at a low level, the experience value is too high and the level goes up in no time, so you don't have to worry too much about the level.
In addition, it is better not to make a ciccon brackets for the reason of the incoming time. However, if you can use high-speed repair material generously, you can raise the level.
Since the boss battle is a basic B victory, the Admiral experience obtained in one lap is around 2880, and the result is about 2. The outcome required to get within the 500th place where you can get a ranking reward is not decided in general because it depends on the balance with other users and the server.
A Study on the Number of Submarines To Be Sortie
This time I wrote about the sorties by five ships, but before I did this, I was doing it with four or three ships. It is not always better to have more than five or six vessels, but sometimes it is better to have fewer vessels. Here, I would like to write a little about the advantages and disadvantages of the number of battleships.
January 2015 holiday is the result of turning this method in full. Unfortunately, we couldn't confirm the final match, but I think we probably got up to 2100 points.
As of 15:00 on January 31, 2015
Weapons that are widely distributed to Rankers. Many of Admiral Rankers have, but on the other hand, they can't get it unless they're rankers.
Pre-implemented night warfare equipment. In addition, it is possible to obtain the general user after one week though it is said that it is a pre-distribution.
Top water bombers with Fuso-type