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| | | item = {{Fuel}} {{Ammo}} | | | item = {{Fuel}} {{Ammo}} |
| | | exp = 200 | | | exp = 200 |
| − | | code = オリョール哨戒 (Orel Patrol) | + | | code = オリョール哨戒<br>Orel Patrol |
| | | jptext = オリョール海に進出、同海域を哨戒。敵通商破壊艦隊を排除、我が方り海上輸送ラインの防衛に努めよ! | | | jptext = オリョール海に進出、同海域を哨戒。敵通商破壊艦隊を排除、我が方り海上輸送ラインの防衛に努めよ! |
| | | entext = Enter Orel Bay and conduct a patrol. Destroy the enemy transport fleet while protecting our own supply lines! | | | entext = Enter Orel Bay and conduct a patrol. Destroy the enemy transport fleet while protecting our own supply lines! |
| | | aircon = {{AirControlSystem | | | aircon = {{AirControlSystem |
| | | Map = 2-3 | | | Map = 2-3 |
| − | | Fleet = '''Light:''' 1CL, 4DD, 1XX<br/>1CL, 5CA<br/>'''Heavy:''' 2CV, 1AV, 1CL, 2DD <br/>AO, BBV, 2CAV, 2DD | + | | Fleet = '''Light:''' 1 CL, 4 DD, 1 XX<br>5 CA, 1 CL<br>'''Heavy:''' 2CV, 1AV, 1CL, 2DD <br>1 BBV, 2 CAV, 2 DD, 1 AO |
| | | Route = Random ('''Heavy''' can off-route) | | | Route = Random ('''Heavy''' can off-route) |
| | | AS = 81 | | | AS = 81 |
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| | * Random between H, J, and G otherwise. | | * Random between H, J, and G otherwise. |
| | |G/resource -> I/resource, K = | | |G/resource -> I/resource, K = |
| − | *Go to K if fleet contains any (F)BB(V) or CV(L/B) '''and''' CL+DD+DE ≤ 1 | + | *Go to K if fleet contains any (F)BB(V) or CV(B/L) '''and''' CL+DD+DE ≤ 1 |
| | *Otherwise, random routing | | *Otherwise, random routing |
| | |J -> L/empty, M, N = | | |J -> L/empty, M, N = |
| − | *Go to L if (F)BB(V) + CV(L/B) = 6 | + | *Go to L if (F)BB(V) + CV(B/L) = 6 |
| | *Meet '''ANY''' of the following to go to N | | *Meet '''ANY''' of the following to go to N |
| | **CL ≥ 1 and DD ≥ 4 | | **CL ≥ 1 and DD ≥ 4 |
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| | | | |
| | ===Tips=== | | ===Tips=== |
| − | Regarding the branching rules, '''1CL, 4DD, 1XX''' or '''5CA, 1CL''' are the only two comps that guarantee the boss routing. Otherwise, any other fleets have a chance of off-routing, but should still be able to reach the boss node most of the time as long as there are 2 or fewer heavy ships in the fleet. | + | Regarding the branching rules, '''1 CL, 4 DD, 1 XX''' or '''5 CA, 1 CL''' are the only two comps that guarantee the boss routing. Otherwise, any other fleets have a chance of off-routing, but should still be able to reach the boss node most of the time as long as there are 2 or fewer heavy ships in the fleet. |
| | *Using a fleet that meets one of the following requirements will avoid the chance of off-routing from {{MapRoute|F|red}} to {{MapRoute|H|green}}: | | *Using a fleet that meets one of the following requirements will avoid the chance of off-routing from {{MapRoute|F|red}} to {{MapRoute|H|green}}: |
| | ** '''AV + CL + CV(B/L) ≥ 1''' | | ** '''AV + CL + CV(B/L) ≥ 1''' |
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| | ** '''AO ≥ 1 and DD+DE ≥ 2''' | | ** '''AO ≥ 1 and DD+DE ≥ 2''' |
| | *Bringing at least 1 AV/AO and 2DD/DE avoids off-routing entirely when rolling the southern route. | | *Bringing at least 1 AV/AO and 2DD/DE avoids off-routing entirely when rolling the southern route. |
| − | *Bringing more heavy ships ((F)BB(V)/CV(L/B)) will reduce the chances of reaching the boss. | + | *Bringing more heavy ships ((F)BB(V)/CV(B/L)) will reduce the chances of reaching the boss. |
| | *Fleets that contains SS(V) have a chance of reaching dead-end nodes {{MapRoute|H|green|L|blue|M|red}}. | | *Fleets that contains SS(V) have a chance of reaching dead-end nodes {{MapRoute|H|green|L|blue|M|red}}. |
| | | | |
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| | <tabber> | | <tabber> |
| | |-|Heavy Fleet= | | |-|Heavy Fleet= |
| − | *'''2(F)BB(V)/CV(B/L), 1CL(T), 2DD, 1AV''' | + | *'''2 (F)BB(V)/CV(B/L), 1 CL(T), 2 DD, 1 AV''' |
| | + | *Starting at node {{MapRoute|B|red}}, there is a 10 % off-route chance near the end ({{MapRoute|J|red|L|blue}} route). |
| | + | *Starting at node {{MapRoute|A|red}}, boss reach is guaranteed. |
| | + | **Chance to reach the boss from node {{MapRoute|F|red}} = '''{{Tooltip|91 %|10 % (Lower route) + 90 % x 90 % (Upper route)}}''' |
| | **Standard comp used for quests. | | **Standard comp used for quests. |
| − | **Starting at node {{MapRoute|B|red}}, there is a 10 % off-route chance near the end ({{MapRoute|J|red|L|blue}} route).
| |
| − | **Starting at node {{MapRoute|A|red}}, boss reach is guaranteed.
| |
| − | **Chance to reach the boss from node {{MapRoute|F|red}} = '''{{Tooltip|91 %|10 % (Lower route) + 90 % x 90 % (Upper route)}}'''
| |
| | | | |
| | |-|AO Fleet= | | |-|AO Fleet= |
| − | *'''1BBV, 2CAV, 2DD, 1AO''' | + | *'''1 BBV, 2 CAV, 2 DD, 1 AO''' |
| | **Highest chance to reach the boss from node {{MapRoute|F|red}}, making this comp the best comp for farming | | **Highest chance to reach the boss from node {{MapRoute|F|red}}, making this comp the best comp for farming |
| − | **Relies on opening airstrike with {{Dive Bomber}}[[Dive Bomber]]s and {{ZuiunPlane}}[[:Category:Zuiuns|Zuiun]] to pass through pre-boss consistently. | + | **Relies on opening airstrike with {{Dive Bomber}} [[Dive Bomber]]s and {{ZuiunPlane}} [[:Category:Zuiuns|Zuiun]] to pass through pre-boss consistently. |
| | **As a result, the AO should be {{ShipLink|Yamashio Maru Kai}} and the BBV should be {{ShipLink|Ise Kai Ni}} for maximum airstrike damage. | | **As a result, the AO should be {{ShipLink|Yamashio Maru Kai}} and the BBV should be {{ShipLink|Ise Kai Ni}} for maximum airstrike damage. |
| | **Chance to reach the boss from node {{MapRoute|F|red}} = '''{{Tooltip|98 %|80 % (Lower route) + 20 % x 90 % (Upper route)}}''' | | **Chance to reach the boss from node {{MapRoute|F|red}} = '''{{Tooltip|98 %|80 % (Lower route) + 20 % x 90 % (Upper route)}}''' |
| | | | |
| | |-|Light Fleets= | | |-|Light Fleets= |
| − | *'''1CL, 4DD, 1XX''' | + | *'''1 CL, 4 DD, 1 XX''' |
| − | *'''5CA, 1CL''' | + | *'''5 CA, 1 CL''' |
| | **Weaker fleets with 100 % boss routing, but may have some issues reaching the boss. | | **Weaker fleets with 100 % boss routing, but may have some issues reaching the boss. |
| | </tabber> | | </tabber> |