Re: KanColle Headquarter! 開設!基地航空隊
Any tips for E-5 last dance?
(For reference, I did things on Hard so not sure how much more lax things are in Easy or Normal)
If you doing the 4 Destroyer and 2 Aviation Cruiser setup, heavy boss support (2 carriers with upper tier bombers + 2 battleships + 2 Destroyers OR 4 battleships + 2 Destroyers) and pray that support fire takes out at least one battleship. Also sparkle all your units to get that little extra edge, especially since this setup is low cost to do so.
OTOH if you use the Base Squadron using the setup I posted earlier, you can reduce a lot of luck in actually getting to the boss safely so you can increase the number of attempts on the boss.
Some reports say having 1 Torpedo Cruiser instead of the 2nd Aviation Cruiser works well, though I haven't tried this one at all, let alone in Land Dance mode.
I've read that the Akitsumaru, 2 Aviation Battleship, 3 Destroyer setup works pretty well against the boss if you do the follow so that you can prevent the enemy from getting air superiority, and potentially claiming air superiority *and* possibly making the boss a sitting duck if you manage to take down all its bombers with an AA Cut-in:
1) Load Base Airborne Squadrons with Fighters (with enough range) and focus 3 allocations or all of them on the boss node; reason for only using only 3 is to allocate 1 on node L to reduce the chances of getting red-zoned.
2) Have the battleships equipped with one Zuiun (preferable the Type 12) each along with Type 3 shells. Most attempts from other players involved the Fusou class since they have their 23 slots for maximizing air superiority, though I've also seen some people use Ise class.
3) Load Akitsumaru with Fighters
However there's some major downsides to the battleship setup:
1) Node E is really, really evil. There's two Flagship Ru class there that will merrily red-zone your ships at every opportunity.
2) I found Akitsumaru to be vital to getting air superiority in E-6 in the upper route; removing her means 2 less dive bombers on the carriers to use in an opening strike. If you have an extra Akitsumaru on hand, then this isn't as much an issue, though.
3) I've read rumors that Seaplane Bombers also have a damage boost against the boss, so saving Fusou class for E-6 is one thing you may want to do to get more opportunities at doing damage. I personally wasn't able to test this due to using the Fusou class in E-5.
I can't vouch for how much of what is needed to prevent the boss from getting air superiority, claiming air superiority, and whatnot since I didn't try things that much due to node E being way too annoying.
I really should get going it event soon, any specific ships I should save for later for good branching? :3
I didn't try out very many routes but:
*) If nothing else save 1 Akizuki class for E-5. This is pretty much a hard-set necessity due to how easy is it to get red-zoned on the air raid nodes there and the sheer lack of leeway in formation.
*) Like-wise, it's important that you save Aviation Cruisers for E-2/3, E-5, and maybe E-6. I recommend saving Tone and Chikuma for either E-5 or E-6 due to their higher stats; no matter how much trouble you may be having in E-2, E-5 and E-6 are
worse
*) It depends heavily on the route you use, but you may want to save 1 Akizuki class for E-6 as well for similar reasons as E-5, though Maya Kai 2 may also be usable instead since it's a Combined Fleet and defeating the boss relies more on getting lucky in the opening strike and support fire than gunning down the boss.
*) For reasons I stated above, you may also want to save Akitsumaru for E-6 as well.
*) Like-wise stated above, saving Aviation Battleships for E-5 and E-6
*) If you don't have many WG42s, save Destroyers that can be equipped with Daihatsu/Special Type 2 for E-2, E-5, and E-6. Personally, for various reasons, the Destroyers I brought along didn't get much activity against Land enemies E-5 and E-6 so this may not be necessary, but your experience may differ.
*) Abukuma (Kai 2) is probably best reserved for E-6. The other maps either aren't hard enough to really warrant using her and/or fleet composition prevents you from using her.
In general though, there doesn't seem to any specific ships required for locking onto certain routes other than specific types (e.g. 3 Destroyers + no Battleships and "entire fleet consists of only high-speed ships", and nothing like "if you have 3 ships from Kawakaze, Sendai, Akizuki, Teruzuki, Hatsuzuki then route locked onto ABC") so you don't have to worry about not using anyone in particular and can focus more on their abilities.
And for something completely different:
It's possible to raise the experience of your Base-only aircraft in E-5 by allocating all of them onto the first node (which only has subs) and retreating after fighting there. No enemy Air Raids will occur on the first node so this is pretty safe method, though upkeep costs of using the Base Aircraft means it's better a better idea to raise dive bombers and whatnot in some place like 1-1 instead.
Current data shows that Oyashio drops from node L in E-6 and node D in E-7. E-7 looks to be the best place to farm for her since it's only 2 nodes away from the start, and there's confirmation that she drops on Easy.
OTOH current data shows that Harukaze only drops from the boss of bloody E-7, though she apparently drops on Easy as well.
EDIT: holy shit wall of text batman