A Guide of Warship Girls
This is a guide for players of mobile game “warship girls”, which was developed by MoeFantasy and published by MoePoint, a subsidiary of MoeFantasy. The game was first released in 2014 in China. Its Japanese server and Taiwanese server were opened at 2016 and 2018 respectively. The global server was opened at Dec 2018, with two languages available: Korean and English.
The game is a collection game. In the game, you will play as an admiral, leading a fleet of personified warships to fight evil enemies called “Abyss Fleet”, although there is no official background about the game. Those personified ships are called “warship girls”, or simply “girls”.
The guide is based on the current version of Warship Girls global version (GL version). Since the Chinese version (CN version) was released four years ago, there were many ships and features unreleased in GL version. In this guide, some unreleased content may be discussed, based on my knowledge in CN version. However, those unreleased content might be inaccurate. I will revise if any difference were found when those content becomes available in GL version.
Although the game is friendly for F2Ps, but I still recommend player to spend little money on the game. At least you might need expand your repair slots and ship slots.
Contents
Combat
General combat information
- Sunk protection
If a ship enters a combat with 25% or more hp (i.e., with yellow or green hp), it is under sunk protection. Namely, when the ship’s hp goes down to 1, all attacks on the ship will miss.
However, when a ship enters a combat with less than 25% hp (i.e., critically damaged), such a sunk protection will not exist. The ship will be sunk after receiving a damage.
If you have an elite damage control team (EDCT for short), such a ship will be restored to full hp immediately when its hp goes to zero. However, an EDCT can only be used once on a ship in a combat.
A sunk ship will not be removed from your fleet. Instead of, it will be rescued after the combat. However, the player will receive a heavy penalty for the sunk ship. The intimacy of the sunk ship decreases by 50, and ALL OTHER ships’ intimacy decreases by 10. Since the intimacy is very difficult to obtain, please DO NOT enter a combat with critically damaged ships.
The sunk protection lasts for the entire combat, regardless whether the player pursues to a night battle. Namely, when a ship enters a combat with yellow or green hp, and then becomes critically damaged during the daytime battle, the ship is still protected from being sunk when continuing to the night battle.
- Damage protection
In the game, a ship whose max hp is multiple of 4 have a hidden benefit called “damage protection”. Namely, when the ship has more than 25% hp, any attack cannot critically damage this ship, i.e., reducing its hp below than 25%. For example, Cushing has max hp 16. When Cushing’s hp is 5 (which is greater than 16*25% = 4), when it is hit by a heavy attack, it only loses 1 hp.
- Ammo and power
A ship with 50% or more ammo is considered having enough ammo, so its power keeps as with 100% ammo. However, when its ammo drops below 50%, the ship receives a penalty on its fire power. With 0%/10%/20%/30%/40% ammo, the ship’s fire power becomes 0%/20%/40%/60%/80% of the maximum.
When a fleet enters a combat, 20% fuel and 20% ammo of all ships was consumed. When a fleet pursues into a night battle, 10% extra ammo was consumed. Thus, please choose pursuing wisely. When you need 4 or 5 combats to reach the final point, you should not pursue unless at the final point.
- Route branches
When a fleet departs from a node, it may have several different routes to follow. The fleet may randomly choose one route to follow. Each route has number of stars on the route. The route with more stars has higher chance to be chosen. Note than route with 2 stars usually has more than twice of chance than the route with 1 star.
For example, from node 1-2B, there are two routes, one to 1-2C with 2 stars, the other to 1-2D with 2 stars. It means that the fleet may go to 1-2C or 1-2D with equal chance. In another example, from node 4-1C, there are two routes, one to 4-1F with 3 stars, and the other to 4-1E with 1 star. It means the fleet will go to 4-1F in most of cases.
Some routes may have a condition. If the fleet satisfies that condition, it will follow that route regardless stars. Fo example, from node 3-2 start, there are three routes, one to 3-2A with 3 stars, one to 3-2B with 1 star, and the final one to 3-2C with 1 star. On the route to 3-2C, there is a condition “6DD”. It means when your fleet has 6 DDs, it will unconditionally go to 3-2C. The stars are only used for random selection when no condition is satisfied.
If there are more than one condition satisfied, the fleet will follow the route respect to their alphabetic order. For example, From node 1-4 start, there are two routes, one to 1-4A with condition “ships <= 4”, and the other one to 1-4B with condition “DD flagship”. When you fleet contains 4DDs, both conditions are satisfied, thus the fleet will go to 1-4A because A is before B in alphabet.
- Outflank nodes
Some node are outflank nodes, like the node 6-1E. You may choose to pay 10% fuel to outflank such a node. If outflank succeeded, the ship can pass the node without entering a combat. If outflank failed, the fleet will enter the battle with failed recon.
The outflank success ratio is showed before you choose. The success ratio is determined by the difference between the average speed of your fleet and the enemy’s fleet. Thus, the modded Hood is very useful in outflank since its skill can increase all ships in the fleet by 4.
- Speed
In the game, all ships with speed 27(knots) or more are considered as “high speed” ship. Ships with speed less than 27 are considered as “low speed ship”. There are lots of conditions using 27 as a speed requirement.
- Directions
The fleet may enter a battle with four possible directions: T advantage, parallel, heading, or T disadvantage. The enemy’s fleet will be in a corresponding direction as T disadvantage, parallel, heading, and T advantage.
The direction affects the fleet’s fire power. The fleet in T advantage can receive a 15% fire power buff. The fleet in heading receives a 15% fire power debuff. The fleet in T disadvantage receives 35% fire power debuff.
Aircraft carriers are not affected by directions. The preemptive anti-SS attack is also not affected by directions. In a night battle, the directions buff/debuff will be removed.
Directions is determined by the difference of our fleet speed and the enemy fleet’s speed. In addition, when recon succeeded, the fleet has more chance to obtain a T advantage or a parallel direction.
- Large, medium or small ships
Ships in the game can be categorized to large, medium and small ships.
- Large ships: BB BC BBV CV AV
- Medium ships: CVL CA CL CLT CAV
- Small ships: DD ASDG SS SC BM AP
- Main, escort and undersurface ships
Ships in the game can also be categorized to main, escort and undersurface ships.
- Main ships: BB BC BBV CV AV CVL
- Escort ships: CA CL CLT CAV DD ASDG BM AP
- undersurface ships: SS SC
Combat procedures
The combat consists of 10 procedures, described as follows.
- Recon
In the first stage, the fleet will try to recon the enemy’s fleet. If succeeded, it increases all ships’ hit and evasion by 5%. If also allow outflank in an outflank point.
When enemy fleet has surface ships, the recon success ratio is determined by the difference of recon value of our fleet and enemy’s fleet. If our recon value exceeds 10 more than enemy’s, recon always succeeds. If our recon value is below 10 less than enemy’s, recon always fails. Otherwise, we have a chance to a successful recon.
When enemy fleet does not have surface ships, the success ratio is determined by:
- Success: our recon value of anti-SS ships + anti-SS value >= enemy’s total level
- Fail: our recon value of anti-SS ships + anti-SS value < enemy’s total level
- Choose formation
When the fleet has 4 or more ships, you can choose your formation before entering a combat. Each formation has its own effect.
- Line ahead
Increase hit in second shelling round
Increase attack power in night battle by 10%
- Double line
Increase evasion to shelling attack and torpedo attack
After being hit by shelling attack or torpedo attack, increase evasion additionally.
Decrease daytime shell attack power by 20%
Decrease daytime torpedo attack power by 10%
Decrease night time attack power by 10%
- Diamond
Increase evasion to air strike
Escort ships can anti air strike.
Decrease daytime shell attack power by 25%
Decrease daytime torpedo attack power by 20%
- Echelon
Increase the chance of critical hit.
Increase the chance of being critical hit.
Decrease evasion.
Escort ships lock enemy’s ships, decreasing their evasion.
- Line abreast
Increase evasion to torpedo attack
Ships with anti-SS weapon can perform preemptive anti-SS attack.
Decease daytime shell attack power by 20%
Decrease daytime torpedo attack power by 20%
Aircraft carriers are not affected by formations.
- Preemptive air strike
Aircraft carriers (CV, CVL, AV) and BBV can perform preemptive air strike. Carriers can launch fighters unconditionally, but critically damaged carriers (i.e. with red hp) cannot launch bombers and attackers.
The formula of preemptive strike is very complicated. If you are interested in it, please see [4] (Unfortunately, it is written in Chinese, I will try to get a translation in this document later). Here, I only give a simple conclusion.
- Equip fighters in your carriers to achieve “air supremacy” or “air superpriority”. If “air supremacy” is hard to achieve, at least achieve “air superpriority”. Otherwise, you will lose many planes in air strike.
- Enhance your carriers’s FP. Higher FP not only let us more easily achieve “air superpriority”, but also increase the damage.
- Bombers are usually better than attackers.
- Planes equipped in the carriers with front positions are lost more than in the carriers with back positions. For example, if you fleet consists of four CVs, in 3rd, 4th, 5th, and 6th position (flagship is in 1st position). The planes lost in the CV at 3rd position are much more than the CV in the 6th position.
- if you achieve “air superpriority”, fighters will not lose.
- Although the animation played as we and enemy strike simultaneously, we actually attack first. Thus, if we can damage enemy’s carriers, enemy’s strike is not a threat.
- Missile attack
Missile destroyer can perform a missile if it equips a missile launcher and missiles. Missile attack has 95% chance to hit, and is fatal to ship with less armor.
- Preemptive anti-SS
If your choose “line abreast” formation, your ships equipped anti-SS weapons can perform a preemptive anti-SS attack. The ships on the front position will attack first.
- Preemptive torpedo strike
SS, SC and CLT can perform a preemptive torpedo strike, which is powerful.
- First shelling round
In the shelling round, all ships, except SSs, will take turns to attack enemy. The attacking order is first decided by their range (extra long, long, medium, short), and then by their positions.
CV/CVL can attack enemy’s ships in this round if they have green HP. AV can attack as well if they have green or yellow hp. Not like in the preemptive air strike stage, no plane will be lost in this stage.
- Second shelling round
Ships with extra long or long range can attack in the second shelling round.
- Final torpedo strike
Ships equipped torpedos can perform a torpedo strike in this round. It is not quite powerful, but sometimes can blow enemy’s ship off.
- Night battle
You may choose “pursue” to enter a night battle. In night battle, formation is not considered, and all attacks becomes powerful than daytime battle, especially for torpedo attacks from DD/SS and shelling attack from CA/CL. However, critically damaged ship cannot perform any actions in night battles.
Fleet Building
Information gathering
Before sortie, you’d better to decide the route that your will follow after sortie, and know what kind of enemy’s fleet you might meet in such a route. If enemy has SSs, you might need to include CVLs/CLs/DDs in you fleet and equip them with anti-SS weapon. If you are planning to use carriers, think about how many fighters you need to carry to achieve at least “air superpriority”. You may not have enough information when you enter a new area, but you’d better learn it in your first few combats.
How many ships are you need
Well, it depends on what is your goal, conquering 5-5, completing easy-level events, or completing hard-level events. I will give a guide in the following section, “Walkthrough for beginners”, “Walkthrough for intermediate players”, “Walkthrough for advanced players”. You may see those sections.
Ship position in a fleet
A fleet is formed by up to 6 ships. I labelled the six positions in the fleet by the 1st, 2nd, …, 6th position, as they appear in the fleet formation interface. The flagship is in the 1st position. In the battle, the ships are placed as:
6th position 5th position
4th position 3rd position
2nd position 1st position (flagship)
How to Equip
- BB/BC
There are two possible equipment solutions for BBs and BCs. One is equipping 4 main guns. The other one is equipping 3 main guns plus a penetrator shell. DO NOT equip other equipments unless specified later.
- Which main gun is better
When you compare two main guns, please add their FP and hit together, if it has other attributes (e.g., AA), add half of those attributes.
For example, the main gun obtained from Rodney(modded) provides +26FP. Thus, its value is 26 in a comparison. The golden main gun obtained from research provides +24FP +2HIT, its values is also 26. We consider that those two main guns are at the same level.
In another example, the main gun from Repulse gives +17FP +1HIT, with value 18. The main gun from Hyuga gives +15FP+4AA, with value 15+4/2=17. We could say the one from Repulse is slightly better than the one from Hyuga.
- Producible main guns
In the very early stage of the game, you may obtain JP main guns (+15FP+4AA) from JP BB, and UK main guns (+17FP+1HIT) from Hood, Renown and Repulse. Please use them. You may occasionally get better main guns, e.g., UK main gun(+23FP) from Nelson or Rodney. However, you may not have many main guns, please equip your main fleet (4~6 BB/BCs) with the best main gun you can find.
After conquering 5-5, you can train your small ships at 6-1A. Hood and Repulse are dropped at 6-1A, thus, the +17FP main gun becomes producible now. You can gradually equip the rest of your BB/BCs with this gun.
At the same time, I suggest you following route 5-3BGH to defeat 5-3H at least 5 times per day. We will discuss it in “walkthrough for intermediate players” section. Note that Nelson and Rodney are droppable at 5-3G and 5-3H, making +23FP main guns producible. You may gradually replace your +15/+17 main guns by +23 main guns.
Rodney and Nelson is relatively easy for modding, only need Lv50 and 5 cores. Before Yashimaro can be modded, you may train Rodney and Nelson at 5-2C or via exercise, and then mod them. Both Rodney and Nelson provide a +26FP main gun after being modded. You may get multiple +26FP main guns in a year.
When Yashimaro can be modded, it gives an easier way for producing main guns. Yashimaro can be modded at Lv20 with 4 cores, very easy to achieve. The modded Yashimaro gives a +24FP+5AA main gun, at the same level with +26FP main gun, but much easier to obtain.
Although there is another main gun producible via research. With formula 10-130-210-10, you may develop MK6 gun with +24FP+2HIT. However, I do not recommend it, since its chance is low.
- Producible shells
I do recommend you to follow formula 20-90-90-30 for the most of the life in the game. It will produce many useful equipment, including the 91 penetrator shell. The 91 shell gives +6FP and 20% chance of armor ignorance.
- Special configuration
There is a special configuration for Bismarck. Some players awake Bismarck’s second skill, which reduces its received damage by 8 when Bismarck’s hp is greater than 50%. Those players equip Bismarck with four armors to improve its survivability, and then form a fleet with only Bismarck. They use that fleet to go to 4-3D to farm aluminum, paying 18 fuel and 26 ammo at 4-3B and get 45 aluminum at 4-3D. Since aluminum is three times expensive that other resources, it is still considerable. Bismarck usually receives no damage at 4-3B when equipped with 4 armors due to it skill.
- CV/AV
- How many fighters should I equip?
To equip CVs, you first need to know how many fighters you need to achieve “air supremacy” or “air superpriority”. The formula is very complicated, but we might found some simplified instruction from [5]. I translated the conclusion in the following table.
AA value needed for common maps | |
Map | AA value for “air supremacy” |
2-5F | 46 |
2-5G | 29 |
2-5O | 31 |
2-5M | 44 |
2-5N | 31 |
2-5JL | 75 |
2-6L | 92 |
4-2/4-3 | 31 |
5-3BGH | 42 |
5-3AEGH | 53 |
5-5I | 62 |
6-2M | 53 |
5-3J | 60 |
6-4BE | 46 |
7-1CFG | 16 |
7-2L | 111 |
7-2M | 96 |
7-3N | 79 |
CV use total AA values of all carried planes.For CVL and Zeppelin, multiply AA value by 0.8 for the smallest slot.If you only want to achieve “air superpriority”, cut the required AA value by half. |
For example, if we follow route 5-3BGH, we need 42 AA value. 4 Seafang (+10AA)+2BTD-1(+10BO+1AA) is enough to get “air supremacy”. If you only need “air superpriority” instead of “air supremacy”, you need 42/2=21 AA. 2 Seafang+1BTD-1 is enough.
- Understand aluminum cost
When your carried planes are lost, you have to resupply planes. Each kind of plane has its aluminum cost in resupplyment. For example, BTD-1 has cost 5, it means it costs 5 aluminum for each BTD-1 resupplied. Powerful planes usually has higher cost.For example, B25(+20BO) and A2(+21BO) has 15 cost. It means, for example, if your Saratoga(modded) carries no plane, and want to carry B25 in all of her slots, since she can carry 85 planes, it costs you 85*15=1275 aluminum, a big expense!
Thus, when you change your carried planes, usually DO NOT press the cross on the right corner of the equipment picture, because it will unload all planes in that slot, letting you pay all planes loaded into that slot later! The best way is to replace it by another kind of planes. When you change your carried plane, you only pay the difference. For example, the 3rd slot of Saratoga(modded) has 35 capacity. If it is equipped by SBD-3, when we switch it to BTD-1, we pay nothing since both SBD-3 and BTD-1 has 5 aluminum cost.
- Should I use attackers or bombers?
Bombers are more frequently used, because the damage of attackers varies a lot. However, attackers might bring higher damage when attacking high armor enemies (e.g., boss), but you have to wish a luck.
- How can I equip planes?
When you achieve “air superpriority” (or “air supremacy”), fighters will not lose. Whether you can achieve “air superpriority” is determined by fighters’ AA value, not by their numbers. Thus, please equip fighters in the smallest slot.
Bombers (or attackers) should be equipped in larger slots. Bombers and attackers might be lost during the battle even if you achieve “air supremacy”, since they might be shot down by enemy’s fighters and ships. The bombers equipped in the CVs at front positions will receive more loss than in back positions. For example, three CVs are placed at 4th, 5th, 6th position, then lost planes in the 4th CV are usually more than lost planes in 5th CV, while planes in 6th CV seldom lose.
Thus, We usually equip powerful bombers (or attackers) on the CVs in the back position. For example, if I have 3 CVs at 4th, 5th, 6th position, and need 3 fighters(3 Seafang) and 9 bombers (say, 3 Suisei, 4 BTD, 2 B25). In the first solution, the 4th CV equips 3 Suisei+1 Seafang, the 5th CV equips 3 BTD+1Seafang, and the 6th CV equips 1BTD+2 B25+1Seafnag). In the second solution, if the 6th CV can provide a buff on bombers (like Saratoga) we may place 2 Seafang+2Susei in the 4th CV and 2BTD+1Susei in the 5th CV, and 2BTD+2B25 in the last CV (Saratoga), making more powerful bombers can be buffered by Saratoga.
- The order of carriers
When you fleets consists of multiple CVs, the order of them is important. The more powerful CV are usually placed at back position, since we will place more powerful bombers (attackers) in the CVs at back position.
For example, in Chinese server, a typical configuration of 6CV fleet is Akagi, Royal Ark, Taiho, Yorktown, Lexington and Saratoga. The configuration maximize the power of the fleet.
- Akagi has a flagship skill which reduces enemy’s air defense, so it must be placed at the 1st position (flagship).
- Royal Ark can reduce the evasion and increase the chance being critically hit on the ships it attacked. Since Royal Ark attacks after Akagi, it may be apply such a debuff on enemy ships before all following CVs attack.
- Taiho has a skill to allow the following three ships attack in the second shelling round, so it is placed at the 3rd position, to allow Yorktown, Lexington and Saratoga to attack in the second round.
- Lexington has a skill to buff itself and neighbor carriers, so it is placed at 5th position to make the buff cover three CVs from 4th to 6th position.
- Saratoga and Yorktown the 1st and 2nd DPS CV in the game, so they are placed in 6th position and 4th position to be buffed by Lexington, while Saratoga is place behind Yorktown since it is slightly better than Yorktown.
- B25 bombers are equipped on Yorktown, Lexington and Saratoga, BTD1 are equipped at Taiho. Akagi equips fighters+1 Suisei to achieve “air supremacy” and the only bomber allow Akagi attack enemy ships. Royal Ark equip 3 Suisei+1 fighters to help Akagi to control the sky.
The above example in CN server may not applied in the GL server, since Akagi, Royal Ark, Taiho and Yorktown is not moddable now. However, the basic idea is same. You may replace it by a fleet formed by Kaga, Shokaku, Zuikaku, Ranger(moded), Lexington and Saratoga.
- Where to get fighters
In the early stage, good fighters can be obtained by research using formula 20-20-10-130, aiming for Seafang. This formula may develop Seafang (+10AA), F4U(+9AA), and Sea Fire(+7AA). Since we do not need much powerful fighters in the early stage, please stop when you have 4 fighters with +7AA or more.
When spoil exchange is enabled, you may exchange hero fighters. Although they are not producible, we do not need too many fighters. Based on my experience in CN server, 5 hero fighters is good enough for the entire game.
- Where to get bombers
After getting 4 fighters with +7AA or more, you may switch to formula 20-90-90-30. Yes, It is the formula we mentioned before. This formula can develop many useful equipments, including two powerful bombers: Suisei(+9BO) and BTD-1(+10BO+1AA). Suisei and BTD-1 is the main bombers you will use in the game.
You may also hunt for CV Hornet at 5-3H or 5-5I with less than 1% drop rate. I recommend 5-3H since it is easier. Hornet is initially equipped a B25(+20BO). This is the best producible bombers in the game. Note that B25 has very high aluminum cost, thus it is only used in difficult battles. For daily use, Suisei and BTD-1 are good enough.
- Where to get attackers
Attackers are less used than bombers. The common producible attacker is TBF, which can be obtained from lots of US CVLs. I recommend to farm Bogue and Princeton at 6-1A for attackers. As I will mention in “walkthrough for intermediate players” later, in average, you will sortie at 6-1A 25 times per day. With 1.5% drop rate on Princeton and 1% drop rate on Bogue, you will have a TBF every two days in average.
There is a more powerful attackers can be obtained from research: Aichi (+11Torpedo) with formula 20-50-10-100. However, I DO NOT recommend to develop Aichi due to the low rate. Attackers are rarely used. If you DO need powerful attackers. We may use non-reproducible ones, e.g., ones from spoils exchange.
- CVL
Usually, CVLs are only used in anti-SS, e.g., in 6-1A, because CVL has bad survivability and relatively hard to repair. Thus, it usually only need TBFs as anti-SS weapon. Since 6-1A also has an enemy fleet with two CVs, some players may also equip fighters in one CVL’s smallest slot for “air superpriority”.
In CN server, some CVLs (like Chaser modded, Colossus modded) has special skills, so they need a specific configuration. However, in GL server, we do not consider such specific configurations since they are still not moddable.
In addition, in future events, CV and AV might be banned since they are powerful. In that case, you might use CVLs as weaker CVs, equip them with fighters and bombers,
- CA
CAs are not powerful in the GL server, because the keyman of CAs, Baltimore, is unreleased. However, we still could train some CAs with less priority than BB/BCs.
CAs usually have three slots (or 4 slots after being modded). It is recommend to equip the first slot by a long range main gun to allow CA attack in the second shelling round. All other slots can be equipped with main guns with +8FP or more.
When you mod Wichita, you will obtain Super heavy shell (+5FP +25% attacker upper bound). Before equipping super heavy shell, CA’s attack power is affected by a factor between 89% and 122%. After equipping super heavy shell, CV’s attack power will change between 89% and 147%, increasing CA’s damage by 13% in average. Thus, when you have super heavy shell, equip it.
- Producible main gun
At the early stage, most of US/JP/DE CAs can provide CA main guns: US main gun (+8FP+2HIT), JP Main gun(+7FP+1HIT+3AA), and DE main gun(+7FP+3Hit). You may use them, but it is not necessary, since CA is seldom used in early stage.
Later, when you achieve 6-1A, you may farm Vainamoinen at a drop rate 0.4%. Vainamoinen provides a decent main gun(+9FP+2HIT, long range), you equip one to allow your CA attacking at the second selling round.
As stated below, you may produce super heavy shell by modding Wichita. It also gives you another gun MK12/15(+10FP+2HIT), to replace other main guns.
Another producible main gun is hard to obtain. MK16(+12FP+2HIT) can only be obtained from Des Moines, which can be constructed with formula 400-30-350-30 at a rate 1%.
- Producible shell
Super heavy shell can be obtained by modding Wichita, requiring lv43 and 13 cores. You need at 6 of them later. However, do not hurry. You only need train you CAs after your BB/BCs are well trained.
- CL
CLs are mostly used for anti-SS. Sometime, they could also contribute some damage if trained well.
At the early stage, you only need one CL, Helena. You may equip a main gun, a sonar, and a depth charge on it. There is not requirement on those equipment, since we do not expect damage from CL now.
When you built BBs, you have chances to build Kirov. Kirov provides a decent main gun (+8FP, long range) for CL. This main gun allows your CL attacking in the second shelling round. Although CA can also equip this gun, I recommend you equip this gun on CLs, since CA has another long range gun equippable (the gun from Vainamoinen).
Later, when you have well trained CLs, the most popular equipment configuration for a CL is a long range main gun + 1 depth charge + third equip. The third equip can be a motor, a AA gun, a sonar, a main gun, or a VT shell, depending on the scenario.
- Producible anti-SS weapon.
Using formula 20-90-90-30, you will get some anti-SS weapons. The green sonar, the purple sonar, the green depth charge and the purple depth charge. They are good enough for anti-SS tasks in regular maps.
Later, you may need more powerful anti-SS weapons. Jevelin, Juno and Jackal can provides a golden depth charge (+10AS) after being modded. Hibiki provides another golden depth carge (+8AS+2HIT) after being modded. Amethyst can provide a colorful depth charge (+15AS+HIT) after being modded. Those modding provide you 5 good depth charges. If you need more, consider to modding Amethyst for more colorful depth charges.
- DD
In the very early stage, you may equip DDs a purple gun(+2FP+5AA) and a torpedo.
After reaching 6-1A, you can train DDs more easily. A modded DD usually has three slots. I usually equip them by an AA gun, a motor and a torpedo. If you have a fleet with several small ships and are worrying about their air defense, you may equip one VT shell, which applies a great AA buff on the entire fleet.
- Producible AA gun
A powerful AA gun (+2FP+9AA+1HIT, 35% AA buff) can be obtained by farming Guam. You may farm Guam at 5-3GH with 1.34% rate at 5-3G and 1.91% rate at 5-3H.
You may have another choice on AA gun. Braine provides an AA gun(+2FP+12AA+2HIT, 35% AA buff) after being modded. This gun is more powerful than the one from Guam. Since Braine is easily obtained (from 1-1/1-4) and easily modded(lv30+4core). I recommend to raise Braine instead of farming Guam when you are not lacking of DD cores.
- Producible motor
At the early stage, you may use a motor (+6 EVA).
A more powerful golden motor (+10EVA) can be obtained from Le Fantasque, Tashkent, or Vauquelin modded. I recommend to farm Vauquelin modded. Vauquelin is easily obtained (1-1/1-4) and easily modded (Lv35+4core). You may farm this golden motor when you not not lacking of DD cores.
The colorful motor (+12EVA) can be obtained from Le Fantasque modded. Le Fantasque is very rare (usually from 2-1F at 0.16% rate or 5-3H at 0.2% rate, or constructed with 130-30-130-30 forula with 0.4% rate). It also needs Lv60 + 8 cruiser cores for modding. Thus, it is hard to farm colorful motor. The colorful motor is very useful for DDs and SSs. When you have a Le Fantasque and have enough resources and cruiser cores, you may reise Le Fantasque for the color motor.
There is another motor (+15EVA-5HIT) from Glowworm modded. Glowworm is easily modded (Lv35+4core) but hardly farmed. I recommend to farm Glowworm at 5-3GH with drop rate 0.81% at 5-3G and 1.13% at 5-3H. It is usually worse than the colorful motor since it has a bad attribute (-5HIT).
- Producible torpedo
At the early stage, you may use a common torpedo (+7TOR) from some JP CLs.
A better torpedo(+8TOR+1HIT) can be obtained from some JP DDs when being modded.
A golden torpedo(+10TOR+1HIT) can be obtained by some JP CA/CLs when being modded.
You may also get another torpedo(+12TOR) from Hayaharu, which is one of the initial ship. Although I did not choose it, I believe it can be constructed.
Since torpedo are usually used by DDs and DDs already have very high TOR value, +7/+8 torpedo are usually good enough.
- Producible VT shell
The VT shell provides a 80% AA buff for the entire fleet. You only need equip one in a fleet (i.e., the second one is useless). However, consider we may need multiple fleets for future events, it is still commended to farm 3 or 4 VT shell.
VT shell can only be obtained by Laffey modded. Unfortunately, Laffey modded is still unreleased in GL server. In CN server, I use 30-30-60-30 formula in ship construction frequently. This formula could construct Laffey. Laffey needs Lv45+9core for modding, not expensive.
- SS
SSs are usually used in hunting ships. They are usually banned in the events.
SSs usually equip motors and torpedos. We have mentioned motors before. Although torpedos for DDs can be also used by SSs, there are still some torpedos only usable for SSs.
A golden torpedos(+12TOR+4HIT) is obtained by DE SSs, while a purple torpedo(+12TOR+1HIT) is obtained by US SSs.
A colorful torpedo(+12TOR+6HIT+3EVA) is obtained from U-47 modded and U-81 modded. I recommend to raise U-47. When you have a fleet of 6 high level SSs, you may follow route 6-1 ADG to farm U-47 at 6-1G. U-47 needs lv66 + 8core for modding.
Ship Collections
This section list all released ships, also with my rating and recommended method to collect those ships.
Some ships might be moddable in CN server but not in GL server. For those ships, I use special tag [CN] for the ratings of modded ships in CN server. Although I believe that most of those unreleased modding will not change when released in GL server, players should consider inaccuracy of those modding.
Due to limited time, I only give a simple rating rather than a detail review for ships. I will try to add reviews for top-tier ships later.
In addition, I also give recommended method of collecting ships. However, since I have not achieved 100% ship collection, I do not guarantee that all ships collection methods are correct; some ships collection methods are based on my past experience in CN and TW server.
Top tier ships
- BB
109 Maryland 10.0
110 West Virginia 10.0
209 Missouri 10.0
009 Rodney 9.5
111 Washington
007 Tirpitz 9.0
113 Richelieu 9.0
008 Nelson 8.5
010 Prince of Wales 8.5
100 Lion 8.5
200 Hindenburg 8.5
214 Sovetsky Soyuz 8.5
006 Bismarck 8.0
105 Vanguard 8.0
108 Colorado 8.0
207 South Dakota 8.0
- BC
331 Incomparable 9.0
362 Constellation 9.0
018 Renown (1st skill 8.5, 2nd skill 9.0)
019 Repulse 8.0
- BBV
002 Fuso 8.0
- CV
029 Lexington 10.0
030 Saratoga 10.0
219 Zuikaku 9.0
220 Shokaku 8.5
1028 Ranger(modded) 8.5
- AV
117 Taiho 9.5
119 Royal Ark 9.5
319 Indomitable 8.5
223 Shinano 8.5
- CVL
126 Princeton 9.0
028 Ranger 8.5
227 Hiyo 8.0
228 Junyo 8.0
- CA
139 Pensacola 9.5
039 Wichita 9.0
137 Portland 9.0
141 Northampton 8.5
243 Des Moines 8.5
035 Chokia 8.0
036 Admiral Hipper 8.0
040 Prinz Eugen 8.0
042 Quincy 8.0
352 Moskva 8.0
- CL
059 Helena(1st skill) 10.0
056 Atlanta 9.0
162 Yatsen 9.0
050 Sirius 8.5
045 Isuzu 8.0
046 Yubari 8.0
057 Juneau 8.0
060 Ning Hai 8.0
- DD
072 Ayanami 10.0
188 Ugolino Vivaldi 10.0
089 Fletcher 9.5
099 La Fantasque 9.5
183 Laffey 9.5
064 Fubuki 9.0
067 Miyuki 9.0
088 Punjabi 9.0
065 Shirayuki 8.5
066 Hatsuyuki 8.5
069 Hibiki 8.5
092 Braine 8.5
093 Gearing 8.5
182 Porter 8.5
081 Amethyst 8.0
086 Cossack 8.0
- SS
197 U47 10.0
193 Albacore 9.0
194 Archerfish 9.0
198 U505 8.0
294 Tang 8.0
Ships with high potential
The following ships are with high potential, i.e., becoming top-tier ships after being modded, although their modding is unreleased.
- BB
112 Vittorio Veneto 7.5 -> 10.0
206 North Carolina 7.5 -> 10.0
- BC
001 Hood 7.0 -> 9.5
- CV
022 Akagi 7.5 -> 10.0
023 Kaga 7.5 -> 8.0
120 Yorktown 7.5 -> 9.5
121 Enterprise 7.5 -> 8.5
- CVL
025 Zuiho 6.0 -> 8.0
124 Chaser 6.0 -> 8.0
125 Colossus 6.0 -> 9.5
- DD
076 Z21 6.5 -> 9.0
077 Z22 6.5 -> 9.0
269 Z17 4.0 -> 9.0
279 Samuel B. Roberts 4.0 -> 8.0
- ASDG
097 Reshitelny 4.0 -> 9.5
How to get Fletcher?
Fletcher is a very rare but powerful ship. It can only be obtained via complete a sequence of following missions of collecting ships. Although you may get some of them before passing 5-5, I still recommend you to complete those mission after passing 5-5. Most of ships required by those missions can be obtained by hunting ships at route 5-3 BGH. As I stated in “walkthrough for intermediate players” section, you may hut ships at that route five times per day.
- Konigsberg, Karlsruhe, Koln
Droppable at chapter 1
- Akatsuki, Hibiki, Ikazuchi, Inazuma
Droppable at route 5-3BGH
- Arethusa, Galatea, Penelope, Aurora
Droppable at route 5-3BGH
- Takao, Atago, Maya, Chokai
Doppable at route 5-3BGH
- Nevada, Oklahoma
Doppable at route 5-3BGH
- Nelson, Rodney
Doppable at route 5-3BGH
- Prince of Wales, Repulse
Repulse dropped at route 5-3BGH or 6-1A
Price of Wales is awarded when reaching Admiral Lv 50.
- Hood, Repulse
Both dropped at route 5-3BGH or 6-1A
- Bismarck, Prinz Eugen
Bismarck is dropped at 6-2M, but recommended obtained via construction.
- Akagi, Kaga
Akagi is droppable at 5-3H
It is recommend to hunt Kaga at 4-3 in weekly mission. You may also construct Kaga using formula 400-130-500-400.
- Lexington, Saratoga
You should already have them.
- Alaska, Guam
Alaska can be contained via construction using formula 40-80-650-101.
Guam is droppable at route 5-3BGH
- Ping Hai, Ning Hai
Obtained via construction using formula 130-30-130-30. You may obtain them when you construct BB/BCs.
- Roberts, Abercrombie
Droppable at 2-1F
- Admiral Hipper, Blucher, Prinz Eugen
Doppable at route 5-3BGH
- Cassin Young, Anthony, Braine, Thatcher, Sullivan, Sigsbee
Cassin Young, Anthony and Braine are droppable at Chapter 1.
Thatcher, Sullivan, Sigsbee are droppable at route 5-3BGH.
Ship rating by number
Some ratings in the table are based on [2].
No | Name | Rating | RecommendedCollectionMethods |
001 | Hood | 7.0[CN]1st skill: 9.52nd skill: 9.0 | Early stage: 1-4E dropped <2% chanceAfter conquering 5-5 6-1A |
002 | Fuso | 5.0[CN]8.0 | 3-4 ABD or 5-3BGH |
003 | Yamashiro | 5.0[CN]6.0 | 3-4 BD or 5-3 BGH |
004 | Ise | 6.5 | 3-4 BD or 5-3 BGH |
005 | Hyuga | 6.5 | 3-4 BD or 5-3 BGH |
006 | Bismarck | 1st skill: 8.02nd skill: 8.0 | Construction |
007 | Tirpitz | 9.0 | Construction |
008 | Nelson | 8.5 | 5-3GH |
009 | Rodney | 9.5 | 5-3GH |
010 | Prince of Wales | 8.5 | Reach Admiral Lv 50 |
011 | Nevada | 6.0 | Complete tutorial |
012 | Oklahmoa | 6.0 | 5-3BGH |
013 | Andrea Doria | 7.0 | 6-1FI |
014 | Locked | ||
015 | Locked | ||
016 | Haruna | 5.0 | 3-3K |
017 | Locked | ||
018 | Renown | 1st skill: 8.52nd skill: 9.0 | 2-1F or 3-4ABD |
019 | Repulse | 8.0 | 3-4 BD or 6-1A |
020 | Alaska | 5.5 | Construction |
021 | Guam | 5.5 | 5-3GH |
022 | Akagi | 7.5[CN]1st skill: 10.02nd skill: 8.5 | 5-3H |
023 | Kaga | 7.5[CN]8.0 | Construction |
024 | Shoho | 6.0 | 5-3BGH |
025 | Zuiho | 6.0[CN] 8.0 | 3-4BD |
026 | Argus | 6.0 | 2-1F |
027 | Langley | 6.0 | 2-4AB |
028 | Ranger | 8.5Modded(CV): 8.5 | Purchase or 1-4E |
029 | Lexington | 10.0 | Complete chapter 1-4 |
030 | Saratoga | 10.0 | Reach Admiral Lv 40 |
031 | Hornet | 7.5 | Early stage: 5-3HLater stage: 5-5I (with 6 SS with level 80+) |
032 | Takao | 5.0 | 5-3BGH |
033 | Atago | 5.0 | 5-3BGH |
034 | Maya | 5.0 | 5-3BGH |
035 | Chokai | 8.0 | Complete mission of 1-3 |
036 | Admiral Hipper | 8.0 | 5-3GH |
037 | Blucher | 7.5 | 5-3BGH |
038 | Prinz Eugen | 8.0 | 5-3BGH or 6-1A |
039 | Wichita | 9.0 | 6-1A |
040 | Quincy | 8.0 | 5-3BGH |
041 | Tenryu | 6.5 | 2-1F |
042 | Tatsuta | 6.5 | 2-1F |
043 | Kitakami | 7.5 | 2-1F |
044 | Oi | 7.5 | 2-1F |
045 | Isuzu | 8.0 | 2-1F |
046 | Yubari | 8.0 | Construction |
047 | Konigsberg | 5.0 | 1-4AB |
048 | Karlsruhe | 5.0 | 1-4AB |
049 | Koln | 5.0 | 1-4AB |
050 | Sirius | 5.0[CN]8.5 | 5-3GH |
051 | Arethusa | 4.0 | Construction |
052 | Galatea | 4.0 | Construction |
053 | Penelope | 4.0 | Construction |
054 | Aurora | 5.0 | Construction, 3-4ABD or 5-3BGH |
055 | Omaha | 5.0 | Complete mission of 1-2 |
056 | Atalanta | 9.0 | 6-1A |
057 | Juneau | 8.0 | 6-1A |
058 | Brooklyn | 6.0 | 6-1A |
059 | Helena | 1st skill: 10.02nd skill: 7.5 | Reach Admiral Lv 20 |
060 | Ning Hai | 8.0 | Construction |
061 | Ping Hai | 5.0 | Construction |
062 | Roberts | 7.5 | 2-1F |
063 | Abercrombie | 7.5 | 2-1F |
064 | Fubuki | 9.0 | 5-3GH |
065 | Shirayuki | 8.5 | 1-4AB |
066 | Hatsuyuki | 8.5 | 2-1F |
067 | Miyuki | 9.0 | 1-4AB |
068 | Akatsuki | 7.0 | 5-3BGH |
069 | Hibiki | 8.5 | 5-3BGH |
070 | Ikazuchi | 7.0 | 5-3BGH |
071 | Inazuma | 7.0 | 5-3BGH |
072 | Ayanami | 10.0 | 1-4AB |
073 | Shikinami | 6.5 | 1-4AB |
074 | Z1 | 5.5 | Construction |
075 | Z16 | 7.5 | 5-3BGH |
076 | Z21 | 6.5[CN]9.0 | 1-4AB |
077 | Z22 | 6.5[CN]9.0 | 1-4AB |
078 | Z24 | 4.0 | Construction |
079 | Z28 | 4.0 | Construction |
080 | Z31 | 5.0 | Construction |
081 | Amethyst | 8.0 | 2-1F |
082 | Glowworm | 7.0 | 5-3GH |
083 | Javelin | 7.0 | 1-4AB |
084 | Juno | 5.5 | 1-4AB |
085 | Jackal | 7.0 | 5-3GH |
086 | Cossack | 8.0 | 5-3BGH |
087 | Eskimo | 6.0 | 6-2FIM |
088 | Punjabi | 9.0 | 6-2FIM |
089 | Fletcher | 9.5 | Complete collection missions |
090 | Cassin Young | 4.0 | 1-4AB |
091 | Anthony | 4.0 | 1-4AB |
092 | Braine | 8.5 | 1-4AB |
093 | Gearing | 8.5 | 5-3BGH |
094 | Gyatt | 6.0 | 1-4AB |
095 | Frank Knox | 4.0 | 6-1A |
096 | Power | 4.0 | 6-1A |
097 | Reshitelny | 4.0[CN]9.5 | 6-1A |
098 | Vauquelin | 7.0 | 1-4AB |
099 | Le Fantasque | 9.5 | Construction |
100 | Lion | 8.5 | Construction |
101 | Locked | ||
102 | Locked | ||
103 | Royal Oak | 5.0 | 6-2M 6-3J |
104 | Warspite | 5.0 | 6-3J |
105 | Vanguard | 8.0 | Construction |
106 | Tennessee | 6.0 | Construction |
107 | California | 5.0 | Construction |
108 | Colorado | 6.0[CN]8.0 | Construction |
109 | Maryland | 6.0[CN]1st skill: 10.02nd skill: 8.0 | Construction |
110 | West Virginia | 6.0[CN]1st skill: 8.02nd skill: 10.0 | Construction |
111 | Washington | 7.5[CN]9.5 | Construction |
112 | Vittorio Veneto | 7.5[CN]10.0 | Construction |
113 | Richelieu | 9.0 | Construction |
114 | Scharnhorst | 5.0 | 6-3 J |
115 | Gneisenau | 5.0 | Construction |
116 | Locked | ||
117 | Taiho | 8.0[CN]9.5 | Construction |
118 | Graf Zeppelin | 7.0 | Construction |
119 | Royal Ark | 7.5[CN]9.5 | Construction |
120 | Yorktown | 7.5[CN]9.5 | Construction |
121 | Enterprise | 7.5[CN]8.5 | Construction |
122 | Ryujo | 6.0 | Construction |
123 | Bogue | 6.5 | 6-1A |
124 | Chaser | 6.0[CN]8.0 | Construction |
125 | Colossus | 6.0[CN]9.5 | 5-3H |
126 | Princeton | 9.0 | 6-1A |
127 | Unicorn | 6.0 | 6-2FIM |
128 | Deutschland | 5.0 | 5-3H |
129 | Admiral Sheer | 5.0 | 4-3H |
130 | Admiral Graf Spee | 5.0 | 5-3H |
131 | Furutaka | 5.0 | Construction |
132 | Kako | 5.0 | Construction |
133 | Aoba | 5.0 | Construction |
134 | Kinugasa | 4.0 | Construction |
135 | London | 5.0 | Construction |
136 | Kent | 5.0 | Construction |
137 | Portland | 9.0 | Construction |
138 | Indianapolis | 4.0 | Construction |
139 | Pensacola | 9.5 | 6-1A |
140 | Salt Lake City | 4.0 | 5-3GH |
141 | Northampton | 8.5 | Construction |
142 | Houston | 7.0 | 5-3GH |
143 | New Orleans | 7.0 | 6-1A |
144 | Kirov | 5.0 | Construction |
145 | Locked | ||
146 | Locked | ||
147 | Locked | ||
148 | M-class | 4.0 | Construction |
149 | Emden | 4.0 | Construction |
150 | Emerald | 4.0 | 6-2IM |
151 | Enterprise | 4.0 | 6-2IM |
152 | Edinburgh | 4.0 | Construction |
153 | Belfast | 4.0 | Construction |
154 | Courageous | 4.0 | 6-2M |
155 | Glorious | 4.0 | 6-3J |
156 | Locked | ||
157 | San Diego | 4.0 | |
158 | San Juan | 4.0 | 6-1A |
159 | Locked | ||
160 | Murmansk | 5.5 | Construction |
161 | De Ruyter | 4.0 | 3-4ABD or 3-3BDJK |
162 | Yatsen | 9.0 | Construction |
163 | Vainamoinen | 5.0 | 6-1A |
164 | Akizuki | 5.0 | 3-1G |
165 | Suzutsuki | 5.0 | 3-1G |
166 | Kagero | 5.5 | Construction |
167 | Shiranui | 5.5 | Construction |
168 | Kuroshio | 5.5 | Construction |
169 | Yukikaze | 5.0 | <CN> 2-5O (unreleased) |
170 | Z3 | 5.0 | Construction |
171 | Z46 | 5.0 | Construction |
172 | Ardent | 4.0 | 6-3J |
173 | Acasta | 4.0 | 6-3J |
174 | Saumarez | 4.0 | 6-1I |
176 | Venus | 4.0 | 6-1I |
177 | Thatcher | 4.0 | 5-3GH |
178 | Sullivans | 6.0 | 5-3GH |
179 | Sigsbee | 4.0 | 5-3GH |
180 | O’Bannon | 4.0 | Construction |
181 | William D. Porter | 4.0 | Construction |
182 | Porter | 8.5 | Construction |
183 | Laffey (DD-724) | 9.5 | Construction |
184 | Locked | ||
185 | Camicia Nera | 4.0 | Construction |
186 | Aveiere | 4.0 | Construction |
187 | Antonio da Noli | 6.0 | Initial ship or 5-3H |
188 | Ugolino Vivaldi | 10.0 | 5-4EH or 6-3J |
189 | Locked | ||
190 | Locked | ||
191 | Locked | ||
192 | Tashkent | 7.0 | Construction |
193 | Albacore | 9.0 | Construction |
194 | Archerfish | 9.0 | Construction |
196 | M1 | 6.0 | Construction |
197 | U47 | 10.0 | 6-1GI or 6-2M |
198 | U505 | 8.0 | Construction |
199 | Surcouf | 6.0 | Construction |
200 | Hindenburg | 8.5 | Construction |
201 | Locked | ||
202 | Locked | ||
203 | Queen Elizabeth | 6.0 | Construction |
204 | Locked | ||
205 | Duke of York | 7.0 | Construction |
206 | North Carolina | 7.5<CN>1st skill: 10.02nd skill: 8.0 | Construction |
207 | South Dakota | 8.0 | Construction |
208 | Locked | ||
209 | Missouri | 10.0 | Construction |
210 | Locked | ||
211 | Caio Duilio | 6.0 | 4-3H |
212 | Locked | ||
213 | Roma | 7.0 | Construction |
214 | Sovetsky Soyuz | 8.5 | Construction |
215 | Locked | ||
216 | Dunkerque | 7.0 | Construction |
217 | Strasbourg | 7.0 | Construction |
218 | Gustav V | 4.0 | 6-3J |
219 | Zuikaku | 9.0 | Construction |
220 | Shokaku | 8.5 | Construction |
221 | Locked | ||
222 | Locked | ||
223 | Shinano | 8.0 | Construction |
224 | Formidable | 7.0 | Event “Operation Orange” Award |
225 | Wasp | 7.0 | Construction |
226 | Essex | 7.5 | Construction |
227 | Hiyo | 9.0 | 2-1F |
228 | Junyo | 9.0 | 2-1F |
229 | Locked | ||
230 | Hermes | 6.0 | 6-1I |
231 | Locked | ||
232 | Beam | 7.0 | 6-2M |
233 | Mogami | 4.0 | Construction |
234 | Mikuma | 4.0 | Construction |
235 | Suzuya | 4.0 | Construction |
236 | Kumano | 4.0 | Construction |
237 | Suffolk | 4.0 | 6-4E |
238 | York | 4.0 | Construction |
239 | Exeter | 4.0 | Construction |
240 | San Francisco | 5.0 | Construction |
241 | Baltimore | 9.5 | Event “Operation Orange” Award |
242 | Locked | ||
243 | Des Moines | 8.5 | Construction |
244 | Locked | ||
245 | Locked | ||
246 | Locked | ||
247 | Locked | ||
248 | Oyodo | 4.0 | Construction |
249 | Leipzig | 5.0 | Construction |
250 | Locked | ||
251 | Locked | ||
252 | Cleveland | 5.0 | Construction |
253 | Ying Rui | 4.0 | 3-3K or 4-3H |
254 | Zhao He | 4.0 | 5-3H |
255 | Locked | ||
256 | Locked | ||
257 | Locked | ||
258 | Locked | ||
259 | Thonburi | 4.0 | Construction |
260 | Mutsuki | 4.0 | Construction |
261 | Locked | ||
262 | Shigure | 4.0 | <CN> 2-6M (unreleased) |
263 | Murasame | 4.0 | Construction |
264 | Yudachi | 4.0 | Construction |
265 | Arashi | 5.0 | Construction |
266 | Locked | ||
267 | Locked | ||
268 | Minekaze | 4.0 | 3-4ABD or 3-3BDJK |
269 | Z17 | 4.0<CN> 9.0 | Construction |
270 | Z18 | 4.0<CN>5.5 | Construction |
271 | Locked | ||
272 | Locked | ||
273 | Locked | ||
274 | Locked | ||
275 | Converse | 4.0 | Construction |
276 | Dyson | 4.0 | Construction |
277 | Claxton | 4.0 | Construction |
278 | Hoel | 4.0<CN> 5.5 | Construction |
279 | Samuel B. Roberts | 4.0<CN> 8.0 | Construction |
280 | Johnston | 4.0<CN> 5.5 | Construction |
281 | Gremyashchiy | 4.0 | Construction |
282 | Locked | ||
283 | Locked | ||
284 | Locked | ||
285 | Locked | ||
286 | Locked | ||
287 | Locked | ||
288 | Locked | ||
289 | U81 | 7.5<CN> 9.0 | 6-3J |
290 | U96 | 7.5 | Construction |
291 | Locked | ||
292 | Locked | ||
293 | U1206 | 7.5 | Construction |
294 | Tang | 8.0 | Construction |
295 | Locked | ||
296 | Locked | ||
297 | Georgios Averof | 4.0 | 5-3H |
298 | Sukhbaatar | 6.0 | Complete chapter 1-5 |
299 | Locked | ||
300 | Locked | ||
301 | Mahan | 4.0<CN> 5.5 | Construction |
302 | Locked | ||
303 | Odin | 4.0 | <CN> spoils exchange |
304 | Locked | ||
305 | King George V | 7.0 | Construction |
306 | Locked | 5.5 | Initial ship<CN>6-2M |
307 | Vestal | 5.0 | Construction |
308 | Gotland | 5.0 | 6-3J |
309 | Novgorod | 5.5 | Construction |
310 | Cushing | 7.0 | Initial ship<CN>5-3H |
311 | Locked | ||
312 | Nurnberg | 4.0 | Construction |
313 | Locked | ||
314 | Gota Lejon | 4.0 | Construction |
315 | Yoizuki | 4.0 | 4-2J |
316 | Minsk | 4.0 | Construction |
317 | M2 | 5.5 | 5-3H |
318 | Moltke | 6.0 | Construction |
319 | Indomitable | 8.5 | Construction |
320 | Locked | ||
321 | Locked | ||
322 | Heermann | 4.0 | Construction |
323 | Kiev | 4.0 | Construction |
324 | Locked | ||
325 | Lexington (CV-16) | 8.5 | Construction |
326 | Locked | ||
327 | Locked | ||
328 | Myoko | 4.0 | 2-4L |
329 | Augusta | 4.0 | Construction |
330 | Defender | 4.0 | <CN> events |
331 | Incomparable | 9.0 | Construction |
332 | Locked | ||
333 | De Grasse | 5.0 | Construction |
334 | Locked | ||
335 | Volta | 4.0 | Construction |
336 | Locked | ||
337 | Locked | ||
338 | Locked | ||
339 | Locked | ||
340 | Bolzano | 4.0 | Construction |
341 | Drgaon | 4.0 | 6-3J |
342 | Gangwon | 4.0 | ??? |
343 | Ulsan | 6.5 | Construction |
344 | Locked | ||
345 | Locked | ||
346 | Locked | ||
347 | Montpellier | 4.0 | ??? |
348 | Locked | ||
349 | Locked | ||
350 | Locked | ||
351 | U1405 | 7.0 | Construction |
352 | Moskva | 8.0 | Construction |
353 | Locked | ||
354 | Locked | ||
355 | Locked | ||
356 | Elli | 4.0 | 7-2L |
357 | Locked | ||
358 | Locked | ||
359 | Locked | ||
360 | Locked | ||
361 | Locked | ||
362 | Constellation | 9.0 | Construction |
363 | Locked | ||
364 | Locked | ||
365 | Locked | ||
366 | Locked | ||
367 | Locked | ||
368 | Locked | ||
369 | Locked | ||
370 | Locked | ||
371 | Locked | ||
372 | Hayaharu | 7.5 | Initial ship or construction |
373 | Locked | ||
374 | Locked | ||
375 | Locked | ||
376 | Locked | ||
377 | Locked | ||
378 | Locked | ||
379 | Columbia | 4.0 | Pre-registration |
380 | Locked | ||
381 | Locked | ||
382 | Locked | ||
383 | Locked | ||
384 | Locked | ||
385 | Locked | ||
386 | Locked | ||
387 | Locked | ||
388 | Locked | ||
389 | Locked | ||
390 | Locked | ||
391 | Locked | ||
392 | Locked | ||
393 | Locked | ||
394 | Locked | ||
395 | Locked | ||
396 | Locked | ||
397 | Locked | ||
398 | Locked | ||
399 | Locked | ||
400 | Locked |
Walkthrough for Beginners
This is a walkthrough for beginner. Here I assume that readers already knows information provide in the early sections.
Before start
- Recall important things
However, before you begin the journey, please recall some important things again
- Do not enter a battle with critically damaged ships (unless you have EDCT)
- Enter night battle (i.e., pursuing wisely)
- Do not raise too many ships (you have limited resources)
- Do not construct too many ships (you have limited resources)
- Use exercises wisely (it gives you 18 times per day to gain exps for free).
- Should I Reroll
Theoretically speaking, re-roll is possible. You may create a new account, raise your admiral level to 10, and construct ships. If you do not have a powerful ship, you may create a new account again.
However, it usually costs a player about 1 hour (at least 30 minutes) to reach admiral level 10. The resource you have at that time only support a few ship construction. The chance that you getting a powerful ship in each construction is usually less than 3%, depending on how you define which ships are powerful. For example, the best battle ship in the game is Missouri, which can be obtained via ship construction with formula 400-80-650-101, but at less than 0.5% chance.
I do not suggest re-roll, but if you have time, you may try.
- B is enough
After each battle, you will receive a score of the battle. From the highest to lowest, SS, S, A, B, C and D. With a SS or S score, a ship will be awarded (we call it as drop), and with an A or B score, you have a 75% or 50% chance of drop. However, as a beginner, our goal is not ship collection. To open the next map, you only need a B score at the final battle in the last map. Thus, B is enough!
Chapter 1
- Choose initial ship
You have four possible initial ships to choose: Barfleur, Cushing, Antonia Da Noli and Hayaharu. I suggest to choose Hayaharu, since it has 20 hp (the largest one among all initial ships and also multiple of 4), and Hayaharu also gives you a powerful torpedo(+12TOR).
- Get Lexington
After completing tutorial, you will have 4 ships: your initial ship, BB Nevada, a ship you constructed and a ship you just hunted via battle. Please remember to lock all new ships you have obtained. The initial ships is not locked in default, please lock it manually.
Please do not build any ship now, although you could. Before you reaches admiral level 10, you cannot build rare ships, you’d better build ships after reaching admiral level 10.
Use the 4 ships to conquer 1-1.
If you have a CL, set CL as the flagship, use 4 ships to conquer 1-2. If you do not have a CL, use 4 ships. When the fleet do not go 1-2A, return and sortie again. We called this techniques S/L.
Passing 1-2 will complete a mission, which reward you CL Omaha. Use 1CL+5DD, you can conquer 1-3.
You may conquer 1-4 with 1BB+1CL+4DD, following route 1-4ACE. It will award you Lexington after winning at 1-4.
- Defeat enemies in 1-5
You can conquer map 1-5. The enemy is map 1-5 is two APs, very weak enemy. However, you can only defeat them up to three times per day. If you fight them the fourth time in a day, those two APs will become the most powerful enemies and is not defeatable. After you first victory of map 1-5, you will be awarded Sukhbaatar via an in-game mail.
- Complete missions
You may complete the main story missions that you can do. It will award you a CA, enable the third fleet, exercises and expeditions as well.
- Collect 6DDs and reach admiral level 10
Although we only need 3 high level DDs for conquering 5-5. I still suggest you to have 2 other DDs with smaller levels. They can help you conquering 2-4, farming DD cores at DD campaigns, and rotationally sortie when some DDs are in repair.
I suggest to use your initial ship as the first DD. First, all initial ships except Barfleur has hp at multiple of 4. Second, in future events, Moepoint may restrict you to use initial ships only.
I suggest Ayanami, Braine, Vauquelin as the 2nd to 4th DD.
- Ayanami is the one of the best DD in the game.
- Braine is also powerful after being modded, and it is easily modded (level 30, 4 cores).
- Vauquelin has 20 hp which is multiple of 4. It is easily modded (Lv37+5 cores). Its speed is 40, can be used to improve the average speed of the fleet before you get Le Fantasque and Tashkent.
The fifth and sixth DD can be used in rotations. I suggested to use Z21 and Z22. Their hp are 20, as same as Vauquelin. In addition, although they are not moddable now, their modded version is very powerful. You may also choose Gyatt (20HP), Javelin or Juno (both provide a golden depth charge when being modded).
All those DDs, except your initial ship can be farmed from 1-1A, 1-4A and 1-4B.
After you collect 6DDs, raise them at 1-4B, until you reaches admiral level 10.
- Expedition
After expedition is available, you can form 4 fleets for expedition. Expedition is an important way to farm resources. I suggest you fighting 2-1A one time to enable expeditions in area 2. Among 8 possible expeditions in the first two areas, I suggest 1-2, 1-3, 2-1 and 2-3. You may choose 3-1/3-2/4-1/4-3/5-2 in future.
- Campaigns
In the game, ships can be modded to become more powerful. Modding needs “cores”. There are two ways to farm cores, from a daily mission which awards 1 core, and from campaigns, which is the main way of core farming.
There are several kinds of campaigns, and each kind has a chance to award your one kind of core. In an easy campaign, you have 20% chance to get a core, and in a difficult one, you have 60% chance.
As a beginner, you could start from easy campaigns. You may need 5 cruiser cores (for Helena), 5 carrier cores (for Lexington) and 9 destroyer cores (for Braine and Vauquelin) at first. Please use easy campaigns and daily mission collecting them.
After that, you may need 5 carrier cores (for Saratoga), 5 battleship cores (for Rodney), but it not mandatory. You can defeat 5-5 without modded Saratoga and modded Rodney.
When you fleet becomes more powerful, you may challenge hard campaigns.
- Hard destroyer campaign needs 6DDs with level 35+ (50+ preferred).
- Hard battleship campaign needs a powerful BB, a powerful BC, and two DDs with anti-SS equipments and two other CAs. I prefer to challenge hard battleship campaign with BB/BC with level 50+.
- Hard aircraft carrier campaign need 2 CVs and 4 high-level DDs. I prefer to use 4 modded DDs with level 50+.
- Hard submarine campaign, if opened, needs 3 high level SSs. I prefer to use 3 SSs with level 60+, with one SS modded.
- Hard cruiser campaign is the most difficult one. It needs 1BB+2CA+2CL+1DD, both with high level. I recommend to challenge it with fleets of a Lv70+ modded BB, a Lv 40+ modded CA, another CA, two level 60+ modded CL, and level 60+ modded DD, with fully enhancement.
- Construct ships
Now, you reaches admiral level 10, which allows you constructing 5 or 6 star ships. Although new player only has limited resources, you could start constructing ships now. Here is some common formula for ship building.
- BB: 400-80-650-101 (means 400 fuel, 80 ammo, 650 steel and 101 aluminum)
- CV: 400-130-500-400 (if you do not have CVL Chaser)
- CV: 400-30-500-300 (if already have CVL Chaser)
As a beginner, you should put your resources in building battleships. For CVs, Lexington is enough, and you will get Saratoga when your admiral level reaches 40. Both of them are the top CVs in the game.
Usually, your resource allows you using formula 400-80-650-101 three or four times. Please build until your resources is insufficient. If you are lucky, you will build a top-tier ship. If you do not, do not worry. Continue using 400-80-650-101 formula until you have get one. On average, you can eventually construct one within 10 days.
After you get you first top-tier BB/BC, you may continue 400-80-650-101 for the second one.
- Construct ships
Besides building ships, you can also develop equipment via research. There is a daily mission for developing equipment 3 times.
From your second day of the game, you could start research. I prefer to use formula 20-30-10-130 to develop fighters, until you have two Seafang (AA+10). With two Seafang fighters and 2 other fighters with 7+ AA, you can switch to another formula 20-90-90-30. I use that formula for the entire life in the game. This formula can develop some useful equipment: BTD-1, Suisei, purple sonar, purple depth charge, and 91 penetrator.
Since research costs less resources, when you have more resources, you may try to develop more than three times per day, until the number of BTD-1+Suisei reaches 4.
- Level you fleet and enhance your DDs.
Please use 1-4 A/B to level your 6DDs up to level 20. You could level your Lexington and big ships you have built in exercises.
You can enhance your ship by using other ships. I believe you have many ships now, mainly obtained from farming exp at 1-4 A/B. Please use duplicated ships to enforce your DDs, especially improve their torpedo attribute to maximum. In the game, most of duplicated ships are useless, so you can use them to enhance your useful ships. As a beginner, you only need to save the second Hood, Renown, Saratoga and Akagi if you have the second one. You may not have enough ships to enhance all 6 DDs’ torpedo to maximum, but please continue enhancement when possible.
Also, you have to enhance Lexington too. If you have more ships after enhancing your 6DDs, please enhance her until her fire power (FP) reaches 15+. I suggested to enhance DDs with destroyers and Lexington with other ships (CLs or CAs).
Chapter 2
- Arrive 2-4
After your 6DDs reach level 20, you can advance to map 2-4. Although You could try with 6DDs with level 15, but I still recommend start from level 20.
When enhanced 4DDs, you can conquer 2-1 by following route BDF.
In map 2-2, please do not bring BB in your fleet. Otherwise, you cannot enter 2-2G. Please use 6 enhanced DDs to conquer 2-2 by following route BEG.
You can also use 6DDs or Lexington+5DDs to conquer 2-3 by following either route ADGJ or route BDGJ. Please note that you can only enter 2-3J if your slowest ship has a speed not less than 27 knots.
Although 6DDs is not powerful, we only need a B score for each boss fight. Thus, with 6DDs with level 20, you can defeat 2-1, 2-2, 2-3 and arrive 2-4.
- Farm exp at 2-4 and get Helena
You can continue to raise your Lexington and DDs at 2-4A or 2-4B. Map 2-4 provides 240 exp, which is much higher than 144 exp in map 1-4. At the same time, you could also raise your admiral level to 20, which will award you Helena, the best CL in the game.
When you get Helena, you can use Helena+Lexington+4DDs as your main fleet and continue level your ships at 2-4A/B. When Helena reaches level 30, you can mod Helena with 5 cruiser cores. Helena has two skills choosable after modernization. Please choose “Intelligent Analysis”, which can apply a buff on you entire fleet.
- Enhance or awaken skills
After modernization, you ship could learn skills. You can only awake, level up, and switch your skills when fully enhanced. After awakening, leveling up, or switching your skills, all enhancement will be cleared to zero. A fully enhanced ship is usually more powerful than a ship with skills but without enhancement. Thus, for beginners, I recommend only enhancing ships. The only exception is Helena. You may awake Helena’s skill to at least lv 1 and then fully enhance her again.
- Conquer 2-4
After Helena’s modernization, your 6 DDs should also reach level 30+. You may also has some good BB/BCs with level 15+(raised from exercises). You can try to defeat 2-4 now.
In each area, except the first one, the boss in the last map has a special hp. When you damage the flagship of the boss fleet, that special hp will be reduced. You can only enter a new area when that special hp drops to zero.
However, when the special hp drops to near zero, it will be locked. It requires you to sink the flagship of the boss fleet to reduce that hp to zero. Hence, it requires you to defeat the boss multiple times, and sink enemy’s flagship in the last battle.
To conquer 2-4, you may use Lexington+Helena+4DDs, or replace DDs by the top-tier BB/BCs you have built. I suggest you to use BB/BCs, although they costs more resources, but is more easy to defeat boss.
Since you have to defeat boss in 2-4 multiple times to reach area 3, please be patient, and repair your ships before challenge the boss in each challenge.
Chapter 3
- Arrive 3-4
Map 3-1 is not difficult, you can use a high speed fleet (27+ speed) and follow route ACFHI to defeat the boss. Helena + 4DD + CV is ok. Again, B score is enough.
You may use 6 DDs to defeat 3-2. Another method is using Helena+4DDs+Lexington. However, without 6DDs, you have to S/L until your fleet goes to C. Following route CEG, you can defeat boss at 3-2.
Map 3-3 is a little bit more difficult than 3-2. You need a high speed fleet (with lowest speed not less than 27) with 3 DDs and follow route BDIJK. Since you have to use 3DDs, the other three ships could come from Helena+Lexington+BB/BC, or from Lexington+2BB/BC. Note that BB/BC must be high speed ships. Again, B score is enough.
- Form your main fleet
After conquering map 3-3, you arrive map 3-4. Before you continue, you have to make a big decision now: what is your main fleet?
Your fleet of 6 DDs (possibly with less DDs + Helena + Lexington) is not enough for following maps. You need a more powerful fleet with big ships. I prefer to use a fleet with Helena, Lexington and 4 top-tier battleships or battle-cruisers. Please see the “ship collections” section to search for top-tier battle ships.
You may obtain top-tier BB/BCs from ship construction. If you do not, consider the following ships instead.
- Hood
You can farm Hood at 1-4E. With a drop rate at 1.69%, it is moderately difficult to farm a Hood. You can also farm Hood at all points in the map after 2-3, except point nearest to the starting point in each map, with lower drop rate. If you decide to farm Hood, I recommend to farm at 1-4E. However, I have to mention, it is not easy to farm Hood at 1-4E.
- Renown
It is easier to farm. At 2-1F, you can farm Renown with a drop rate 2.27%. Since you can directly fight boss at 2-1F with a fleet of 4 ships, it is much easier to farm (you need 3 battles for farming at 1-4E).
- Rodney.
It can be farmed at 2-1F again, at a drop rate 1.25%.
- Nelson.
It can be obtained at 2-2G with 1.21% drop rate, 2-3J with 1.13%, 3-3J with 1.17% and 3-3K with 1.39%. I do not recommend to farm Nelson. Rodney is enough.
- Repulse
It is can be obtained at 3-4B with 0.44% drop rate, 3-4C with 0.46% and 3-4D with 0.42%.
- Prince of Wales.
When you admiral level reaches 50, you will be awarded that ship.
I recommend Renown and Rodney, but other ships are also ok.
You may need a few hours (or a few days) to farm those BBs or BCs, until you have a fleet of Helena, Lexington, and four BB or BCs.
- Level up you fleets
Now you have two fleets. One is your main fleet, consisting of Helena, Lexington and 4 BB/BCs. The second fleet consists of 6 DDs. Please raise them now.
First, you can level up your main fleet via exercises, since it is free. However, you can only exercise up to 18 times per day, you need another way to raise your fleets faster.
3-4A is a good place to farm exp. It provides 360 exp, higher than 240 exp at 2-4. Since you have limited resource, I DO NOT recommend to raise your main fleet at 3-4A. You may, raise Helena, Lexington and raise one BB/BC at 3-4A in rotation.
Please put your BB/BC at the flagship, since flagship can get 50% bonus exp. It means that your BB/BC can obtain 540 exp per battle. If you BB/BC get MVP in a battle, the exp awarded will be doubled to 200% bonus. It means that you BB/BC can obtain 1080 exp per battle. It is really delicious. You may raise one of your BB/BC at 3-4A, and raise others via exercises.
There are several possible ways to form your fleet in exp farming at 3-4A.
The first one is 1BB/BC+2CA+2CL+1CV. You may replace CA by BM. It costs more resource, but your BB/BC has higher chance to get MVP.
The second one is 1BB/BC+1CL+2DD+2CV. Since you have two CVs, you can defeat enemy much faster, but your CVs might have higher chance to get MVP. To use this form, you need the second CV. When you admiral level reaches 40, you will be awarded Saratoga as your second CV. If you spent money on this game, you will be awarded CVL Ranger, which becomes a CV after being mod. You may also construct a CV using formula 300-130-500-400. If you are closing to Admiral Lv 40, I recommend to wait for Saratoga.
The first form requires stronger fleet, but the flagship has more chance to get 300% exp. The second form is more stable, not requiring ship levels, but needing you enhancing your CV’s FP to 15+.
There are still some variations from the above two forms, but with less difference. If you have only one CV, please use the first one. If you have two CVs, you can try both. If you find that you seldom destroy all enemy ships in daytime battle when you select the first form, please switch back to the second form with two CVs.
I recommend you to use the second form. First, it is not only more stable. Second, it gives two slots to raise your DDs. Third, with two CVs, you can follow route ABD to reach 3-F, which awards your 60 aluminum, and you have chance to farm some ships on 3-4B and 3-4D (Renown, Repulse, Rodney, Lexington and Hood).
- Mod your ships
You may have cores to mod your ships. Please mod Helena first, then followed by either Lexington, or Braine and Vauquelin, depending on the number of cores you have.
- Defeat 3-4
When all ships in you main fleet reaches level 50+, you can defeat 3-4. If you have 2 CVs, you can use 3BB+Helena+2CVs. Note that you have to defeat the boss multiple times to open area 4.
Chapter 4
Enemies in level 4 is more difficult than level 3. However, when you main fleet has level 50+, it is not so difficult. However, since the boss at 4-4 is stronger than the boss at 3-4 (with two 98HP BBs), I recommend you to enhance BB/BCs in your main fleet; either with 15+ FP for each BB/BC, or with full FP for at least one BB/BC.
Map 4-1 can be defeated by you main fleet following route ACFI.
For map 4-2, you need a fleet consist of 3DDs and one low speed ship, and follow route ACEHJ. If you have high level Amethyst, the only slow DD in the game, you can use Amethyst+2DDs+Lexington+2BB/BC. If you do not have high level Amethyst, You may use 3DDs+Lexington+Rodney(or Nelson)+1BB/BC, where Rodney/Nelson is a slow ship.
For map 4-3, you need a high speed fleet and follow route AEGH. You may use Helena+Lexington+Saratoga+3BB/BC. If you do not have Saratoga, replace it by another high speed BB/BC or a high level DD.
For Map 4-4, you can use a fleet with 2 CVs following route BEGKL, or a fleet with 1 CV following route ADKL or route ACFIL. Remember that you have to defeat the boss multiple times.
Chapter 5
- Arrive 5-5
From Level 5, you will encounter enemy’s submarines. Please equip anti-SS equipments on your Helena and DDs.
Map 5-1: follow route ACEF with Helena+Lexington+3 BB/BC+DD. Note enemy fleet at 5-1C may contain up to 4 SSs.
Map 5-2: follow route BEHJ with Helena+Lexington+3 BB/BC+DD, or CFIJ /CFHJ if you choose slow BB as your flagship. Note that 5-2C may have up to 4 SSs.
Map 5-3: follow route BDGH with a high speed fleet. I used Helena+Lexington+4BB/BC. Helena must be the flagship. 5-3B and 5-#H may have 1 SS.
Map 5-4: follow route ACFGH with Helena+Lexingont+4BB/BC. Please note that there is a 50% chance to go to 5-4E from 5-4G. If it happens, return and fight again.
- Level up your fleet to 70+
Now, you reaches 5-5. Before you continue, please level your main fleet to level 70+. Although I conquered 5-5 with level 60+ and it is possible to conquer it with level 50+, I still suggest a fleet of level 70+ for beginners.
You can farm exp at level 5-5B, which provide 540 exp, higher than 360 exp in 3-4A. However, 5-5B is much difficult than 3-4A. There are three possible configurations of your fleet.
First, BB+Helena+CA+3CVs. It requires the third CV, which may be obtained by building or dropping. Second, BB+Helena+another BB/BC+CA+2CVs. Third, BB+Helena+Another BB/BC+2CA+Lexington.
In the enemy’s fleet, the BC and the CLT is most dangerous. Thus, be prepared to repair your ship frequently.
If you do not want to use too many fast repair tools, you may still choose 3-4B instead of 5-5B. 3-4B is slower in exp farming but is much easier.
When you raise your main fleet, you can enhance your main fleet. I recommend to enhance fire power of your BB/BCs to full.
- Defeat 5-5
After you main fleet reaches level 70+. Please double check that your Lexington was enhanced with power 20+, and the power of Helena+4BB/BC was enhanced to max. Equip your fleet with the best equipment you have. All BB/BCs equip 4 main guns, so all of them has 150+ FP. One (more are better) BB/BC should have 170+ FP (180+ FP is better). To reach 170+ FP, you may need main guns with 20+ FP. The main gun from Rodney or Nelson is a good choice, relatively easy to farm and provide 23 FP.
The boss in 5-5 is an elite ship with 180 hp. It is difficult to defeat. Remember, you have to defeat it multiple times to conquer 5-5. However, with your current fleet, you can still defeat it with retries. The only thing I could say is: “good luck!”.
Walkthrough for Intermediate Players
This is a walkthrough for intermediate players, who have passed chapter 5-5, and aim for completing the easy-level events.
Since GL server has not hosted any events now. The walkthrough is based on my experience in CN server.
This walkthrough is translated and revised from [1].
What should I need for easy level events
To succeed in an easy level event, you might need following ships (all ships should be fully enhanced)
- 6 high speed BB/BCs with lv 80+
- 2 low speed BBs with lv 80+
Recommendation: Rodney, Nelson.
- 4-6 CVs with lv 80+,
Must include Lexington and Saratoga, recommend to improve their skill to lv3.
- 2 CAs with lv 50+, at least one modded
Recommendations: Pensacola, Portland, Wichita
- 3 CLs with lv 70+, at least two modded
Recommendations: Helena, Atlanta, Juneau, Yubari
Recommend to improve Helena’s skill to lv3.
- 4 CVLs with lv 70+
- 9 modded DD+you initial DD. with lv70+
Must have Ayanami and Amethyst. Recommend to improve Ayanami’s skill to lv3.
First, please make sure that you have 4 CVs. You may have Lexington and Saratoga. If you have purchased diamonds, you will have CVL Ranger. Mod the Ranger (lv30 + 8cores) to get Ranger(modded), which becomes a CV. You may still need 1 or 2 CVs (if you do not have Ranger). Use formula 300-130-500-400 to construct CVs, until you have 4 CVs.
Second, check whether you have 6 high speed BB/BCs. If you do not have, do not worry. If you do not have Hood or Repulse, expect to hunt it at 6-1A later. If you do not have Renown, expect to hunt it at 2-1F later. If you do not have Prince of Wales, increase your admiral level to 50. If you already have Hood, Repulse, Renown and Prince of Wales, you only need at most 2 high speed BB/BCs. Use formula 400-80-650-101 in construction until you have 6 high speed BB/BCs.
Third, check whether you have 2 low speed BBs. here I recommend Rodney and Nelson. If you do not have them, do not construct, you may hunt them in 5-3GH later.
For CA/CL/CVL, I believe that you should have no problem. Some players may not have 4CVLs now. Here you only need 2, one with >27 speed, one with <27 speed. You may hunt Bogue/Princeton at 6-1A, and Hiyo/Junyo at 2-1F later.
For DDs, please check you have 9 moddable DDs. Those moddable DDs should contain Ayanami, Fubuki, Amethyst. If you do not have either Ayanmi or Amethyst, hunt them at 1-1B with 4.1% drop rate for Ayanami and 3% drop rate for Amethyst. Fubuki can be hunted at 5-3GH later with 1.59% drop rate at 5-3G and 2.27% drop rate at 5-3H.
Hooray, 6-1A
Congratulations! You passed chapter 5-5, and have the admission to the new world, 6-1A. You may ask: why 6-1A is a new world?
Well, 6-1A is best point to train you small ships. We already know that we can train our BB/BCs via exercises. For CVs, at stated later, they are relatively easy to train since we need CVs for hunting ships. There is no good point to train you small ships, like CL/DD/CLV, before chapter 6. Now, 6-1A give you a better way to train your small ships.
There are three types of enemy fleets at 6-1A: 5SS, 3SS+2CLT, 2CV+3SS. Yes, you may understand. We need to equip anti-SS weapons on our ship and use “line abreast” formation for preemptive anti-SS attack.
First, prepare your anti-SS weapons, we need 4 sonars, 4 depth charges and 6 TBFs. Since you may use 20-90-90-30 formula in research before. I bet you might have enough sonars and depth charges. If not, please develop equipments to have them. You might also have modded Javelin/Juno/Jackal/Amethyst, which will give your more powerful depth charges. You may not have enough TBFs, you could use other attackers with +AS attributes temporarily before you have TBFs. Princeton and Bogue are also droppable at 6-1A with 1.5% and 1% rate, and they both give you a TBF. Thus, you will have 6 TBFs soon.
The most common fleet configuration for 6-1A is 4 CL/DD + 2CVL, where CVLs are placed at 5th and 6th position. Equip sonar and depth charges on your CL/DD, and equip TBFs on your CVL. If you have more powerful anti-SS weapons (like ones from modded Javelin/Jackal/Juno/Amethyst), you should equip them on your flagship to make flagship obtaining MVP. If you flagship has three slots (CL or modded DD), you may equip one more sonar to enhance its AS attribute.
To enter 6-1A, you need contain a slow ship (speed <27) in your fleet. There are a bunch of slow CVLs, so it should not be problem. If recon succeeded, you will have the enemy’s fleet information. If the enemy fleet is 5SS or 3SS+2CLT, enter the battle and choose “line abreast” formation. If the enemy fleet is 2CV+3SS, return immediately, since you did not carry any fighters in your CVLs. If recon failed, it means the enemy fleet is very likely 2CV+3SS, close the app and reopen it. When your fleet has low level, you have limited recon value, so recon may fail. When you fleet has more high level ships, you may have enough recon value to detect 2CV+3SS to avoid closing game.
If you do not want to close game, you have switch to two variations: 3CL/DD+1CV+2CVL. The CV has high recon value so you could detect enemy’s fleet with 2CV+3SS. However, it wasted a slot for training small ships. You may temporarily use this configuration until you CVL has higher level.
After the battle, if you flagship is MVP, you flagship will get 1440 exp, while other ships get 480 exp. The most important thing is the battle finishes in about 10~20 seconds, and usually you will receive no damage. Thus, you could sortie again soon.
You may carry another ship in your fleet, say, a CA/SS/BM/… The carried ship does not have anti-SS ability, but the other 5 ships have. Note that there are up to 5 SSs at 6-1A, thus it is good enough. You may use 3CL/DD+carried ship+2CVL configuration. The carried ship may be placed at 2nd position to earn 480 exp. If you need raise the carried ship in urgent, you may place it at the 1st position to earn 720 exp.
When your CVLs are modded and enhanced, you may equip your CVLs with 2TBF+1 fighter, so you can fight the enemy fleet with 2CV+3SS.
Ship hunting at 5-3GH
I recommend to hunt ships at 5-3GH, since lots of useful or rare ships are dropped there. Please see the following table.
Ship | Rare or Useful | Drop rate and 5-3G(SS victory required) | Drop rate and 5-3H(S or SS) |
001 Hood | Useful | 1.25% | 1.25% |
008 Nelson | Useful | 1.61% | 1.61% |
009 Rodney | Useful | 1.41% | 1.41% |
019 Repulse | Useful | 2.97% | 2.97% |
022 Akagi | Useful & Rare | 0.56% | |
031 Hornet | Useful & Rare | 0.94% | |
036 Admiral Hipper | Useful | 1.91% | 1.91% |
038 Prinz Eugen | Useful | 1.39% | 1.39% |
039 Wichita | Useful | 1.83% | 1.83% |
040 Quincy | Useful | 2.27% | 2.27% |
050 Sirius | Useful | 0.30% | 0.30% |
064 Fubuki | Useful | 1.59% | 1.59% |
068 Akatsuki | Useful | 1.71% | 1.75% |
069 Hibiki | Useful | 1.58% | 1.63% |
070 Ikazuchi | Useful | 1.49% | 1.51% |
071 Inazuma | Useful | 1.06% | 1.09% |
075 Z16 | Useful | 1.99% | 2.88% |
082 Glowworm | Useful | 0.81% | 1.13% |
086 Cossack | Useful | 2.46% | 2.54% |
093 Gearing | Useful | 2.01% | 2.86% |
099 La Fantasque | Useful & Rare | 0.20% | |
125 Colossus | Useful & Rare | 0.73% | |
126 Princeton | Useful | 1.60% | 2.27% |
128 Deutschland | Rare | 1.59% | |
129 Admiral Graf Spee | Rare | 1.05% | |
177 Thatcher | Rare | 0.60% | 0.95% |
178 Sullivan | Rare | 0.60% | 0.96% |
179 Sigsbee | Rare | 0.60% | 0.97% |
187 Antonio Da Noli | Useful & Rare | 0.77% | |
254 Zhao He | Rare | 0.62% | |
297 Georgios Averof | Rare | 0.52% | |
310 Cushing | Useful & Rare | 1.07% | |
317 M2 | Rare | 0.32% | 0.44% |
We have two main goals: (1) Hunt 022 Akagi, which will become a top-tier CV when its modding released; (2) Hunt multiple 031 Hornet, since each hornet give us a B25, the most powerful producible bomber in the game.
We need at least one Akagi and 3 B25. Since their drop rate is rare, please use 2 to 3 months for them.
When we hunt Akagi and Hornet at 5-3H, we may also hunt other useful ships. Here I have to mention 125 Colossus, which becomes the best CVL in the game after being modded (although its modding is unreleased now).
I recommend you not hurrying in hunting at 5-3GH. I usually hunt 5-3H five times per day, since their resource cost could be covered by daily auto production.
There are two possible routes for 5-3H hunting, one following 5-3BGH, and the other following 5-3ACGH. I recommend 5-BGH route here. The most popular configuration is: CL+BB/BC+4CV. Cl must be the flagship. If you have Missouri or Constellation, awaken their skill to lv 1; otherwise, mod Renown, choose the 2nd skill and awake it to lv1. If you do not have any of them, use a top-tier BB/BC instead until you get one of them. However, do not use German BB/BCs since they are hard to repair. 5-3BGH needs 21 total AA value for your carrier planes for “air superpriority”, and 42 total AA value for “air supremacy”. Please equip your CV with planes to reach such AA value. For other slots, use Suisei and BTD1.
Fleet building
You can build 4 fleets now. I recommend to build 4 fleets as follows.
- Fleet 1
This fleet is the fleet that other players challenge through exercises. If you want to help other players, you may put a weak fleet but with high level (e.g., a fleet of unused high level carriers which does not carry bombers/attackers). However, since you may not be able to form such a fleet now, you may put a weak fleet of DDs/CLs here.
- Fleet 2
This fleet is for 6-1A. For example, you may form it with 4CL/DD+2CVL.
- Fleet 3
This fleet is for your daily/weekly missions, and also for you ship huntings at 5-3GH.
- Fleet 4
This fleet is for exercises, usually formed by 6 BB/BCs.
Daily and weekly tasks
- Ship construction
If you are not satisfied by BB/BCs in your fleet, and want to replace them by top-tier ships, you may use formula 400-80-650-101 to construct BB/BC.
However, I do recommend not to do that. Since there will be a grand ship construction event every quarter, you will perform a bunch of (e.g., >100) constructions at that time using 400-80-650-101 formula. I recommend to save your resource for that event.
I do recommend to use formula 30-30-60-30 once to construct small ships. This formula could construct SSs. You may perform a construction daily, until you get 5 SSs.
- Equipment development
Please use the formula 20-90-90-30 three times daily to complete a daily mission. This formula will be used until the end of the game.
- Expedition
Since aluminum is more expensive than other resources, I recommend to perform the expedition 2-1 / 3-3 / 4-1 / 6-3. If you do not have a BBV (modded from Hyuga at lv20 with 4core), you may use 5-2 instead of 6-3 temporarily.
Before you go to bed, you may switch 2-1 to either 6-1 or 6-4, depending on whether you need fuel or ammo.
The chance of get great success in expedition is determined by the total level of the expedition fleet. Thus, put all high level ship that you do not use in expedition.
- Daily missions
Please complete the daily mission that gives you a core. If you perform 5-3H hunting 5 times daily, you may complete most of them. If you need CL, go to 4-3AB; if you need CV, go to 6-1A.
- Weekly missions
- 50 sorties: 6-1A
- 100 ships: 6-1A
- Chapter 1: 1-5 or 1-1
- Chapter 2: 4DD, 2-1
- Chapter 3: 3DD+3CV, 3-3
- Chapter 4: 2DD+4CV, 4-3
- Chapter 5: 5-3
- Chapter 6: do not do that now.
- Campaign
If you do not have Missouri or Constellation, go the hard battleship campaign to get BB cores to mod Renown first. Choose the second skill for Renown. If you have Missouri and Constellation, you could use them, since their skill are similar to Renown’s second skill.
Second, use 6 high level DDs(Lv50+), go to DD campaign for DD cores, until you have 4 modded high level DDs.
Third, use 2CV+4DDs for CV campaign, until you have Lexington/Saratoga/Ranger modded.
Now, you can switch between hard DD/BB/CV campaigns. Do not go to hard cruiser and SS campaign. You do not need too many cruiser/SS cores now. The cruiser/SS cores from daily missions are enough.
- Train you fleet
Train you BB/BCs at exercises. Train you CVs at 5-3GH. Train your CL/DD/CVL at 6-1A. For CA, you may also train it at 6-1A. As a carried ship.
If there is any grand construction event, the event also gives you a +50% exp bonus for a week. You may choose 5-5B to train your BB/BC/CVs that. A popular fleet configuration is BB/BC+2carried ships+3CV. If there is no exp bonus, I do not suggest to train at 5-5B since it costs many resources. You may train your BB/BCs at exercises for free.
- Enhance your ships
You may need enhance your ships. However, we need find ships as the enhance material. 6-1A provides ships that could improve TOR/AA. 5-3GH may provide some ships that could improve your FP/Armor.
Spoil
The spoil system has not been released yet. I just shared my experience in CN server.
- What is spoil?
Every few weeks, the game will host an event which allows you farming spoils. Spoils can be used to exchange some powerful, non-producible items in the game.
In the game, you will find that enemy ship at 3rd position may be replaced by a transporter. Defeat that fleet and get a B+ core, you will get a spoil. However, please remember:
- Transporter does not appear in chapter 1
- Transporter does not appear at boss point at 2-4/3-4/4-4/5-5/6-4.
- Transporter does not appear at the point next to the starting point.
- Transporter appears more frequently in hard chapters.
- You can farm up to 50 spoils daily
- The more spoils you farmed in a day, the less frequency transporters appear.
- All transporters related data will be reset at 12:00 UTC+9.
- Spoil farming
If you are lacking of resources, you may try 2-1F. Use a fleet of 4 ships, following 2-1F. If recon showed that fleet at 2-1F does not have a transporter, return and try again. If guarantee that you will get a spoil for every combat at 2-1F. However, since you have only 50% chance to reach 2-1F, and there are less than 10% chance that a transporter appears at 2-1F. It is really painful for such S/L operations. Please do that if you really do want to use less resources.
If you have enough resources, you may try hunting ships at harder maps; e.g., 5-3H, 6-1I, or 6-3J.
Although you could farm up to 50 spoils daily, I do not recommend that since it is really time consuming. I suggest to farm 20~25 spoils per day, which usually costs 1 to 2 hours.
- Spoil exchange
You may use spoil to exchange powerful items. Here I translated a commendation from [3]. I only gave translation for some released items.
Name | Attributes | Spoils | Priority |
LA-7 | +13AA | 60 | Top |
P-39 | +13AA | 70 | High |
US 18in gun | +28FP | 80 | Low |
JP 48cm gun | +27FP | 70 | Low |
C301 | +27FP%15 ammo ignorance | 80 | High |
Penguin | +10FP%5 ammo ignorance | 20 | Medium |
In CN Server, the priority of C301 and Penguin are top/high respectively. However, in GL server, there is no moddable ASDG released. The ASDG released in GL server can only carry one missile, deprioritizing C301 and Penguin.
Where are you, U47
As I stated above, you may use 30-30-60-30 formula to construct 5 SSs (e.g., from Albacore, Archerfish, U505, U96, U1206, Tang) You may need the 6th SS, U47, which is the keyman in a fleet of 6SSs.
Why do we need a fleet of 6SSs? SSs consumes less resources and are easily repaired, and can make massive damages in torpedo strikes, especially in night battle. It is very useful, not only in events (although unless be banned), but also in ship hunting.
Now, our mission is to get U47. I recommend to farm your first U47 at 6-1I. You can follow the route 6-1CFI. U47 has drop rate 0.53% at 6-1I with S+ victory and 0.2% at 6-1F with SS victory. A popular fleet configuration for 6-1I hunting is BC+3CV. Here BC requires Constellation or Renown with skill that attacks big ships first. 3CVs only carry bombers (Suisei or BTD1) since there is no enemy carriers in this route. Limit your recon value less than 270 to avoid entering 6-1B. Please use BC as the flagship to enter 6-1C. You can usually get a U47 within 200 combats at 6-1I.
Walkthrough for Advanced Players
This is a walkthrough for advanced players, who aim for completing the hard-level events and hunting rare ships in the events.
Since GL server has not hosted any events now. The walkthrough is based on my experience in CN server.
This walkthrough is translated and revised from [1].
What should I need for hard level events
You need the following ships for hard level events. All ships are required be top-tier ships (see “ship collections” sections), fully enhanced, and awaken to skill lv3 if applicable.
- 7~9 high speed BBs, Lv 95+
- 3-5 low speed BBs, Lv 95+
- 3-5 BCs, Lv 95+
- 1 BBV, Lv 80+
- 6-8 CVs, Lv 95+
- 1-3 AVs, Lv 95+
- 5-6 CVLs, Lv 95+
- 5-6 CAs, Lv 80+
- 5-6 CLs, Lv 95+
- 18-24 DDs, 12 of them Lv 95+, other Lv 80+
- 1-2 ASDGs, 1 with Lv 90+, 1 with Lv 60+
- 12 SSs, 6SS with Lv85+, 6SS with Lv 65+
If you want hunt rare ships in hard level events, it is recommend that you also have
- Sukhbaatar with Lv 60+
- 4-6 CVs that reaches Lv110 and learn backup ammo.
Here, you should gradually replace your low-rating ships by top-tier ships. I recommend that most of your ships in the above requirement are in top-tier.
A fleet of 6SSs
You may form a fleet of 6SSs, which must contain U47 and another U-boat as the flagship. To train your fleet of SSs. You may fist level them at 6-1A and then at 7-2L (when map 7-2 is released)
- Reach Lv 10
Before your SS reaches Lv 10, you may use 3CL/DD+SS+2CVL to raise it to Lv 10. SS only can perform preemptive torpedo attack after reaching Lv 10. - 6-1A
After all you 6 SSs reach Lv 10, you may reach them at 6-1 use 6SS fleet until they reach Lv 60.
- 7-2L
After all 6 SSs reach Lv 60, you may go to 7-2L to level you SS to level 80.
- 5-5I
Atter you SSs reach Lv 80+, confirm that your fleet of 6SS has 233+ recon value. You can use that fleet to follow route 5-5CFI for hunting B25 at 5-5I.
When you SSs reaching Lv100+, you can follow any route in 5-5 to reach 5-5I, not requiring entering 5-5C.
More equipments
First, I suggest to have at least 12 B25. You may farm them first from 5-3H, and then from 5-5 I after you have a fleet of 6SSs with Level 80+.
I suggest that you farm more better guns. You goal is to equip 3guns(FP+23 or better) + 1 shell(91 penetrator) on your BB/BCs. Consider you have to equip up to 9 high-speed BB, 5 low-speed BB and 5 BC (possibly with 1BBV), there are lots of work to do here. FP+23 gun from Nelson and Rodney are relatively easy to get. You may not have enough guns better than the ones +23FP, but do not worry. We could wait for modding of Yamashiro. 91 shell is more difficult to farm. From researches, you are expecting to have 1-2 shell per month.
For CVs, you need more producible bombers other than B25. Do researches 3 times a day, you will not lacking of Suisei and BTD-1.
For CAs, you need prepare a long range gun and a super heavy shell for each CA you need (at lease for 6 CAs).
For CLs, you need a long range gun (from Kirov) and a good depth charge (+10AS or better). Please get Kirov from construction, and get depth charges via modding DDs.
Enhance and Awake your ships
For all the ships required for hard-level events, please fully enhance them. If they could lean skills, awaken those skills to lv3. It needs lots of unused ships as materials. Please prepare those materials via 6-1A, 5-3BGH, or other ship huntings.
Where are you, U81
U81 is the most difficult ship in farming. It is suggested to farm it at 6-3J, with 0.16% drop rate at S/SS score. If you are not urgent to get U81, please defeat 6-3J five times per day after you finishes ship hunting at 5-3H. You may expect to farm 6-3J for half an year before your get U81. In the anniversary event, U81 might become droppable in the event map with higher drop rate. If so, do not miss it.
To hunt U81 at 6-3J, there are two possible fleet configurations.
First, BC+1CVL(speed>=27)+4CV/AV, following Route A. One example is Renown/Constellation + Princeton + Taiho + Royal Ark + Lexington + Saratoga. Renown/Constellation will attack big ships (BB/BC/CV). CVL equips TBF for anti-SS. Taihou equips 2 fighter with +13AA, allowing three following CVs attacking twice. Royal Ark could apply debuff on enemy ships. Lexington applies buff on Royal Ark and Saratoga. Saratoga acts as the DPS.
Second, 4CV/AV+2SS, following route B. Use one high speed CV/AV as the flag ship, and place two SSs at the 2nd and 3rd position. Since we do not have any anti-SS ability, you have to wish for luck if SS appears. Do not suggest to bring CVL, since you will be lacking of DPS if you do so.
In future, when Akagi is moddable, you may use the second configuration by placing Akagi as the flagship. Since Akagi’s skill can decrease enemy’s air defense, you may brings a CVL at the 4th position for anti-SS purpose. Akagi makes your fleet stronger, but that CVL may cause you only getting A score at 6-3J.
If Colossus becomes moddable, you can improve the second figuration as: Akagi + 2SS + Colossus + Lexington + Saratoga. Although Colossus is a CVL, its skill makes it acting DPS as CVs. It makes this configuration with anti-SS ability and also powerful enough to get S score at 6-3J.
Where are you, U156
U-156 is not released yet. I will update this section when U-156 is released.
Ship Hunting
In this section, we will discuss possible configuration in ship hunting for each map, from easy map to hard map.
NO CONTENT YET! WILL BE AVAILABLE LATER.
Chapter 1
- 1-4
Chapter 2 (except 2-5 / 2-6)
- 2-1
- 2-2
- 2-3
- 2-4
Chapter 3
- 3-1
- 3-2
- 3-3
- 3-4
Chapter 4
- 4-1
- 4-2
- 4-3
- 4-4
Chapter 5
- 5-1
- 5-2
- 5-3
- 5-4
- 5-5
Chapter 6
- 6-1
- 6-2
- 6-3
- 6-4
Chapter 2 (2-5 / 2-6)
- 2-5
- 2-6
Chapter 7
- 7-1
- 7-2
- 7-3
- 7-4
- 7-5
Bibliography
[1] 写给刚过5-5的萌新,从萌新到大佬
[2] “目标!踩活动!”以困难活动和功勋任务为目标的练船选择方案
[3] “胖次商店我该先换哪些”——战利品兑换推荐
[4] 战斗流程伤害公式一图流解说
[5] 昆西都能看懂的制空计算表
Revision History
Version | Date | Description |
1.0.3 | Feb 25, 2019 | Follow the current progress of GL server. |
1.0.2 | Jan 09, 2019 | Zuiho became moddable at CN server. Adjust its rating. |
1.0.1 | Jan 07, 2019 | The 1st spoil event is released. |
1.0.0 | Jan 04, 2019 | The initial version |