Why Intermediate Players Should Aim for the Rankings
"I can clear events now, but I want to aim even higher." "I want to strengthen my fleet to clear events."
For intermediate admirals like this, challenging the rankings (for ranking rewards) is the perfect opportunity to fundamentally change the quality of your fleet.
However, while rankings offer attractive benefits, there are also harsh realities that cannot be avoided. I have summarized the "reasons to aim for the rankings" and the "price to pay" based on my own experience.
Reason: Most distributed equipment has a "unique role"
The biggest reward for ranking is the limited equipment distributed every month. These are not just high-stat items; they are built upon an exquisite balance of:"Acquisition difficulty" and "practicality"
1. Exquisite practicality that "scratches the itch"
For example, the following equipment distributed in the past dramatically changes fleet operations.
SJ Radar + Submarine Command Tower / Reppu Kai Ni Model Inu: Equipment that makes 7-4 cruising easier, or night fighters with extremely limited acquisition opportunities.
Do 217 E-5 + Hs293 Initial Model: Special armament that boosts the firepower of land-based air groups, but is difficult to craft on your own.
These hit the sweet spot that "intermediate players desperately want"—items that are too costly (in screws or resources) to craft through improvement, but definitely expand tactical options if you have them.the line that intermediate players desperately want.
2. "Irreplaceable" special abilities
In the deepest parts of an event, having or not having specific equipment can change route branching, provide special effects against specific enemy ship types, or be incorporated into special attack puzzles. Ranking equipment is often subject to these "special effects," and just having them effectively raises your:"Difficulty: Hard" challenge eligibility.
Caution: The "light and shadow" of ranking
It is not all good news. If you are going to challenge the rankings, you must be prepared for the following disadvantages.
Disadvantage 1: The existence of dud rewards (so-called "dud months")
Unfortunately, not all distributed equipment is useful.
Confusion of "What is this used for?": As a result of working hard to rank, you may be given equipment that is a complete downgrade of existing gear or has no use in the current environment.
Performance that is just a substitute: If it is a "downgrade" of equipment with limited acquisition methods, there is still some salvation, but there is always the risk that it will become just a "collection item" that is not worth the improvement cost.
Disadvantage 2: Impact on private life and "being glued to the PC"
The biggest barrier for intermediate admirals is the:"time" required to earn ranking points.
Uncompleted EO maps and missions: If you cannot yet consistently clear all EO maps (especially 6-5, etc.) or heavy quarterly missions, you must make up for the shortfall with the "number of sorties in normal maps."
Time constraints: Even if you build an efficient fleet, you need time to keep clicking in front of the PC to maintain your ranking. You may find yourself disrupting your daily rhythm or having to cut into time for other games or hobbies.
Summary: Is it still worth it for intermediate players to challenge?
To put it simply, "it is worth trying at least once". Even if you draw a "dud month," the
"ship girl leveling" and "resource management know-how" you gained in the process of aiming for the rankings will never betray you.
Advice for intermediate players:
While it is difficult to aim for it every month, the smartest strategy is to target the 'Third Tier (Top 500)' during months when you have more free time in your personal life or when quarterly missions overlap.
Why recommend this to 'intermediate players' instead of 'advanced players'?
Advanced players already have their equipment sorted and can clear events through 'raw skill' without needing to earn ranking points. However, intermediate players are different.
Harnessing the 'power of equipment': Intermediate players are still often short on improvement materials (screws). The benefit of receiving equipment as a 'reward' for free—equipment that would have otherwise taken months of collecting screws and improving to create—is overwhelmingly greater for intermediate players than for advanced ones.
Compound interest on assets: If you acquire powerful equipment early, subsequent events become easier, allowing you to save resources, and then use those saved resources to earn more ranking points... you can enter the 'cycle of the strong' much sooner.
Finally, I would like to dig deeper into recommended sortie areas.
1. [7-1] Brui Islands Offshore: The holy land for leveling destroyers and light cruisers
This is an anti-submarine focused area so famous that it is known as 'the place to go for ranking point sorties'.
-
Why does it appeal to intermediate players?
Overwhelming fuel efficiency: Because you can sortie with a lightweight fleet of 4 destroyers and 1 light cruiser, your resources will not run dry.
Minimal bucket consumption: If you suppress the enemy with preemptive anti-submarine attacks, it is easy to sortie without taking any damage.
Destroyers level up rapidly: You can relatively easily level up the destroyers that need to be combat-ready for the large quantities required in events.
-
Composition Tips:
1 Light Cruiser + 4 Destroyers
It is desirable for all ships to be able to perform "Opening Anti-Submarine Attacks." Increasing the number of ships that can reach 100 ASW with just one or two slots by upgrading anti-submarine equipment and sonar will further increase the stability of your sorties.
2. [3-2] Kiska Island: Gathering "Steel" with a Fast+ Fleet
Although it requires some specialized equipment, once you have it set up, this map boasts the highest efficiency.
-
Why is this effective for intermediate players?
About 2 minutes per run: You can earn ranking points at one of the fastest speeds among all maps.
Increase in Steel: Large ships like battleships drop at the boss node, so you can obtain steel by scrapping them.
Improving Torpedo Squadron Proficiency: You can train the ships that play a key role in event transport operations and final maps at the fastest possible speed.
-
Composition Points:
1 Light Cruiser + 5 Destroyers
Make everyone "Fast+": Combine turbines and enhanced boilers to increase speed. The advantage is being able to avoid battleship nodes (if possible).
The hurdle is high because it requires "Reinforcement Expansion," but once you can farm this area, the "path to becoming a ranker" becomes much more realistic.
"It might be difficult to aim for 3-2 Fast+ from the start. First, level up your destroyers at 7-1 and gradually step up to 3-2...this process of growth is the true thrill of challenging the rankings."
