The Ultimate Frontier
Summary
The Ultimate Frontier is a PVE Scenario which has the friendly task force defend the evacuation of Rouen Atoll. Players are tasked with destroying attacking enemy ships and aircraft. The allied force consists of 7 player ships.
Setting
With the battlefront getting closer and closer, and amid persistent air strikes on Rouen Atoll, the project pursued by Japanese scientists and engineers is threatened. To avoid a catastrophe, a group of transport aircraft is sent to Rouen with a mission to evacuate all personnel and documentation. All warships must provide protection for the aircraft and the aerodrome until the evacuation is finished.
Tasks
Task Priority | Details | Requirement | Pins Earned |
---|---|---|---|
Primary Stage One | “Escort at least eight transport aircraft to the aerodrome.” | Eight transport aircraft successfully reach the aerodrome. | N/A |
Primary Stage Two | “Defend the aerodrome.” | The aerodrome is successfully defended. | N/A |
Secondary | “Save at least 43 supply aircraft.” | 43 aircraft survive the engagement. | |
Secondary | “Save at least two fort structures.” | Two forts survive the engagement. | |
Secondary | "Defend the repair base.” | The repair base survives the engagement. | |
Secondary | “Destroy the carrier Raptor.” | Players find and destroy Raptor. | |
Secondary | “Sink two ships attacked by the airdrome attack squadrons.” | Destroy two ships which airdrome attack squadrons engage. |
Walkthrough
Upon spawning, players will find themselves taking part in the defense of a group of Japanese scientists and engineers being evacuated from the besieged Rouen Atoll. Squadrons of transport aircraft are tasked with their evacuation. Players will need to defend these aircraft and the base through two stages of the operation. The battleships will usually spawn in the north at Rouen Atoll, while the rest of the players spawn in the south as "reinforcements" initially met by enemy scouts consisting of a Nicholas and a Mahan for teams of Tier VIII or lower and a Kidd and a Gearing for teams with at least one Tier IX.
In stage one, hopefully after dealing with the first 2 destroyers (they sometimes will flee to E5)[1], the transport squadrons need to be escorted to the airdrome where the research team awaits extraction. The transport aircraft (marked by a different icon not used elsewhere in the game) arrive from one of three separate locations. Focus on keeping the skies clear for them to reach to the extraction point. However, a Dallas or Seattle will spawn at the 2nd entrance locations for the allied aircraft and an Atlanta or a Worcester will spawn at the 3rd, lead by an Omaha or Cleveland that spawns at A9 and heads southwest. On the opposite side in the center of the map, there will be 1 Indianapolis, 1 New Mexico, 1 New York, and 1 Wyoming for teams of Tier VIII or lower and 1 Des Moines, 1 [Iowa]], 1 North Carolina, and 1 Colorado for teams with at least one Tier IX. These ships start moving north east, but the battleships turn to go north west at H8 while the cruiser continues to head to the closest player. Players should prioritize the cruisers to reduce the enemy team's AA firepower. If even just the Atlanta for teams of Tier VIII or lower, is left alive, the cruisers will shoot down the supply aircraft, if not all the aircraft, leading to the failure of the operation. Depending on how quickly the AA cruisers in the north and the battleships in the center are sunk, up to 4 cruisers (1 Marblehead, 2 Omahas, and 1 Phoenix, for teams of Tier VIII or 3 Clevelands and 1 Helena for teams with at least one Tier IX) will spawn in H7[2] and rush north. If a player enters F5-7 to I5-7 or the west half of G8-I8 before the extra cruisers spawn, a Clemson or a Mahan will spawn at G5 and head north to attack the allied base.
In stage two, the extraction begins. Players will need to defend the airdrome and surrounding structures from 3 main waves of enemy attacks until the timer for extraction completion counts down. A nearby repair base can help keep player ships afloat between waves by healing ships by 200 hp per second. Fortunately, attack aircraft will support the team by taking off from the airdrome and attacking an enemy ship in each wave. While defending the base, players can stage a counter-attack to take out the remaining enemies, including an old friend from a different Operation – the carrier Raptor!
Each wave randomly spawns in one of 3 locations, east, south, or west, and can only spawn in each location once per battle. As the second wave spawns, 3 destroyers (code name Whiskey) will spawn in either F5 or F7 and head for the repair base. If they reach the repair base, a secondary objective will fail and the ability to repair will be lost. The possible spawns for Whiskey are 3 ships total from Nicholas, Farragut, Mahan, and Sims for teams of Tier VIII or lower, and 3 ships total from Forrest Sherman Gearing, Kidd, and Fletcher for teams with at least one Tier IX. The first wave of 3 cruisers consists of Omaha and Pensacola for teams of Tier VIII or lower and Cleveland and Baltimore for teams with at least one Tier IX, with a maximum of 2 of the same ship spawning.
The second wave consists of 2 cruisers with no duplicates from Omaha, Pensacola, Wichita and Cleveland and 1 battleship, either Colorado or North Carolina for teams of Tier VIII or lower. These are upgraded to 2 cruisers with no duplicates from Cleveland, Baltimore, Annapolis and Jacksonville and 1 battleship, either Montana or Maine for teams with at least one Tier IX.
The 3rd wave consists of 2 destroyers with no duplicates from Farragut, Mahan, Benson, and Kidd, 2 cruisers with no duplicates from Cleveland, Wichita, and Seattle, and 1 battleship, either Missouri or Iowa for teams of Tier VIII or lower. These are upgraded to 2 destroyers from Fletcher, Gearing, and Joshua Humphreys, 2 cruisers from Annapolis, and Jacksonville, and 1 battleship, Maine, for teams with at least one Tier IX.
Raptor, a Ranger-class aircraft carrier, or upgraded to Midway for teams with at least one Tier IX, spawns at the beginning of the match at G2, but does not launch planes until spotted, or stage two begins, whichever comes first.[3] The destruction of Raptor is a secondary objective so ships that can shoot at Raptor should when given the chance and not in immediate danger. When an allied ship or squadron is detected while Raptor is detected, 1 Farragut, 1 Sims and 1 Dallas spawn in to escort Raptor to safety for teams of Tier VIII or lower. The escorts are upgraded to Fletcher, Forrest Sherman, and Seattle for teams with at least one Tier IX. If Raptor takes enough damage, or the time left in battle is 8:30, Raptor will head south east with the 3 escorts. Once Raptor is sunk, any remaining escorts will move to assault the base.
Tips
- Most of the Division will appear in Zone A (10 line), but battleships will start in Zone B(D5).[4]
- Despite Raptor's presence, enemy aircraft do not pose a major threat. Do not worry about specializing for AA duties! With that said, a friendly carrier can, and should, use her fighter planes to gain vital intel.
- Cruisers should be designated as priority targets, as they pose the greatest AA threat to friendly aircraft!
- The aircraft carrier Raptor spawns at G2 next to the island at the start of each battle. Since it spawns at the start of the battle, battleships can deal early damage on the carrier even without spotting the ship.
- ↑ If a player comes within 7 km of the destroyers they will attempt to escape before coming back to attack or moving on to harass any battleships that spawned in the north.
- ↑ The game will start to check the number of enemy ships on the map from shortly after the last AA cruiser spawns. If this number is 3 or less, then cruisers will spawn to make the number of enemies equal 5, with any remaining cruisers spawning if the total enemy number is reduced to 3 or less again.
- ↑ Currently due to bot logic for enemy carriers reworked in Update 0.11.9 for Operation: Wolfpack, the planes launched by Raptor pose no threat as they do not attack anything.
- ↑ If the division is 3 players or less and has 1-2 battleships and at least 1 non battleship, and there is another battleship not in the division, all players in the division will start in Zone A. If there are 4 battleships on the team, only 1 of the 4 will spawn on the 10 line.