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KANCOLLE · 1-6

1-6 Guide: Route and Fleet

1-6 has no boss and a strict ship ban list. Here's the fleet that locks the short route, what each node holds, and why losing the air battle is fine.

01

Conclusion

1-6 (鎮守府近海航路, Extra Operation) has no boss. You clear it by reaching the goal node N seven times each month. Each arrival gives random resources, and the 7th gives 1,000 fuel, a present box and 75 special war results.

From the wiki's routing table, the efficient fleet is simple: 1 light cruiser + 5 destroyers. That locks the short southern route (A → E → G → F → B → N) with only three battles. Expect to “lose” the air battle at F — the gauge still goes down when you reach N.

An analysis-based guide: this guide is based on our analysis of the 1-6 routing table and notes on the Japanese KanColle wiki. It describes what the data shows and is not a guarantee of results.
02

Fleet Restrictions

  • Can't sortie with: battleships (incl. fast battleships), standard and armored carriers, torpedo cruisers, submarines and submarine carriers.
  • Allowed: destroyers, light cruisers, heavy and aviation cruisers, light carriers, aviation battleships, seaplane tenders, training cruisers, destroyer escorts, oilers and other auxiliaries.
03

The Recommended Route

Fleet: 1 light cruiser + 5 destroyers. A 5-ship fleet won't lock the route — keep six.

Why it works: at the start, any aviation battleship, light carrier or heavy cruiser (or 2+ aviation cruisers, or 3 or fewer destroyers) sends you north to C. At G, exactly 1 light cruiser plus 5 destroyers/escorts goes to F; anything else is a 75/25 random roll that can push you onto the longer, harder route.

NodeWhat's thereHow to handle it
ESubmarines (Ka-class)Line abreast formation. A sonar or an opening-ASW ship makes it safer.
GAmmo pickup (no battle)The route check happens here: 1 light cruiser + 5 destroyers goes to F every time.
FAir battle (two rounds, enemy carriers)Usually a defeat in daytime — that's normal. Bring AA guns and an AA cut-in setup to limit damage.
BSurface fleet (Ri-class / He-class flagship)The last battle. The next node is the goal with no battle, so you can push on even with heavy damage — except on the flagship.
NGoal (home port)Random resources; the gauge drops by 1/7.
04

Equipment Tips

  • Anti-air first. Two air-battle rounds at F are the main threat. High-angle guns plus an AA fire director give AA cut-ins; ships like Isuzu Kai Ni have their own cut-in setups.
  • Damage Control on the flagship. A heavily damaged flagship forces a return. With Damage Control, you can advance after B, and since N has no battle it isn't used up.
  • Seaplane bombers win F. Light cruisers that can carry them — Kuma Kai Ni, Tama Kai Ni, Yura Kai Ni, the Agano class and especially Gotland andra — can turn F into a win.
  • One sonar is enough for E; heavy ASW gear isn't required.
05

Quests That Use 1-6

QuestTypeRequirement
強行輸送艦隊、抜錨!Quarterly2 aviation battleships and/or oilers + 4 others, reach the goal twice. With 2 oilers + 4 destroyers you can use the southern route, but G isn't locked.
「海防艦」、海を護る!Yearly (February)3 destroyer escorts + up to 2 others, reach the goal once (plus 1-1, 1-2, 1-3 and 1-5).

Quest progress counts the fleet when you reach N, so the required ships must still be in the fleet at the end.

06

FAQ

I lost at F. Did that ruin the run?

No. The gauge only cares about reaching N. Losing at F is normal for a destroyer fleet in daytime.

Do I get a medal for clearing 1-6?

No — unlike the other Extra Operation maps, 1-6 gives a present box and 75 special war results instead.

Is it worth running after the gauge is gone?

Rarely. Goal rewards drop to 50–100 per resource after clearing. Run it again only for quests or drops.

When does it reset?

Monthly, like other Extra Operation maps. The special war results count only until 21:59 JST on the last day of the month.

More KanColle guides

KanColle guide home · 1-5 Guide: Fleet and Anti-Submarine Tips · 2-4 Guide: Okinoshima Sea Area · 2-5 Guide: North and South Routes · Construction: Build Time Lookup & Recipes · Daily Quests: Full List and Routine · Dock Full? Expanding Space and What to Scrap · EXP Calculator · Equipment Development Recipes · Equipment Improvement (Akashi's Arsenal) · Event Difficulty Explained · Event Ship Locks (Tags) Explained · Exercises (PvP) Explained · Expedition Efficiency Calculator · Expedition Requirements: Every Expedition · Fatigue and Sparkling Explained · Fleet Builder · Fleet Speed: Slow, Fast, Fast+ and Fastest · Heavy Damage: When to Retreat · How to Get Akashi · How to Get Destroyer Escorts · How to Remodel (Kai, Kai Ni) · How to Unlock the 2nd, 3rd and 4th Fleet · Land-Based Air Squadrons for Beginners · Marriage (Kekkon Kakko Kari) Explained · Playing KanColle Without Japanese · Quest Not Completing? Common Reasons · Routing Explained: How the Compass Decides · Running Out of Resources? How to Recover · UI Translation: Every Menu Button Explained · Which Ships to Remodel First · Your First Event: How to Prepare · Your First Week as a New Admiral