CHARLEMAGNE

Country
France

Class
Battleship

MMweight
10.0

Obtain Method
Rank Point

Arena rating

PVP rating

Charlemagne is basically an Alsace with 431 mm guns, better stats, and unique set of consumables. The guns are really great against any target at any range. The caliber is sufficient to overmatch most cruisers (except Pr66) and battleship Soviet Union. The side armor is weak, but it has great maneuverability, speed, and concealment to evade attacks. Not to mention it has large amount of repair consumable so it can fight for a long time. The high speed and concealment can also be used to capture areas, ambush enemies, and create crossfires.

The main downside is it doesn’t have damage control consumable. That makes its performance lower in PVP where HE spammers are more effective (therefore more fire hazard). A CV can also farm it to death. This ship requires a lot of skill and experience. It has the highest potential in its tier, but if a noob uses this ship it will be sunk very quickly.

Playstyle

Charlemagne’s firepower and maneuverability makes it top tier in medium range fights. By utilizing its good surface detectability, it can get close without being detected. Then when the enemy turns broadside, it can fire several salvos of devastating AP with main gun fast reloading consumable. If it gets attacked, it can dodge easily. If there are too many ships attacking it, Charlemagne can use engine overload consumable to run, then its great concealment will make it disappear from enemy’s view. Seriously, Charlemagne is incredibly annoying to deal with.

An aggressive Charlemagne player can use engine overload to quickly go to a flank then ambush the enemy from their side. Charlemagne is one of the few battleships that can outflank the enemy and singlehandedly destroy their formation. Other battleships are simply too slow or too big for that tactic. However, be more careful if the enemy has a lot of HE spammers or torpedoboats. Since Charlemagne doesn’t have damage control, situations where you get burned or flooded to death should be avoided. One more thing that you must avoid: showing broadside at close range. Charlemagne’s side armor is weak, and at close range the enemy can devastate it easily if you show broadside.

Charlemagne can be used for sniping pretty well. Its guns have all the necessary aspects of being a good sniper: accuracy, caliber, shell velocity, rotation, and reload. Since it has good maneuverability (aided by engine overload consumable) and concealment, it’s dominating at long range unless the player makes a lot of mistakes. For long range combats, it’s better if the player stays flexible and not stay in one position. Unlike with other battleships, Charlemagne player can be more creative to create crossfires. Charlemagne can lead the push, kite the enemy, occupy the center, or sail from one flank to the other flank. Equip engine enhancement module, aiming system module, and artillery warning skill to increase its effectiveness at long range combat.

Charlemagne has good AA power, but it won’t stop even MMweight 9.0 CVs from successfully attacking it. Since it doesn’t have damage control, CVs can farm it with impunity. If you’re thrown into a CV battle, just pray that the enemy CV ignores you.

Is it worth to buy?

It is the strongest rank point ship currently. If you have 30 rank points, you should buy it. If possible, buy the camo too (6 rank points). Rank point is a premium currency that can only be obtained by ranking up in global arena and buying from shop (limited time item).

Strengths
High caliber guns, good accuracy, fast shell velocity, fast reload, good range, good penetration, good damage, and has main gun reload booster consumable. Good speed and has engine overload consumable too in a separate slot. Good concealment. Good maneuverability. Has improved fire and flood chance reduction. Has a lot of repair consumables (6 charges with fast cooldown). Good AA. Has helicopters.
Weaknesses
No damage control. Weak side armor and low base HP pool.
General playstyle
Sniping, kiting, flanking, ambushing
Preferred fighting range
Medium to long range

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module or steering gears enhancement module
Slot 3: main battery enhancement module or aiming system module
Consumables
Slot 1: main gun fast reloading
Slot 2: elite engine overload
Slot 3: elite repair
Crew Skills (after basic skill)
Captain: artillery warning – boost morale – hull protection
Gun: high speed aiming – crack gunner – burn the ship behind
Engine: quick shift – adv. quick shift – steering master
Damage control: emergency flooding – buoyancy reserve – extinguish

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