ALGERIE

Country
France

Class
Cruiser

MMweight
7.5

Obtain Method
Prism

Arena rating

PVP rating

Algerie is the last treaty cruiser built by the French Navy. It’s a revolutionary design compared to preceding French cruisers. Algerie has 4×2 203 mm guns with fast shell velocity. It has the best range and accuracy in its MMweight. Algerie’s firepower can compete with higher tier cruisers. However, the firing angle is really bad that it has to expose almost full broadside to fire all of its guns. Algerie has 9 km torpedoes but those are only useful when ambushing clueless players.

Algerie has bad armor. The armor is comparable to light cruisers. Any shell that hits can hurt a lot. The maneuverability is good. The speed and acceleration are slow, but it can equip engine overload consumable to increase its maneuverability. It also has good deceleration, so it can stop and reverse faster than other cruisers. The concealment is decent. The AA is bad.

Considering it has bad armor and firing angle, it’s recommended to play this ship at long range so it has more time to dodge. The slow acceleration, slow speed, presence of engine overload consumable, and super-efficient deceleration are unique characteristics of this ship. Most players need more time for adaptation. Even a good cruiser player will have trouble adjusting to its engine performance for the first few battles. But after the player adapts to this ship, it can become the best cruiser for speed juking. An experienced Algerie player is almost impossible to get hit.

Playstyle

At the start of the battle, sail to a flank. If the enemy is spotted, let your battleships shoot the enemy first. Just like all cruisers, you need to find a good island to hide while still being able to lob shells. If there’s no such island, Algerie can be played in open water. If you’re fighting in open water, you must stay at more than 14 km from enemy battleship. Speed juke to dodge shells. You can try this simple speed juke tactic: sail at 1/4 speed when the enemy isn’t shooting, accelerate to full speed when the enemy shoots at you (use engine overload consumable if needed), reverse if the enemy shoots in front of your ship. Turn your ship to increase its effectiveness. You must practice a lot to get a grasp on how this ship’s engine performs. Don’t show broadside and don’t bowtank the enemy. Always keep your ship angled.

To maximize your effectiveness, try to create a crossfire with your teammates. If your teammate is tanking, you sail to the side of the enemy ship and shoot at their broadside. With engine overload consumable active, Algerie is a fast cruiser that can reposition quickly.

Shoot AP against broadsiding cruiser, battleship or CV. Aim at the waterline if the enemy is a cruiser or CV. Aim at the upper belt or superstructure if the enemy is a battleship. Shoot HE if the enemy is angling or is a destroyer.

In a CV battle, always stay close to allied ships (especially BBs and CV) so you can protect each other with overlapping AA. You have long range and fast shell velocity, so you don’t need to get close to the enemy anyway.

Is it worth to buy?

Algerie is a very strong sniper, but bad armor and turret firing angle makes it incapable of aggressive gameplay. This means Algerie is extremely passive. For a more aggressive gameplay, the player must be very experienced and has good build. On the other hand, if it has good teammates that tank damage for it, Algerie can become a monstrous damage dealer. Algerie has plenty of consumable choices aside from engine overload, so it’s a fun ship for experimenting.

Algerie is a prism ship. If you want to buy it, you have to spend money. It’s a good ship if you like using sniper cruisers. But for the average players, it’s not worth to buy.

Strengths
Long range, good accuracy, good shell velocity, good deceleration, good maneuverability, has torpedoes, has fighter planes
Weaknesses
Bad armor, bad turret firing angle, slow speed, slow acceleration, bad AA.
Consumables
Elite DC, elite repair (3 charges), quick load torpedo (4 charges) / anti-air barrage (unlimited) / engine overload (4 charges)
General playstyle
Sniping, flanking
Role/specialty
Damage dealer
Preferred enemy target
Cruiser, BB

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module
Slot 3: aiming system module
Consumables
Slot 1: elite damage control
Slot 2: elite repair
Slot 3: elite anti-air barrage
Crew Skills (after basic skill)
Captain: artillery warning – boost morale- hull protection
Gun: crack gunner – high speed aiming – burn the ship behind
Engine: quick shift – adv. quick shift – steering master – noise reduction
Damage control: buoyancy reserve – emergency flooding – extinguish
Torpedo: engine maintenance – excess charge – weak point attack

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