Charioteer
Revision as of 00:31, 24 August 2015 Edit to pros and cons as well as gameplay, and grammar in general | Revision as of 01:13, 26 April 2016 Additional info for the cons section | |||
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|InTheGame_cons= | |InTheGame_cons= | |||
*Poor gun depression | *Poor gun depression | |||
+ | *Lousy gun dispersion values when moving or traversing the hull | |||
*Paper-thin armor and low HP pool | *Paper-thin armor and low HP pool | |||
*Very fragile engine; often gets set on fire | *Very fragile engine; often gets set on fire |
Revision as of 01:13, 26 April 2016
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Charioteer
Mouse over "
[Client Values; Actual values in
2,470,000 Cost |
1050210 HP Hit Points |
30.23/30.5512.82/32.5 t Weight Limit |
- Commander (Gunner)
- Gunner
- Driver
- Loader (Radio Operator)
600650 hp Engine Power |
52/20 km/h Speed Limit |
3436 deg/s Traverse |
19.8550.7 hp/t Power/Wt Ratio |
YesYes Pivot |
// mm Hull Armor |
AP/APCR/HE
APCR/HE/HE Shells |
680/4400/170
1200/5200/950 Shell Cost |
230/230/280390/480/480 HP Damage |
226/258/42268/210/105 mm Penetration |
r/m ▲
9.09 r/m Standard Gun ▲
5.94 Rate of Fire Standard Gun |
▲
Standard Gun
▼
Standard Gun
▲
2090.7 Standard Gun ▲
Standard Gun
▼
Standard Gun ▲
2316.6 Damage Per Minute Standard Gun |
m ▲
0.37 m With 50% Crew: 0.471 m ▲
0.35 Accuracy With 50% Crew: 0.445 m |
s 2.5 s 2.4 Aim time |
1818 deg/s Gun Traverse Speed |
360° Gun Arc |
-9°/+12°-10°/+12° Elevation Arc |
3530 rounds Ammo Capacity |
2020 % Chance of Fire |
m 370 m 370 View Range |
m 450 m 700 Signal Range |
VIII
2470000
The Charioteer is a British tier 8 tank destroyer.
The upgraded version of the Cromwell tank. A new turret and a 20-pounder 83.4-mm caliber gun made this tank a potent adversary. According to different sources, between 200 and 442 Cromwell tanks were converted to the new Charioteer standards.
The Charioteer leads to the FV4004 Conway.
Modules / Available Equipment and Consumables
Modules
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
V | Rolls-Royce Meteor | 600 | 20 | 744 | 14000 | |
V | Rolls-Royce Meteor Mk. IVB | 650 | 20 | 744 | 16000 |
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
VII | Charioteer Mk. 6 | 30.55 | 34 | 0 | 6500 | 22000 | |
VIII | Charioteer Mk. 8 | 32.5 | 36 | 0 | 6500 | 32500 |
Tier | Radio | Signal Range (m) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|
VII | WS No. 19 Mk. II | 450 | 40 | 21000 | |
VIII | WS No. 22 | 700 | 40 | 25000 | |
VIII | WS No. 19 Mk. III | 550 | 40 | 22000 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Has turret, low profile and excellent camo values
- Good top speed, fast and highly mobile; good power-to-weight ratio
- Fearsome top gun for its tier: accurate, high penetrating, firerate makes up for the low alpha
- HESH premium rounds with awesome penetration (210 mm); massive DPM increase (480 alpha)
- Above average penetration on normal HE rounds (105 mm)
Cons:
- Poor gun depression
- Lousy gun dispersion values when moving or traversing the hull
- Paper-thin armor and low HP pool
- Very fragile engine; often gets set on fire
- Slow turret traverse; however, the hull is also turns a bit slowly
Performance
The Charioteer is a difficult to play but rewarding mix of a light tank and tank destroyer, akin to the Tier 6 M18 Hellcat and Tier 9 Leopard Prototyp A. Good Charioteer gameplay is built around leveraging its 3 main strengths: its gun, mobility, and vision capabilities. The Charioteer is equipped with one of the best TD guns of its tier, basically a Centurion Mk. 7/1 gun (AT-version L7A1 gun) with much better rate-of-fire, excellent penetration (268 mm), accuracy, aiming time and dispersion values, but with realtively low alpha damage (average 390 HP). The gun has no premium APCR or HEAT, instead HESH rounds, which are high-explosive rounds with slightly better penetration (210 mm in the Charioteer's case). The normal HE shells also have above average pen (105 mm) The second pro is its mobility. It has a very good power-to weight ratio (about 22 HP/t) and top speed, which are somewhat encumbered by relatively high terrain resistance, which evens out to acceptable acceleration and turning speed. The third and last pro is its low profile (and consequently excellent camouflage values) coupled with very nice view range for a TD (although paltry by the standards of sniper mediums to which it can be best likened). With Coated Optics, a fully trained camo crew, BiA, and Improved Ventilation, it can out-spot most of its peers in a vision-centric engagement.
However, it has 3 serious cons, poor gun depression, paper-thin armor, and a tendency to receive heavy module damage (especially the engine). It's very important to keep an eye (figuratively!) glued to the minimap and watch for changes on both flanks, as the downsides will readily manifest themselves if the Charioteer is caught in point-blank firefights. That's not to say that it's entirely helpless in close-combat situations if fought on its terms, though. With the speed and alpha damage, it can be a very effective flanker and damage thief on city maps, waiting until enemies have fired to put a shot through a cupola or rushing around their sides to put in 2-3 potshots before they even get a chance to react.
An ideal role on an open map is to use the mobility to fire from afar with soft cover and quickly relocate before opponents can close the distance (a tactic known as "kiting"). The Charioteer is not for close range combat ideally; It's a medium and long range killer. The preferred role of this TD is to deal as much damage as possible before being lit. However, the camo is not as good as the Rhm's or some of the other contemporary TDs, in exchange for the combination of speed and a turret. It's still possible to hide in decently small bushes and provide long-range fire support with a gun that can quickly deal with most enemies from the front. The HESH rounds are can be handy in end-game cleanup if only soft tanks (light tanks, artillery, etc.) are left, or for early game side shots.
Early Research
The top Radio and Engine will be unlocked if you elited the Challenger, or through most of the other tank lines at tier 6, so equip them right away. The Type B barrel will be unlocked if you researched the AT 15. Unlock the tracks first. It's not needed to equip the 105 L7 top gun, as it weighs the same as the Type B, but the remaining load on the stock tracks won't give enough room to install much equipment. You can equip Coated Optics, but not Ventilation unless you stick with the Type A barrel (it's 40kg lighter then the Type B).
Suggested Equipment
Gallery
History for this tank not found