Char Futur 4: the Musketeer of the Expedition

OVERVIEW | ARMOR | MOBILITY | FIREPOWER | HOW TO PLAY | EQUIPMENT | CREW

Commanders!

In the 1980s, GIAT Industries developed one of the best modern tanks—the Leclerc tank—named after a French general of the early 20th century. One of several prototypes that they created on their way to the Leclerc was none other than Projet 4, or the Char Futur.

The Char Futur 4 is just one of three Tier IX reward tanks you can earn for free when you collect 12 Expedition tokens in the Frontline and Steel Hunter game modes.

Play through both events and you'll have the opportunity to unlock 2 out of 3 tanks. Need a hand to decide which reward tank suits your playstyle best? Read our guide below! 

Overview

The Char Futur 4 has a lot in common with the French royal musketeers of the past and would have served well in the King's guard. Thanks to its compact oscillating turret, this newcomer also resembles the Bat.-Chât. 25 t and the Lorraine 40 t, making it a powerful choice for an experienced player with a well-trained crew.

Its crew of three includes the Commander, who operates the radio and loads shells, the Gunner, who has an additional qualification as a Loader, and the Driver.

One of the vehicle's biggest advantages is its low profile. The base concealment value for the vehicle when stationary is 16.13 and on the move, it's still 12.08. Don't forget that these can be improved with the right equipment and crew skills.


Armor and Mobility

The Char Futur 4 doesn't have much armor but, on the upside, this makes it pretty agile. With a top speed of 60 km/h, specific power of 23 h.p./t and engine with 620 horsepower, it won't win a drag race, but its maneuverability is almost unrivaled.

French musketeers didn't wear steel cuirasses. Instead, they were dressed in a vest and a short azure coat. The Char Futur can't boast about its armor either, but that doesn't make it completely defenseless. Its lower front is covered with 55 mm of steel, and, although the upper hull only has a 45 mm plate, its angle will have most incoming calibers ricochet. The sides have 40 mm armor and the rear has 30 mm, so avoid engaging an enemy wielding an HE gun. Instead, make sure to use the 7.5 degrees of gun depression to its fullest and bait enemies into aiming at your upper hull.

Musketeers wore hats decorated with ostrich feathers, inside which were metal cups fashioned as a piece of headwear that could offer protection against a sabre strike. The Char Futur's turret might be missing feathers, but it is also covered with 140 mm of metal at the front, creating another chance for a ricochet.

The sides of the turret still have 90 mm of armor and only the rear goes down to 30 mm. Nevertheless, the relatively high amount of steel at the front affects the turret traverse speed, which is 30 deg/s, just like the German E 50.

Despite its unremarkable armor, this vehicle can survive enemy fire thanks to a massive pool of 1,750 HP.


Firepower

The main armament of the vehicle is a 105 mm gun with an autoloader that can upset any enemy on the battlefield. Here's where the musketeer metaphor becomes even more apparent. Back in the day, the musket was a real problem for armored horsemen, and its heavy bullets could easily punch through the armor.

The gun of our French hero penetrates 264 mm of steel with a standard shell, and 330 mm with a HEAT shell. Its 4-shell autoloader with 390 damage per shot delivers such firepower that even a German Maus would think twice before confronting it.

To send an enemy to the Garage, you don't even have to get up close and personal like with the Bat.-Chât. 25 t. The 105 mm gun has a dispersion value of 0.34, allowing it to play as a sniper and shoot at the enemy's weak points from afar.

A musket bullet could penetrate a cuirass at a range of 200 m, and it could strike an individual target from 50 m, making infantry a formidable opponent for armored cavalry. At the time, that was an impressive distance! However, the musket had its flaws, including a long reload of between 1.5 and 2 minutes.

The Char Futur 4 doesn't reload very quickly either. The time between shots is 4 seconds, while the full reload time is 40 seconds. These numbers dictate a "shoot, fall back, shoot" playstyle. The aiming time of the gun, however, is 2.2 seconds, which is not so bad.


How to Play the Char Futur 4

 

General Information
Firepower
Survivability
Mobility
Char Futur 4
IX
Average Damage
390/390/480 HP
Average Penetration
264/330/53 mm
Hit Points
1,750 HP
Top Speed/Reverse Speed
60/20 km/h
Commander
Gunner
Driver
Firepower
Average Damage
390/390/480 HP
Ammunition
32 pcs
Average Penetration
264/330/53 mm
Time for Complete Loading
40 s
Dispersion at 100 m
0.34 m
Turret Traverse Speed
30 deg/s
Aiming Time
2.2 s
Gun Depression/Elevation Angles
7.5/11°
Shell Types
Shell Velocity
AP Composite-Rigid
1,461 m/s
High-Explosive Anti-Tank
1,060 m/s
High-Explosive shell
1,060 m/s
Survivability
Concealment of Moving Vehicle
12.08%
Hit Points
1,750 HP
Concealment of Stationary Vehicle
16.13%
Hull Armor
55/40/30 mm
Signal Range
750 m
Turret Armor
140/90/30 mm
View Range
380 m
Mobility
Engine Power
620 hp
Traverse Speed
36 deg/s
Specific Power
23 hp/t
Top Speed/Reverse Speed
60/20 km/h
Weight/Load Limit
27/28 t
   

These characteristics make the Char Futur 4 a formidable vehicle that can play on the second and third line. It can quickly react to threats by switching flanks if needed, just like musketeers used to do when operating as dragoons—a type of infantry unit that rode horses to reach the battle as swiftly as possible.

The Char Futur 4's gun allows it to take almost any enemy head-on, which means it can eliminate dangerous enemy vehicles leading the attack and not suffer return fire. Musketeer volleys could decide a battle by eliminating armored soldiers from 200 meters, but the Char Futur 4 is effective at even longer ranges!


Equipment

Recommended Setup

Hover your cursor over the images for more information on each piece of equipment.

As with most vehicles with an autoloading system, this vehicle cannot be equipped with a Tank Gun Rammer. However, to minimize the chance of missing shots, you should go for this set of equipment as it will make it easier to aim and hit the enemy vehicle.


Crew Skills

Commander
Gunner
Driver

The crew only consists of three members, similar to the Lorraine 40 t, the Bat.-Chât. 25 t AP and Bat.-Chât. 25 t. This selection of skills focuses on gun reliability. The first skill should always be Repair–you do not want to get caught with your tracks down, especially when you need to reload your magazine. 'Brothers in Arms' is always a great choice, as it gives a nice boost to your crew, which also improves your gun parameters.

For just 12 Expedition tokens, you'll become a real problem for your enemies!

Adrenaline Rush

Decreases the gun reload time by 10% if your vehicle's HP drops below 10%.

Works only if the skill progress has reached 100%.

Brothers in Arms / Sisterhood of Steel

Increases the training level of your crew members by 5%.

Works only if the skill progress has reached 100% for every single crew member.

Band of Brothers

Increases the training level of your crew members by 5%.

Works only if the skill progress has reached 100% for every single crew member.

Also works if other crew members have Brothers in Arms / Sisterhood of Steel.

Call for Vengeance

Reports the enemy vehicles' location for two more seconds after the destruction of the own vehicle.

Works only if the skill progress has reached 100%.

Clutch Braking

Increases the traverse speed of your vehicle.

The higher the skill progress, the higher the effect.

Concealment

Increases the camouflage value of your vehicle.

The higher the skill progress, the higher the effect.

Controlled Impact

Increases the ramming damage dealt and decreases damage taken by ramming.

The higher the skill progress, the higher the effect.

Deadeye

Increases the chance of landing a critical hit.

Works only if the skill progress has reached 100%.

Designated Target

Keeps targeted vehicles visible for two more seconds.

Works only if the skill progress has reached 100%.

Eagle Eye

Allows you to identify damaged/destroyed modules as well as injured crew members of an enemy vehicle by hovering your mouse over it for several seconds.

Works only if the skill progress has reached 100%.

Firefighting

Reduces the duration and damage taken by fire.

The higher the skill progress, the higher the effect.

Intuition

Grants a slight chance of changing the shell type without having to reload again.

Doesn't work with autoloaders. Works also while reloading.

Works only if the skill progress has reached 100%.

Jack of All Trades

Reduces the performance penalty of wounded crew members.

The higher the skill progress, the higher the effect.

Mentor

Increases the Crew XP gained for each member apart from the commander.

The higher the skill progress, the higher the effect.

Off-Road Driving

Increases the mobility on medium and soft terrain.

The higher the skill progress, the higher the effect.

Preventative Maintenance

Reduces the chance of taking fire.

Works only if the skill progress has reached 100%.

Recon

Increases the view range of your vehicle.

The higher the skill progress, the higher the effect.

Relaying

Increases the signal range of your allies' vehicles within your signal range.

The higher the skill progress, the higher the effect.

Repair

Reduces the repair time of destroyed modules.

The higher the skill progress, the higher the effect.

Safe Stowage

Increases the durability of your vehicle's ammo rack.

Works only if the skill progress has reached 100%.

Signal Boosting

Increases the signal range of your vehicle.

The higher the skill progress, the higher the effect.

Situational Awareness

Increases the view range of your vehicle.

The higher the skill progress, the higher the effect.

Sixth Sense

Shows a lightbulb three seconds after you've been spotted.

Works only if the skill progress has reached 100%.

Smooth Ride

Reduces the dispersion penalty while driving.

The higher the skill progress, the higher the effect.

Snap Shot

Reduces the dispersion penalty of traversing the turret.

The higher the skill progress, the higher the effect.

Additional Grousers

Increases the mobility on soft and medium terrain.

Binocular Telescope

Increases the view range of your vehicle by 25%.

Your hull must stand still for at least 3 seconds.

Camouflage Net

Increases the camouflage value of your vehicle tremendously.

Your hull must stand still for at least 3 seconds.

Enhanced Gun Laying Drive

Reduces the aiming time of your gun by 10%.

Coated Optics

Increases the view range of your vehicle by 10%.

Tank Gun Rammer

Reduces the reload time of your gun by 10%.

Spall Liner

Decreases damage taken by ramming and high-explosive splash.

Toolbox

Decreases the repair time of destroyed modules.

Cumulative with the Repair skill.

Improved Ventilation

Increases the training level of your crew members by 5%.

Vertical Stabilizer

Reduces the dispersion penalties of hull and turret traverse, as well as driving by 20%.

"Wet" Ammo Rack

Increases the module HP of your ammo rack.

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