DCNS Evolved

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## Overview

DCNS Evolved is a French project for an export aircraft carrier and planned for launch in 2033. Like (unfortunately) most aircraft carriers in tier 3, she trades fighters for drones and extra ship based weaponry, and this may hamper you sometimes. Interestingly, it's the only aircraft carrier to have solely missiles and no other weaponry, that other weaponry usually being ASROCs or guns (for IT Cavour). Despite it's appearence and lack of unique traits, this ship is deceptively deadly, being among the fastest and most maneuverable aircraft carrier in tier 3, reaching nearly 19 knots when fully upgraded. It also has access to an AA module unique to this ship, the Sea-Ceptor missile, which is in real life an equivalent to the ESSM (Enhanced Sea Sparrow Missile) of the US Navy. This unique AA module fires 6 missiles every 4 seconds in a 3.4 km range (slightly above the average missile CIWS range).

## Play Style & Tactics

### Pros

* Has 2 missiles, allowing it to fire over low islands and provide a constant damage output
* Is extremely fast for an aircraft carrier, reaching 19 knots when fully upgraded with exceptional maneuverability.
* Has access to the unique Sea-Ceptor AA Missile
* Has 4 autocannons, allowing for a strong DPS output at mid-close range.
* Good HP pool at 400400 points when fully upgraded.

### Cons

* Has limited aviation capability with access to merely a strike fighter, a drone and a helicopter.
* Has relatively weak AA for it's type, with only 4 CIWS modules in a single slot.

### Suggested Armaments

* Missile slot: DF-17 (for a constant long range damage output), SCALP (as effective as DF-17 but slower), RUM-139 Swarmer (for added ASW capability, only for those who haven't reached lv 20)
* Strike Fighters: Rafale-M (multirole strike fighter, FA/XX but better, best free strike fighter in tier 3 albeit with a limited health pool), F-3/FCAS (recommended Battle pass/market available strike fighters)
* Drone: FL-71 (fast, has reloadable nukes), MIUS-B/Dark Sword (recommended BP/market drones)
* Helicopter: SV-22 Osprey (extra AA & ASW), MUH-1 Marineon (extra ASuW & AA), Phoenix (best BP helicopter)
* AA (CIWS) slot: Sea RAM, Garpun
* Autocannons: RAPIDFire, Marlin

### Playing as a DCNS Evolved

DCNS Evolved is a unique carrier, and despite it's looks it can be a deadly carrier in combat. As soon as the enemy is spotted (also your job) the first thing to do is use your speed and maneuverability to get behind cover if necessary, while striking with your aircraft and missiles. DCNS' fast speed, great maneuverability and small size (for a carrier) makes it harder to hit, while simultaneously allowing you to push with your team, which in turn decreases the time needed for your aircraft to rearm and allowing you to strike targets more often. The missiles will provide a constant DPM, and thus allows you to leave the carrier alone for most of the battle, since unlike ASROCs missiles do not need to be manually aimed and can be controlled by AI well enough to provide good damage and a resemblance of fire support for your team. Unlike in other CVs, during battle your main objective is to cover your team by striking enemy CVs and key ships that pose a threat. Prioritize ships that threaten your team the most, like Pyotr Velikiys, Jeongjo, DDG(X), CG(X), and others. Keeping in mind your vulnerability towards aerial assets despite having a unique AA slot and 4 convetional CIWS, try to sail with your teammates using your speed to your advantage while striking enemies that threaten you or your team (prioritize those attacking you first) if caught out in the open on a map like storm.

### Playing along a DCNS Evolved

DCNS is a unique aircraft carrier, but it still needs teammates to cover for it, especially in maps like storm. Providing AA support is always welcome for this ship, as it's sea ceptors don't really help as much as they should in protecting the ship. Like all other CVs it is vulnerable to long range fire from cannons and ASROCs, and submarines are still and ever a present threat to CVs since they can avoid all the CV's methods of dealing damage aside from ASROCs and aerial torpedoes, and even that won't stop an SMX-31 or a type 096 from ravaging your CV with 6 torpedoes and 4 missiles while staying underwater, avoiding all potential damage. So provide ASW support to your DCNS on your team (this tip goes for all CVs however) and help destroy targets that threaten the DCNS, most importantly opposing enemy CVs themselves.

### Playing against a DCNS Evolved

Playing against a DCNS? easy. Just shoot it. This ship has alot of weaknesses, the most notable one being the lack of fighters for pretty much nothing in return. Every other CV that has no fighters has it's specialty, Ulyanovsk trades fighters for 3 missiles, CVX trades fighters for helicopters and so does Izumo, but in DCNS' case it trades fighters for...... (lemme check my notes real quick) ah yes, 1 unique AA slot. And that doesn't help at all against durable targets such as B-21s, nor does it stop H-6 or Tu-22 from getting their 1 shot 1 kill payloads off and literally destroying the ship in minutes. So like all CVs it is vulnerable to submarines and surface combatants, and in thise case it is more vulnerable to other CVs, especially assault carriers like Enterprise and type 004. Simple torpedo, ASROC and cannon fire will take down the ship. (it's HP pool is notably above average however, so hammer it with everything you've got).