Agincourt Playstyle Guide
Agincourt is a low-tier brawling battleship built around overwhelming broadside weight at practical ranges, not precise long-range sniping. She wins by walking into the fight methodically, forcing close engagements, and making every salvo count against ships that cannot handle that much steel at once.
Ideal role
Agincourt is a low-tier brawling battleship built around overwhelming broadside weight at practical ranges, not precise long-range sniping. She wins by walking into the fight methodically, forcing close engagements, and making every salvo count against ships that cannot handle that much steel at once.
Best positioning
She is strongest on a controlled push where islands or friendly ships limit how many enemies can shoot her at the same time. Agincourt wants to angle in, close the distance, and use her ridiculous gun count where dispersion matters less and her shell volume starts to feel oppressive.
Main mistake to avoid
Do not play her like a fast long-range battleship. She is too slow to recover from bad map choices and too inaccurate at long distance to justify passive sniping all game. Just as important, Agincourt has essentially no AA worth trusting, so poor positioning around carrier influence or unsupported open-water pushes get punished even harder than they would on a normal battleship. If you wander into a crossfire or chase a dead flank, you spend the match being late and ineffective.
Commanders and inspirations
Charles Madden is a sensible example if you want Agincourt built as a practical brawler, while Andrew Cunningham is the better-known option if you want to stabilize the main guns as much as possible. For inspirations, Franz von Hipper is worth calling out if you really want to lean into secondaries, while Andrew Cunningham or Paolo Di Revel are good examples for improving salvo consistency or reload depending on how you want the ship to feel.