Carrack
ShipBase values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.
The coach's briefing
The Carrack is the final Hulk-line melee warship: 135 HP, 4 attack, 5 melee armor and 1 pierce armor after Update 185872. Its 1.52 speed helps it close on ranged ships, but the armor reduction makes close engagements less forgiving. Its +1 bonus against Fire Ships does not guarantee a favorable fight; support Carracks with ranged ships and avoid demolition blasts.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Prepare your next matchup
Choose both civilizations for a game plan, key threats and an army composition.
Strategic Analysis
Tactical Identity
The Carrack is a **heavy melee warship** that screens a mixed fleet; its reduced armor does not make Fire Ships obsolete.
Tactical Playbook
Fire Ship Matchup
+1 vs Fire Ships and 5 melee armor can help at close range, but test the actual ship tier and upgrades before committing.
Fleet Breaker
With 4 attack and no bonus against ships in general, the Carrack does not break a fleet by damage. Lead with it to absorb fire and open space.
Speed Surprise
At 1.52 speed, Carracks are faster than Galleons (1.36). You can actually chase down and ram ranged ships that try to kite — a unique advantage for a melee vessel.
Demolition Bait
With 135 HP, you take a Demolition Ship explosion better than most vessels — but 315 damage still sinks you. Use Carracks to absorb Demo ships while your fleet remains safe.
Critical Point
Still vulnerable to **mass Galleons** at range on open water. A large Galleon fleet will eventually wear you down before you close distance. Demo Ship explosions remain dangerous despite your HP.
Understanding The Stats
The Carrack has 135 HP, 4 attack and 5 base melee armor after Update 185872, plus a small bonus against Fire Ships.
Melee Armor
The patch reduced this armor from 6 to 5. Compare actual ship attacks and upgrades before relying on it.
Modest Attack
4 base attack, with +1 against Fire Ships and nothing against other ships. The Carrack wins by armor and hull, never by damage.
Heavy Hull
The hull helps in a close fight, but a demolition blast can still sink a Carrack.
Surprising Speed
Faster than Galleons. A melee ship that outruns ranged ships is a nightmare scenario for conventional fleet compositions.
Coach's Tip
135 HP, 5 melee armor and 1.52 speed help close the gap, but 1 pierce armor leaves you exposed to ranged fire. Lead only an engagement your supporting fleet can finish.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Fire Ship | +1 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Melee Ship
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Imperial Age
Civilizations
* 46 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Carrack is a heavy warship with 135 HP, 4 attack, 5 melee armor, 1 pierce armor, a 1.52 speed and a close-range 1 attack range. It costs 75 wood and 35 gold, trains in 27 seconds and sees 6 tiles. Update 185872 reduced its melee armor from 6 to 5. It can still pressure Fire Ships but is not a universal replacement for ranged ships; the official help also identifies Galleys as a weakness.
History & balance
The Carrack has a clear place in the game's naval vocabulary: it is the answer to a fleet built around close-range fire ships. Its unusually high melee armor makes its identity different from the classic Galley line, while its short attack range prevents it from playing like a ranged warship. The design creates a simple strategic question for the player: can the fleet reach contact with enough numbers, or will ranged ships control the approach? That tension is what makes the Carrack useful as a specialist unit. It rewards a player who reads the engagement before committing, then turns the first collision into sustained pressure.
In pro play
Use Carracks when the map and scouting say that contact is unavoidable. Their 75-wood, 35-gold price and 27-second train time support steady production, but range 1 makes every approach a commitment. Move them with the fleet and let ranged ships punish enemies that turn away. Their new 5 melee armor helps at contact but does not make a lone Carrack safe; choose the fight before charging.
How to counter it
The classic mistake against Carracks is answering a close-range bruiser with Fire Ships and letting it reach the line. The official help gives the categories: strong versus Fire Ships, weak versus Galleys. In practice, Galleys and War Galleys are the clean response because their ranged attacks keep distance while the Carrack only attacks at range 1. Focus one Carrack, retreat before contact, and keep the formation open. If you keep losing to Carracks without knowing what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.