STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Carrack is the **ultimate naval melee platform** — a floating fortress that dominates any close-range naval engagement and makes Fire Ships completely obsolete.
Tactical Playbook
Fire Ship Obsolescence
+10 vs Fire Ships with 10 MA means Fire Ships are completely irrelevant. A Fast Fire Ship deals about 1 damage to you. Carracks make entire Fire Ship strategies useless.
Fleet Breaker
With 14 attack +8 vs Ships = 22 damage per hit to naval units. Lead with Carracks to break through enemy fleet formations and scatter their ships.
Speed Surprise
At 1.3 speed, Carracks are faster than Galleons (1.2). You can actually chase down and ram ranged ships that try to kite — a unique advantage for a melee vessel.
Demolition Bait
With 200 HP, you can survive Demolition Ship explosions that would sink most vessels. 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 is the ultimate stat-monster of naval melee. 200 HP, 14 attack, 10 MA, and bonuses that make it lethal against every ship type in close combat.
Fortress Armor
10 melee armor is unprecedented for a ship. Fire Ship attacks are reduced to 1 damage. You are virtually immune to melee naval threats.
Devastating Attack
14 base attack with +8 vs Ships = 22 damage per hit. Against Fire Ships, +10 bonus brings it to 32. Nothing survives in melee range.
Massive Hull
200 HP makes the Carrack one of the toughest ships in the game. Can survive Demolition Ship explosions and keep fighting.
Surprising Speed
Faster than Galleons. A melee ship that outruns ranged ships is a nightmare scenario for conventional fleet compositions.
Coach's Tip
200 HP, 10 MA, 1.3 speed — you are a monster on the water. Lead every naval engagement. Even if you take arrow damage getting in, your 200 HP means you arrive with enough to wreck anything.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Ship | +8 |
| Fire Ship | +10 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Melee Ship
Vulnerable to units with bonus damage vs this class.