Catapult Galleon unit icon - Age of Empires 2

Catapult Galleon

Ship
Wood225
Gold100
Hit Points140
Attack30
Melee Armor0
Pierce Armor6
Train Time55s
Speed1

Base 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.

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Evolution

The coach's briefing

Commander, the Catapult Galleon is the naval equivalent of a Siege Onager — a devastating area-of-effect weapon platform that turns harbors into rubble and fleets into driftwood. With 30 base attack, +130 vs Buildings, and a blast radius that damages all ships in the impact zone, the Catapult Galleon is the ultimate tool for breaking enemy coastal defenses. Its 12 range allows it to bombard shore targets from safe distance, outranging Castles and Town Centers. However, it is extremely slow to fire, expensive to produce, and vulnerable to fast ships that can close distance. Never leave Catapult Galleons unescorted — protect them with Galleons and Hulks. A single Catapult Galleon volley can change the course of a naval battle when it lands on grouped ships.

STRONG AGAINST

You win these trades cost-effectively.

?
Buildings
?
Grouped Ships
?
Docks

WEAK AGAINST

Avoid these fights or bring support.

Galleons
Galleons
?
Fast Ships
Fire Ships
Fire Ships
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Strategic Analysis

Tactical Identity

The Catapult Galleon is the **naval siege weapon** that destroys coastal infrastructure and punishes grouped fleets with devastating area damage.

Tactical Playbook

Coastal Bombardment

+130 vs Buildings means 160 total damage per shot to Docks, Harbors, and coastal buildings. Two Catapult Galleons can destroy a Dock in 3-4 volleys.

Fleet Destroyer

The area-of-effect blast hits all ships in the impact zone. Against grouped fleets, a single shot can damage 4-5 ships simultaneously, dealing massive cumulative damage.

Outrange Defenses

Range 12 outranges Castles (8) and Town Centers (7). You can bombard coastal defenses with impunity from safe waters.

Ship Bonus Synergy

+10 vs Siege Weapons means each shot deals 40 total to siege in the blast zone. Against grouped War Galleys, this is devastating.

Critical Point

Extremely slow fire rate (56s train time, ~5s reload) means every shot must count. Fast ships like **Fire Ships and Galleys** can close distance and destroy you before you fire a second shot. Always escort with combat ships.

Understanding The Stats

The Catapult Galleon is a glass cannon on water — massive damage and range but slow, expensive, and vulnerable. Its area-of-effect shots make it devastating when protected.

Siege Damage

30 Attack

30 base attack plus a blast radius is what sets it apart; Cannon Galleons and Demolition Ships hit harder on a single target. Against buildings (+130 bonus), that's 160 damage per shot — buildings crumble in seconds.

Extreme Range

12 Range

Range 12 outranges every defensive structure in the game. You can bombard from complete safety if properly positioned.

Area Effect

AoE Splash

Projectiles damage all units in the blast radius. Against a grouped fleet of 5 ships, a single shot effectively deals 5x damage.

Fragile Hull

140 HP

Despite its size, 140 HP with 0/6 armor makes the Catapult Galleon vulnerable to focused fire. It needs constant protection.

Expensive Investment

225W 100G

At 225 wood and 100 gold, losing a Catapult Galleon is a significant economic blow. Protect your investment.

Coach's Tip

30 attack with AoE is your defining feature. Position behind your fleet and fire into grouped enemies. Even if you miss the primary target, splash damage ensures you hit something. Every shot matters with your slow fire rate.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Building+130
Siege Weapon+10

Armor Classes

Ship

Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.

Siege Ship

Vulnerable to units with bonus damage vs this class.

Civilizations

Aztèques
Coumans
Incas
Mapuche
Muisca
Tupi
Mayas

* 7 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Catapult Galleon is a long-range anti-building siege warship: 140 HP, 30 attack, 0 melee armor, 6 pierce armor, 12 range, 1.0 speed and 14 line of sight. It costs 225 wood and 100 gold and takes 55 seconds to train, so every hull represents a serious investment. Its official help is unusually precise: it is strong versus buildings and weak versus units at close range, and it cannot attack enemies that reach it. Read the profile as a mission statement. The Catapult Galleon exists to break coastal defenses from outside their answer range, not to win a ship duel after being surrounded.

History & balance

The Catapult Galleon turns naval control into a siege problem. Instead of asking only which ship wins the water, it asks whether the defender can protect the shoreline, the Dock and the production route behind it. Its long range and building bonus give it a distinct strategic identity, while the 55-second training time and inability to fire at close range keep the weapon honest. A player who treats it as a normal warship throws away the reason it exists. Historically in a match, the unit marks the moment when water stops being a border and becomes an avenue for destroying infrastructure. The hull is valuable because it changes which targets are safe.

In pro play

The professional use of Catapult Galleons is deliberate target selection. At 12 range and 14 line of sight, they can sit behind a screen, fire on a Dock, tower or shoreline building, then reposition before a close-range unit reaches them. Do not queue a full fleet before scouting: 225 wood, 100 gold and 55 seconds per ship make a blind investment painful. Keep a few mobile warships between the siege hulls and the enemy, and select one structure at a time so the blast pressure creates a real opening. If the coast is already open, switch targets instead of chasing ships. The unit wins by making buildings disappear, not by padding a kill count.

How to counter it

The classic mistake against Catapult Galleons is sending ships into their firing lane and calling the siege hull safe. The official help gives the categories: strong versus buildings and weak versus units at close range. In practice, Fast Fire Ships and Fire Ships close the blind spot created because the Catapult Galleon cannot shoot at contact. Galleys can add pressure, but do not trade in a stationary line. Split your approach, focus the siege hull, and reach the coast before it fires freely. If you keep losing your shoreline to Catapult Galleons without knowing what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.