Fast Fire Ship
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.
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The coach's briefing
The Fast Fire Ship is the fastest ship in the game. 1.56 speed beats Galleons (1.36), making kiting impossible. 140 HP and 7 pierce armor let you survive long enough to close any gap. In Imperial Age, mix Fast Fire Ships with Galleons for a devastating combined navy.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Just lost against this unit?
Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Fast Fire Ship is your **Imperial Age close-combat specialist**. It can catch anything and burn it down.
Tactical Playbook
Speed Advantage
1.56 speed beats Galleons (1.36). They cannot kite you. Close and burn.
Dive Cannon Galleons
Cannon Galleons are slow (1.1). Fast Fire Ships can close the distance and destroy them.
Mixed Navy
Galleons for range, Fast Fire Ships for close combat. This composition handles everything.
Critical Point
**Heavy Demolition Ships still hurt**. Despite your speed, a well-placed Demo Ship explosion can take you out. Watch for flanking Demo Ships.
Understanding The Stats
The Fast Fire Ship is the ultimate close-combat naval unit with unmatched speed and solid durability.
Top Speed
Fastest ship in the game. Nothing can outrun you.
High Durability
Survives the approach easily. Very tanky for a Fire Ship.
Strong Attack
Continuous fire damage melts enemy ships at close range.
Same Cost
Same cost as Fire Galley despite being far superior.
Coach's Tip
1.56 speed is game-changing. Galleons can't run. Cannon Galleons can't kite. You dictate every engagement at sea.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Galley-type ship | +1 |
| Building | +3 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Fire Ship
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Civilizations
* 33 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Fast Fire Ship is a mobile close-range warship with 140 HP, 4 attack, 3 melee armor, 7 pierce armor, 2.5 range, 1.56 speed and 6 line of sight. It costs 75 wood and 45 gold and trains in 27 seconds. The official help gives the categories: strong versus the Galley-line and weak versus the Hulk-line. Its speed is the important qualifier: it can close the distance, choose the angle and keep pressure on a ranged fleet. The unit is not a long-range duelist. It wins by turning movement and short-range fire into a favorable collision before the opponent can reset the fight.
History & balance
The Fast Fire Ship is the aggressive expression of the fire-ship idea. The standard fire profile already favors close pressure, but the 1.56 speed makes this version better at deciding where contact happens. That changes the naval rhythm: ranged ships cannot simply retreat in a straight line, while Hulk-line ships remain the stated danger once they reach the fight. The unit therefore sits between a defensive escort and a pure dive tool. It rewards a fleet that scouts the water, surrounds an approach and keeps a path open for withdrawal. Its identity is not “more fire”; it is the ability to deliver that fire on the right target before the opponent can reposition.
In pro play
Use Fast Fire Ships to seize the first contact, not to drift in front of a fleet without information. Their 1.56 speed and 2.5 range let them close on Galleys, pressure a retreat and punish a split formation. The 75-wood, 45-gold cost and 27-second train time support a growing line, but the ships still need focus fire: do not scatter damage across a moving fleet. Keep the formation wide enough to avoid demolition blasts, then converge on the ranged core. If the opponent shows Hulk-line ships, take the fight on your terms or add another answer instead of repeating the same collision. The professional habit is to move first, fire together and retreat before the counter closes.
How to counter it
The classic mistake against Fast Fire Ships is answering with more Galley-line ships and taking a close fight they are designed to win. The official help gives the categories: strong versus the Galley-line and weak versus the Hulk-line. In practice, Hulk and War Hulk are the mechanical answer: their close-range hulls meet the fire ship at contact. Keep the fleet together, avoid demolition clumps, and let the slower ships absorb the first pass. Do not chase through bad terrain where speed still decides the angle. If Fast Fire Ships keep overrunning your water and you do not know what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.