Fire Galley — Age of Empires II

Fire Galley

Ship
Wood75
Gold45
Hit Points110
Attack2
Melee Armor1
Pierce Armor4
Train Time49s
Speed1.36

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

Fire Galley

Feudal Age

Fire Ship

Castle Age
Gold 100 Wood 150

Fast Fire Ship

Imperial Age
Gold 315 Wood 400

The coach's briefing

The Fire Galley is your Galley counter. It deals fire damage in a small radius, burning ships that get too close. Galleys outrange you, so close the distance aggressively. Once you're in range, your continuous damage melts enemy ships. Mix with Galleys for a balanced early navy.

STRONG AGAINST

You win these trades cost-effectively.

Galley
Galley
War Galley
War Galley
Transport Ship
Transport Ship
Fishing Ship
Fishing Ship

WEAK AGAINST

Avoid these fights or bring support.

Demolition Raft
Demolition Raft
Demolition Ship
Demolition Ship
?
Ranged units on shore
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Choose both civilizations for a game plan, key threats and an army composition.

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Strategic Analysis

Tactical Identity

The Fire Galley is your **anti-Galley specialist**. Use it to break enemy Galley mass.

Tactical Playbook

Close the Gap

Galleys outrange you (5 vs 2.5). Use terrain and focus fire to get in range. Once close, you dominate.

Mixed Composition

Pure Fire Galleys lose to kiting. Mix with your own Galleys to force engagements.

Splash Damage

Fire damage hits in an area. Clumped enemy ships take extra damage. Force them into tight spaces.

Critical Point

**Kiting destroys you**. Smart players will hit-and-run. You need superior numbers or terrain advantage to force fights.

Understanding The Stats

The Fire Galley is a specialized counter unit designed to punish Galley mass at close range.

Fire Damage

Continuous

Burns ships in range for sustained damage. Devastating when in range.

Short Range

2.5 Range

Must close distance to deal damage. Vulnerable during approach.

Good HP

110 HP

Tanky enough to survive the approach if supported.

Affordable

75W 45G

Cheaper wood than Galleys but more gold. Worth it vs Galley mass.

Coach's Tip

Your 2.5 range is your biggest weakness. You need to close the distance against 5-range Galleys. Use terrain and numerical advantage.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Galley-type ship+1

Armor Classes

Ship

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

Fire Ship

Vulnerable to units with bonus damage vs this class.

Civilizations

Armenians
Aztecs
Bengalis
Berbers
Bohemians
Britons
Bulgarians
Burgundians
Burmese
Byzantines
Celts
Chinese
Cumans
Dravidians
Ethiopians
Franks
Georgians
Goths
Gurjaras
Hindustanis
Huns
Inca
Italians
Japanese
Jurchens
Khitans
Khmer
Koreans
Lithuanians
Magyars
Malay
Malians
Maya
Mongols
Persians
Poles
Portuguese
Romans
Saracens
Shu
Sicilians
Slavs
Spanish
Tatars
Teutons
Turks
Vietnamese
Wei
Wu

* 49 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Fire Galley is the first close-range fire ship in its upgrade path: 110 HP, 2 attack, 1 melee armor, 4 pierce armor, 2.5 range, 1.36 speed and 5 line of sight. It costs 75 wood and 45 gold and takes 49 seconds to train. The official help gives the categories: strong versus the Galley-line and weak versus the Hulk-line. The numbers explain the role. Its short range and moderate speed ask it to enter the fight, while the 49-second production time makes the first batch a timing rather than an endless stream. It is a pressure ship that needs the right water position and enough escort to reach contact.

History & balance

The Fire Galley marks the moment when a water opening changes from ranged harassment into close-range control. Its official description is straightforward, but the strategic lesson is deeper: a player who invests in it is choosing to contest the space between ships rather than simply trade volleys. The upgrade path makes that choice visible, and the 49-second train time gives the defender a window to react. Fire Galleys are therefore a tempo unit. They create value when they arrive before the opponent has the right screen, then lose value if they are asked to fight a superior close-range line. The unit teaches players to read production time as carefully as attack.

In pro play

Use Fire Galleys as a first commitment on water: scout the Dock, queue them early enough for the 49-second train time and move them with a clear goal. Their 1.36 speed is enough to close on Galley-line ships if the approach is supported, but 110 HP means that idle movement costs real health. Group the fleet, focus one target and use shore vision to avoid an ambush. The 75-wood, 45-gold price is sustainable only if the water fight protects the economy behind it, so do not keep producing into a lost route. The best timing is a short window where your first fire ships arrive together and the enemy is still on ranged hulls.

How to counter it

The classic mistake against Fire Galleys is keeping a Galley-line fleet stationary and letting short-range fire ships close for free. 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 attacks meet the Fire Galley where its range advantage disappears, and the Hulk-line is the official weak category. Keep the approach open, focus the first ship and avoid a demolition clump that gives the fight a second axis. If Fire Galleys keep taking 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.