Fire Ship unit icon - Age of Empires 2

Fire Ship

Ship
Wood75
Gold45
Hit Points120
Attack3
Melee Armor2
Pierce Armor4
Train Time27s
Speed1.47

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

Gold 100 Wood 150
Gold 315 Wood 400

The coach's briefing

The Fire Ship is the Castle Age evolution. 120 HP, better attack, and 1.47 speed make it more effective at closing distance and winning fights. Upgrade immediately if you're facing War Galleys - you need the extra stats to survive the approach. Keep mixing with your own Galleys.

STRONG AGAINST

You win these trades cost-effectively.

Galley
Galley
War Galley
War Galley
Galleon
Galleon
Transport Ship
Transport Ship

WEAK AGAINST

Avoid these fights or bring support.

Demolition Ship
Demolition Ship
Heavy Demolition Ship
Heavy Demolition Ship
Cannon Galleon
Cannon Galleon
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Strategic Analysis

Tactical Identity

The Fire Ship is your **Castle Age Galley-line counter**. It scales well into mid-game naval combat.

Tactical Playbook

Faster Approach

1.47 speed (vs the Fire Galley's 1.36) helps close distance. Still need support but less vulnerable during approach.

Better Trades

3 attack with improved fire damage wins trades vs War Galleys in close combat.

Force Engagements

Use your Fire Ships to force enemy War Galleys to retreat, then push with your own Galleys.

Critical Point

**Cannon Galleons destroy you**. In Imperial Age, Cannon Galleons outrange everything. Don't try to close the distance - you'll die before getting in range.

Understanding The Stats

The Fire Ship offers meaningful improvements over the Fire Galley for Castle Age naval control.

More HP

120 HP

+20 HP for surviving the approach. Critical upgrade.

Better Speed

1.47 tiles/s

Faster approach means less damage taken while closing.

Improved Armor

4 Pierce Armor

+2 PA helps survive Galley arrows during approach.

Faster Train

36s

Much faster than Fire Galley's 65s. Maintain production.

Coach's Tip

Your 36s train time matches War Galleys. In sustained naval fights, keep both Docks producing. Never let production lapse.

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
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mayas
Mongols
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Turcs
Vietnamiens
Wei
Wu

* 49 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Fire Ship is the upgraded close-range fire warship: 120 HP, 3 attack, 2 melee armor, 4 pierce armor, 2.5 range, 1.47 speed and 5 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 27-second production makes the unit much easier to mass than the first Fire Galley, while the short range still dictates the fight. Fire Ships are not ranged artillery. They are a fleet tool for closing, focusing and burning through the ship line that cannot meet them at contact.

History & balance

The Fire Ship is the stable version of the close-range fire plan. Once the upgrade is complete, the 27-second train time turns a single timing into a repeatable fleet identity, but the official counter category remains important: Hulk-line ships can contest the space where Fire Ships want to fight. This gives the unit a clear place in a match history. It is excellent when the opponent has committed to Galley-line hulls, yet it is not a universal water answer that ignores scouting. The design rewards the player who recognizes the enemy's production before choosing the upgrade, then converts that information into a fast, focused mass.

In pro play

The professional habit with Fire Ships is to mass before the decisive fight. Their 75 wood, 45 gold cost and 27-second training support continuous production when the fleet keeps its movement simple: approach together, focus the closest target and turn before the enemy can surround you. Use them to deny a Dock, protect a crossing or force Galley-line ships away from shore. Do not split a small group across two targets; short-range units lose value when damage is scattered. If the opponent transitions to Hulk-line ships, read the new engagement instead of queuing by habit. Fire Ships are strongest when the composition matches the water and the queue has a clear objective.

How to counter it

The classic mistake against Fire Ships is producing more Galleys after the official matchup has already turned against them. The official help gives the categories: strong versus the Galley-line and weak versus the Hulk-line. In practice, Hulk and War Hulk answer by meeting the fire ships at close range, where their melee profile is relevant and the Fire Ship cannot kite away. Keep the formation compact enough to focus but open enough to avoid demolition blasts, and do not let the fight drift under an enemy Dock. If Fire Ships keep winning your water fights and you do not know what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.