Galley
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 Galley is your first real warship. 6 attack at 5 range makes it effective against Fishing Ships and enemy Galleys. You need water control in Feudal Age - the player who dominates the sea controls fish income and can land troops anywhere. Mass Galleys early and fight for water control.
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 Galley is your **early naval backbone**. Use it to establish water control and deny enemy fishing.
Tactical Playbook
Fish Denial
Hunt enemy Fishing Ships. Each kill hurts their economy significantly - fish is fast food income.
Water Control
Control the water to protect your own fishing economy and enable Transport Ship landings later.
Early Aggression
Rush Galleys in Feudal to catch opponents off-guard. Water fights are often decided early.
Critical Point
**Fire Galleys counter you**. They deal bonus damage to ships and close distance quickly. Don't engage Fire Ships without numbers advantage.
Understanding The Stats
The Galley is a cost-effective early warship designed for Feudal Age naval dominance.
Ranged Naval Power
Good damage output for its age. Outranges most Feudal threats.
Affordable Cost
Cheap enough to mass in Feudal. Gold cost is manageable early game.
Decent Durability
Survives several hits. Mass to overwhelm enemy ships.
Good Speed
Fast enough to chase Fishing Ships and retreat from Fire Galleys.
Coach's Tip
Your 110 HP and 3 pierce armor make you tanky for Feudal. Focus on massing - numbers matter more than micro in Galley fights.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Galley-type ship | +5 |
| Building | +6 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Galley-type ship
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Imperial Age
Civilizations
* 50 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Galley is the classic ranged warship: 110 HP, 6 attack, 0 melee armor, 3 pierce armor, 5 range, 1.36 speed and 7 line of sight. It costs 90 wood and 30 gold and takes 45 seconds to train. The official help gives the categories: strong versus the Hulk-line and weak versus Fire Ships. Its value comes from range and repeatable volleys, not from surviving contact. A Galley wants space, vision and a clean line of fire; once a short-range fire ship reaches it, the profile changes sharply. That makes the unit a foundation for water control, but only when the player protects the distance it needs.
History & balance
The Galley is the reference point from which the other naval lines make sense. Its ranged attack creates the basic water question: can the fleet keep firing while it retreats, or will a close-range ship force contact? The official strengths and weaknesses describe that relationship directly, so the unit teaches a useful habit of reading categories before memorizing names. The 45-second train time also makes early Dock choices visible. A player who commits to Galleys is committing to movement, vision and formation discipline. In the history of a match, a Galley fleet wins not because every hull is tough, but because it keeps the enemy at the distance where the numbers matter.
In pro play
Use Galley-line ships as a ranged system, not as stationary towers on water. Scout the approach, keep the fleet moving backward and focus one target at a time so every 6-attack volley matters. Their 5 range and 7 line of sight reward open water and punish a fleet that enters a narrow fight without support. The 90-wood, 30-gold cost and 45-second train time mean a Dock must start early if you want enough hulls for a decisive exchange. Add vision before adding more ships: seeing the angle is what lets Galleys remain strong against Hulk-line ships. When Fire Ships appear, change the plan before the distance disappears.
How to counter it
The classic mistake against Galley fleets is sending Hulk-line ships into their range one by one, giving the ranged fleet a clean focus-fire sequence. The official help gives the categories: strong versus the Hulk-line and weak versus Fire Ships. In practice, Fire Ships and Fast Fire Ships are the pressure answer because their close-range fire is built to close the gap; arrive together, use vision and do not let the Galley fleet kite each hull separately. A split formation is easier to surround than a straight chase. If Galley fleets keep controlling 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.