Transport 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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Transport Ship
DarkThe coach's briefing
The Transport Ship carries up to 5 land units (10 for some civs with bonuses). On island maps, control the sea with warships first, then land troops with Transports. Losing a loaded Transport is devastating - protect them at all costs. Scout landing zones before committing.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Transport Ship is your **island invasion enabler**. It projects land power across water.
Tactical Playbook
Water Control First
Never land without naval superiority. Losing loaded Transports loses games.
Scout Landings
Send an empty Transport first to check if the coast is defended. Then land main force.
Multiple Landings
Split your force across 2-3 landing spots. Harder for enemy to defend all.
Critical Point
**Completely unarmed**. A single Galley destroys your Transport. Always escort with war ships.
Understanding The Stats
The Transport Ship is the essential troop carrier for cross-water invasions.
Troop Capacity
Carries 5 units by default. Some civs have bonuses for more.
Thin Armor
Barely armored. Arrows go straight through, so it needs an escort while unloading.
Decent Speed
Reasonably fast. Can retreat if caught unescorted.
No Attack
Cannot fight. Purely utility ship.
Coach's Tip
70 HP with 2 pierce armor: a Transport Ship is fragile, and it never travels alone. You can survive long enough to unload troops under fire if necessary.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| No damage bonus: this unit deals the same damage to every target. | |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Key Upgrades
Castle Age
Imperial Age
Civilizations
* 50 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
Transport Ship is a noncombat vessel whose job is to move land units across water. It costs 125 wood, trains in 46 seconds, has 70 HP, 0 attack, 0 melee armor and 2 pierce armor, with 1.45 speed and 5 line of sight. It is a delivery system, not a front-line hull: its value appears only when the units inside reach a useful shore. A transport therefore converts water control into land pressure, but it also announces a vulnerable moment when an army is compressed into one slow target. Its cargo needs a safe shore.
History & balance
Transport ships express one of the oldest strategic uses of a fleet: moving an army to a shore the opponent thought was safe. The game makes that idea deliberately costly. The vessel cannot fight, its capacity is concentrated into a single hull, and the landing point determines whether the investment becomes a threat or a delay. A transport is therefore not just a boat; it is a promise that the player has secured a route, scouted an exit, and chosen a moment when surprise is worth the risk. The landing is the decision.
In pro play
Load Transport Ships only after scouting the destination, the approach, and the retreat route. Escort the vessel with ships that can clear the water, keep the landing point away from a defended choke, and unload before the enemy can surround the shore. The 46-second train time means a failed trip costs more than the wood: it also delays the army timing hidden inside. Use several departure points when possible, but do not split a small fleet so far that every transport travels alone. Surprise works when the exit is ready.
How to counter it
The classic mistake is guarding the beach while ignoring the water lane, then watching a Transport Ship unload a full army behind the base. There is no official combat Weak vs category because this ship has 0 attack. Deny the operation before the landing: use Galleys, War Galleys, or Fire Ships to intercept the route, keep vision on likely shore exits, and focus the empty or loaded transport before it reaches land. A transport caught alone cannot trade damage. Facing surprise landings without knowing the response? AoE Coach reads your matchup and gives you the composition + timing.