Turtle 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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Turtle Ship
CastleElite Turtle Ship
ImperialThe coach's briefing
The Turtle Ship is the Korean unique naval unit. It has only 6 range and 9 attack, and its bonuses target buildings, siege weapons and walls — not ships. Extremely tanky with 275 HP and 2/7 armor. Weak to Fire Ships due to slow speed (0.9). Best used to break enemy Galley masses but requires escort against Fire Ships.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
The Turtle Ship is your **naval tank**. It absorbs damage and devastates ships in close combat.
Tactical Playbook
Devastating Attack
9 attack, with +7 against buildings and +6 against walls. Its 9 attack takes 6 off a Galley, which carries 3 pierce armor. Dominates Galley-line ships.
Extreme Tankiness
275 HP with 2 melee / 7 pierce armor. Survives sustained fire that kills other ships.
Close Range Dominance
Despite 6 range, your DPS is so high you win trades if you can close distance.
Critical Point
**Fire Ships are your nemesis**. 1.0 speed means you can't escape. Fire Ships at 1.47 speed will catch and kill you. Never fight without Galley escort.
Understanding The Stats
The Turtle Ship is a slow, heavily armored warship that dominates close-range naval combat.
Massive Attack
Highest base attack of any ship. Combined with ship bonus, devastating.
Extremely Tanky
Takes minimal damage from arrows. Survives where others die.
Very Slow
Slowest warship. Can't escape or chase effectively.
Short Range
Shorter than Galleys. Must close distance to fight.
Coach's Tip
2 melee armor means Demo Ships deal reduced damage. 7 pierce armor significantly reduces Galley arrow damage. You're built to tank.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +7 |
| Siege Weapon | +2 |
| Mounted Siege | +2 |
| Walls and Gates | +6 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Turtle Ship
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Imperial Age
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Turtle Ship is the Korean unique Siege Warship, listed at 190 wood and 130 gold, 50 seconds to train, 275 HP, 9 attack, 2/7 armor, 6 range, 1.0 speed and 8 line of sight. It carries +15 attack versus Ships. The official help gives the categories: strong versus most Warships and buildings, weak versus Galleys. High HP, melee armor and a siege identity make it a heavy center piece, but the cost and 50-second train time prevent careless replacement. It should be read as a slow naval anchor that wins space when protected, not as a fast raider or a complete fleet by itself.
History & balance
The Turtle Ship is the Korean answer to a fleet that needs to hold a position rather than chase. The official description combines high armor and attack with a broad advantage against Warships and buildings, then preserves a clear naval weakness to Galleys. Korean tower-and-defense play gives the ship a natural home: it can sit near a protected coast while faster vessels and shore structures shape the approach. Its +15 Ship bonus reinforces the siege role, but the 1.0 speed and long training cycle create the balancing cost. Its identity is pressure through durability and damage, balanced by poor tempo when the fleet must turn or retreat.
In pro play
Use Turtle Ships as the center of a Korean water push, with faster ships screening the flanks and shore defenses protecting the expensive core. Six range and 275 HP let them sit in the first exchange, but 1.0 speed means the army must choose its direction before the fight. Keep the formation wide enough to reduce demolition damage and use the +15 Ship bonus on priority hulls instead of splitting fire. The 50-second train time demands several Docks before losses begin; queue early and preserve fishing income. On a closed water map, a Turtle Ship line can deny a crossing or hold a harbor while land units advance. On open water, never let the slow fleet be surrounded by Galleys.
How to counter it
The classic mistake is sending expensive ranged Warships into a Turtle Ship line one at a time and donating them to the +15 Ship bonus. The official help gives the categories: strong versus most Warships and buildings, weak versus Galleys. Galleons and other Galley-line ships use range and numbers to keep the heavy vessel turning, while Heavy Demolition Ships punish a compact Korean core with a decisive impact. Spread the fleet, attack from two directions and deny the protected position where its 275 HP matters most. If you keep losing to Turtle Ships without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.