War Hulk — Age of Empires II

War Hulk

Ship
Wood75
Gold35
Hit Points110
Attack4
Melee Armor4
Pierce Armor1
Train Time27s
Speed1.42

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

Hulk

Feudal Age

War Hulk

Castle Age
Gold 100 Wood 150

Carrack

Imperial Age
Gold 315 Wood 400

The coach's briefing

Commander, the War Hulk is the Imperial Age melee warship with 110 HP, 4 attack, 4 melee armor and 1 pierce armor after the update. Its +1 against Fire Ships and 1.42 speed remain. Use it to screen Galleons, but keep it clear of Demolition Ships and ranged kiting.

STRONG AGAINST

You win these trades cost-effectively.

Fire Ship
Fire Ship
Fast Fire Ship
Fast Fire Ship
?
Siege Ships

WEAK AGAINST

Avoid these fights or bring support.

Galleon
Galleon
Demolition Ship
Demolition Ship
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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 War Hulk is the **Imperial Age naval tank** that controls close-range engagements and denies Fire Ship strategies entirely.

Tactical Playbook

Fire Ship Screen

+1 vs Fire Ships means 5 damage a hit before armor. Your 4 melee armor helps you screen them, but your durability has fallen.

Fleet Vanguard

Lead your fleet with War Hulks. They absorb Demolition Ships, tank Fire Ships, and force enemies to engage your ranged ships at a disadvantage.

Closing Speed

1.42 speed is faster than a Galleon (1.36). You can close on ranged ships trying to kite.

General Naval Damage

There is no general bonus against ships. Against anything other than a Fire Ship, the War Hulk hits for its bare 4 attack.

Critical Point

Galleons with superior range (7+) can kite indefinitely on open water. Always close distance before engaging. Demolition Ships are the biggest threat — they deal flat damage that ignores your armor.

Understanding The Stats

The War Hulk upgrade adds significant HP, attack, armor, and bonus damage, making it the toughest melee ship in Imperial Age.

Heavy Armor

4 MA

From 3 to 4 melee armor. Fire Ships deal less damage in melee.

Same Fire Counter

+1 vs Fire

The bonus does not change: +1 against Fire Ships, on 4 base attack. What the upgrade buys is hull and armor.

Improved Hull

110 HP

From 85 to 110 HP. Combined with 4 melee armor, War Hulks hold up against melee naval threats.

Better Speed

1.42 Speed

Speed is unchanged at 1.42 — the same as the Hulk. Only the Carrack goes faster, at 1.52.

Coach's Tip

110 HP with 4 melee armor remains useful against Fire Ships, but the update reduced both defenses. Do not rely on old damage calculations.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Fire Ship+1

Armor Classes

Ship

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

Melee 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
Mapuche
Maya
Mongols
Muisca
Persians
Poles
Portuguese
Romans
Saracens
Shu
Sicilians
Slavs
Spanish
Tatars
Teutons
Tupi
Turks
Vietnamese
Vikings
Wei
Wu

* 53 civilizations have access to this unit.

AoE Coach analysis

Context & meta

War Hulk is the improved close-range melee warship of the Hulk line. It reaches 110 HP, 4 attack, 4 melee armor and 1 pierce armor, with 1 range, 1.42 speed, and 5 line of sight. It still costs 75 wood and 35 gold, but trains in 27 seconds rather than the basic hull's 42. The upgrade therefore changes fleet momentum more than the attack number: tougher ships arrive faster and make contact fleets easier to sustain. It remains a one-range ship, so its power depends on closing safely instead of pretending to be a ranged platform.

History & balance

War Hulk expresses the familiar evolution from a serviceable close-combat vessel to a hull that can stay in the fight longer. Its identity is not a new weapon family but a sharper version of the same naval job: force contact, protect the line behind you, and make the enemy pay for relying on fire at close range. The shorter production cycle also reflects how an upgrade can alter the strategic meaning of a unit without changing its basic battlefield language. You still win by reaching the fight together.

In pro play

Treat War Hulks as a timing and formation tool. Put the first hulls between your dock economy and the enemy, then rally every new ship to the same contact point so the 27-second train time becomes continuous pressure. Use the 4 melee armor to absorb fire-ship contact, but do not split into isolated chases; one ranged line can punish the ships that leave the group. Fight near repairable infrastructure, rotate damaged hulls out, and force the opponent to spend time kiting. The upgrade pays off when you preserve the formation.

How to counter it

The classic mistake is to respect the War Hulk's extra armor by backing away without firing, then lose the water when the upgraded melee ships finally connect. The official help gives the categories: Fire Ships as the strong matchup for the Hulk line, and Galleys as its weakness. In practice, Galleys and War Galleys punish War Hulks through range: focus the front ship, keep distance, and use terrain only when it does not trap your fleet. Fire Ships can also answer, but make the engagement together. Struggling against War Hulks without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.