|Req. Town Buildings||Maritime Guild|
|# of figures||1|
|Melee Attack per figure||10|
|Ranged Attack per figure||10|
|Defense per figure||5|
|Hit Points per figure||30|
The Warship is a type of Normal Unit. This unit may be created at any town that can produce a Maritime Guild - thus restricting its production to towns populated by Barbarians, High Men and Orcs. It has a Construction Cost of 160.
Warships are almost entirely designed for combat on the high seas. They possess a strong Melee Attack, but more importantly an equally-strong Ranged Boulder Attack which they can use an unlimited number of times per battle. This is the only unit that has limitless Ranged Attack, leading to multiple strategies exploiting this.
Warships require a hefty Upkeep Cost of 4 and 1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically. This is potentially disastrous, since any units being transported by the Warship at the time may end up drowning!
Unit Properties Edit
Physical Description Edit
A Warship is a combat sailing vessel. This ship uses a square-rigged sail configuration and talented navigators from a town's maritime guild. It sails fast and carries heavy shipboard armaments, rendering it completely safe from predation by the inferior Galley and Trireme designs. The Warship's crew is trained for combat, and operates the ship's accurate boulder-launching catapult which can strike hard at any target. The crewmen also carry weapons, and are dangerous in melee combat on the high seas. The belly of the ship is mostly filled with equipment and bunks for the crew, but still has enough space to fit two land units for purposes of quick overseas transport.
Attack Properties Edit
The Warship has both a Melee Attack and Ranged Attack of similar, impressive strength. However, due to having no real limit on the number of Ranged Attacks it can make each turn, and thanks to its superior sailing speed, the Warship's Ranged Attack is considered its primary method of combat, and is quite useful too.
The Warship's Ranged Attack strength is 10. This allows the ship to deal 3 points of Damage on average with each attack, pretty much ensuring at least some damage to enemy units, even well-armored ones.
Thanks to its Long Range ability, the Warship will only suffer a To Hit penalty of -10% when firing at any target 3 tiles away or further. This allows it to maintain a high damage output of 2 per attack, even when the target is quite far on the battlefield.
The ship can use its Ranged Attack up to 99 times per battle, which in practice is no limit at all - since battles only last 50 turns. Only with the use of the Haste spell is it possible to actually use up all 99 Ranged Attacks - with the last attack made during the very last round of the battle.
Both attacks become increasingly more fearsome as the unit gains Experience.
Defense Properties Edit
Furthermore, even damage that gets through is largely meaningless, since the ship has a total of 30 Hit Points - allowing it to take plenty of damage before being destroyed. This is one of the highest Hit Point totals available to any Single-Figure unit, including Fantastic Units.
Warships are also somewhat resistant to Curses and other combat maledictions, thanks to their Resistance score of 7. They can be expected to resist such ill effects at least half the time. With Experience, the unit can eventually become immune to most ill effects.
Other Properties Edit
The Warship can carry up to 3 Walking units in its cargo hold. This enables it to transport such units across oceans. Heroes, Flying and Swimming units stacked with the ship do not count towards this limit, though they are affected to some degree by the Warship's presence as explained below.
In a stack containing one or more Warships, it is the Warship's Movement Allowance that determines the movement rate of the entire stack - completely disregarding the Movement Points of any other unit in the stack.
Note that when two or more Warships are stacked together, the cargo-carrying capacity of each ship but the first one is reduced by 1. A stack containing three Warships can carry up to 6 Walking units (3 + 2 + 1). A fourth Warship, however, will actually reduce the amount of units this stack can load - to 5 units - since the maximum number of units per stack is only 9.
If a Warship is lost for any reason while carrying any Walking units, those units will automatically drown and be destroyed as well. Any Non-Walking units stacked with the Warship at the time are not affected.
Basic Strategy Edit
- See also "Advanced Strategies" below.
Although it can ferry land units across oceans, the Warship is much more of a dedicated combat vessel than a transport. It is fast, powerful, and very sturdy, making it much easier to intercept and sink enemy shipping.
Warships are often sent out to destroy enemy ships, especially when those ships are carrying enemy troops. Though computer-controlled wizards rarely use ships for invasions (they prefer using Flying and Swimming units), the occasional amphibious invasion can and should be stopped, and Warships are a good tool for this job.
During combat, Warships can afford to stay back and bombard their enemies with boulders repeatedly. The Warship's speed allows it to keep its distance and its supply of ammunition is unlimited. Unless the enemy is also very quick-moving, the Warship should be able to move a few tiles to gain distance and then fire a Ranged Attack at the nearest assailant. Over a few turns the damage can seriously hurt or kill any enemy unit.
Warships are often used in groups, since strength in numbers applies very poignantly with this unit.
Due to the ship's unlimited ammunition and innate movement speed, there are several advanced strategies (detailed later in this article) on how to turn it into a veritable game-breaker.
Ability Overview Edit
Ranged Attack x99 Edit
- This unit may use a Ranged Boulder Attack instead of a Melee Attack up to 99 times in each battle.
- This is effectively the same as saying "unlimited Ranged Attacks", since there are only 50 turns per battle. Only the Haste spell can allow this unit to fully exploit all of its ammunition.
- When using its Ranged Attack against distant enemies, this unit cannot suffer a To Hit distance penalty greater than -10%.
- As a result, the unit has the same To Hit chance when firing at a target 3 tiles away as it does at a target on the extreme opposite end of the battlefield.
- Note that Ranged Attacks at targets within 2 tiles still suffer no To Hit penalty at all, as normal.
Experience Table Edit
The following table illustrates how Warships improve as they gain Experience. Any properties that are not listed here do not improve with Experience in any way.
|Level Icon||Level Name||EP||Melee||Ranged||To Hit||Defense||Resist||Hits|
|Recruit||0 - 19||10||10||30%||5||7||30|
|Regular||20 - 59||11||11||30%||5||8||30|
|Veteran||60 - 119||11||11||30%||6||9||30|
Average Damage Output Edit
The table below details the average amount of damage that a Warship unit will deliver with each type of attack, based on Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.
Warships may be produced in any town that can build a Maritime Guild. This requires a town to be located adjacently to a Shore tile. Also, only the Barbarians, High Men and Orcs can build Maritime Guilds, so towns populated by other Races cannot create Warships.
Should a town lose its existing Maritime Guild, it can no longer produce Warships until a replacement structure is built.
The Construction Cost of this unit is 160.
Warships may appear for hire as Mercenaries. They may already have some Experience on being hired, and several units may be hired simultaneously. Hiring these units requires a certain cost in Gold that depends on many different factors. Warship Mercenaries have the same Upkeep Cost as a normally-constructed unit.
Advanced Strategies Edit
The Warship possesses a completely unique combat property: the ability to make an unlimited number of Ranged Attacks every battle.
Coupled with the strength of said Ranged Attack, this ability has prompted players to look for ways to turn it into a winning strategy, concentrated on making powerful Warships to serve as heavy assault units.
If you know of any additional strategies not listed here, please add them to this section.
Flying Invisible Warships Edit
To maximize a Warship's potential, it is necessary to get rid of its two major drawbacks:
- The Warship is a Sailing unit, confined to moving on Ocean and Shore tiles only.
- The Warship is not powerful enough to do combat with top-end enemy Fantastic Units.
Flight allows the Warship to travel over land tiles. This allows stacks of Warships to go anywhere and strike anywhere, utilizing their superior naval strength in places where they could not normally go. Furthermore, it prevents most enemy Walking units from engaging the Warships in melee combat, reducing risk to the ships.
Invisibility is designed to totally confuse enemy armies. As long as the Warship keeps its distance from all enemy units on the battlefield, it is effectively invisible to them, and can simply pelt them with rocks for the entire duration of the battle without the enemy reacting in any way.
Though each spell is useful on its own, together they combine to produce a ship that can spend an entire battle simply hurting and killing enemy units with no retaliation, and can strike anywhere on the map - including Encounter zones, Nodes, enemy Towns, and so forth. A whole stack of Flying Invisible Warships is thus virtually unstoppable, and can win almost any battle on its own.
This is only made possible because of the Warships' nearly unlimited ammunition. The Warships do not need to expose themselves to combat damage or enemy spells since they do not ever need to do Melee combat. Enemy units cannot target Warships they can't see, and enemy wizards cannot cast offensive spells at targets that aren't there. In the meanwhile, the ships can continuously bombard the enemy without need for any fancy maneuvers.
If a beneficial Wind Mastery enchantment is in effect, casting Haste on the Warships will enable them to make two double attacks each turn (and still move a tile). This works for both sailing and flying ships. However, bear in mind that this will use up four rocks every turn, running the Warships out of their "unlimited ammunition" halfway through the battle (provided that there are still enemies left by that point).
For a wizard using both Sorcery and Nature magic, consider applying Regeneration to the Warships as well. This results in Warships that are very difficult to defeat even when killed in combat. As long as at least one Warship survives a battle, all Regenerating Warships that were stacked with it and destroyed during the battle are restored to life! There are other useful spells from various realms that may also benefit this strategy.
Note: There are a few drawbacks to this strategy:
- Enemy wizards can and will cast Disenchant Area and/or Dispel Magic during battle to try and remove the Unit Enchantments from your Warships. The use of Spell Lock and/or Counter Magic is quite recommended.
- Enemy units possessing Illusions Immunity can see the Warships, but may or may not be able to attack them due to Flight. Still, this renders the warships vulnerable against enemy Death creature and Undead armies, who all possess Illusions Immunity by default.
- Invisible enemies may also pose a threat to any Warship not blessed with True Sight, as they can only be engaged in melee combat, regardless of whether the Warship is stacked with otherwise Illusions Immune units. Staying in melee range for the opponent's turn also makes the ship vulnerable to enemy spellcasters (whether wizard or unit).
- Some Combat Enchantments and Combat Instants can hurt the warships anyway. This is another reason why high-Experience warships work better for this strategy (they have much higher Resistance scores).