Tactical Warship
Req. Town Buildings Maritime Guild
Construction Cost Icon Production.png 160
Upkeep Cost Icon Gold.png 4
Icon Food.png1
Unit Properties
# of figures Icon SingleFigureUnit.png 1
Moves Icon Movement Sailing4 *
Melee Attack per figure Icon Melee Normal.png 10
Ranged Attack per figure Icon Ranged Boulder.png 10
Defense per figure Icon Defense.png 5
Resistance Icon Resist.png 7
Hit Points per figure Icon Hits.png 30
Unit Abilities

Ability Quiver Ranged Attack x99, Transport 3

Ability LongRange Long Range

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 Icon Production.png 160.

Warships are almost entirely designed for combat on the high seas. They possess a strong Icon Melee Normal.png Melee Attack, but more importantly an equally-strong Icon Ranged Boulder.png 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.

Furthermore, a Warship can transport up to 3 Icon Movement GroundWalking units, ferrying them over Ocean tiles. It can provide very good protection for these units.

Warships require a hefty Upkeep Cost of Icon Gold.png 4 and Icon Food.png1 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.

The Warship is a Icon SingleFigureUnit.png Single-Figure unit.

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 Icon Ranged Boulder.png 10. This allows the ship to deal Icon Damage.png 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 Icon ToHit.png -10% when firing at any target 3 tiles away or further. This allows it to maintain a high damage output of Icon Damage.png 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.

If forced to defend itself, the Warship has a Melee Attack of similar strength: Icon Melee Normal.png 10. Again this allows the unit to inflict Icon Damage.png 3 points of Damage on average - a fairly high amount for a Normal Unit.

Both attacks become increasingly more fearsome as the unit gains Experience.

Defense Properties Edit

The Warship possesses an above-average Defense score for a Normal Unit, at Icon Defense.png 5. It can block about Icon Damage.png 1.5 points of Damage from any attack, on average.

Furthermore, even damage that gets through is largely meaningless, since the ship has a total of Icon Hits.png 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 Icon SingleFigureUnit.png Single-Figure unit, including Fantastic Units.

Warships are also somewhat resistant to Curses and other combat maledictions, thanks to their Resistance score of Icon Resist.png 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

Warships move at Icon Movement Sailing4, making them the fastest water-based units in the game. However, they have no ability to traverse across land tiles. The unit has to stick to Ocean and Shore tiles.

The Warship can carry up to 3 Icon Movement GroundWalking units in its cargo hold. This enables it to transport such units across oceans. Heroes, Icon Movement AirFlying and Icon Movement WaterSwimming 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.

For example, if a unit with Icon Movement Ground1 is loaded into a Warship, the stack can still move at Icon Movement Sailing4 because this is the Warship's Movement Allowance. The loaded unit's Movement Allowance is ignored.

This even applies when Icon Movement AirFlying and Icon Movement WaterSwimming units are stacked with the Warship: the entire stack will move at Icon Movement Water4.

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 Icon Movement GroundWalking 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 Icon Movement GroundWalking 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

Ability Quiver Ranged Attack x99 Edit

  • This unit may use a Icon Ranged Boulder.png 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.

Ability LongRange Long Range Edit

  • When using its Ranged Attack against distant enemies, this unit cannot suffer a To Hit distance penalty greater than Icon ToHit.png -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
Experience 0 Recruit Icon Experience.png 0 - Icon Experience.png 19 Icon Melee Normal.png 10 Icon Ranged Boulder.png 10 Icon ToHit.png 30% Icon Defense.png 5 Icon Resist.png 7 Icon Hits.png 30
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 11 Icon Ranged Boulder.png 11 Icon ToHit.png 30% Icon Defense.png 5 Icon Resist.png 8 Icon Hits.png 30
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 11 Icon Ranged Boulder.png 11 Icon ToHit.png 30% Icon Defense.png 6 Icon Resist.png 9 Icon Hits.png 30
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 12 Icon Ranged Boulder.png 12 Icon ToHit.png 40% Icon Defense.png 6 Icon Resist.png 10 Icon Hits.png 31
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 12 Icon Ranged Boulder.png 12 Icon ToHit.png 50% Icon Defense.png 7 Icon Resist.png 11 Icon Hits.png 31
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 13 Icon Ranged Boulder.png 13 Icon ToHit.png 60% Icon Defense.png 7 Icon Resist.png 12 Icon Hits.png 32

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both the Warlord Retort and the Crusade spell must be in play simultaneously.

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 Icon Experience Level.png Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.

Select weapons:
Level Icon Level Name Melee Ranged * Thrown Breath
Experience 0 Recruit
Experience 1 Regular
Experience 2 Veteran
Experience 3 Elite
Experience 4 Ultra-Elite
Experience 5 Champion

* This column assumes a Icon Ranged Boulder.png Ranged Boulder Attack at a distance of 1-2 tiles from the target. Beyond this distance, Icon ToHit.png To Hit penalties apply that can severely reduce Icon Damage.png Damage output.<img src="Icon_Melee_Normal.png"><img src="Icon_Melee_Magic.png"><img src="Icon_Melee_Mithril.png"><img src="Icon_Melee_Adamantium.png">

Acquisition Edit

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 Icon Production.png 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 Icon Gold.png 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 Icon Movement WaterSailing 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.

As some players have realized, both problems can be solved with the use of two Icon Sorcery.pngSorcery Unit Enchantments: Flight and Invisibility.

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 Icon Movement GroundWalking 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 Icon Sorcery.pngSorcery and Icon Nature.pngNature 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: