UNIT · TATARS
Flaming Camel
A one-use mounted explosive that deals heavy damage to groups of enemy cavalry.

Overview
A one-use mounted explosive that deals heavy damage to groups of enemy cavalry.
Availability and investment
Flaming Camel becomes available in Imperial Age. Its listed production context is Tatars. The listed cost is 75 Food, 30 Gold and the training time is 30 seconds. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.
Combat profile
The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.
- Hit points: 55
- Melee armor: 0
- Pierce armor: 0
- Line of sight: 4
- Movement speed: 1.3
Field use
Use its mobility to choose the engagement: pressure exposed economy, reinforce quickly, or withdraw from a prepared counter. Avoid trading its movement advantage for a stationary fight unless the target justifies it.
Armor classes and counters
Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.
- Armor class: Unique unit
- Armor class: Camel Units
- Flaming Camel deals +50 bonus damage to units in the Cavalry class
- Flaming Camel deals +50 bonus damage to units in the Camel Units class
- Flaming Camel deals +130 bonus damage to units in the Elephant Units class
- Flaming Camel deals +25 bonus damage to units in the Siege weapon class
- Flaming Camel deals +200 bonus damage to units in the All Buildings class
Related unit plan: Flaming Camel mounted-army ambush
Flaming Camel: Flaming Camels are best treated as a sacrificial burst against a large mounted formation or a packed wall target, not as a regular cavalry line. Their effect rewards catching several valuable targets together Hide the approach with terrain or a distraction, then commit the Flaming Camel only when enemy mounted units are grouped tightly enough for the attack to matter. Use the opening to let the main army engage or force the opponent to split its formation The unit has limited defenses and a predictable approach. Do not send one into a dispersed force or under a Castle, and avoid counting it as a durable mounted screen
Battlefield role and use
A one-use mounted explosive that deals heavy damage to groups of enemy cavalry. Available in the Imperial Age. Training cost: 75 Food, 30 Gold. Training time: 30 seconds. Use its listed battlefield role to decide when to add it: compare the opponent’s composition, the target it can threaten, and the support needed to keep it effective.
Base unit statistics
- Age
- Imperial Age
- Training time
- 30 seconds
- Movement speed
- 1.3
Base values before civilization bonuses or researched technologies.
- Focus
- Distinctive unit · Tatars
- Signature / category
- Tatars
- Release / context
- Civilization roster
- Region
- Tatars
- Classification
- Unique units