UNIT · KOREANS
Turtle Ship
A slow, armored warship with strong attacks at medium range.

Overview
A slow, armored warship with strong attacks at medium range.
Availability and investment
Turtle Ship becomes available in Castle Age. Its listed production context is Koreans. The listed cost is 152 Wood, 130 Gold and the training time is 50 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: 260
- Melee armor: 2
- Pierce armor: 7
- Range: 6
- Line of sight: 8
- Reload time: 6 seconds
- Movement speed: 1
- Accuracy: 100%
Field use
Use the unit where water control matters: protect fishing and transport routes, contest enemy ships, or support a landing. Its impact depends on the map’s shore access and the rest of the fleet.
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: Gunpowder unit
- Armor class: Ship
- Armor class: Capital Ships
- Turtle Ship deals +7 bonus damage to units in the All Buildings class
- Turtle Ship deals +6 bonus damage to units in the Wall and gate class
- Turtle Ship deals +7 bonus damage to units in the Castle class
Related unit plan: Turtle Ship fleet-anchor plan
Turtle Ship: Turtle Ships are heavily armored warships whose role is to fight other ships more than to bombard buildings. Their rocket attack is difficult to evade through ordinary ship maneuvering, making them useful as the fleet’s direct-contact anchor Keep Turtle Ships with supporting ships that can cover their approach and protect fishing or transport routes. Use them to hold a contested channel and force enemy warships to respond, while assigning building targets to ships designed for coastal bombardment Do not send a Turtle Ship alone into a concentrated fleet or use it as a substitute for long-range building siege. Choose the water fight carefully and keep enough support nearby to prevent enemy ships from surrounding it
Battlefield role and use
A slow, armored warship with strong attacks at medium range. Available in the Castle Age. Training cost: 152 Wood, 130 Gold. Training time: 50 seconds. Its ranged role lets it contribute before melee units connect, but the army needs a screen and enough space to keep firing while it withdraws.
Base unit statistics
- Age
- Castle Age
- Training time
- 50 seconds
- Hit points
- 260
- Range
- 6
- Reload time
- 6 seconds
- Movement speed
- 1
- Accuracy
- 100%
Base values before civilization bonuses or researched technologies.
- Focus
- Distinctive unit · Koreans
- Signature / category
- Koreans
- Release / context
- Civilization roster
- Region
- Koreans
- Classification
- Unique units