Ram
Ram is a Haudenosaunee siege unit available from the Fortress Age at the Siege Workshop. Its powerful attack against structures and bonus against Artillery make it a specialized unit for breaking fortified positions.

Recorded values
- Available
- Fortress Age · Siege Workshop
- Training
- 45 sec · 2 population · 20 XP per train
- Durability & mobility
- 250 hit points · 50% ranged resistance · 3.5 speed · 15 line of sight
- Hand attack
- 10 damage · 1.5 attack interval · bonuses: 4.0x vs. Artillery
- Siege attack
- 75 damage · 1.5 attack interval
Role, availability & values
It has 250 hit points, moves at 3.5 speed and has 50% ranged resistance. It occupies two population, costs 80 Food and 120 Wood, and takes 45 seconds to train. Its attacks deal 10 hand and 75 siege damage, with a 4.0× bonus against Artillery.
Matchup & timing
Use Rams when a building or enemy artillery is a priority and the Haudenosaunee army can protect their slow approach. Keep them behind a screen and avoid marching through unscouted routes. Their range and speed make escort and positioning central to a successful siege.
Siege role, protection and version history
The Ram is a Fortress Age melee siege unit unique to the Haudenosaunee. It is trained at the Siege Workshop for 80 Food and 120 Wood, takes 45 seconds, uses two population and has 250 hit points with 50% ranged resistance. Its speed is 3.5 and line of sight 15. The 75-point siege attack has no stated firing range because the Ram must reach its target; it attacks every 1.5 seconds. A separate 10-point hand attack uses the same interval and has a four-times multiplier against Artillery, added in a later Definitive Edition update. This means the Ram can defend itself against artillery if it reaches contact, but its main job remains demolishing buildings. Unlike conventional artillery, the Ram is a slow siege engine and is not treated as artillery for the Culverin counter. That does not make it safe: units with bonuses against siege, including militia-style troops and Oprichniks, can destroy it quickly. Its short reach forces it to approach Town Centers, production buildings or shoreline targets, where defenders can focus it. Send infantry or cavalry ahead to draw fire and remove siege counters, then move the Ram onto the structure only when the route is clear. A lone Ram inside a defended base has little ability to escape or answer ranged troops. The unit’s high building damage is most useful when several Rams arrive together. Four or five can threaten a base quickly, but the investment is vulnerable to scouting and can consume resources that would otherwise make the main army more resilient. Hide the approach when possible, use side routes and attack a high-value objective such as a Town Center, Factory or military production building. If the opponent must turn the army around to respond, the Ram has also created space for the rest of the force. Do not leave it hitting an expendable structure while the enemy can destroy it without pressure. Rams can attack ships at the coast, including Galleons, which makes them an unusual land-based threat to a naval force that fights close to shore. This is a situational advantage: the Ram must reach a valid shoreline target and remains exposed while doing so. It can punish a careless landing or ships sitting near a beach, but it should not replace naval units when the objective is control of open water. Light Cannons become another land option against ships in the Industrial Age, so the Ram’s special value is strongest before that transition or when the coastal approach is protected. Siege unit upgrade cards affect Rams alongside Mantlets and other eligible siege units. Their cost, training time and slow movement mean that a card or Home City shipment is most valuable when the plan has a clear siege window. The WarChiefs version had 200 hit points and tagged the unit as Infantry; update 13.18214 raised it to 250 and removed that tag. Update 15.59076 added its 10-damage hand attack against units, with a four-times Artillery multiplier. When comparing old guides or replays, separate those versions from the current profile. The Ram remains the only Haudenosaunee unit built specifically to convert a protected ground advance into direct pressure on buildings.
Choosing targets and supporting the advance
The Ram works best as the final part of a combined-arms push. Its 3.5 speed is slow enough that the supporting force must clear the approach first; let faster units scout ahead, remove militia or siege counters, and guard the Ram from cavalry. When the route is secure, select a structure that affects the opponent’s ability to respond, such as a Town Center, Factory or military building. If the enemy army turns to defend that target, the rest of the Haudenosaunee force can take ground elsewhere. The 50% ranged resistance helps against ordinary ranged focus, but does not protect it from its specialist siege counters or from being trapped. Because the Ram uses Food and Wood rather than Coin, production can compete with villagers, buildings and other siege plans. Use the Home City cards for Rams or Siege unit improvements when their timing supports a coordinated attack, and remember that the Iroquois Siege Party or Mohawk Support can deliver Rams as a shipment. The shipment changes arrival timing, not the need to screen the units after they appear. Against coastal Galleons, approach from land only if the shoreline can be secured.
Haudenosaunee siege and artillery counter
The Ram is a Haudenosaunee Fortress Age siege unit trained at the Siege Workshop. Its 75-damage siege attack threatens buildings, while a 4× bonus against Artillery makes it a specialized way to remove enemy guns. The Ram moves at 3.5 speed, has 250 hit points and 50% ranged resistance, so it is slow and vulnerable to being intercepted despite its resistance. Use it behind a screen and select a route that avoids unguarded enemy cavalry.
Population and escort planning
A Ram costs 80 Food and 120 Wood, uses two population and takes 45 seconds to train. Its 15 line of sight helps reveal nearby ground, but its range is short and it must remain close to a target. Escort it with units that can hold the frontline and protect against anti-siege forces. Commit Rams when a building or enemy artillery is a priority, and withdraw if the opponent can surround them. Their role complements the Haudenosaunee army; they are not a fast response unit.