NavalEdad Feudal

Hulk

Warship with a close range melee attack.

Coste

7535

Combate

P. vida90
Ataque4
Armadura4 · 1
Velocidad1.42
Alcance1

Entrega

EdificioMuelle
Entrena42s
DisponibleTodas las civilizaciones

Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.

Línea de evolución

  1. HulkFeudal
  2. Hulk de Guerrade los Castillos
  3. CarracaImperial

Hulk es fuerte contra

Hulk es débil contra

Conocimiento

Bonificaciones de ataque

ObjetivoBono
Barcos de Fuego+1
Edificios+-3
Barco de Fuego+1

Clases de armadura

BarcosBarco cuerpo a cuerpo

Determina qué bonificaciones de ataque le afectan.

Mejoras clave

Edad de los Castillos

  • Careening

    +1 Pierce Armor for ships

Edad Imperial

  • Dry Dock

    +1 Pierce Armor for ships

Tácticas

Hulks serve as the answer to enemy Fire Galleys. In the Feudal Age, they are not easily countered by small numbers of Galleys, even if the enemy micromanages their ships. They do have to watch out for Demolition Rafts, which they cannot engage without taking heavy damage. They can also get inside the minimum range of Docks, but deal less damage to them to compensate.

Consejos

  • Commander, the Hulk is a heavy-built melee warship designed to dominate close-range naval combat. With thick planking and reinforced hull, the Hulk is built to soak melee damage: 4 melee armor for only 1 pierce, and 90 HP. Its own damage is low — 4 attack, plus a single point against Fire Ships. However, the Hulk is a melee vessel — it must close distance to attack, making it vulnerable to Galleys and War Galleys that can kite from range. Use Hulks to protect your fleet from Fire Ship raids and to control narrow waterways where their melee advantage is maximized. Upgrade to War Hulk in Imperial Age for improved stats.aoecoach
  • Being melee means Galleys and War Galleys can kite you endlessly on open water. Never send Hulks alone — they need ranged ship support to close distance.aoecoach

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