Units

Eagle Runner Knight

The Eagle Runner Knight is the Aztec ranged shock troop, available from the Fortress Age at the Nobles’ Hut. It gives an infantry-based Aztec army a mobile answer to Heavy cavalry and Hand shock troops without adding conventional Cavalry to the roster. The unit uses one population and has speed 6, but its 180 hit points and 12 maximum attack range do not make it a durable frontliner. Its best value comes from focusing its anti-cavalry volleys while another unit holds the enemy in place.

APPLIES TO The WarChiefs (2006); also in Definitive Edition
Eagle Runner Knight in Age of Empires III
Eagle Runner Knight
IN-GAME VALUES

Recorded values

Cost
75 Food, 75 Coin
Training
34 sec · 1 population · 15 XP per train
Durability & mobility
180 hit points · 20% ranged resistance · 6.0 speed · 18 line of sight
Hand attack
9 damage · 1.5 attack interval · bonuses: 3.0x vs. Heavy cavalry; 2.0x vs. Hand shock trooper
Ranged attack
15 damage · 2-12 range · 1.5 attack interval · bonuses: 3.0x vs. Heavy cavalry; 2.0x vs. Hand shock trooper; 0.75x vs. Infantry; 0.5x vs. Villager
Siege attack
8 damage · 6 range · 3.0 attack interval

Role & counters

The standard Eagle Runner Knight costs 75 Food and 75 Coin, takes 34 seconds to train, and fires a 15-damage ranged attack every 1.5 seconds at range 2–12. That attack deals 3× damage to Heavy cavalry and 2× to Hand shock troops, while dealing 0.75× to Infantry and 0.5× to Villagers. Its 9-damage hand attack retains the same mounted-target bonuses. Keep it near Aztec frontline units and focus fire on valuable targets; Arrow Knights or other siege units are a better choice for structures than its 8-damage siege attack.

When to field it

Train Eagle Runner Knights once the army reaches the Fortress Age and the opponent’s composition includes Heavy cavalry or Hand shock troops. A one-population cost makes them efficient as a counter screen, but Skirmishers and other long-range anti-Heavy-Infantry units can punish them. Hold them behind Coyote Runners or other Aztec troops, then move around the enemy formation to keep firing on the intended target. Do not waste volleys on Villagers or the opposing Infantry line when the unit’s profile is much stronger against mounted threats.

Aztec access and combat profile

The Eagle Runner Knight is an Aztec ranged shock troop introduced in The WarChiefs and trained at the Nobles' Hut from the Fortress Age. It costs 75 Food and 75 Coin, takes 34 seconds to train, uses one population, and has 180 hit points, 20 percent ranged resistance, speed 6, and line of sight 18. Its ranged attack deals 15 damage at a range from 2 to 12 every 1.5 seconds. The attack has a three times multiplier against Heavy cavalry, twice against Hand shock troops, and half damage against Villagers. The Eagle Runner also has a 9 point hand attack and a modest siege attack of 8. Its two attacks fire faster than many ranged cavalry units, giving it good damage output for its population cost.

Anti-cavalry and mobile support

Eagle Runner Knights fill a mobile anti-cavalry role for the Aztecs, who do not field conventional ranged cavalry. Their Heavy cavalry multiplier and Hand shock bonus let them protect the army from mounted charges and melee shock units. They are fast enough to flank or retreat, and the one population cost makes them efficient when the Aztec army needs many counters. They are not artillery specialists and their siege attack is poor. Use Arrow Knights, Puma Spearmen, or another siege unit to attack buildings rather than sending Eagle Runners to dismantle a base. The ranged attack has a short maximum range of 12, so the units must stay closer to danger than long range archers.

Weaknesses and target selection

Skirmishers and other long range infantry are strong answers to Eagle Runner Knights, as are Heavy infantry and fast Rodeleros. The unit has only 180 hit points and 20 percent ranged resistance, so concentrated fire can defeat it before it reaches a target. Avoid using it as the first line against a mass of Skirmishers. Instead, let other Aztec units draw fire and move Eagle Runners around the flank toward Heavy cavalry or Hand shock troops. Focus fire to remove high value targets; spreading 15 damage shots across the enemy force wastes the unit's class bonuses. The unit's speed helps it choose an engagement, but it cannot safely chase every retreating target into defensive fire.

Upgrades and classification

Aztec age upgrades and Home City combat cards improve the Eagle Runner's hit points and attack. The unit was tagged as Ranged shock trooper in update 54545, which affects the bonuses it receives and the counters that apply. Older strategy guides may describe it simply as ranged infantry or compare it with cavalry; its current shock troop classification explains why artillery does not counter it in the same way as ordinary infantry. It still takes reduced damage from some anti-infantry effects, but dedicated Skirmishers can defeat it efficiently. When choosing upgrades, make sure the Eagle Runner remains a substantial part of the army so the card or research investment improves enough units.

Army composition and timing

Eagle Runners work well with Coyote Runners or other Aztec units that can pressure Skirmishers and Heavy infantry. The Coyote Runner can move quickly into ranged lines, while Eagle Runners stay ready to answer Heavy cavalry. Keep a separate siege unit for buildings and maintain enough frontline troops to prevent the Eagle Runners from being surrounded. The unit becomes available in the Fortress Age, so it is a midgame response rather than an opening unit. If the opponent transitions away from Cavalry and Shock troops, reduce production and add a unit better suited to the new composition. The Eagle Runner's mobility and low population cost are strongest when its target bonuses are relevant.

Using range and population efficiency

Eagle Runner Knights use only one population and fire every 1.5 seconds, so a group can deliver a steady stream of anti-cavalry damage without consuming as much army space as mounted archers. Their range varies from 2 to 12, making them most effective in a compact line behind the frontline. Keep enough distance to fire as cavalry approaches, but do not allow the enemy to surround them at short range. Their 18 line of sight can spot an approach early, though a scout is still useful to reveal the full composition. At close range, focus on the unit's Heavy cavalry and Hand shock bonuses rather than using them as a general infantry counter.

Choosing the right enemy

The Eagle Runner's ranged bonus makes it an efficient response when Heavy cavalry or Hand shock troops are central to the opponent's army. Against a line of Skirmishers, it is better to move around them or use another Aztec unit to draw their fire. Against buildings, switch to a dedicated siege unit. This target discipline preserves the one population unit's value and avoids wasting a shipment or production queue on matchups that favor the opponent.

Supporting other Aztec units

An Eagle Runner group can keep enemy cavalry away from Aztec archers and artillery. Use Coyote Runners or Club Warriors to disrupt ranged infantry, then keep the Eagle Runners near the vulnerable part of the formation. If the opponent changes to Heavy infantry, rely on the rest of the Aztec roster to screen the ranged shock troops and avoid a prolonged direct fight.

Maintaining the anti-cavalry screen

If the opponent uses several Cavalry groups, keep Eagle Runner Knights near the army's ranged units rather than sending them on a distant raid. Their range 12 and speed 6 let them change sides quickly, but they need room to fire and a safe path away from Heavy infantry. Retreat as soon as the anti-cavalry screen is bypassed, then reengage once friendly units have restored the formation.

Training and replacement

The Nobles' Hut provides the standard production route, while the Fort and American Citadel can add forward production under their respective rules. Keep the building safe and queue Eagle Runners only while their target bonuses match the opponent. Their 34 second training time is manageable, but a lost group can still expose the Aztec ranged line until replacements arrive.

Ranged Shock Infantry substitute for light cavalry

Eagle Runner Knights are fast ranged Shock Infantry that fill a role similar to other civilizations’ light ranged Cavalry. They are relatively inexpensive and combine useful range with strong attacks against Heavy Cavalry and hand Shock troops. Their weak siege attack means they are poor choices for breaking buildings, so keep a dedicated siege unit for that objective. Use their speed to reposition and attack mounted threats before those units reach the ranged line.

Protect them from Skirmishers and Heavy Infantry

Long-range infantry, especially Skirmishers, and Heavy Infantry can threaten Eagle Runner Knights. Their mobility helps them avoid a bad fight, but a narrow route or defensive structure can trap them. Keep them behind a screen, focus on their counter targets and retreat when the opponent adds the units that defeat them. They are most useful as one component of an Aztec army, not as a stand-alone replacement for every Cavalry role.

Range and resistance before recent updates

The current Eagle Runner Knight trains in 34 seconds, compared with 37 seconds before update 13.27885. Its ranged resistance is now 20%; earlier values were 30% before update 13.27885 and 25% before update 13.58326. Update 13.58326 also added a 0.75× ranged-damage modifier against Infantry. Use the current profile for present matchups; earlier high resistance values belong to older balance states and should not be combined with the current training time.