Eagle Scout
InfantryBase values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.
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Eagle Scout
FeudalEagle Warrior
CastleElite Eagle Warrior
ImperialThe coach's briefing
The Eagle Scout is your early game mobility as Aztecs, Mayans, or Incas. With no horses, these fast infantry units scout the map and harass villagers. In Feudal, they can raid under TC fire briefly thanks to good speed. They upgrade to the powerful Eagle Warrior in Castle Age. Classes: Infantry, Eagle Warrior.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
The Eagle Scout is the Mesoamerican answer to Scout Cavalry. While not as strong early, they have the **massive advantage** of becoming Eagles, which are far superior to Light Cavalry later.
Tactical Playbook
Early Scouting
Use your starting Eagle Scout just like a Scout Cavalry. Find sheep, boar, and opponent's base. Their 6 LoS is decent.
Villager Harassment
In late Dark/early Feudal, send Eagle Scouts to enemy gold or berries. Force garrison or idle time.
Castle Age Power Spike
Save your Eagle Scouts. Once you hit Castle Age and upgrade to Eagle Warriors, they become a dominant force.
Critical Point
Extremely weak to **Men-at-Arms** and **Archers** in early game. Don't commit Eagle Scouts to fights you can't win.
Understanding The Stats
The Eagle Scout has modest stats optimized for scouting and light harassment, not direct combat. Their value comes from surviving to Castle Age.
Fast Infantry
Faster than any infantry and many cavalry units. You can outrun Knights (1.35) with good micro.
Low Combat Stats
4 attack is very weak. You lose to most military units 1v1. Focus on hit-and-run, not fights.
Pierce Resistance
2 pierce armor is excellent for early game. TC and arrow fire hurt less than you'd expect.
Vulnerable to Infantry
0 melee armor means M@A and other infantry shred you. Never fight infantry.
Coach's Tip
Your 2 pierce armor is your best asset. Use it to tank TC fire briefly while harassing villagers, then retreat before you die.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Monk | +8 |
| Siege Weapon | +3 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Eagle Warrior
Vulnerable to Champions and Hand Cannoneers.
Key Upgrades
Civilizations
* 2 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Eagle Scout is fast shock infantry for scouting and raiding, with 50 HP, 4 attack, 0 melee armor, 2 pierce armor, 1.1 speed and 5 line of sight. It costs 20 food and 50 gold and takes 50 seconds to train, so it is not a disposable free scout once the opening develops. The official help says it is resistant to conversion, strong against Monastery Units and Archery Units, and weak against the Militia-line and Cavalry. Its Infantry and Eagle Warrior armor classes explain why archers are a poor emergency answer, while its attack bonuses against Monks and Siege reward a direct hunt for exposed support units.
History & balance
The Eagle Scout is the starting form of the Eagle line: a Mesoamerican civilization can turn a scouting unit into a persistent military threat instead of replacing it immediately. Its role evolves from map information to vision-led raids on Monks, siege and exposed ranged units, then toward Eagle Warrior upgrades in the Barracks. The civilization context changes the timing. Aztecs train military units 15% faster, while the Mayan technology Holcans is listed as giving Eagle Warriors +40 HP later on; read the actual civilization before assuming every bonus applies to the same stage. The important design choice is consistent: mobility and conversion resistance compensate for modest base attack.
In pro play
Use Eagle Scouts to create information before they create damage. Their 5 line of sight and 1.1 speed let you check gold, find Monks or siege, and choose a flank instead of walking into the opponent's main army. When the fight is favorable, the Monk and Siege bonuses turn a small group into a sharp raiding tool; the pierce armor also makes Archery Units a bad bodyguard against them. Keep them moving, and retreat from Militia-line units rather than proving a point. The best transition is deliberate: preserve the early Eagles, add the Barracks upgrade and Blacksmith support when your economy can sustain a real infantry pressure, and use the surviving scouts as eyes for the next raid.
How to counter it
The classic mistake is sending Archers or Monks because the Eagle Scout looks lightly armored. The official help puts it in the weak categories of the Militia-line and Cavalry, while its strengths explicitly include Archery and Monastery Units. In practice, Long Swordsmen carry a real Eagle Warrior bonus and trade far better at contact; Champions amplify that same class bonus when the game reaches the later stage. Stop the raid with a melee screen and protect your ranged line. If Eagle Scouts keep breaking your economy and you do not know what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.