The Eagles are coming: how to play the Eagles in the new edition


This Hunter Orc is a metaphor for the metagame right now

With all of the exciting monster changes this edition (buffs to BPAs, striking spear supports, Dominant, and nerfs to Heroic Strike and some magic), the Eagles are all set to be the new hotness. And indeed, they do seem to be doing well in the stats we have available to us so far, as you can read about here. The Eagles are a powerful list, and with how easy it is to pull an army of them together quickly it's no surprise to see big flappy monsters all over the scene.

The thing about the Eagles, however, is that they’re not the easiest of lists to pick up and do well with. Pure Eagles will have a maximum of 8 models and 3 Might at any reasonable points level, most of which only have 2 Attacks base and all of which have big flying bases to manoeuvre around the battlefield. If you just pick up the Eagles and play them like any other list, you’ll probably find yourself struggling to compete and getting whittled down.

Enter this article, a full guide to the Eagles from listbuilding to the field of battle. We’re gonna start by discussing why to run the Eagles, move onto the two listbuilding questions associated with them (pure or as Radagast’s Alliance, and whether to run Fledglings), explore the fundamental gameplan of the list, discuss how and when to use Brutal Power Attacks, and finally explain the key ‘loss condition’ to avoid.

And for those of you just looking to hone in on that loss condition to fell some fearsome fowl, check in next week for a full article outlining the weaknesses of the faction and how best to take advantage of them.

Before then though, let’s dive into:

Why play the Eagles?

Does this not make your heart sing?

For many people people (myself included), this answer is as simple as ‘It’s cool to play a bunch of big birds and make shrieking noises.’ That’s especially true when all-monster lists have been consistently bad for at least one edition. If you’re looking for more gameplay-specific reasons, then the army is incredibly fun to use on the tabletop. The mobility of the list is insane, and coupled with all its Brutal Power Attacks (BPAs) there will always be something in your toolbox to deal with adverse situations on the field of play. Those tools won’t always work (A2 can be fickle sometimes), but with enough contingency plans and careful planning you can overcome almost anything.

Plus, and this really can’t be emphasised enough: running a bunch of Eagles and bowling people over is super fun and cool.

Conveniently, the decision to run the Eagles naturally tends to sort out most other listbuilding considerations…

Listbuilding: not the most complicated faction

Eagle listbuilding is pretty simple, as you might expect for a list with exactly 5 options in even its least constrained army list. As such, it basically resolves itself down into two questions: first, which army list should you run; and second, how many Fledglings (if any) should you field.

The former is the more complicated question. The primary benefit of running Radagast’s Alliance is that you get to field Radagast and Beorn alongside Gwaihir. This immediately triples your Might, gives you access to magic and Heroic Strike, and generally opens up a lot of options to you that otherwise won’t be available with pure Eagles. Beorn also gets some free Heroic Moves for himself, which is cute.

The downsides are pretty simple: you lose 2 Eagles for each of the heroes you take, your leader becomes noticeably more squishy, and you lose Piercing Cry. I want to really emphasise that last one because it’s at the heart of how Eagles play this edition, so you really need to be certain that you’re getting good value in exchange for leaving it at home.

Overall, I’m of the view that Radagast’s Alliance is worse than pure Eagles until at least 800, and maybe even a little higher than that. Having two more monsters on the table is a really big deal, especially in some of your harder scenarios, and Piercing Cry is just fundamentally broken. I’d be open to the concept of Radagast’s Alliance being better in some metas or at certain points values, but in general I think the pure list is the way to go.

This is a lot to give up

Things are much simpler with the Fledgling options. You should always run two of them at points values that are a multiple of 100 (e.g. 500, 600, 700 etc), where you get a whole extra bird at the cost of downgrading one Great Eagle. Easy choice!

And what about points values that aren’t multiples of 100? Should you field Fledglings then?

No.

I wrote a really long section on this, but frankly the analysis wasn’t that interesting and the answer was so conclusive that I left it out. Go check out the spiel I gave on this on Mountain Goat Gaming’s pre-Cancon list review here if you’re interested, or just accept the answer at face value.

With those two questions answered, listbuilding for Eagles is a simple as it comes: take Gwaihir, fill your remaining points with Great Eagles, then split one into two Fledglings if you’re playing a multiple of 100 points. Easy!

Primary gameplan: how to wield the flock

An Eagles list has a nice 3-step plan for winning most games (with an extra fourth step for some missions).

Step 1: Charge

First, try to time the first engagement for a turn on which you’re moving second. You’ve got an enormous mobility advantage over almost everyone, so this should be doable most of the time. And it’s definitely worthwhile waiting for, because not allowing your opponent to counterattack you on the turn you engage is extremely valuable.

There are exceptions to this rule when you really need to pin the enemy away from a key objective or your Supplies or whatever, and it’s less of an issue when you can guarantee that their counter-moves won’t be able to get them any traps (because you have been able to fill up the space between two terrain features with birds, normally). A list with a big shooting contingent can also force you to engage earlier than you’d like to, although it’s important to consider whether you actually care about the enemy shooting. A dozen Rangers will take several turns of shooting to even chip a single wound onto your flight of Eagles, so it’s probably more important to line up the right engagement than to dodge a turn of shooting from them. If your opponent has a siege weapon, on the other hand, then get your head down and get into combat ASAP (as you can see in action against Garrison of Dale here).

I had to engage on a turn that I was moving first this game, and it really hurt

In general though, you’re hoping to engage on a turn that you’re moving second to buy yourself at least one more turn before your opponent can counterattack. Helping you out in this regard is step 2…

Step 2: Piercing Cry

On the turn that you engage, the two things you really want are to do as much damage as possible, and to make sure that Gwaihir is positioned as centrally as possible. Because step 2 of the plan is to Piercing Cry right in the middle of their lines, stopping as much of their army as possible from moving and then slamming into them again.

Step 3: Kill a bunch of stuff

What this should give you is two whole turns in which you get to charge the enemy without them being to respond to you almost at all. Your aim is to do absolutely devastating damage on these two turns that put the tempo of the game outside your opponent’s reach. I’ll talk a bit more about exactly what kind of damage you should be prioritising below, but hopefully these two turns will give you the edge to clean up from there.

Both the Witch King and Warleader were dead within 3 turns of this photo. Ouch

Step 4: Remember that VPs exist

Once you’ve got the edge in materiel, the final step in objective games is to break birds off to score VPs. Thanks to that crazy 12” Move and Dominant this can often happen later in the piece than for most lists; an objective 14.5” away with two enemies on it can be flipped at a moment’s notice, so there isn’t as much need to dedicate birds to it until the final turn or two. In games like Supplies or Recon you may need to commit Eagles earlier to killing your opponent’s faster models and shutting down their routes to your side of the field, but it’s only really in the lategame that you need to be flying birds off their board edge, for example.

The white Eagle remembers that VPs exists and stands on an objective

So that gives us our 3(+1) steps: engage when moving second, Piercing Cry, use those two turns to do devastating damage, and then split off to do objectives once you’ve shattered the enemy. But what should we be doing on those two turns where we get to charge without countercharges?

Target priority

As an Eagle player, heroes are your number 1 priority for killing or burning out of resources. That’s for two reasons: first, Heroic Moves are the bane of your existence, and you don’t have enough Might yourself to keep calling them into the lategame; and two, most armies rely on their heroes to reliably kill Eagles (especially via Strike/Combat combos).

As such, the first thing to aim for on your two turns of freedom is assassinating heroes. If those heroes have no way to reach F7 or F8, then this is simple: just fly an Eagle (or Gwaihir) into them and hopefully flash-kill them. You may need to use Barge to actually get into them (see below for more details on that), and it may not work the first time. But in general, if you can get into most <F7 heroes with an Eagle they’ll die pretty quickly.

This F6 Ogre did not enjoy the encounter with a F7/S7 Eagle

Alternatively, if they have access to Heroic Strike, then you have two options. First, you can just charge them anyway. The Legolases and Eomers of the world might be able to Strike up above F7, but it’s often still worth the chance of charging into them. If they do Strike up high enough and get the 6 they need to win the combat, then chances are they will do 0-1 wounds back to your Eagle. Annoying, but not really an issue. On the other hand, if they fluff either their Strike or their duel rolls then you get the chance to plausibly one-shot their expensive hero. Absolutely worth the risk in a lot of situations!

Alternatively, you can use ‘Bolging’ to waste their Might. I’ve covered this before (like in this article from last edition on how to use Gûlavhar), but in short it basically relies on charging a model near the target and threatening to Barge into them. In order to reliably survive, they’ll need to call a Strike or Defence, at which point you can ignore them entirely and just kill warriors (or even Hurl someone into them regardless: Heroic Defence doesn’t help against a flying friendly model! [Edit: Heroic Defence does impact Wound rolls from Hurls, but still doesn't stop them being knocked prone!]). If you can do this to several of their heroes on your two turns of dominance, then hopefully they will be nearly out of Might by the time they actually get to move. Given that they’ll need their Might for Move-offs, this neatly removes the threat of the Heroic Strike/Combat combos that can fell multiple Eagles in a turn.

What about if your opponent doesn’t have any vulnerable heroes, or you can’t fit any more Eagles in to threaten them? At that point, the key thing is just chomping through warriors. An Eagle charging 2 warriors with spear supports averages between 1.7 and 1.8 kills per turn (depending on things like whether they have a banner or D6 on their back rank), so 7 Eagles plus Gwaihir (my 850-point list) averages around 30 kills over two turns. Now, obviously those numbers require unrealistic positioning, but even 20 kills is often enough to cripple most lists before they get a chance to swing back.

So, doing a lot of damage is clearly good, but how do you do all this killing on a model-by-model basis?

The holy trinity: Striking, Hurl and Barge

In general, there are three key tools in an Eagle’s arsenal: making strikes normally, Hurling or Barging enemies. Picking the right tool is critical for maximising your damage output, so let’s explore when to use each of them.

Striking

Striking blows normally is pretty simple, but it’s actually your biggest damage dealer in most circumstances. When you’re facing multiple models  especially with spear supports and especially on the charge striking is your best way to take models off the field. That’s primarily because of the new monster ability to make an additional free strike against a spear support when you kill the guy in front.

So if you charge into two models with spear supports and win the fight (a ~56-59% chance), then you will get to make 6xS7 strikes (in pairs) at the front rank. This will almost certainly kill both of them, at which point you’ll get to make a free S7 strike against both spear supports. That probably translates to 3-4 kills per successful fight, which is a huge amount of damage output.

This spreadsheet honestly did a lot to change how I used the Eagles. Would recommend

As such, if you’ve charged and are fighting multiple models, then striking normally will always be the right call unless you need a particular strategic use of Hurl or Barge.

Hurl

Hurl is more complicated, and it’s worthwhile quickly unpicking how it works now.

To start with, there’s no more drawing lines or anything like that: you pick up the model, and assuming you pass your Intelligence check, target one enemy within range and lob at them. Both the guy you’re picking up and the target take S6 hits and are knocked prone (which also means they get Knocked Flying and take a S3 hit as well if they were mounted).

The first key use of Hurl is pretty obvious: if a big enemy hero has charged into one of your Eagles, yeet one of their buddies at them and they’ll be instantly knocked prone and be unable to strike blows if they win. Nice! This is a key tool for keeping your Eagles alive, so make liberal use of it. Notably, however, it’s one that’s quite dependent on having Priority, because if your opponent has it then they can resolve their hero fights first to do some damage before being dismounted.

Alternatively, imagine that your Eagle is fighting a lone warrior (either because that was all you could charge or because your opponent just charged you with a single warrior). You could just make strikes or Rend them and that will probably kill the guy you’re fighting, but with Hurl you can deal 2 S6 hits to the model you’re fighting and 1 S6 to another model nearby (and knock both models prone if they survive!). It’s an extremely handy way to get multiple kills from a single combat where your opponent has otherwise denied you that opportunity. In games like Supplies or Recon, Hurl is also critical for allowing one Eagle to hold down a whole swathe of the board against spread-out enemies: just charge one model and Hurl them into another. And remember, the range is now measured from the monster, so you can swing your big 60mm base around an enemy to extend the threat range of your Hurl.

The aftermath of a turn in which 6 Eagles Hurled their prey. See all the models on the floor?

This is all made especially effective against cavalry, where not only are both models automatically dismounted (and thus neutered to some degree), they also take the extra S3 hit for being Knocked Flying. Against cavalry, it’s often very worthwhile to just charge one rider and Hurl into another; it might not quite be the Hurl lines of last edition, but it’s still very scary for a cavalry-heavy list.

And finally, Hurling is an excellent way to snipe out banners. To start with, if your opponent has made the mistake of leaving their banner out of base contact, then you can Hurl into them and either take them out or (at a minimum) knock them prone so they can’t give out rerolls to nearby models. Alternatively, if you’ve managed to get into the enemy banner but they could hand off to the model behind them, then you can Hurl from a different combat in order to knock the model behind them prone (and thus render them unable to pick up the banner if it falls). Finally, if you’re in combat with the banner and it’s not in base contact with any friendly models but could back away into contact with one of them, then consider Hurling the banner. The 2 S6 hits occur before the model would have been able to back away, and if they kill the banner bearer then it is never placed in base contact with the model you’re throwing them at. As such, they won’t be able to hand off the banner unless they’re actually in base contact before backing away. It’s a niche use, but very powerful when it comes up.

Barge

Barge is where the real flexibility of the list comes from, and it’s quite bonkers this edition. To see why, let’s dive into what’s changed about it.

The first change is the obvious one, and it’s really big: Barging monsters move D3+3” instead of D6”. This is huge because it means that your Eagles can reliably flap from combat to combat with at least one variable (whether they roll high enough to get back into combat) totally removed.

The second change is arguably even bigger, however: the monster player is now the one who chooses whether a model Makes Way. This means that if you’re in combat with two models, each of them can force another model nearby to move 3” in a direction of your choice. And if they were spear supported, then the number of enemy models that you get to move goes all the way up to 8 (because Barged spear supports are Backing Away, not Making Way, and thus can have other models Make Way for them). Also, because Backing Away and Making Away is sequential (one model moving after the next), you can have the same model Make Way for multiple Backing Away models consecutively. So if you were fighting two models with spear supports and Barged, then you could theoretically make an enemy model nearby Make Way 4 times, moving them up to 12” in 4x3” straight lines (although the exact positioning involved could be tricky). This doesn’t really come up (I’ve never used it usefully in a game), but it’s very silly.

These rules are obviously super flexible, and the uses they can be put to are very varied. The most obvious one is to Bolg or charge enemy heroes: by using Barge to clear away multiple layers of models in front of the hero, you can force them to Strike/Defence (if they realised the risk) or just swoop straight in and kill them if they didn’t. Indeed, sometimes you don’t even need to move the enemy warriors out of the way; you can just have the enemy hero Make Way towards your monster (and into a vulnerable position). 3” Make Ways give a lot of flexibility!

Believe it or not, Gwaihir can Barge straight into Saruman here. Screening out Barges is extremely hard

The same approach is also an option when dealing with banners, which are especially vulnerable to either having their nearby models moved away, or to being moved away from the battleline themselves. Banners are a key priority target for this list, so Barging them into the open and pouncing on them is a great use of an Eagle.

Another hilarious use of Barge is to shut down big enemy threats. For example, in practice games I’ve used it to bully a Balrog, by Barging a nearby Goblin and thus making the Balrog Make Way. Not only did this clear a gap for Gwaihir to swoop into the Goblin Captain hiding behind the Balrog, but because Durin’s Bane couldn’t Make Way the full 3” it was then knocked prone. I naturally Piercing Cried on the following turn, so the Balrog was stuck on the ground for several turns, unable to get into my Eagles and start doing damage. I attempted to do this at Cancon, but fell prey to the classic Eagle problem of ‘just losing 3 fights to lone Goblins’.

If the white Eagle wins its fight then it knocks the Balrog prone and probably kills the Cave Troll. But... it didn't. 

You can also use Barge to make an enemy combat threat move out of range of your models, especially after you’ve knocked them prone. Elendil is super scary, but if he’s on the ground and has been forced to Make Way more than 3” away from your Eagles then there’s no way that he can do any damage in the following turn.

Finally, Barge is obviously excellent for objective play. To start with, it’s a non-lethal strike that can be found all across your army; if you desperately need to not break/quarter your opponent this turn, then line up your Barges and get to work. And of course, while doing so you also get to control the positioning of enemy models by Barging them away from objectives and the like. You can do hilarious things to defend your Supplies, for example, by charging 1-2 models and using them to Barge off (via forced Make Ways) all the other models nearby that could destroy your objective.

With all these crazy tricks and sources of raw power, what could possibly defeat an army like the Eagles?

How you lose: traps and combos

Eagles are super tough, with 3 Wounds at D8. For context, 4 S3 warriors average 0.15 of a Wound per turn of combat, which you will recognise as a lot less than the 1.7-1.9 kills that the Eagle averages back against them. So what does kill these majestic birds?

Traps. Once an Eagle is trapped (especially by S4 models), it can die surprisingly fast. This is why it’s so critical to use Barge and Hurls to rescue trapped Eagles wherever possible (although a smart opponent will only allow you this opportunity on turns that you’ve got Priority). It’s also why you want to maintain gaps of <1” between Eagles a lot of the time in order to prevent enemy models getting around your flanks and trapping you. It still takes an average of 9 S4 warriors to kill a trapped Eagle, but even 4 or 5 have the chance to spike up or strip a couple of Wounds.

The more advanced (and much scarier) version of this is an opponent getting two heroes into one Eagle and trapping them. That allows for a Heroic Strike/Combat combo, which is your worst nightmare. Not only does the Strike probably guarantee that they have the higher Fight value, but the Combat means that this will happen before any of your other fights (and thus before you can Hurl anyone into the fight to defuse it). If those heroes and warriors can cut down your Eagle, then they can Combat into another Eagle (or even Gwaihir) to get double value out of the Strike and probably kill it as well. It’s a lethal, lethal tool, and you should prioritise shutting it down wherever possible.

As an extension of this, heroes or monsters who can call Heroic Combats while natively possessing a higher Fight value than an Eagle are absolutely terrifying for this list. You can read about Kylie carving through my poor birds with Glorfindel and Earnur at Cancon in this article, for example. As such, they are the perfect targets for things like Barge and Hurl shenanigans to shut down their offensive power, or even semi-sacrificial Eagle assaults. The Balrog can plausibly Combat through two Eagles in a turn, so ideally try to keep him on the ground, outside charge range or just fighting two Eagles at once. All easier said than done sometimes, but hey, I never said the Eagles were unbeatable!

Earnur and Glorfindel combo off one Eagle and it hurts

A lot of how to play the Eagles involves shutting down these threats, by killing enemy heroes, draining them of Might, or just whittling down the enemy numbers fast enough that they can’t consolidate in time to set up one of these big set pieces plays.

Conclusion: Are the Eagles broken?

Look, maybe. The large majority of my experience with Eagles at this point has been at 850 points, where they felt relatively balanced as a high skill army with a lot of tricks to play. But at lower points they have absolutely felt broken, with the stats appearing to bear this out as well: pure Eagles have a winrate of 65% overall, but a whopping 73% at 600 and below (Edit: at time of publishing these stats have fallen to ~63% and 66% respectively, so maybe the metagame is starting to adapt as people figure out their tricks).

There are a lot of factors in this, but Piercing Cry certainly seems like the big one. At 850 it can be played around, but at 600 it’s certainly an experience. If anything about the Eagles gets adjusted in the coming months, then expect it to be the game-warping power of Gwaihir’s big screech.

In the meantime though, the Eagles are beatable. Check back in later this week for a full breakdown on to weather the storm and bring down some birds.

And in the meantime, may you always win those critical Move-offs!

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