Continuing on from the Eldar HQ, here are the troops. Here's the Eldar HQ review if you missed it.

Dire Avengers



The humble Dire Avenger has had a cheeky single point increase in the new codex, but considering the Avenger gets battle focus and anicent enemy in that I do not think that's too bad. Also do not forget that the avenger catapult has the bladestorm special rule.

As well as getting the new army wide special rules, Avengers gained plasma grenades and counter-attack. Having counter-attack is a bit bizarre as they have 18" range guns and with battle focus could easily run out of the way. But hey ho it is a nice bonus so I not going to complain too much.

The Avengers took a nerf by losing the former bladestorm rule (let them fire an extra shot in the shooting phase in lieu of shooting next turn), I personally wasn't a huge fan of this power, though I know some other people liked it.

Summary

The Avengers are still the cool guys and having that little extra oomph for only a single point more makes them really worth it. However they now have competition in the form of Guardians.

Rating: 8/10

Guardians



Guardians have increased by a single point and now cost 9 points per model, considering you get bladestorm on the shuriken catapults, anicent doom, battle focus and plasma grenades I do not think you can really complain.

You can add additional Guardians to the unit to make Guardian blobs, this will be handy when doing Footdar supported by Avatar and some of the big Elfzilla monsters.

Guardians still have the options to take a weapon platform (this was mandatory before), the shuriken platform has seen a massive 10 points increase while the other weapons have gone up and down though all now sit at 20 points, except the eldar missile launcher which is 10 points more.

Storm Guardians

I thought I would cheat here and slip in Storm Guardians even though they are a seperate troop choice. Reason for my cheating is they are basically Guardians who have a pistol and chainsword instead. Two Guardians can change their weapons to either a flamer or fusion, both have seen points changes and cost respectively compared to imperial counter parts. A new addition is that two Guardians can switch their chainswords for a power weapon, which probably isn't worth it on a S3 model.

Summary

Like all BS3 Eldar, Guardians have seen an increase to BS4, which makes them a lot better at shooting than previous. You then have all the additional new rules and wargear as mentioned above. For 90 points for a base unit they are extremely cheap and you can create a wicked Footdar army for low points.

Rating - 7.5/10

Windrider Jetbikes



The Guardian Jetbikes have taken a funky name change and also dropped 5 points per model. You really cannot complain about that considering they have the shuri weaponry (bladestorm), ancient doom and battle focus, though battle focus won't effect them as bikes cannot run. Like all BS3 Eldar units they got boosted up to BS4 - happy days.

Windriders can take a shuri cannon per every three bikes for 10 points a pop. A unit of six Windriders would cost 122 points and put out 6 x S6 shots and 8 x S4 shots, all of these have the bladestorm special rule by the way.

Remember that Eldar jetbikes can move 2d6" in the assault phase even if they do not assault and can turbo boost boost a whooping 36", though cannot do both.

Summary

For an ultra cheap, survivable and fast unit you cannot go wrong. I can see mass Saim Hann lists coming about with Warp Spider or Vyper support with the odd Wraithtitan or two. If not used in mass jetbike lists expect to see them hiding away and boosting down the board to get linebreaker or holding back and manning a quad gun.

Rating: 7.5/10

Rangers



Like many other Eldar units, Rangers have taken a nice drop in points (7 points decrease) and gain the Eldar army rules battle focus and ancient doom.

Rangers have remained mostly unchanged except the points cost, though have taken a nerf; previously a 6+ to hit counted as AP1, this rule is no longer available. Also Rangers can no longer be upgraded to Pathfinders, who on a 5+ to hit counted as AP1 also had scout and a rule which conferred +2 cover save with stealth instead of +1 cover save.

However, all it not too bad. If you take Illic Nightspear you can get shrouded and sharpshot (all shots count as precision shots) for your Rangers. Bad bit is this costs 13 points per model!

Summary

The Rangers have taken a hit in this new codex and while they are cheap the 6+ to hit counts as AP1 was excellent joined with precision shots from snipers. I can see them being used as cheap objective campers or quad gun holders, though Windrider units can do this job for cheaper and have additional movement and better toughness and armour save.

Rating: 5/10

Wave Serpent



The Wave Serpent has taken a slight points increase when you factor in the cheapest weapon option from the previous codex. On a good note all weapon options become incredibily cheap and while the eldar missile launcher remains the most costly (triple other points cost) is has still halfed in points from previous points cost.

The serpent shield has taken a radical change from the last codex, now any penetrating hit can be downgraded to a glancing hit on a 2+. This ability is extremely useful if Eldar are going second and Wave Serpents come under fire first turn. Shield can also be used as a 60" S7 D6+1 shot weapon with the pinning rule. However if you use the shield in this manner you cannot use it to downgrade penetrating hits until next turn. The serpent shield works extremely well with scatter lasers (laser lock rule - if scatter lasers hit all weapons on the model are twin-linked).

You can take vehicle wargear for the Wave Serpent. Holofield is an extremely cool piece of kit which gives +1 cover save if previously moved. Spirit stones can ignore crew shaken results on a 2+ and crew stunned on a 4+. Star engines allow the vehicle to move 24" flat out - that's extremely quick!

Summary

The Wave Serpent has become an extremely survivable dakka war machine thanks to the addition of holofield and scatter lasers. It can move extremely quick as it is a fast skimmer (can move total of 30") and can take a beating if the shield isn't used as an shooting attack. I can see Dire Avenger Serpent spam ruling the tables.

Rating: 9.5/10

Troop choices done. There's some cracking ones in there and only the Rangers let the team down. All of them are viable choices and so far the Eldar codex is offering a good strong variety, which can lead to some cracking but varied lists.