Continuing on from the Eldar HQ, here are the troops. Here's the Eldar HQ review if you missed it.
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.
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.
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 up and down though all now sit at 20 points, except the eldar missile launcher which is 10 points more.
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.
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
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.
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.
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