HQ
Farseer JB, stones, RoW, Doom, Fortune, spear (178)
8x Warlock JBs, 1 enh, 2 emb (1x spear), 4 destro (428)
TROOPS
5x Avengers (60)
-Falcon EML, stones, Holos (180)
10x Avengers Exarch BS (147)
-Serpent BL, stones (145)
10x Avengers Exarch BS (147)
-Serpent BL, stones (145)
HEAVY
Prism stones, holos (160)
Prism stones, holos (160)
I will note I did not read anything about your strategy for using this army. I prefer to read the list straight up, and as an eldar player there wont be many surprises in how its used anyways.
Redudancy-1.5
I feel this army has a decent level of redundancy. Both in terms of having multiple repeat units (avengers, prisms) but with lots of its units being able to sub in and do other units roles. Prisms can take out infantry, serpents can pop tanks and what not.
Hand to hand ability-1.0
1 unit. That’s it. And its not an optimized one as far as councils go. While it can threaten a multitude of things, a unit like plague marines or terminators could possibly win combat, even with fortune up. The lack of power weapons really hurts it. It is the only hand to hand unit in the army. A lot of good players would tarpit this unit and work away at the rest of your list.
Ranged ability-1.5
This army is a very effective shooty list. It has the speed to avoid combat, and the ability to constantly hamper the enemy with anti tank, and then deliver decisive anti infantry in the form of the avengers. And holo field trio can also add some anti infantry. It will require some precision to use though, but isn’t that what eldar are all about.
Speed-2
Eldar army, everything either on bikes or in grav tanks. That’s all that needs to be said here.
Toughness-1.5
The speed plays a large part of this. And at 1750 3 grav tanks will be a pain in the balls to get rid of. Plus the serpents, this army will make anything without maximum anti tank cry. Finally the council has fortune on. Eldar armies are often underestimated in the toughness category, use it to your advantage.
Disruption-.5
The speed is all that’s going for this army disruption wise. Im assuming the RoW on the seer are runes of witnessing instead of warding. But with no autarch reserve games will be tough. And nothing that can outflank means that once this army is on the table its strictly relying on its speed to confuse the opponent. If the RoW are warding then it gets a 1.0
Objective taking ability-3.0
Multiple holo tank, multiple serpents, and a jet council. Sounds like last turn contest/hold one objective tactics to me. Three troops in a 1750 list are impressive for eldar.
Killing ability-2.0
This largely has to do with the lack of hand to hand. While the army can put out some firepower its largely attrition based. Shoot, move, shoot, move etc. Avengers hop out, blade storm boyz mob, roll bad, get ran over next turn. Hand to hand is simply more decisive, and this army will take a lot of skill to table anyone with.