This review is for the original list, without taking the updates into account, for the sake of responding to the request for a critique. The review uses my 5/5 system, details of which can be found here:
Gutstikk's 5/5 Rating for Army List ReviewBackground: .5The list is built for background, and for use in tournament play though not necessarily for brutal tourney play. Because of this, the orientation is more towards theme first, impact second; also, any added challenges to tactical thinking created by this list are welcomed. Could use a bit more info in the theme area, mostly due to the obvious elephant in the room of 2 wraithlords on foot in an all-mounted list - some may not see that as sticking to the theme; without the right explanation it could be a source of irritation. Could also do with some specifics about why individual units have been selected over others. Still, it's a good enough introduction to give us an idea about what you're going for with it.
Composition: .5The army features a good range of thematic units from across the FOC with the possible exception of the heavy support section which needs some explanation. The unit roles are pretty versatile, though you are a bit weak in the anti-MEQ/Heavy Infantry department - a marine horde or Necron army might give you some obvious problems. You've got enough stuff that can pop tanks open with focused fire and the hard stuff can be destroyed at close range if necessary. A dedicated horde may give you trouble if it contacts your forces due to weight of numbers, so care will be needed to address this situation should it arise. Also, you have an obvious repeated vulnerability with all of your units generally sharing the same profile and essentially being duplicates - The right enemy unit could cause lots of problems to your army without you being able to respond to the threat it presents.
Utility: .5Most of the units have well-thought out upgrades that are not taken in excess, but I would question some of the following without any justification being present:
The Farseer probably does not need Doom; most of the firepower in your list will be doing its damage on a 2+ against most targets until you close, and even then, it's not a big deal unless you plan to do that kind of fighting a lot. If the traditional JSJ maneuver is what you intend, you could save a lot of points from the doom/stones, or possibly put them towards runes of warding, which would protect your force from enemy psykers.
The Spirit Seer jetbike squad is a little bit curios to say the least. I am of the opinion that you will have trouble balancing their movement and fighting capabilities with their spirit seer ability, and it could either severly limit how you use the wraithguard or how you use these jetbikes. Either way, it is an inefficient use of those points - it may be worth the 1/6 dysfunctional wraithguard in order to get an extra 6 turns of in-game effect out of the jetbike squad.
I've never been a fan of the Scatter/Shuricannon vypers. I feel that it is wasted points on one gun or the other. At close range the twin-linked catapults are almost as good as the cannon vs infantry, at a distance the Scatter Laser is all that's firing and it's not much worse than 2 shuriken cannons up close. Since you are looking to deny your opponent targets you will not want these squads to be close to the enemy; they will be one of the few things your opponent can fire back on and they'll be pretty sure to down them if they do. I'd lose the cannons, save the points. Between this and the farseer you could add some extra jetbikes to the list, or add another warlock, or another vyper... lots of good possibilities.
Flexibility: 1Here is where this list does it's best, with most units being able to deal with anything except for the possible AV14 vehicle. While you will have to be careful in how you engage your enemy, if you do it properly you should be able to cut down almost anything in time. All of your squads will need to have a care about avoiding assaults, but that is part of the design considerations you have for this list, so it's not a huge deal. Remember that while the Autarch will enjoy riding with the spears, it is not a necessity and may often prove useful to put him with the warlocks or a jetbike squad instead. I think while Doom could help you out in assault it won't be enough to push your units through successfully, so you may just want to drop it and get more stuff instead. You are spoiled for options in the shooting and movement phase.
Ingenuity: .5Some thought is given to how the units will be used, but there's not a whole lot of input on specific tactics or strategies, nor is there much consideration of your army's weakpoints. You may need to consider your vulnerabilities further, as well as how you will emphasize your strengths. This is not an army that anybody could put on the board and coast to victory with, so it merits deeper analysis.
Total Score:3, for a good army list. Some thought has been given to all areas with an emphasis in the area of flexibility, and the theme is generally adhered to quite nicely.