Edited from other posts:
Final list update:
Farseer - doom, fortune, SS, ROWarding: 145
Autarch - mandiblasters, power weapon: 90
Striking scorpions 9 – exarch, scorpion claw: 171
-wave serpent – TL shuriken cannon, SS: 110
Storm guardians 10 + 1 – warlock, 2x flamer, destructor: 127
-wave serpent – TL BL, SS: 145
Storm guardians 10 + 1 – 2x flamer: 92
-wave serpent – TL BL, SS: 145
Dire avengers 5: 60
-Falcon – EML, SS, Holofields: 180
Fire prism – 115
Fire prism - 115
Total: 1495
moc-score pending...
Bear with me, this one is 3 down the list.... OK..
Lists decent overall, so I am thinking that it should do OK.. but if you add a write up on its usage, and tactics, that would help me and others.
Cheers
here is my proposed tactics for the list:
Running an autarch gives me a large advantage when choosing to go second or forced to go second and putting everything in reserves to deny my opponent something to shoot at and coming in on 3+ on turn 2, and 2+ from then on out if I so chose to add the +1 modifier.
My farseer AND autarch will be running in the scorpion transport. The farseer will fortune their transport or any transport I plan on moving flat out to give me a re-rolled 4+, but preferably their own transport.
The autarch is running mandiblasters instead of a fusion gun because of the squad im putting him in, id prefer the +1A over the melta gun and taking a single pot shot which may or may not ever happen, only playing will determine that.
The scorpions are my biggest threat and I will be protecting this unit until ive shot down his army some and I can safely get out and assault and do some damage.
I prefer storm guardians to dire avengers for price and the fact templates are great, ignores cover, automatically hits, and its a strong weapon. I couldnt aford a 2nd warlock (there simply was no points to move around), so my second squad will likely stay in their transport longer and be used more for scoring purposes and only get out if they can kill what their after.
The 5 dire avengers are obviously ment to never get out, and its a hard scoring unit. Taking the EML allows me to move 12" and still fire a plasma shot.
Fire prisms are naked because there simply is no points to give them holofields.
Overall strategy is a reserve/mech strategy. If im placed in the position I can choose to go second and put everything in reserves, or choose to go first and attack quickly, getting into assault range on turn 2. I can also choose to sit at the back of the board and shoot the army down while they slug it across the field before engaging on my terms as the Eldar tanks are rather strong (compared to rhinos and the like). The fire prisms will typically stay as far away from the fight as possible and when needed use the TL S10 or S6 blasts. Generally I plan on keeping things in their tanks for as long as possible, until Im forced to get out, or the enemy is close enough to engage, as several rounds of shooting at them could prove quite effective.