Guardian Battlehost (540)
Farseer [100]
10 guardian defenders + EML (free)[90]
10 guardian defenders + EML (free)[90]
10 guardian defenders + EML (free)[90]
1 Vyper shuriken cannon [40]
1 War Walker x2 brightlance [70]
2 Shadowweaver [60]
Guardian Stormhost (570)
Farseer [100]
14 storm guardians + x2 fusion guns + x2 power swords(free) [126]
8 guardians + x2 fusion guns + x2 power swords(free) [72]
8 guardians + x2 fusion guns + x2 power swords(free) [72]
1 Vyper shuriken [40]
1 War Walker x2 brightlance [70]
3 Vibro Cannon [90]
Wraith-Constructs
Wraithlord + wraithblade x2 flamers [125]
Wraith-Constructs
Wraithlord x2 flamers [120]
Living Legends
Avatar [195]
Karandras [200]
I've always loved playing an eldarzilla list. The wraithlords stay along side the avatar giving him a cover, taking challenges, being bullet magnets. The avatars buffs work really well on them as well. The lords are naked as they will run every turn, but still have there flamers to help avoid being tarpitted.
Karandras joins the large storm guardian unit, giving them a stealth. All three storm guardians follow the avatar/lords very closely. The host perk will allow everyone a full run every turn to help get into close combat that much quicker.
One farseer joins karandras and his stormies buffing their unit and the avatar/lords. Will try for runes of fate to get doom & fortune, switching for guide after 2 rolls if I fail to get both. If I get both in 2 rolls, I'll roll divination trying for prescience or misfortune.
Other farseer joins a defender guardian. He will take the primaris powers from divination, runes of fate, and try for something fun on telepathy. He will use the primaris powers to buff the guardians and ensure their EMLs hit their targets, or buff the batteries.
Guardians are taking the EML for their versatility and abilty to take down flyers. Not as cost effective as other options, but it is a great choice as the host makes them free.
Shadowweavers handle infantry, vibro cannons handle monstrous creatures and vehicles.
Walkers outflank and sure to use their brightlances on some rear armour.
Vypers held in reserve and come in to help flank the enemy and punish them with some solid strength weaponry.
The walkers and vypers are cheap and solitary, but are in no way a tax for the warhost. They may be easier kill points, but by being held in reserve, it helps hold off first blood and by the time they come in, most units should be in or close to being in close combat.