Ok, I revised the list, using suggestions from Powerguy, and came up with this list, at a cool 2000 pts flat:
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***2000 Pts Eldar***
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173 - Farseer - Eldar Jetbike, Singing Spear, Runes of Warding, Spirit Stones, Fortune, Guide
482 - 9 Warlocks, all on Jetbikes -
4 with Witchblades, Destructor
1 With Witchblade, Embolden
1 with Singing Spear, Embolden
1 With Singing Spear, Enhance
2 with Singing Spears
205 - Guardian Jetbikes - 6 Guardian Jetbikes, 4 with Twinlinked Shuriken Catapults, 2 with Shuriken Cannons
1 Warlock on jetbike, Embolden, Singing Spear
205 - Guardian Jetbikes - 6 Guardian Jetbikes, 4 with Twinlinked Shuriken Catapults, 2 with Shuriken Cannons
1 Warlock on jetbike, Embolden, Singing Spear
60 - 5 Dire Avengers
210 - 3 War Walkers - x2 Eldar Missile Launchers
125 - Fire Prism - Spirit Stones
180 - Falcon - Eldar Missile Launcher, Holo Field, Spirit Stones
80 - 5 Fire Dragons - x5 Fusion Guns
130 - Wave Serpent - Twin Linked Eldar Missile Launcher
75 - Viper with Eldar Missile Launcher, Shuriken cannon
75 - Viper with Eldar Missile Launcher, Shuriken cannon
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My thoughts on the suggested revisions:
You are always better off keeping vehicles separate rather than squadroning them. If they aren't firing they aren't worth much, and considering we are talking about a AV10 Open Topped vehicle the vast majority of the time as soon as they get hit by any kind of real anti tank weapon they just die, so there is no point making things easier by allowing Immobilise results to kill as well. Keeping them separate also maximises your damage output, since you can hit more targets and will never waste shots.
Yes, that makes a lot of sense now that I think about it. They're more of a nuisance to target if individual, and can sneak around and support whichever grav tank/jetbike squadron they want to accompany, which is their purpose. By making higher priority targets, maybe not dying?
With the changes to Witnessing/Warding/Shadow in the Warp you absolutely have to take Witnessing if you are running a Council now.
Is it really necessary when I have 2 Warlocks with Embolden? Since Embolden allows any member of the Warlocks squad to reroll Leadership Tests, and a Psychic Test is a regular Leadership Test, that seems reliable enough, though perhaps playtesting will prove otherwise. It is true that Fortune is necessary to get off to keep the unit the super-tank that it is.
10 Guardians really won't do much, particularly with a Bright Lance. With BS3 you get at max 3 hits per game. If you really want to take Guardians give them a Scatter Laser so they might actually hit something, at most an EML (since its cheaper than a Bright Lance and is more flexible).
I have a love/hate relationship with Guardians, I found when I ran 4+ Guardian Squads, some numbering 20, I liked having 1 or 2 10 man squads for the mere purpose of toting a heavy weapon to hope for a lucky shot, and hide on an objective. It does seem that they are very unlikely to both survive, or hit reliably, from my past experience, though. I was worried about anti-tank, and wanted more
Dragons should be in a Serpent, they should absolutely NEVER be in a Falcon.
Ha, that's always been something I've done for years. Granted, I have yet to come up with balanced, winning Eldar lists at 2000 pts, so I'm sure I have much to learn on the wily ways of the Eldar. I always liked the aspect of a "free transport" for a unit that is essentially that extra answer for when you need 5 melta guns. You don't need much more than that to reliably kill an average tank, though perhaps an Exarch with crack shot would be needed with all the cover vehicles tend to see.
Heaps of stuff will destroy this list.
Hmm, maybe, hopefully I strengthened it a little. It may be that my concept isn't the most solid, but I expect it to be fun to play anyways. I may have to consider how much Psychic defense is out there, though.
Overall, I like the mix of vehicles and speed this army brings. It brings decent ranged Firepower, between the Prism and 6 Eldar Missile launchers/Shuriken Cannons. It also brings models that I feel are fun to use (skimmers, fast jetbikes, walkers, etc), and make for an engaging game. But, the Jetbike Seer Council really is the crux of this list. It must function in perfect unison with the rest of my army properly supporting it, or my list won't put a dent in my opponent. It seems like half of the game will be excellent tactics and battlefield choices, moreso than other lists. Then my question to ask myself is how to answer other armies "power" units ... Tarpitting is boring.