Chaplain Pallantide wrote:Avatar
I generally find farseers to be more useful than the avatar unless you are running a guardian horde. In this case, you are running nothing but leadership 9 aspect warriors, so the avatar may not be the best option for you. Just something to think about.
8 Striking scorpions exarch w/Claw and Shadow strike
Looks good. Run will really help them out
6 Fire Dragons
These guys require a transport. There is just no way they will live long enough to do anything without one. Either give them a wave serpent or buy a falcon for them to ride in, but putting them on foot is a death sentence. Or at the very best, it guarantees they will never get into a range to be useful against anything they are good at killing.
10 Howling Banshees exarch w/Executioner
If your army had fewer models, I would chastise you for not giving these girls a transport, but with this many bodies on the ground, the foot banshees stand a decent chance. Just make sure they are getting cover saves all the time (either from real cover or from dire avengers standing in front of them).
2x10 Dire Avengers exarch w/2xShuriken Catapults, Bladestorm
If these guys are the front runners of your army they should be able to soak up enough fire (or just provide cover for your other units) to ensure the rest of the army gets where they need to be.
3xShining Spears
3 spears are not enough to really accomplish anything useful. I would ditch them for something else.
8xWarp Spiders exarch w/Death spinners and powerblades
I've never been fond of warp spiders (well not since 2nd edition ended at least). They are really fast and have high strength shooting, but no
ap. They are rather tough by eldar standards due to 3+ armor though so if they work for you, by all means keep them. If you find that they are not quite living up to their point cost then you may want to ditch them for something else (like a falcon for your fire dragons)
8xSwooping Hawks
Are you serious? Swooping hawks are of the sisters repentia of the eldar. These guys are really expensive for a unit that really doesn't do anything very well. They are fast and can move around real well, but the problem is with their rather junky guns, they tend to not do anything once they get where they are going. If you can catch some termagents or imperial guardsmen outside of cover, then you can do a number on them, but there isn't much in the way of other targets that hawks are good against. Its a shame too, they have such cool models.
5xDark Reapers
If you can squeeze in the points, an exarch with crack shot and a tempest launcher is hell on wheels. Nothing like lobbing 2 templates a round that are ap3 and ignore cover saves. The only draw back of it is that the tempest launcher only has a 36" range while the rest of the squad has 48. In either case, the reapers will be a great asset to your army, particularly since no other unit you have will be doing any killing on turn 1.
So with the rough list above what units NEED exarchs and what should they be given...
The hand to hand units require exarchs (particularly the scorpions). They add a lot of punch for not too many extra points. The dire avengers also require exarchs to get blade storm, which gives them a huge boost of burst damage. Fire dragon exarchs are a waste of points, so skip them. Swooping hawk exarchs are also not really worth having since all they do is tempt you to put your hawks into places where they are going to get killed. Dark reaper exarchs are good but not required. If you are not going to spend the points to get them all they toys they need (crack shot and tempest launcher) then its best to save the points and skip the exarch all together. Never give a reaper exarch a missile launcher, it tempts you to waste a squad that is uber at killing troops by shooting at tanks. I haven't really explored the options for shining spear or warp spider exarchs, so I don't think I'm in a good position to offer advice on those two.
Hope this helps.