Aman wrote:HQ: Farseer and warlock bodyguard (to enhance army abilities). Possibly an Autarch on Jetbike?
[Should I get a Seer Council? Do any of the special characters enhance this type of army?]
You have some decisions to make here. The first is if you want your farseer with warlocks or not. The farseer is a leader that can be run in a lot of different ways to do a lot of different things. If you put your farseer with warlocks, they become an extremely tough unit (you give the farseer fortune so that the whole squad has 4+ I saves that you can reroll if you fail). They are also a hand to hand unit that has the odd role of being very good at killing things with high toughness and bad armor saves. Since nothing with a toughness over 4 has an armor save of less than 3 (that I can think of offhand) there isn't much in the way of perfect targets for them. However if you are having a hard time bringing down things with high toughness, then these guys can really help you out. On the other hand, you can run the farseer without warlocks just as well. You could put him with your banshees, give him fortune, doom, and spirit stones and have him fortune the banshees, doom their target, and have him fight with them. Another option would be to have ride in a serpent with your dire avengers or guardians and give him guide. When the squad gets out of the serpent, you can leave the farseer inside and he can spend the game guiding whatever unit is nearby from that point on.
As far as the auarch goes, I'm not too fond of them. They have some decent hand to hand ability, but they are only one model and their power isn't that great. The ability to give you +1 to your reserve rolls can be a major benefit if you plan to have your army start mostly off the board (which is viable for an army that's mostly skimmers). In either case, I don't think putting him on a jetbike is a good idea for your setup unless you are taking shining spears (and they are another unit that I'm not fond of). Either way, you are better off arming him for close combat and putting him in a squad of aspect warriors designed for hand to hand.
Elites: 3 Wave Serpents (to transport squads around and give supporting fire)
Works great. I recommend banshees, scorpions and fire dragons. Hand to hand squads should be 8-10 strong. Dragons work out well at around 6 (which also means you can put them in a flacon). Exarchs are great for the hand to hand squads and are a waste for fire dragons.
Troops: Three squads Guardians / Storm Guardians / Dire Avengers to ride around in Wave Serpents.
1-2 cheap Guardian squads to protect an objective and add a little long-range firepower.
Dire avengers and storm guardians work out fairly well in serpents, although the storm guardians tend to be a throw away unit in this setup. Give them two flamers and lets them rip on enemies. Regular guardians should probably be left on foot to care for rear objectives and generally hold down your fort (so to speak).
1-3 units of Jetbikes [+Shriekers?]
Always put as many shruiken cannons on your jetbikes are you can (so 1 out of every 3). The increase in fire power (and more importantly range) is totally worth it.
Fast Attack: Vypers and Shining Spears
I'm fond of vypers. Missile launchers tend to work out best for them. They give vypers decent anti infantry power and the option of doing some anti tank work if they need to (BS3 kind of hampers that though). The best part about the missile launcher though is the range. You want to keep your vypers as far away from the enemy as possible and missile launchers allow you to do this and still do damage.
As for shining spears, I'm not fond of them. Sure they are a fast hand to hand unit that's fairly tough by eldar standards, but the problem with them is that they just don't do enough damage. They have S6 power weapons (when they charge) but they only have 1 attack each and they don't have a second hand to hand weapon to up the number of attacks they get. In either case, if you take them, this is a good unit to place an autarch with since they can really benefit from having the extra hand to hand power.
Heavy: Falcon/Fire Prism, or Wraithlord and War Walkers (two differently themed groups) [stupid question: are Wraithguard "larger" models than Guardians? Are they supposed to go with the Wraithlord, or do they just share the name?]
According to the fluff, wraithguard are basically smaller versions of wraithlords. Both are wraithbone constructs that are animated by placing an eldar spirit stone in them to give them intellegence. In game terms, wraithguard end up having a much different role on the battlefield than their larger brothers. As far as model size goes, wraithguard are larger than guardians but smaller than wraithlords (about the size of a terminator...although a bit taller and skinnier). Rule wise, there is no particular correlation between wraithguard and wraithlords. You can take one, both, or neither as you see fit and there is no particular combination that is particularly advantageous. One thing to keep in mind for both units though is wraithsight. Both units need to have an eldar psyker (farseer, warlock, or shadowseer) near them at all times. If there isn't one within 6", the unit(s) has to roll a die at the beginning of the turn. If they roll a 1, they can't do anything (move, shoot, fight in hand to hand) at all that turn. The chance is only 1 in 6 of this being a problem, but it is something to worry about.