Well a lot of different reactions to this list. I'll throw in my dime as well. Overall i can sorta understand some of the critique. The gameplan sketched by phoenix (was it?) sounds good but has a couple of pitfalls, the main one being that all the units have a certain purpose. It's like a cardhouse, if you take one of its pillars away the house can crumble. So for instance the firedragons. If the transport gets blown they get really outmanouvred. Same for the banshees. On the other hand any opponnent will have to choose between a lot of threathening targets indeed with the
WG and
WL and Avatar! But a downside to such a crowded centre is the vunerability to blast templates. I play against a lot of
SM armies which always include a large blast S10 AP2 tank (vindicator i believe?) Well two well placed shots And even
WG will be reduced to spiritstones. Besides if the
DA cower behind the
WG with Eldrad and the Avatar and the Harlies and the
WL on the flank it doesn't really have to be such a well placed shot either. So without that long range support be prepared to take a lot of fire while you move across the board. Basicaly i think the succes of this army will depend a lot on how much you suffer as you close in for the kill. Personally i'd swap the banshees for another squad of Harlies and give both squads some fusion pistols (maybe a bit to much shortrange anti-tank) as it wil make them able to take out anything. The waveserpent could then go to one of the
DA squads so they don't all have to hang behind the
WG. Another option would be to swap the banshee and serpent for another
FD squad in a serpent giving you an extra 'longrange' anti-tank. (12 inch skimming+2inch disembarking + 6 inch shooting making 20 inches in total range in any given turn).
A note on exarchs. I never play with any other
HtH than Harlies coz the others never really did it for me. Banshees have to low a S to take out Marines,
SS have a good S but can't take out vehicles and you're opponent wil always have an
AS. Harlies, while more expensive basically kill everything they make contact with if you outfit them right. I must admit that killing everything isn't always the desired result tho

There dance of death ability ensures they can always charge even if charged assuming enough survive. Their biggest disadvantage is their relativly bad
AS but its unvulnerable and with fortune its basicaly a 4+. So to make a long story short i don't really know how the Banshee and Scorpion exarch play out. But the
DA exarch! Its a must have. Bladestorm is awsome! Somebody allready said how awsome. 5+ invulnarable? Awsome! Extra shot? Awsome. A guided bladestorm on a doomed squad is end of squad! As for the
FD, he's not really necessary but i like the fact that he has an 18 inch melta and unless i read it wrong that does mena he gets
2d6 at 9 inches. Warspider Excarch? Powerbladed and extra spinner = extra shots and a
CC powerhouse making it a viable unit to get into
HtH sometimes. All the Exarchs generally have a use some are perhaps less useful but on the whole they are good additions even just for the stats at just 12 extra p. PErhaps some of you could like at my list which i posted recently. Haven't gotten a lot of feedback on that one yet.
Greetz Uddhava