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OK, as mentioned your wraithguard can't fit in their transport.
Heavy support is good, but there is no point giving anything spirit stones - the squadron rules give the same benefit for nothing.
Fast attack, no personal experience with warp spiders but they seem fine. If you are using big squads with an upgraded exarch, you might as well give the autarch a jump pack and stick him in with them.
Troops, this is where you're lacking. Pathfinders are a real liability at this points level and against skilled opponents. They will fold as soon as any assault or flamer reaches them, costing you a scoring unit - and you only have 2! Cut them. Guardians, why do you have a squad equipped for sitting in cover shooting, but you've given them a transport? If you want infantry in wave serpents, take storm guardians or dire avengers. Guardian defenders are an infantry choice (and if you do take them, give them embolden and rely on terrain for a cover save).
HQ, fine, make sure you have a plan for Eldrad, where in the army does he go, what powers are a priority, etc.
I'm not a fan of spirit stones or extra shuriken cannon on wave serpents, but its all a matter of taste.
Finally, you do need more anti-tank. 2-3 units of fire dragons are practically an automatic choice in this size game. There should be a good smattering of missile launchers in there too. Lots of AV12+ armour is going to be coming your way.
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