Now i am well aware that this following synergy ends up being a very expensive unit, however the question is, do the abilities and survivability of this combination, outweigh the cost? That is the heart of the matter. Please give me any strategies or other related ideas that might perfect this duo of death!
This is also the focus unit of a static gunline Eldar/Tau list that will be used in a tourney setting*
Eldar Unit:
Dark Reapers x 8
Starshot Missiles x 7, Exarch w/ Night vision (first turn pain), Starshot Missile, Fast shot - (not in question, worth its points)
Cost - 331
+
Tau Unit:
Crisis Suit Commander x 1
Iridium Armour, Stim injector, CCN,
MSSS, Pure chip, 2 Shield drones. (This is less in question than his armament)
what should he have for weapons to benefit his role?

?
Cost so far: (199)
Total Cost : (530) - after all this is a death star shooty unit. My main sword.
I will include an Aegis D Line, in reference to the following tactical ideas i have -
So heres the plan, 8 Reapers joined by the Commander in front with two drones. The Commander mans the quad gun, the entire squad is surrounded by the
ADL. Giving them all a 4+ cover.
All wounds will be taken on the Commander from front shooting. I will most likely set up in a corner to deny side shots as much as possible. The Commander will be making a 2+ armor, 4+ cover, 5+
FNP, 2+ look out sirs to 4+
inv shield drones when his wounds get low.
The entire squad of reapers puts out 17 x (S5 Ap3) shots, or 9 x (S8 Ap3) shots per turn, at
BS 4. The entire squad is twin-linked, and ignores cover saves (
MSSS + CNN). The whole squad can be given tank hunter from the Pure Chip.
If first turn is night fighting the reapers can crush any 10 man marine squad or tank, right off the bat no questions asked. First blood to them, more so to tanks than large squads though. The Commander will not fire if the reaper squad has a juicy unit to fire at, however he will be able to fire his interceptor shots at the end of the enemy movement phase. This does not in any way restrict his bonuses to the reapers in my following shooting phase as he will not be firing anyway. If it is night fighting both units have night vision giving me a tank hunting quad gun and a reaper squad that fires normaly. This makes for reliable shooty unit that can destroy many units without a save of any kind.
I also will have a wave serpent in my army, if I am facing weaponry that is Ap3 and barrage, so that it would negate my aegis and wound allocation i will take refuge for a turn inside with the reapers, then they can walkout thanks to slow and purposeful, and proceed to return fire in kind.
What do you guys think of these combinations?
What else should i give my commander if anything?
Can you think of a better way to keep the reapers safe?
Sky shield landing pad perhaps?
What other odorous french cheese ideas do you have up your sleeves?