First off, please go back to your original post and use the modify/edit button to remove all of the breakdwon costs (as I did in my response). Unit totals and army list totals are fine though, to leave them. Also use this function to update your list as it save space... just post a reply saying that you modified.-HQ-
Total pts.
133-Farseer (with dark reapers)1
siningspear, Runes of witnessing, Spirit Stones, Doom, Guide,
(210) Eldrad just works better in the long run so I would go with him
205-Fuegan (with fire dragons)
or
195-Maugan Ra (with dark reapers)
(195) Maugan Ra can be better in the long run; but don't think that you need to limit yourself to him being with the DR... He can work very well on his own, and he can astually join units that are not "Aspect Warriors" so consider this option. If you want a guy that will join thier adpect though, then Fuegan is better for this.
-Elites-
133-6 Striking Scorpions(in Falcon)
Exarch, Scorpion's Claw, Biting Blade, Stalker
I saw that your switching this to more FD's, I would seriously suggest this.
(113) Fire Dragons - 6: Exarch with Dragons Breath Flamer and Crackshot. Use them on infantry as often as tanks and they will easily score their points back.
131-6 Fire Dragons(in Wave Serpent)
Exarch, Firepike, Tank Hunters,
If they are goin into a Wave Serpent then there is not need to limit yourself to 6, go for a more filled out squad and you will stil have room to take Fuegan with them if you choose. The Dragons Breath Flamer with Crack Shot is also a more effecient and effective config on the Exarch as you have plenty enough anti-tank with all the standard Fusion Guns. Also, when they dis-embark (its part of movement) Fuegan can un-join them so you can actually shoot/assault 2 enemy units respectively if you need to (Fuegan shoots the tank, FD's shoot the infantry that was inside, etc). PM me if you need more tactica on this, or if your unsure of how to turn them into a shoot and assault unit.
-Transport-
175-Wave SerpentU][/U]
Bright Lance, Shuriken Cannon, Spirit Stones, Vectored engines
SS and VE are amust in this case (and you may consider Star engines as well). But the Bl and Shuri-can are not complimentary. Consider EML's so that the serpent can still work on tanks, but also has infantry options. And Shuri-cannons are only good if you plan on being real close to the enemy (which you should be) so this is where Star Engines will get you into possition earlier. A first turn move of 36" is brutal, put your rear armour to his table edge and wait.... if he assaults/shoots the Serpent it may get immobilized but it willprobably not get detroyed. Thus on turn 2, you can be shooting with all your guns, dis-embarking FD's and Fuegan to rip him a new one.
-Troops-
192-8 Rangers
pathfinders
Solid unit, use their Scout move to get them into turn 1 assaults if you need to, and thier potential to pin things down is insane. Not to mantion that again MC's they can sit in cover with realitive impunity while they remove the "Big Nasty".
175-14 Guardians
Missile Launcher, Warlock, (singing spear, Conceal)
Now here I dod things a lot differently.
(100) 10 Guardians Defenders: EML.
I know the unit looks crazy soft, but if you put them behind cover and use them to "Defend" they can be extrememly good. Set them up behind the cover (all of them) on your turn move just 1 of the plateform crew members out far enough to gain LOS to your intended target, take the shot. If he hits bonus, if he misses you now have 1 model that the enemy can actually see (and kill) which will never force a LD test, and you have another Crew member that you can repeat the process with. Just make sure that you keep unit cohernecy while you perform the manouver, and most enemies will not take the time to pick out 1 cheap figure while the rest of you army is being rammed down his throat; thus the Guardian Defenders, turn into a serious VP Denial tool that score you easy points.
175-14 Guardians
Missile Launcher, Warlock, (singing spear, Conceal)
See the above comment as anything that works well once, is just better if you can do it twice (and then start watching your opponents call Guardinas Cheesy)
-Fast Attack-
196-7 Warp Spiders
Exarch, DeathSpinner, Power Blades, Withdraw,
One of my favourite configurations and units, Do Not leave home without these guys (maybe drop/add 1 as points permit.
-Heavy Support-
140-4 Dark Reapers
147-3 Dark Reapers
Exarch, Missile Launcher, Fast Shot,
Personnally I think that both of these configs are fine, just try to keep them in 4+ or better cover, and try to limit the enemies return LOS on them as they do tend to go down quickly otherwise.
190-Falcon
Starcannon, Shuriken Cannon, Holo-fields, Spirit Stones,Vectored Engines,
Your math is off; but no problem.... Scatterlaser will get you more light vehicles than a Starcannon, just as many SMurf's, and does almost as well against MC's; only its way cheaper. Anyway take a look at this.
(200) Falcon: Pulse, Shuri-can, Catipult, HF, VE, SS, and Star....
Again use it to blast 36" across the table and use the table edge to protect your rear armour (yes you can even "Tank-shock" thorugh his troops to get there. Wait,, the Falcon may get Immobilized or loose a weapon but it will probably not get destroyed. You now can unload it (before it moves) if there are any enemies close enough to Shoot/assault, and if not, then you simply move over to the intended target unload and shoot it, or do the same manouver again forcing him to advance on your stationary units while you "Tank-shock" the crap out of him.
Holy crap that was long, sorry. I do hope it helps you out though, and I would like to see where you are now with this army (update your list - and give an explaination of each units uses if you can).