Farseer,guide,doom,runes of warding, spirit stones=135
10 dire avengers,exarch with blade storm=147
10 dire avengers,exarch with blade storm=147
10 dire avengers,exarch with blade storm=147
10 dire avengers,exarch with blade storm=147
10 dire avengers,exarch with blade storm=147
3 warwalkers, 2 brightlances each, spirit stones=295(6 str 8 ap2 lance shots)
3 warwalkers, 2 scatter lasers each=180 (24 str 6 shots)
3 warwalkers,2 star cannons each=240 (12 str 6 ap2 shots)
7 fire dragons=112
wave serpent,twin linked shrunkien cannons=100
7 fire dragons=112
wave serpent,twin linked shrunkien cannons=100
Any suggestions/ improvements?
edit:
The idea is to form a firing line with the dire avengers so if one squad is assaulted at least 3 will be able to move and deal with the threat. The warwalkers turn out an awful lot of str6 shots and str8 lances to pop transports. The warwalkers needed to do the job the most will be guided. The fire dragons are there to provide 2 reliably dead tanks turn 2 and with this many threats on the table have a descent chance of 1 or 2 surviving to bring their melta's to bear a second time. The wave serpent try to survive then make a nusiance of themselves contesting objectives and the dire avengers combined with 6 star cannons ensure infantry die in droves(which they will with 150 shots second turn possibly re-rolling to hit/wound. As for anti tank I think its pretty solid because any spamming of transports means the scatter lasers can usally pen on a 6 meaning 1 transport is dead turn 1.Then the 6 brightlances bring another one down and later on the fire dragons get stuck in. It is true that warwalkers are onyl av10 but don't forget the bl ones have spirit stones and 1,2,3,4, on the glancing table only puts 1 out of action for 1 turn and 1,2, on the pen table do the same,and 3 halfs the effectivness of 1 of them.Its sort of a semi-invunerable save.
Also don't forget the warwalkers range is 36 inches so the enemy will have to come forward unless the army is exceptionally adept at long range firepower in whcih case the dire avengers move forward and run first 1st turn then move and open up 2nd turn.