With this list, I'm trying to go for an all comers, with more emphasis on heavy troops and vehicles.
Unit/Upgrades/Points.
HQ:
Farseer/Doom, Singing Spear/ 83
TROOPS:
Dire Avengers x6 / Exarch w/ Bladestorm & x2 Catapults / 104
Storm Guardians x10 / None / 80
Rangers x5 / None / 95
ELITES:
Striking Scorpions x6 / Exarch w/ Biting Blade, Shadowstrike / 133
Wraithguard x4 / Transport / 140
---> Wave Serpent / Twin-linked Missile Launchers / 120
FAST ATTACK:
Warp Spiders x5 / Exarch w/ Spinneret Rifle / 127
HEAVY SUPPORT:
Fire Prism (Nightspinner) / None / 115
Total: 997
The farseer, for the most part, will keep the wraithguard company. The storm guardians are there because I wanted a third scoring unit, and they offered a cheap solution for alot of bodies. I'm quite particular to warp spiders and wraithguard (though I know the latter are quite the point sink) so I don't think I'll be replacing them.
Depending on what I'm fighting, the nightspinner will be taken over the prism. I've proxied a few games with it, and it has performed better then the fire prism did. But I do like those prisms.
The plan is really to make the enemy worry with the spiders going in quick, followed by the wraiths, while the avengers/guardians jog up the board. I've used spiders enough to know that their ability to move in a fancy fashion paired with assault 2, str. 6 weapons (regardless of AP) are quite the annoyance. The nightspinner is a support unit for these two.
The rangers and scorpions will be paired close together close, if not on, an objective. Most likely close to middle board so they can be supported and I can leave the more prone to death guardians at a further back one.
The wraiths are my main anti-armour unit, supported by their transport and the farseers singing spear, if needed. Should things get heavy for them, the spinner has the range to offer more support, while the spiders would fallback and assist with one of the capturing units.
The glaring weakness (to me) is the lack of a holofield. I would be inclined to drop a wraith to get the upgrade, but with the range of the nightspinners gun, I'm hoping not to need it to often.