Originally Posted by
Tsear
I don't know that you really need an autarch in this list. Scorpions are already pretty powerful, and while they certainly won't win all their fights, I don't think having an autarch will help them in the fights that they would lose anyway, as he only adds something like 5 S3 power weapon attacks.
With two squads of fire dragons, I don't know that you need all that many brightlances on your transports. If you drop them to shuriken cannons, you'll have more anti-horde firepower and will still be able to use your transports to deal with armor. TL Shuriken cannons are better at killing AV10 than a TL Lance.
Speaking of the fire dragons, the unit as is is illegal, as the falcon needs to buy a weapon. I think a serpent is a better transport for dragons anyway.
Your dire avengers could really use an exarch with bladestorm, this helps their damage output incredibly. Bladestorm's drawback doesn't really come into play in a mech list, as you'll drop, bladestorm, and probably load up into your transport to leave again the next turn.
Finally, I think it would be a good idea to invest in spirit stones. Your army needs to get to the front together, and having your strategy messed up because of a stunned result or two is something you probably want to avoid.
Edit: If you still have spare points, I would suggest possibly switching your seer for Eldrad, adding more prisms, or maybe getting some more troop choices. With three avenger squads in transports you're probably okay for troops (I only run two and they usually aren't wiped out), but it wouldn't hurt to pick up a GJB squad or just guardian defenders. Either way, against most armies it would be a good idea to hold GJB and defenders in reserve, as they will be the only squad outside of a transport and so will draw the fire of every Anti-Infantry heavy weapon your opponent has.