So I intend to play a 2500 tournament at my flgs this weekend. It's CAD/allied/formation (no decurions woo DE lol). Everything that can fit in that is allowed. So that means super heavies and GMC. Now I hear the last time those were allowed the only thing that showed up was a Baneblade so I'm not going to go too far out of my way to worry about it.
Without further ado here's my intended list.
Dark eldar CAD
Archon: SF, huskblade, soul trap, armor of misery (goes in deathstar)
2 units of 5 kabbies w/blaster in venom w/dual SC
2 units of 3 reavers w/caltrops
Eldar Corsair CAD
Prince: reaper of the outer dark, SF, void sabre (deathstar)
Void dreamer: SF, ML 2 (deathstar)
2 units of corsair ghost walkers w/ 4 long rifles and 1 fusion gun
Eldar CAD (possibly iyanden)
Eldrad (deathstar)
Spiritseer (with wraith guard)
5 wraithguard in a wave serpent (not flamer)
2 units of EJB
Dark eldar formation
Corpsethief claw w/heat lance
Harlequin formation
Cast of players (deathstar) w/ Inriams spectre, shadowseer w/mask of secrets, ML 2, Troupe of 4 players with caress and troupe master w/caress.
So the deathstar is nigh unkillable with fortune resulting in multiple 2++ rerollable saves (not ITC format). Shrouded from the spectre can see the rest of the unit with a 2-3+ rerollable cover save. It can teleport around with corsair powers (local TO ruled select means select on the corsair powers) throwing out a -4 ld bubble to play with psychic shrieks and harlequin powers as well as the jesters Death is not enough rule, and puts out phenomenal damage in CC. Oh not to mention it can psychic one unit, shoot another and then (thanks to the princes reaper rule) be "forced" to charge a different unit.
The CTC will provide a distraction, an anchor, and a serious threat along side the actual deathstar.
The wraithguard will be to pop any hard targets with an AV that the deathstar would have to fish for 6's on. The Spiritseer increases their accuracy and if I can use the Iyanden supplement (as per the new faq) then he will have the primaris voice of Twilight to grant the wraithguard battle focus. Combined with their transport their D guns effective range becomes 31-36 inches.
Everything else is just for capturing objectives. The reavers and EJB can turbo around causing trouble where they may while the venom and Kabalite hang back as fire support. The ghost walkers are more of a suicide unit that might survive as their scout (with jet packs) combined with infiltrate, means it will be very hard to keep a tank out of their melta range turn 1.