Mission - The Emperor's will
Night Fight - yes
Warlord traits - DE: none of use, Opponent: orbital strike
1st turn: DE
DE Army
Baron Sathonyx - Warlord (HQ)
Jetseer (HQ) (EL) - Anaris, Singing Spear
4 Beastmasters - Power Axe
10 Khymerae
4 Razorwing Flocks
4 Beastmasters - Power Axe
10 Khymerae
4 Razorwing Flocks
Crimson Hunter Exarch
Talos Pain Engine - Twin Liquifier Gun; SC
Talos Pain Engine - Twin Liquifier Gun; SC
Talos Pain Engine - Twin Liquifier Gun; SC
3 War Walkers - Scatter Laser; Starcannon
5 Kabalite Warriors - Blaster
Venom - 2 SC
5 Kabalite Warriors - Blaster
Venom - 2 SC
10 Kabalite Warriors - SC
3 Windrider Jetbike Squad
Spells:
Fortune
Doom
Guide
It is an experimental variant of my Heavy moster list. It represents an assault army, which is hard to kill, with minimum fragile vehicles, but also kinda slow. Usually I take 1 beastpack and a raider with Archon and Grots instead of 2nd Beastpack and 3rd Talos. I wanted to see here, how is it to run 2 beast packs. I've faced some situations, when after a not successful assault of an enemy Deathstar unit my beastpack suffers heavy losses. Even with Fortune. But what if I have an additional beastpack behind? If I failed my 1st assault, I will be able to continue my attack with fresh forces. I have 2 times more attacks and wounds, and the beasts are cheap for what they can do.
SW Army
Ordo Malleus Inquisitor - Warlord (HQ) (IQ)
Inquisitor Coteaz (HQ) (IQ)
Wolf Lord (HQ) - Power Fist (x1); Storm Shield; Runic Armour; Space Marine Bike; Twin Boltgun
Rune Priest (HQ) - Bolt Pistol; Jaws of the World Wolf; Tempest's Wraith; Psyker (Level 1)
Rune Priest (HQ) - Bolt Pistol; Jaws of the World Wolf; Murderous Hurricane; Psyker (Level 1)
Rune Priest (HQ) - Bolt Pistol; Melta Bombs; Jaws of the World Wolf; Living Lightning; Psyker (Level 1)
Chief Librarian Tigurius (HQ) (UL)
5 Grey Hunters Pack (Troops) - Flamer
5 Grey Hunters Pack (Troops) - Plasma Gun
5 Tactical Squad (Troops) (UL) - Meltagun, Combi-melta (Sarge)
Drop Pod
5 Scout Squad (Troops) (UL)
5 Acolytes (Elites) (IQ) - Boltgun (x1); Laspistols / Chainswords
5 Legion of the Damned (Elites) (UL) - Multi-melta; Meltagun, Combi-melta (Sarge)
5 Centurion Devastator Squad (Heavy Support) (UL) - Grav-Cannons & Grav Amps; Hurricane Bolters; Omniscope (Sarge)
Spells:
There were too many spells, I remembered only significant ones.
4+ invul
Ignore cover
Teleportation (gate of infinity)
Misfortune
Enfeeble
and some witchfire primaris powers
This list is based on a Company of mighty HQ. With Centurions to soak up wounds. There are many psykers and their only goal is to roll the Gate of infinity. With that spell the Deathstar will be extremely mobile, it will control the whole battlefield and it will be unstoppable. There are some deep strike units for backfield diversions and some guys to score objectives.
Deployment
I put jetbikes in reserve, War walkers are in outflank. Everyone is ready to run forward, but spread out, because the enemy has an orbital strike. The Taloi are behind some beasts for cover save. Maybe I was wrong here, because it could be better to spread out the Taloi across the table, as they are effective area denial units. But I wanted their Splinter cannons to be in one place, able to shoot at one target.
SW
There are scouts infiltrating it the forest and the deathstar unit in ruins. The rest is in reserve.
Turn 1 - DE
I casted Fortune on the main beastpack and Guide on the nearest Venom. Everyone is moving forward, but not running, as we are expecting teleportation and deep striking units. It's better to shoot now, every wound at the deathstar is precious. My opponent set up his scouts too close as he thought Splinter Rifles are only 18". I didn't know about his misbelief otherwise I would remind him. So my Warriors killed 3 scouts making the rest run. All other units fired at the deathstar making a ton of wounds, but manage to kill only one Centurion and inflict one wound on the Wolf lord.
Turn 1 - SW
They casted Ignore Cover, 4 inv, and enfeeble on my primary Beast pack. I managed to deny misfortune. Scouts regrouped and snap fired at Warriors with no result. Drop pod felt don on my backfield and the marines blew up my Venom killing 3 Warriors. Explosion killed one Marine as well. Warriors are fine and not pinned. Drop pod snap fired at surviving Warriors without any success. Deathstar unit Killed 5 dogs. Orbital strike killed a Beastmaster and one RW Flock.
Turn 2 - DE
Walkers and Crimson Hunter arrived, Jet Bikes are still in reserve (good boys). I decided to cast Doom on the Deatstar, as it would be more effective then to Guide one unit. Of course the spell was canceled by a Runepriest as well as the Fortune. Every unit again fired at the Deathstar, but the result now is worse. Thanks to war walkers I managed to kill one more centurion. Warriors inside snap fired at the marines. 2 Warriors from the forest killed 2 marines.
Both beast packs are charging. Very unpleasant surprise for me. Coteaz makes an enemy squad with Psyker to attack at the initiative step 1. But I can't attack without Farseer, I need his Fearless sword. The 2nd beastpack attacked at initiative step 1, because they charged through ruins. As a result we wounded 2 Centurions, the Farseer managed to wound Coteaz. But we lost 4 dogs and 2 beastmasters from primary pack and one dog from the secondary pack, which now is running away.
Comments.
My mistake is how I placed my Walkers. I wanted t shoot without cover save, but I completely forgot, that they casted 4++ on the Deathstar. Soon I will regret.
Next question was what to do with the 2nd Venom? If I move it flat out, I will bring my warriors closer to the enemy objective. I can't rely on 10 Warriors on my objective, 2 surviving Kabalites wouldn't reach any Objective till the game ends. But the result of the whole shooting phase was so horrible, so I decided not to move flat out and fired at the Centurions. Result is 4 additional wounds, which were saved. Faaaaaail.
Turn 2 - SW
Everyone comes from reserve. Tigurius casts Teleporation and my opponent intends to kill my scoring units. They also casted ignore cover. I denied enfeeble with my secondary beastpack. Centurions fired at the Kabalites and wiped them out. One of the centurions fired with split fire at the Crimson Hunter with no effect. Legion of the Damed blew up my 2nd Venom. 2 Warriors died, the survivors ran away.
Both Grey hunter squads fired at war walkers exploding 2 of them. I shouldn't place them here... Acolytes fired at beasts with no effect. 2 marines on top and their drop pod killed one warrior in the forest. The last guy with blaster passed morale check.
It was a great and effective turn of my opponent, so now I can score only with my bikes and I should be very careful with them.
Turn 3 - DE
Bikes arrived. Secondary beastpack regrouped, 3 KW fled from the battlefield. I casted fortune and guide on the big beastspack. 1st Talos went up the central hill on order to obtain LOS at the Deathstar and fired at it. 2nd Talos went to for the Marines and their Drop Pod. He charged and destoyed them, staying it BtB with the drop pod (mutli charge). The 3rd Talos attacked the Damned killing only one. The lonely Warrior with blaster began his journey to the enemy objective. Baron separated from his Beasts and charged Acolytes killing 2, they held. Farseer led his beasts to attack Grey hunters and wiped them out. War Waler fired at the 2nd Grey hunter squad killing 3 of them. They passes morale check and I decided to charge them. They hit with a grenade on overwatch and immobilized my War Walker!!! But the Crimson hunter made the game this turn. I rolled a precision strike from his attack and allocated the hit on the warlord. My opponent rolled LoS attempt. The closest model was Tigurius, he failed his save and was insta-killed. No more teleportation!
Turn 3 - SW
They casted 4+ invul save, Enfeeble on my Big Beastpack, but I denied, they failed to cast ignore cover. Scouts snap fired at the airplane, but failed. The Deathstar fired at the Zoo killing some beasts. Grey hunters fired at the closest to them beasts with no success. In the Assault phase me Talos blew up the Drop Pod. 2nd Talos fails to kill anyone, but remains unhurt. Baron didn't kill Acolytes, but managed to make Hit-and-Run on 9" upwards. I plan to join him to the 2nd Beastpack.
Actually everyone knows, that the game is done.
Turn 4 - DE
I buffed again the Big Beastpack and moved it towards the centurions. Baron Joins them. Farseer separates from his beasts and moves in 2" from Baron. Now he is also joined to the big pack. Jetbikes turbo boost towards the enemy objective. Talos, Crimson Hunter and beasts fired at the Deathstar killing a Wounded Centurion, who made LoS attempt protecting the Warlord. Assault phase is fruitless for the fighting Talos and the Damned Marines. Beasts Perform multi charge on Grey hunters and survived Acolytes. The assault was successful - no survivors.
Turn 4 - SW
They casted Enfeeble, which I didn't deny (even with Farseer, even with Fortune!) and Ignore cover. Scouts move slowly towards my objective. The Deathstar fired at the beasts killing 2 dogs, 2 Birds and one beastmaster. One centurion split fired at the Talos with grab-cannons. As they casted ignore cover, the Talos didn't have a chance.
Another Talos and the Damned Marines failed to hurt each other (their damned 3++ save!).
Turn 5 - DE
Beastpack wasn't buffed, because the Runepriests cancel everything. 2nd Talos went up the hill. I fired with every able unit at the Deathstar managing to inflict a single wound on the Centurion. (he rolls saves as God). My smaller Pack attacked the Damned Marines and they helped Talos to kill 2 of them. We charged the Deathstar and lost 3 dogs. Baron accepted the challenge of Coteaz but he saved all inflicted wounds. We killed only one Centurion.
Turn 5 - SW
They manage to cast on me Enfeeble again, but I denied misfortune. I lost 2 dogs in combat, but managed to wound Coteaz in challenge. The Damned Marines are damned lucky and still alive. Game ends. Dark Eldar Victory.
Such a deathstar unit is very powerful. Lots of psykers - lots of blessings and maledictions, which make that squad more scarier. With 3 Runepriests and Tigurius you will have 99% chance to get the Gate of infinity, so you will be mobile as hell. Split fire ability will help the squad to fire at multiple units, so it is hard to ignore. However it is very expensive and my opponent's troops were outnumbered and easily destroyed.
This roster is not a good testing sample for my beasts heavy list, but I was not disappointed. If I would replace the 2nd beastpack and one Talos for an Archon and Grots on boat, I doubt it would be more effective. But the Deathstar is too powerful even for 2 beastpacks.
However if I didn't manage to kill Tigurius, I would be in trouble.
EDIT: there was a mistake in that game, as The Gate of Infinity allows to jump only within 24". However my opponent jumped about 36+"