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I'm trying to compose three army lists for blood angels, i've played with space marines a fair bit usually with a balanced list, however i'm strugling in creating three army lists, the first against orks, the second against space wolves and the third against all comers, I don't know the mission as it will be randomised just before we battle, this will be a competitive list.
I'm thinking about basing each of my forces around a chaplain HQ, 2 10 man assault squads with power fists and meltas/flamers depending on the opponent (probably meltas in the balanced list), a preist for each of the assault squads and a 10 man death company unit with jet packs and 2 power fists.
what do you think so far and what else do you think would be good?
Build a take all comers list, tailoring is for noobs.
Jump Packing is very doable for BA. Make sure to load up on melta so you don't run into any problems with armor.
Do you want to DS with DoA? Or do you want to slog it out (best to have support fire from Preds/Dreads then)? Stormravens?
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You're off to a good start. My first comment is that I think death company with jump packs are far too expensive, and that the unit is more efficient in a vehicle or a Stormraven, or else not taken at all. You don't seem to want a mech list, and there's no model for the SR, so this is obviously problematic. Priests and assault squads are fine. What you have there is 1175 points, and the Death Company represent a whopping 400 of that. The good news is that they will kill an average of twenty-two Ork Boyz on the charge. So sayeth the Mathhammer.
You need to decide if you want to go jump pack or mech. If mech - and if you have the models - you can stick the DC in Rhinos and drop each assault squad to 9 men so you can fit priests in, which loses you the second meltagun but you can make up for it with a combi-melta on the priest. You can back this up with Baals and Vindicators to make a nice fast army with a balance of shooting and assault. This is really your best option against Orks and SW because you will need shooting to weaken them to make sure you don't lose too many when assaulting.
If you want to go jump packs, which you seem like you do, good choices to fill your extra points are a) dreadnoughts in drop pods b) more assault squads c) land speeders or d) proxy a Stormraven. Any other option would really be too slow to keep up. The flexibility of a jump list is that it can feasibly deep strike if it wants to, so support units who can also deep strike - or who directly aid your deep strike, like Dreadnoughts in pods with locator beacons - are useful as well. Vanguard are worth considering, but you need to use them very carefully as they cost a bucketload.
You can pretty easily do a mix, with a pair of Baals softening up enemy units while your DC advance shielded by the assault squads. This is in fact your best option if you don't want to go full mech; take what you've got, add two Baals to it and that leaves you at 1465 points, enough to trick out the DC a little. Ideally, you'd still be using rhinos so as to provide your enemy with more tanks than they can handle, but if you don't have the models for that it's totally understandable.
The two armies you're confirmed as fighting are, regrettably, pretty good in assault. Orks can be pretty deadly even if they're denied the charge, and Grey Hunters want you to charge them since it lets them get maximum dakka and attacks out. With FC and FNP you might win out, but it won't exactly be a rout, so you need firepower to soften them up first. Against Orks, Baals with assault cannons are great for this, being super fast and capable of popping trukks and shredding infantry equally well. Land Speeders do a similar job, but are much more fragile. Against Wolves, a Baal with a flamestorm cannon is lethal, and fast Vindicators will be very hard to escape. Sternguard and Dreadnoughts are good against both.
tl;dr I think you can head in two directions: take what you've got (chap+priest+2x RAS+DC) and add two Baals, which has speed, lots of firepower, very mean assault capability to attack the things you'd weakened with firepower and adequate anti-tank from the meltaguns, and the ability to deep strike/outflank everything if your SW opponent fields a nasty drop pod assault list. Or, you can go full mech and take two Baals, three Rhinos carrying your three squads, and then something else - dropping the packs frees enough room for a Vindicator. This is just as fast and assaulty, but gains more firepower and a little more protection in exchange for a loss in late-game mobility and a slight loss of anti-tank (less meltaguns).
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