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My first Attempt EVER at a Blood Angels List. Any and all criticism is appreciated.
2250 points, Standard Missions
*Death Company Reclusiarch - BP, Croz, Ros, Jump Pack, Frags, Term Honours
- 4 Death Company Marines - Jump Pack, Frags, BP / CCW
*Codicier (Attached to Assault Squad 1)  - BP, MC Force Wep, Jump Pack, Term Honours, Frags, Artificer Armour, Psychic Hood, Familiar, Might of Heroes
*Furioso Dread  - Smoke, Extra Armour, Drop Pod
*Terminator Squad  - Sergeant with Light Claws, 2 Assault Cannons, 2 SB/PF
*Tactical Squad 1  - 3 Bolters, 1 Plasma Gun, 1 Lascannon
*Tactical Squad 2  - 3 Bolters, 1 Plasma Gun, 1 Lascannon
*Tactical Squad 3  - 3 Bolters, 1 Plasma Gun, 1 Lascannon
*Land Speeder Squadron  - 2 Tornadoes
*Assault Squad 1  - Melta Bombs, Sergeant with Term Hon, Light Claws, Combat Shield, 2 PP / CCW, 4 BP / CCW
*Assault Squad 2  - Melta Bombs, Sergeant with Term Hon, Light Claws, Combat Shield, 2 PP / CCW, 4 BP / CCW
*Baal Predator  - HB Sponsos, Smoke, Ex Armour
*Dreadnought  - Assault Cannon / DCW, Storm Bolter, Smoke, Ex Armour, Drop Pod
*Devastator Squad  - Sergeant with Term Honours, Auspex, 3 Bolters, 4 Missile Launchers
too many lightning claws. the terminator sergeant should have a power weapon and the assault sergeants should have powerfists.
One more marine in each tactical squad, drop the auspex and make the devastator sarge no longer a vet, drop one of the tornado speeders, fill out both assault squads to as near to max as you can. I would also add an extra terminator, so that they are still a 5 man strong squad if you lose one to death company.
No problem lets see what youve got here....Originally Posted by SangrealGood, but its not 4, its 3 + d3.Originally Posted by SangrealMaster crafting close combat weapons only allows for a single missed attack to be re-rolled. Does that sound worth it to you for the cost of a whole marine? The artificer armor is also a waste of points. 3+ is more then enough to protect against normal attacks and obviously power weapons ignore it just all the same. Useless against shooting as he is protected by his squad. Drop both those things and give him an iron halo. Invulnerable saves are far more important the artificer armor.Originally Posted by SangrealPerfect!Originally Posted by SangrealFirst off, I would drop these. Losing terminators to deathcompany always hurts. No reason to lose points like that. If you trully intend to keep them, drop the lightning claws. Thats a massive waste of points. Especdialy since he comes with a free power weapon. The extra storm bolter never hurts as well.Originally Posted by SangrealPersonally id like to see 1 more marine in each of these squads. 5 men is perfect for guarding a single weapon but I like to see at least 6 for 2.Originally Posted by SangrealCan never go wrong with these.Originally Posted by SangrealOk, first off, you need to read the hidden powerfist tactica. It can be found in the sticky thread at the top of the space marine forum "Index of Space Marine Articles and FAQ's" It will detail why a) powerfists are the only way to go and why you dont need combat shields. Next, from what I can tell these are 5 man squads. Big nono. First off, you may lose a couple to DC. Secondly, you have far to many points invested in these squads to have them obliterated by shooting. The extra men will make sure that you dont lose your weapons and have enough force when you charge. at the very minimum, 8 man squads but 10 is better. ESPECIALLY for the one who will be accompanying the codicier.Originally Posted by SangrealI personally find these out of place in BA lists. BA have no lack of ability to deal with infantry. What the do lack is long range firepower. I would change this to an annihilator with HB sponsons. The TL lascannon will afford you the ability to pop things at a greater range and for this list that is very important.Originally Posted by SangrealKeeping in mind what I just said, I would switch this to the TLLC + missile launcher combo.Originally Posted by SangrealOk the sergeant with auspex is a waste. With dc and 2 assault squads you have more then enough ability to deal with anything that infiltrates close to you . In fact, that only helps your list. No reason to waste the points, add another marine instead to give it a little more life when it comes to taking fire.Originally Posted by Sangreal
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
Thanks for the thourough evaluation and very good points Chaos. You must really enjoy this type of stuff =0