Ok here is my fluffy blood angel army, trying to use as many blood angel units in the army as possible...
Aha, the list for the new minis, is this a cunning plan to get your list sorted without nick seeing it mate??????
Reclusiarch Chaplain with jump pack
D3+3 Death Company
as people have said, crying out for termi honours, bolt pistol and frags
Furioso dreadnought, 2x dreadnought ccw, storm bolter, melta gun.
nice, fluffy, bound to draw fire or rip things asunder! not sure it fits with you fast approach
9 Tactical Marines 1 with melta gun
Vet serg with powerfist
Rhino, smoke launchers.
cool, consider adding XA to the rhino
5 Blood angel scout unit, ccw, bolt pistols
kinda low on numbers both in this unit and troops generally mate, be nice to have a vet sgt in here
9 Assault marines, bolt pistols, ccw, 2x plasma pistols, melta bombs
1 vet serg with powerfist
ditch the meltas, use the poitns elsewhere, you got plasma pistols and a power fist in this squad
Baal Predator, twin linked assault cannons, side sponsons heavy bolters.
be rude not to, needs XA
Right its a very fast mobile marine army (wanted a different army from my space wolves and ultramarines) not bad on numbers, but really poor on anti tank... it won't be until turn 2 or 3 before i can furious charge powerfists in and assault marine meltabombs in... the furioso isn't as good as a normal dread for ranged attack but i want to be fluffy, so i see this unit as a slow objective capturer or baal predator protector shield...
OK mate, as you are aware, I have put up a flesh tearers army recently, conventional wisdom says for BA you need more troops, with this few you will have a DC numbering about 6, and no power fists. I think the problem is the furiosos, baal and assault squad are a bit much to fit into a single 1000 point list. personnaly I went mechanised, first pass at 1000 points had the jump pack chappy,the furioso and baal and 2 troop squads in razors
laterly I removed the furioso as he was too slow and added a screen of bikes
I also, rather unconventionaly, considered rhinoing the chappy and DC, result woudl be 2 razors and a rhino zooming up the field to unload with a bike screen and support from the baal, but never got round to trying it as have been working on the sisters
I gues my issues are 2 fold:
1, the scout squad isnt achieving much in its current format
2. you are presenting 3 armoured and 2 -3 inf targets on turn 1, this is a nice target set for most armies, possibly they can not cope with all 3 armoured components (rhino, furioso and baal) but then they dont need to look at the furioso until turn 2, every anti infantry gun in his army cna pretty much be focussed on a 7 man DC and a 10 man assault squad, which wont take long to down, indeed some armies will eat in urn 1 (think star cannon)
Rhino and tac marines with a melta gun for drive by vehicle shootings, a tactic i've not used before, thought it'd be fun to introduce into this list rather then a small unit of 6 in a razorback with twin linked las... rather then holding back with the lascannon razor, i'll be up on the front line blasting out of the hatch, jumping out the rhino rapid firing etc... sounds really fun unit!!!
Indeed, although my FT razors had TL heavy Bs, they didnt hang back, but acted as rhinos, then unloaded with the heavy bolters, admitedly I had vet sgts with xcombi meltas so close up I got 8 bolter and 2 melta shots, 2 of these acted as a screen for the advancing DC, at the point of unload I then got razors either side fo 2 of these squads, with DC just behind, the opponent has to deal with the shootign then decide what to do and unless he runs, whatever he does allows DC to charge him next turn, anyway I am babbling
Not sure on the scouts, i imagine myself keeping these hidden for 2-3 turns and then lending their weight to an assault, or using them on turn 5-6 to capture an objective... they're not real players in the grand scheme of things, but keeping them safe will stop the enemy scoring easy victory pts against such a weak unit...
lets be fair they are a points filler, by ditching either the assautl squad or the furioso, you can re use these points more effectively
the death company and assault marines will just wipe the floor with any enemy unit... i see each of these units on opposite flanks doing a big pincer movement. Crashing through the enemy and backing them into the centre of the board where the pincers meet by which time the furioso has reached the battleline in the centre along with the tac marines in the rhino...
LMAO, I see them getting shot to shreds with not other infantry targets visible.
Conventional wisdom on BA at the moment, since 4th ed and codex sm- goes for deep striking, loads of drop pods (which has made Furioso dreads more appealing)
The mechanised approach is probably th second most popular, butt he key in both these approaches is to use your transports to shield your jump pack troops
The third most popular approach is probably the inf heavy foto squad, which always has the baal issue (either I take none
or if I take one+ then they are the onyl vehicles in my army so get shot to bits quickly