So, I am still salty about our Codex...still disappointed...but there's nothing I can do about it...
All I can do is play on and try to show that Blood Angels can be competitive in 8th...tough considering on YouTube I am yet to find one game post-Codex of Blood Angels winning...
Command Points (CP) are essential to Blood Angels competitiveness. But GW screwed us over by making it extremely difficult to actually make a list to suit a Blood Angels play-style without compromising CPs, especially given that the decent stratagems are multi-CP cost and are nigh on essential to allow Blood Angels to be playable let alone competitive. GW also screwed us by making ~3 must take Relics, which will cost you 3 CPs straight off the bat, before you even start playing! These are The Veritas Vitae (which Dante should have got automatically or something like it), The Angel's Wing, and the Standard of Sacrifice (for those who bite the expensive bullet and bring an (Sang) Ancient)...So, by the time you are 3 CPs down, and potentially 4 CPs down if you want the bonus of a Death Company character...you won't have many left if you have gone for 1 Battalion or none left if you have gone elite heavy with the other Detachments. I have seen lists emerging with 2 Battalions and minimal scouts to bring the additional CPs, and I think just for the CPs alone this is the minimum you'll need to enable the key stratagems to buff your expensive and underpowered elite units (Death Company FNP should be better!).
This got me looking towards maximising the CPs in my list, and the immediate way of going about this from a Detachment perspective is with a Brigade...but would this even work with Blood Angels? Especially given the Troop, Fast Attack and Heavy Support tax...Well, I tried and here it is... This is supposed to be competitive, in your face, and Blood Angelsy!:
HQ:
Librarian with Jump Pack (Warlord - with either Soulwarden, Heroic Bearing, or Artisan of War), Force Axe, [The Veritas Vitae] - 122
Chaplain with Jump Pack (Death Visions of Sanguinius option), [The Angel's Wing] - 90
Lieutenant with Jump Pack, Bolt Pistol, Power Sword - 82
Elites:
Sanguinary Guard, 8 man, 6 Plasma Pistols, 2 Inferno Pistols, 5 Encarmine Swords, 3 Power Fists - 316
Sanguinary Ancient, Encarmine Sword, Angelus Boltgun, Death Mask, [Standard of Sacrifice] - 101
Death Company with Jump Packs, 8 man, 3 Thunder Hammers, 3 Inferno Pistols - 235
Troops:
Scout Squad, 8 man, Combat Knives, Power Sword, (maybe 2-3 Shotguns) - 92
Scout Squad, 8 man, Combat Knives, Power Sword, (maybe 2-3 Shotguns) - 92
Scout Squad, 8 man, Combat Knives, Power Sword, (maybe 2-3 Shotguns) - 92
Scout Squad, 8 man, Combat Knives, Power Sword, (maybe 2-3 Shotguns) - 92
Scout Squad, 5 man, Bolters, Heavy Bolter (for Hellfire Shells option) - 65
Scout Squad, 5 man, Bolters, Missile Launcher (for Flakk Missile option) - 80
Fast Attack:
Scout Bikes, 3 man, Inferno Pistol - 84
Scout Bikes, 3 man, Inferno Pistol - 84
Attack Bike, Multi-Melta - 64
Heavy Support:
Hunter, Hunter Killer Missile, Storm Bolter - 98
Hunter, Hunter Killer Missile, Storm Bolter - 98
Whirlwind, Vengeance Launcher, Hunter Killer Missile, Storm Bolter - 112
Total: 1999 points.
Tactics-wise: the four combat knife Scout Squads all deploy where possible 9" away from the enemy deployment zone threatening charges across a wide front, especially with the Red Thirst buff. The bolter squads sit in the back field looking after objectives and the tanks. Otherwise against other alpha strike lists the Scouts are used to push out the bubble, but I think the in your face deployment will generally fair better.
The three Heavy Support tanks spread out in the back and take shots of opportunity. The Hunters give some air cover and anti-tank and the Whirlwind with Vengeance Launcher would look for small elite/annoying units to pester out of line of sight.
The Scout Bikes and Attack Bike would roll up one flank looking for key targets such as the enemies heavy support, tanks and other back field units.
The Death Company may actually have a place starting on the table, rather than dropping from reserves, exploiting Forlorn Fury (other 2 CPs down before the game actually starts...) to move up and then 1st turn (either if you start or you survive the enemy's while in cover) move into Inferno Pistol range of the largest threat before charging in! Whilst being backed up by supporting charges of the combat knife Scout squads...
The Chaplain would drop down from reserves to support the Death Company and Scouts initially...potentially using his Angel's Wing to prevent the enemy's key unit from overwatching the Death Company by going in first (in this case you'd have to use Decent of Angels to guarantee their follow up charge I reckon).
Then when the time was right, probably alpha, or after key enemy units have dropped, the Sanguinary Guard, Ancient, Librarian, and Lieutenant death star comes down. The Plasma Pistols should do a lot of work with both the Warlord hit re-rolls and Lieutenant re-rolls for 1s to wound, before charging, probably using Decent of Angels. The Librarian uses Unleash Rage (instead of taking Sanguinor) to ensure +1 attacks even if he doesn't make the charge as its 12" ranged. The other power could be Shield of Sanguinius if required, but probably not, Quickening or Blood Boil may be better when he's on the board. You just have to really hope the Ancient makes it into the combat to for the 5+ FNP and re-roll 1s to wound buff in combat (depending where the Lieutenant is for this buff). Against the enemies biggest threat you'd also hope by this point you have 3 CPs left for an Honour the Chapter second fight! Blood Angels should have got something like this for 2 CPs, say if they are equipped with Jump Packs, for the fluff...And the Guard could again be supported by a couple of the combat Scout Squads charging in...
Note: Blood Angels characters should auto make the charge if a unit which started its charge within 3" of the character makes it in imo!!!
Obviously a Brigade comes with its own problems, yes you gain 12 CPs (with battle forged), but you have a lot of table drops to place which may mean your opponent gets the +1 to go first roll. Not good, when really you are wanting to go first with this list, but who doesn't in 8th... So, -3 CPs for the Relics, -1 CP for Death Visions (maybe), -2 CPs for Forlorn Fury...so 6 CPs down before the start of game...then 1st turn (maybe) -2 CP for Decent of Angels, and (maybe) -3 CPs for an Honour the Chapter (or -2 CPs for another use of Decent of Angels), leaving just 1 CP for Upon Wings of Fire, Hellfire, Flakk, Cluster Mines, or Red Rampage...not even accounting for Command Re-rolls use of CPs!!!! Personally I think GW really mucked Blood Angels up big time with this stratagem necessity, as without all these stratagems I think Blood Angels are one of the weakest, glass hammer armies in 40K...Sad times...Blood Angels units with Jump Packs should have all just got Decent of Angels as standard...but hey ho, may be its just me.
Overall though, what do you think of the list? I could obviously immediately 'reallocate' 132 points by minimising the combat knife Scout Squads, but I kept them 8 man for a reason, mainly to give them some staying power in combat, and given that the Troops are a large fraction of the list I wanted them to have a presence even after taking small arms fire as they would be used aggressively.
Veritus Vitae relic would help boost your CPs:) BA are tought to get right at the moment...a real challenge:)
True, true. If I was going to Forlorn Fury the Death Company I would contemplate putting the The Veritas Vitae on the Lieutenant and have him on the board with them to try to recover the two Forlorn Fury CPs...that desperate for CPs! :-)
Its a great Relic when desperate for CP's...an auto choice for me!:)