I was having a look over the new Vanguard units and seeing if any are valid for Blood Angels use. The key thing I saw was the warlord trait: Master of the Vanguard.
With this trait, friendly CHAPTER units within 6" of the warlord gain +1" to both their move, advance AND charge rolls. This works on non-PHOBOS units, i.e. Sanguinary Guard, Death Company, Jump-pack characters...
Could this do work for a Blood Angels melee ball?
Looking at the Vanguard HQs to take this trait I think the only viable one for Blood Angels is the Librarian in Phobos Armour really. Unfortunately he is a foot-slogger so would have to be well positioned to use to launch assaults from. But he does have concealed deployment though...
The powers Mind Raid (Select a visible enemy unit within 18". It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a character, roll 3d6. If the result is greater than or equal to the target's Ld, you get a free Command Point), and either Hallucination (visible enemy unit within 18", Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit's Ld all its hit rolls take a -1 penalty.) or Tenebrous Curse (visible enemy unit within 18" that does not have the FLY keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as is all of its advance and charge rolls.). Look the best for a mixed (Mk7, Primaris, Vanguard) Blood Angels force. Or Shrouding (Pick a friendly PHOBOS unit within 18". Until the start of the next psychic phase, enemies can only shoot that unit if they're the closest target, as if the unit was a Character.) if taking one or more units of Eliminators...
But how best to maximise Master of the Vanguard use for Blood Angels? What are your thoughts?
Would +1 to charges help that much? Like an 8 on 2d6 is still tough enough to get. BA really need a scary advantage when it comes to deep strike and charge. 3d6 would be better:)