So I finally got my hands on the points costs and stats for the new Blood Angels. In my opinion, this new book is 100% win! I would be surprised if a lot of guys did not qualify for the Vegas GT using the Blood Angels codex.
People have been beating the book to death on their blogs so I wont bother rehashing old meat. I will get right to it.
First of all, forget any HQ except for Dante. Making the big ones super costly, and non Independent Characters has pretty much priced them out of any thing but Apocalypse games. Put The Sanguinor on the table, and he will instantly catch every gun on the table. With no squad to put him in, he is going to die every time early on. That goes for all of the big boys. I think they might be ok for an occasional surprise list or something, but playing any of them smacks of one trick pony.
So what then? Well, Dante even with his power fist sized increase in points is worth every penny. Plus taking him lets you get the most out of the sexiest new set of models GW has released in a long time... the Sanguinary Guard. I think just about any BA army has to start with Dante and a squad of Guard. Throw in the banner for good measure.
What next? Well GW blessed us with several little easter eggs. First of all, while they are still costly, and in some cases still more costly then their generic brethren, they are still substantionally cheaper then the PDF. Case in point... RAS. Now you can put an RAS in a Razorback with a meltagun, extra armor and a power weapon, for about the same that it would have cost you to put them in a rhino previously. Big deal huh? IT IS! You can give the Razorback a Heavy Flamer turret and it is fast. Move it 12" and lay down the flame. Next turn, get out, shoot a transport, assault, and the razor can move off and lay down more flame. It is my opinion that all competitive lists will be taking advantage of this times 3.
Other Nuggets? How bout Fast Attack, scout, Baal Predators. Yup, you read right. You can flank march your Baal predator now and bring it in on the sides behind his lines. OR you can infintrate it after all deployment is done, then scout move before the game begins. How important is this??? You take first turn, and deploy. He will counter deploy his stuff, putting his squishy troops away from harm. Then you infiltrate your Baal! Scout move it to striking distance, then next turn move 6" and destroy them. Whats more is now you can put on a Flame Cannon turret! Str 6 AP 3 template, no cover and no armor saves for marines. This will become the new Basilisk... the gun all marines players knew and hated in 4th ed. Add flamers onto the side and you got death to troops, or give it heavy bolters for those squads you just cant reach.
A smart player will field a couple of these bad boys. So what about heavy support now? I have two words for you... Fast Vindicator. The ability to move 12" and shoot it's gun means that the Vindicator is back!
We have all heard the rumors and facts about the new Raven. ALl I have to say about it at this point is that it is a point sink that forces you to play a small, killy army because just putting one on the table will not be enough. You will need 2 or 3.
Here is a quick list I have been bouncing around:
Librarian epistolary combi melta,
2 Sang priest with PF and PW
Tactical squad x10 Lascannon/melta/pw
Three RAS with Razor/melta/pw
3 Baal Predators. Two with Asscannon, one with Flamer turret
2 Vindicators.
1 Predator with Las sponsons
This is a strong Take all Comers list with flexibility, redundancy and the ability to change tactics mid game and regroup. Three fast razorbacks that can lay flame or heavy bolter shots, three hard hitting assault squads, a combat squading lascannon tactical squad sitting in the back on an objective, and 6 tanks laying down death. Anti horde, anti tank, enough fire power to go toe to toe with guard and tau and enough assault strength to hold off Space Wolves while the guns do their work.
Sure, even with the new push towards an assaulty BA army, this army lacks true assault strength with assault taking a back seat to killy guns, but I have made a career out of that with my current list relying on just three dreads to do all the assaulting.
Another list, my endulgence list, has Dante and a Sang Priest with Death Company and Sang guard in razors with a Libby dread and a DC dread, with ras and tactical boys holding down the fort supported by a dakka Baal.
This list is a completely different monster that is risky, but if the risk pays out... death. Those boys coming out of those flyers are rock hard. The libby dread will make a difference every game and Dante grabbing up Furious Charge... Here is how it goes.
Turn one. Fly both ships 24" right into the midst of his troops. Hopefully they survive shooting. Turn Two, unload and win. Send out the DC, Sang Guard, Dante, and both Dreads to take on seperate units. Any troops that are on the table will vaporize. If the landers actually survive, great! They can no go crazy and gun down whatever they want.
Or you can spend turn one with the landers moving 6" and shooting off all their missles trying to supress some heavy weapons. Move up the Baal and take some fire, then move up the flyers for a turn three assault. Either way, they are going to rock.
So there you have it! Look for my converted raven soon, and some playtesting batreps!
Jawaballs