So, the new Blood Angels Codex has been out for awhile and I’ve managed to get in a few games. My current record with the army stands at 3 wins, 1 loss, and 0 draws. Not a bad record, if I do say so myself. It has given me something to think about, however, and when I look at the codex and take into account what some people are saying on various forums and blogs, I think I’ve come to a clear decision about how I want to play the army from here on out and I think it probably runs counter to what conventional wisdom might advise me to do.
As already seen in the 750 point army list I put together, I’ve come to a point in list building where I’ve decided that I just simply prefer running assault marines with their jump packs rather than running them without and taking the point discount to run them in transports. I’ve seen so many lists and mathhammer posts based around the idea of 5 men in a Razorback of some sort with 1 special weapon, a power fist, and a sanguinary priest being the end all be all of what the Blood Angels are capable of but it just doesn’t appeal to me. I like the idea of having mobile heavy weaponry, of course, but at the end of the day taking into account the fact that assaults squads can take melta guns, I almost feel as though lascannons, twinlinked or otherwise, have become unnecessary. At least for my own personal uses. The mobility and speed that are afforded by jump packs really just seems like it’s enough, you know? And with Feel No Pain and Furious charge almost being an army wide rule and the accuracy provided in Deep Strikes by decent of angels just make me think that static or vehicle mounted heavy weapons and mech are just a crutch when it comes to the blood angels.
At current, given my philosophy about Assault Marines and their utility my list runs a pair of 10 man assault squads, armed with 2 melta guns, an Infernus Pistol, and a Powerfist, each accompanied by a Sanguinary priest, 2 Baal Preds of the Assault Cannon variety with no sponsons, 2 Furioso Dreadnoughts with Blood Talons in drop pods, and a Librarian with slogging Honor Guard in a drop pod. It’s worked alright for me so far, but the more I think about it, the more I think I’d like to branch out. The next list I’d like to try looks like this:
Captain with a pair of Lightning Claws, Jump Pack, and Melta bombs
This provides him 5 attacks on the charge at WS6, rerolling to wound, and with a sang priest nearby he strikes at strength 5, Initiative 6, and the melta bombs let him have a chance at cracking a tank or walker.
Honor Guard with Jump Packs, one member upgraded to Blood Champion, a power sword, Lightning claw, and a power fist.
This squad, with it’s built in Sang priest that can’t be picked out, is designed to escort the Captain and smash into whatever needs a powerful assault, hopefully leveling it with the large amount of power weapon attacks it can put out- 23 total on the charge at various initiative counts -and it provides ablative wounds for the Captain. Also, since every member of the squad is equipped differently I can play the wound allocation game.
2 Sanguinary Priests with Jump packs
By this point, their purpose in the army should be fairly obvious.
2 10 x Assault Marine Squads armed with 2 Melta guns, 1 Infernus pistol, and a Power fist
2 10x Assault Marine Squads armed with 2 flamers, 1 hand flamer, and a Lightning Claw
Forming the core of the army, this set up gives me four scoring troop choices and swells my total number of boots on the table to a hefty (for marines) 48 models. Ideally, I would run them in pairs, one tank hunting squad supporting and supported by one flamer squad, each trying to stay close enough together to gain blanket coverage from one sanguinary priest. The tank hunting squads are armed to get three good melta shots and then fall into assault on the tank if necessary, the powerfist and krak grenades hopefully acting like an effective can opener, but if pressed their weapon selection should also make them capable of attacking heavy infantry in a pinch. Meanwhile, my anti infantry squads are capable of putting out three flame templates in a round of shooting, hopefully scoring a phenomenal number of free hits. This goes back to my theory of volume of fire being the real equalizer in 40k because, in the end, I don’t care how good your save is, if I make you take 20 to 30+ times in rapid succession, you will fail it eventually. Meanwhile, the lightning claw fulfills my need for a power weapon, and while I lose an attack over the power sword, it gives me the ability to reroll to wound and I think that’s really more efficient at the end of the day.
So… there it is. That’s my design philosophy going forward. I don’t know how well it’ll work for me, but on paper I think it’s going to work well. It will, of course, require extensive playtesting and that means I’ll need to work on getting the minis to actually build it.
Shopping list:
2 Boxes of Death Company, 2 boxes of vanilla assault marines, 1 (maybe 2) boxes of Sanguinary Guard for bits, and 1 (maybe 2) boxes of Command Squad, also for bits.

