Warhammer 40,000/5th Edition Tactics/Blood Angels

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This is an old Edition's tactics. 6th Edition Tactics are here.

Why Play Blood Angels[edit | edit source]

  • People are jealous of your Vampire-Jesus self.
  • Haters gonna Hate.
  • Deep-striking Land Raiders.
  • Some of the best close-combat units in the game.
  • Deep-striking Land Raiders.
  • FLYING METUHL BAWKSE- I mean Stormravens.
  • Deep-striking Land Raiders.
  • Space-Vampire-Angels. Pretty awesome, unlike the prissy Twilight sparkling shit you see elsewhere.
  • Did we mention deep-striking Land Raiders?

Unit Analysis[edit | edit source]

HQ[edit | edit source]

  • Commander Dante: Pretty damned powerful for a Chapter Master, with a jump pack, an infernus pistol (it's pretty much a melta pistol), and a power axe. He can deal with pretty much any kind of enemy in the game with a decent chance of winning. Sanguinary Guard now count as Troops when he's in the army (freeing up an Elites slot, mostly) and he can completely screw over an enemy IC unit of your choice before the game even begins. Doesn't have Eternal Warrior, so keep him away from S8+ attacks. He nullifies the scatter distance of the unit he's with, so pair him with a Honor Guard unit with multiple meltaguns to kill a tank and threaten its contents the next turn, or deliver some other killy unit with precision. Take him and Mephiston for extra lulz.
  • Chapter Master Gabriel Seth: Doesn't have a power weapon, but his gigantic chainsword hits at Strength 8 (in Initiative order, even!) and has Rending. Instead of making his normal attacks, he can instead inflict an automatic hit on every enemy model in base contact with him, which can be extremely useful against hordes. Also, if an enemy rolls a one to hit him, Seth kicks them in the fucking balls. I don't care if your models are female, he will find their testicles, and he will kick them. Also, he's low priced. The downside is that he doesn't buff your army in any way, so a Librarian is a better buy, but he's fine if you're doing a "fluffy" Flesh Tearers list.
  • Astorath the Grim: O Hai, Nao haf mai army canhas teh Red Thirst. He's basically a Reclusiarch with Artificer Armor, a jump pack, and a two-handed power axe that forces the enemy to re-roll successful invulnerable saves. And he removes the 0-1 limit on Death Company. Who needs scoring units anyway?
  • The Sanguinor, Exemplar of the Host: Responsible for 30% of Blood Angel hating. Your army's special character only wishes he was half as special as this snowflake. Apparently responsible for a great deal of the Blood Angels' past victories (including killing an Eldar Avatar, but pretty much every codex these days has someone or something killing an Avatar so meh) he's nowhere near as impressive on the tabletop. Yes, he has high Initiative and WS 8. Yes, he has a master-crafted power weapon and a jump pack. Yes, he has 2+ armor, 3+ invulnerable, Furious Charge, Fearless, and Eternal Warrior. However, he's still only T4 and has 3 Wounds, which means he can be shot to death by Orks or Guardsmen in one turn. On top of that, he has no ranged attacks whatsoever and can't take a bodyguard to back him up, since he doesn't have Independent Character. He also costs about as much as a Land Raider. Against mediocre opponents, you can do fine hiding him behind bawkses and keeping him out of LoS of killy guns, but he's not as good as everybody thinks he is. And his model also looks kind of silly.
  • Mephiston, Lord of Death: Responsible for another 30% of Blood Angel hating. Mephiston is...yeah. Okay, how to best describe this. You know Abaddon the Despoiler? You know how most armies don't have units that can reliably hold him in close-combat? You know how most armies try to throw SQUADS at him to hold him off? With his ridiculously overpowered powers, ridiculously overpowered stat-line, (WS fucking 7, S6, T6, 5 fucking wounds and Initiative 7!) Mephiston is the biggest cheese unit in the Blood Angels Codex. Expensive, but rightfully so, Mephiston can, without a doubt, kill anything in close combat. Transfixing Gaze is utter bullshit, and this power against Abaddon basically ensures victory. Basically, it's a 50-50 shot against LD10 units that you'll be able to re-roll to hits and to-wounds in combats. Mephiston can basically solo any commander in the game, including, but not limited to, Big Poppa Smurf, Yarrick, Ghazghkull, The Nightbringer... you get the picture. He's also the Blood Angels' pysker special character, but mercifully he only gets 3 powers and can't use anymore than a standard Librarian. He gets Unleash Rage (giving him preferred enemy against whatever you're facing), Wings of Sangiunous (makes him jump infantry for a movement phase, and he's already pretty mobile since he's got Fleet) and Sangiune Sword (which makes him strength 10 for an assault phase, which he's not likely to need unless he's attacking a vehicle since he wounds most things on a 2+ and has a force sword). The only things that offer Mephiston a challenge are cheating levels of good luck with tank shocking (No matter how tough he is, if he fails his death or glory roll, he goes splat), maybe a Greater Daemon (A bloodthirster would be best at this, if you are willing to spend the points, An'ggrath or Skarbrand are capable of doing this, of course using An'ggrath in all his 888 point glory to kill Mephiston is like using canister shot from a 155mm howitzer to swat an insect), The Swarmlord, ANY Grey Knights unit with Nemesis Force Weapons, thanks to their new "Daemonbane" rule and multiple, simuhltaneous Hammerhands/Mights of Titan, Necron Overlords with Mindshackle Scarabs (if he fails a Ld test on 3d6, which is about a 50% chance, you can make him whack himself in the face with his own force weapon for massive hilarity) and The Despoiler himself. However, Mephy does have his weaknesses: He has no invuln save at all (trollan Eldar players can make him Perils himself to death) and he can't take meat shields to cover him (not that he needs them anyway, though you can get something else with Independent Character to join him). He also, surprisingly, lacks Eternal Warrior, meaning that instant death weapons (but not S10 weapons, thanks to his T6) will still one-shot him (good luck getting to wound in the first place, though). All in all, if you take him, be prepared for a LOT of people to hate you.
  • Captain Tycho: Good ol' Cap'n Tycho, a mainstay from the olden days. He has a combi-melta, as he always had, but now it can fire the special-issue ammo that Sternguard get, making him a lot more versatile. On top of that, his close-combat attacks ignore armor and can roll 2d6 for armor penetration against vehicles. The melta gun is still better against tanks, though, so don't expect him to reliably punch out a Land Raider.
    • Death Company Tycho: Tycho off his happy pills. He's not as good at shooting (BS4 instead of BS5), he can no longer join a squad (for want of Independent Character), and you can't even control where he goes anymore, but he's absolutely rapetastic in close combat (+1 WS, +1 Attack, Furious Charge, Feel No Pain). He's not as useful as his saner version, though; Death Company Tycho is basically a kamikaze unit, an expensive and surprisingly easy to one-shot kamikaze unit.
  • Librarian: Identical to the vanilla Space Marines Librarian in statline, but has a different set of powers. Smite always makes for a decent shooting attack, but he can also sprout wings (making him move like Jump Infantry or a Jet Bike, depending on whether or not he's riding a bike) and can increase his close-combat Strength to 10. Surprisingly killy in close-combat. Still has no Invulnerable save, unless you take Terminator armor. Pretty much an auto-include if you don't run Reclusiarch or Dante or Mephiston.
  • Reclusiarch: Chaplain on steroids. For 30 points more, he gets +1 BS, +1 Wound, +1 Initiative, and +1 Attack. Give him a Jump Pack and stick him with an Assault/Vanguard Veteran Squad, or give him Terminator armor and stick him with a Terminator assault squad, and let him loose.
  • Captain: Not quite as good as the vanilla Marines Captain is (which means "even more shitty"). For one, he loses such fancy toys such as Hellfire rounds, Artificer armor, digital weapons, Auxiliary Grenade Launchers, and Relic blades. Hand Flamer/Infernus pistol don't really make up for it. Stick him in a Terminator suit if you must have his 2+ save.
  • Honour Guard: Just like the vanilla Command Squad, the difference being that you can take them for any HQ slot you have, not just Captains. Boast 4 special weapons, and combined with d6" scatter, can go and kill pretty much any vehicle on turn they arrive. Also, good at plasmagunning, as they have 3+, FnP from their own Sanguinary Priest, and 4 plasmaguns (which is absolutely rapetastic). They lack an invuln, though, so don't send them against dedicated melee units or hidden powerfists, or you'll lose them.
  • Moriar the Chosen: Fucking Ward.

Elite[edit | edit source]

  • Chaplain: Pretty much the same as the vanilla Space Marines Chaplain, but moved to Elites for some reason. Not worth the Elites slot; get a Reclusiarch instead.
  • Sanguinary Guard: Blood Guard who have Blood swords and Angel wings and Angelus bolters that shoot Bloodshard shells that spill Blood for the Blood God- I mean, Emprah. All equipped with jump packs, two-handed master-crafted power weapons and 12" AP4 Storm Bolters. Cost as much as a Terminator squad, but can't have more than five guys in a squad. One of them can carry the chapter banner, and all of them can swap out their usual gear for power fists, plasma pistols, or infernus pistols, and they can take death masks, which forces the enemy to roll a Leadership test or hit at WS1 on the turn they charge. 2+ armor save, but no invuln save at all; keep them away from plasma and power weapons. Attach a Sanguinary Priest to them for extra lulz.
  • Furioso Dreadnought: Responsible for another 30% of bitching against Blood Angels. This is a WS6, 13/12/10 Dreadnought that can have Lightning Claws (Blood Talons) that generate EXTRA attacks. Sure it's S6 instead of S10, but it makes mincemeat out of almost anything. Plus you can drag vehicles close to you. Behind Mephiston, 2nd most potent unit in the Codex. Build several. Give them Blood Talons. Put them in Drop Pods. Drop them on your enemy. These badasses WILL. MOW. SHIT. UP. Watch as your enemies are cut down squad by squad. Work best in numbers of more than two.
    • Librarian Furioso: Flying Psyker Dreadnought, end of argument. Known to reduce grown men to tears. All the bullshit of the regular furioso up to eleven sums this abomination of a unit up pretty well.
  • Terminator Squad: They're Terminators, what's not to like? Use them just like you would vanilla Terminators, there's not much of a difference. Heavy Flamers are cheap and ignore cover, and Assault Cannons and Cyclone Missile Launchers ensure long-range carnage. Remember to bring at least one Chainfist, and a Sanguinary Priest couldn't hurt either. If you're fighting 'Nids, reminisce about the good old days of Space Hulk.
  • Terminator Assault Squad: Well, Matt Ward found out how popular the almighty Thunder Hammer/Storm Shield combo was, so he increased the price of it... to five points each(like every other Stormshield in the Army cost 5 more). If you get these guys, pray that you roll a 1 for their Red Thirst roll, because Furious Charge benefits these guys greatly. It is absolutely necessary that you take a Land Raider to ensure they make the long trip to the enemy. They benefit greatly from a buffer unit like a Reclusiarch (to boost their close combat capabilities even more) a Sanguinary Priest (a squad 2+ armour saves, 3+ invul. saves with Feel no Pain? Yes please) or a Librarian (In case you needed yet another sledgehammer in your squad). Bottom line: great CC squad, but they can become really expensive, really soon.
  • Techmarine: A minor chance to make a vehicle move again. Unlike vanilla Marines, they can take Jump Packs (at the cost of their Servo-arm), so at least they can keep up with the vehicles they're supposed to repair. One-wound model, though, so they are good for little else than deep-striking with a combi-melta, and even then, you can find a better use for an Elites slot.
  • Sternguard Veteran Squad: Yep, they're back. Yep, they're still awesome. Dakka, dakka, dakka. Just keep 'em away from tanks and high-armor units, unless you remembered to bring some combi-meltas/plasmas. Not as useful for Blood Angels, with the amount of anti-infantry and meltaguns they usually posess, but still a fine buy.
  • Sanguinary Priest: Responsible for the last 10% of Blood Angel Bitching. You can take three of them for one Elites slot. They can have Jump Packs, or even Terminator Armor. Bullets no longer hurt your troops. As if marines needed to become even more survivable. Enjoy your immortal demigod soldiers. Don't send them in combat, powerfists make them cry. You can trail him behind, abusing 2" coherency, though, so he won't get in combat too soon.
    • Brother Corbulo: Bullets no longer hurt your troops and you get one free re-roll. And this can be for any roll except deployment or game continuation. Unless he dies before you use it, at which point you kinda didn't deserve it anyway. He is a lot more survivable himself, with 2+ FnP, and more killy, with S5 Rending chainsword, but costs as 2 ordinary Priests and is still vulnerable to powerfists.

Troops[edit | edit source]

  • Tactical Squad: Shooty. Just like vanilla Space Marines. Generally speaking Assault Squads are better for Blood Angels; you don't really want these guys in an assault. Good for camping on objectives, and not much else.
  • Death Company: No longer a required troop choice, but you played Blood Angels for the sauce and this is it. If you're going to be a bitch and refuse to spend points just take an assault squad, its the cost effective choice. They don't have Rending like they used to, but are now WS 5 and still have Fearless and Furious Charge. AAnd they are Relentless, so give bolters to fist-equipped guys. If you're going to use these on the other hand its highly advisable to throw in a chaplain for rerolls (Liturgies of Hate lets them re-roll failed wounds as well as hits) and an array of close combat weapons. Taken together they make Death Company the last word in terminal close encounters. Eight-men power-weapon-equipped death company squad with chaplain can easily wipe out full bloodcrushers or assault terminators squad IN ONE CHARGE, without taking any strikes back. A Land Raider actually makes a good transport for these guys, particularly the Land Raider Crusader; 15 blood-crazed maniacs + 1 chaplain + Land Raider Crusader = pretty much a guaranteed charge and a whole lot of dead things.
    • Lemartes: Lemartes is a pretty cool guy, eh kills aleins and doesn't afraid of anything. An expensive beefed up Chaplain that isn't an IC and gets crazy pissed when you attack him. Due to Lemartes' unique type he cannot be targeted by ICs. His awesome special rule can be willingly triggered by simply allocating an unsaveable wound onto him, then prepare for 6 power weapon attacks at Str. 5 (7 Attacks at Str. 6 if he gets the charge). He is a br00tal spearhead for a Death Company squad. At 150pts, you can make a Death Company over 9000 times more deadly, or spend those points on a Dread that will get blown up by a 10pt Melta on the 2nd turn. Seriously, Lemartes is wicked but only if you have the points, of if your army theme fits. PROTIP: 5 Death Co. w/ PFist + Lemartes + Stormraven w/ TL MultiMelta, TL PlasmaCannon and Hurricane Bolters = Your mom just got fucked.
  • Death Company Dreadnought: Stupidly powerful. Can swap normal dreadnought claws for super Blood Talons. For free. Talons mean it keeps attacking so long as it causes a wound. Combined with 5 attacks on the charge, fleet, and the inability to be stunned or shaken! The alleged downside is that he has rage, but that only matters for units that can't murder their way through anything trying to kite them. They're basically turbocharged lawnmowers of pure hate, and if there's a good reason not to take one in a Death Company army I haven't heard it. See Furioso Dreadnought. on a side note, being troops, you can take five of them if you have a 25 man death company and astorath in tow, and when combined with the heavy support and elites dreads, you can have up to 11 blood angels OP metal motherfuckers in a less than 2500 point list.
  • Scout Squad: Cheap, infiltrating, and scoring like every other Scout unit. Unlike every other Scout unit they have "The Red Thirst" special rule which can turn them into mini berserkers if taken with an HQ choice like Astorath. Give them all pistols and knives to make them even better in assault; a Power Fist/Plasma Pistol for the Sergeant might also be warranted. Sure, they don't have Hellfire shells for their heavy bolters, but who the fuck cares? Another tiny, easy to miss upgrade that separates BA Scouts from their weedier codex brethren is their ability to take a Locator Beacon. Yeah, now you can flawlessly deepstrike, say, Land Raiders, within 6" of the enemy. Should the Scouts live (doubtful, since they will almost undoubtedly attract ridiculous amounts of fire from this), they can guide in all the other deep-striking bullshit that BA have access to as well, like, Vanguard. Anyway, they're not a combat unit with their 4+ save and WS3, and BA don't really require more DS precision (take Dante of you do), so they're a mediocre choice.
  • Assault Squad: Mobile, deadly, and cost effective. They can be tooled any number of ways and most of them are deadly. Small squads with Melta, Combi-Weapon, and a FAST razorback with Lascannon and TL Plasma, or a large 10-man squad, either flying, in a free drop pod, in a 15-point rhino, or a discounted Raider. You really can't go wrong. Just make sure a Sanguinary Priest is within 6" so they have the joy of FNP and Furious Charge.

Fast Attack[edit | edit source]

  • Vanguard Veteran Squad: Yep, they're back. Any Blood Angels unit that has Jump Packs automatically gets the "Descent of Angels" special rule. They also have a rule that lets them assault after deep striking (but not if they have an independent character with them, which means they can't take a Reclusiarch/Sanguinary Priest if you want to do this). Their Sergeant also gets uber gear at a discount. Which is a savage anal raping, FOR YOU. Be careful not to go overboard on the wargear; they WILL draw fire, and they can get very expensive, very fast. The best use is tank hunting or killing shooting units so pack them with a Thunder Hammer of Power/Chainfist. So your enemy's units like a predator or dev squad will be bounded in close combat with your vets when other parts of your army get close to fuck your enemy and your metal boxez will be in safety from big gunz.
  • Land Speeder Squadron: Basically the damn same as the Land Speeders in the Space Marine codex. If you run one, run two, same as other vehicles. The key feature of these fuckers is that you can speed 'em around the field fast enough that they always get their 3+ cover save from moving flat out. If you're lucky, you can get people to waste a turn or two shooting at these while your real vehicles are getting shit done un-impeded. Of course, if your enemy ignores them, then you probably get a chance to pop something with your Multi-meltas, so you might win either way.
  • Baal Predator: The Blood Angels' unique Predator, armed with a twin-linked Assault Cannon. Can take Heavy Bolter or Heavy Flamer sponsons, or replace the Assault Cannon with a Flamestorm cannon, the S6 AP3 flamer found on the Land Raider Redeemer. It's fast, it ruins infantry's day, it will likely draw a lot of fire to stop it from killing their troops.
  • Attack Bike Squad: Bikes with heavy weapons. Give them Multi-Meltas and go tank hunting. Other units can handle anti-infantry roles, such as the Baal Predator.
  • Bike Squad: Blood Angels aren't as good as vanilla Marines are with bikers, if only because they lack the ability to take bikes as Troops. Still, they can prove to be useful as skirmishers as long as you don't let them get bogged down in an assault. Take a meltagun and/or a plasma gun to kill shit faster. There's also build, known as Blood Rodeo in which ASM and Bikes are used together. FNP and FC bikes? Yes please.
  • Scout Bike Squad: More fragile than standard Bikers, have WS/BS 3, and can't take meltas/flamers/plasma guns; instead, all they can do is replace their bikes' boltguns with rapid-firing grenade launchers. However, they can Infiltrate, and thanks to their Sergeant, an Infiltrating Power Fist on a bike is nothing to sniff at. They can also take Locator Beacons, to help put that deep-striking Land Raider where you want it.

Heavy Support[edit | edit source]

  • Dreadnought: Blood Angels love Dreadnoughts, and you should too. The assault cannon is probably the most cost-effective shooting weapon available to them, and replacing the standard storm bolter with a heavy flamer can't hurt either. You can kit them out for tank-hunting, but other units can easily fill that role, too. They're no slouches in melee either (unless you were a fool and swapped the DCCW for a missile launcher) but it can't compare to the Furioso pattern when it comes to well and truly fucking something's shit up.
  • Stormraven Gunship: Basically, a flying Land Raider. This ugly flying brick is another of the Blood Angels' treats that vanilla Marines don't get. (Though apparently the Grey Knights have 'em too for no adequately explained reason. Go figure.) It costs 200 points base, has AV12 all around (pretty fragile for such fire magnet), and meltaguns don't get the extra D6 for AP when shooting at them. It's also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Bloodstrike missiles (72" S8 AP1, one shot each), and that's only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if that's not enough dakka for you, it can take hurricane bolters in side sponsons. It can deep strike, it can take a locator beacon, but the real gravy comes with its transport capacity; it can carry 12 guys in power armor (or 6 Jump Infantry/Terminators) AND one Dreadnought. Watch your opponent cry tears of bitter rage as your Death Company comes out of fucking nowhere to ruin his day. It'll cost you an arm and a leg, but you certainly get what you pay for.
  • Predator: Marginally more useful than the vanilla Predator, since it's now a Fast vehicle. Meaning it can move further and fire more guns at once. The Baal Predator is better than the Destructor against infantry (Compare S7 AP4 Heavy 2 to twin-linked S6 AP4 Heavy 4, Rending); use the Annihilator variant to hunt tanks and Monstrous Creatures instead.
  • Devastator Squad: They're just like the vanilla Marines' Devastators, only with the Red Thirst, and cheaper weapons. Great with 4 missile launchers - a cheap and universal squad with a lot of firepower. Cary about a priest to babysit them. Park them in cover. Perfect for shotty army-list.
  • Vindicator: It's a massive gun strapped to a Fast vehicle. Imperial Guard wished they had something this awesome. Even if the gun gets blown off (likely, considering the amount of fire this thing will draw), you can go all-out and ram your target instead for massive damage.
  • Whirlwind: The Fast engine can actually help Whirlwinds out if they get too close to enemies; just zip off to somewhere safe for you to rain fiery death down upon them. But, as it's strictly anti-infantry, and costs even more because of Fast, it's even worse than vanilla.

Dedicated Transports[edit | edit source]

  • Rhino: Looks like the Orks were right after all: The red ones DO go faster. Costs 15 more points than a vanilla Rhino (50 compared to 35) but is now a Fast vehicle, making them absurdly useful. Take one for as many infantry units as you can.
  • Razorback: It's fast and it has a big gun on top. Use it in conjunction with Sternguard or your hero unit + Honor Guard. Take the las/plas turret if you can spare the points.
  • Drop Pod: Perfect for putting Dreadnoughts where they need to be. Assault Squads can take one for free if they remove their jump packs.
  • Land Raider/Crusader/Redeemer: Pretty much the same as the Loyalist counterparts: normal Land Raider is schizo, Crusader is God-tier for Terminator transport, Redeemer fucks infantry's shit up. One big difference is the Blood Angels' ability to deep-strike their Land Raiders. While it initially sounds awesome and broken, it's really not a good idea. Land Raiders are huge. That means they have huge guts, and they're far more likely to suffer a mishap, which means say goodbye to your 300+ point unit. More likely to survive if you infiltrate Scouts with locator beacons first. Even if you do succeed, you're that much closer into melta range. They can also only be taken as Dedicated Transports, which isn't that big a deal for some people.

Building your Army[edit | edit source]

The Blood Angels battleforce has been released. Start with that. Then start filling in your base. Get yourself an HQ model and another Space Marine squad. Alternatively, go purchase Astorath the Grim. Now, go onto EBay and spam-buy yourself Death Company. Since Astorath removes the 0-1 Death Company limit, and Death Company are a Troops choice, an army of said BLACK DEATH awaits. You can also buy Commander Dante and fill out your troops with Sanguinary Guard. You get your elites slots free for anything you like.

Tactics[edit | edit source]

Now, deep striking a Land raider may sound fun, but is never really worth it in most cases. The main reason is because deep strikes tend to have lethal mishaps, also this isn't a Dreadnought or an SM squad, this is an ECKSBAWKS HUEG MEHTAL BAWKS so you're more prone to get this schizophrenic tank destroyed with a deep strike mishap than an anti-tank squad. Now this only applies to maps with cover and difficult terrain, which tends to be used in games most of the time. If you're playing on open terrain with a large size, this COULD work but then again, you rarely have any room to actually deep strike a land raider into a good flanking position, unless it's late in the game, your opponent poorly deployed his army or your map is ecksbawks huegx2. This feature is really more-or-less for casual/fun/joke games but if you decide to take it to tournaments, prepare for your game to turn into a circus of hilarity with you either successfully flanking your opponent's rear lines with metal boxes of doom or losing 300+ points in a single turn because something got in the way. Either way, someone's bound to get a laugh out of this. Despite all of this,and you're still sure you want deepstrike a bunch of expensive metal boxes, fill your troop slots with 5 man units of scouts armed with locator beacons. Have them scout move and then (??on turn one??)on turn two, you can deepstrike the Land Raiders so they can mow down your foe's shit. 'Do not expect the scouts to survive after this.

You have an army made for one purpose, and one purpose only. Motherfucking BLITZKRIEG!!! If there was any other army more adapt at using this Nazi tactic it would overrape everything. Blood angels are the certified masters of BLITZKRIEG!!! I mean look at what they have in their army list. First, ALL your vehicles are basically fast attack, skimmer or bikes. All others deep strike. Watch with glee as your opponent cry out in horror as your army crosses half the broadlength in the first turn. Second, your troops are utterly focus on getting as fast as humanly possible close to enemy and obliterate them at close-range and/or in CQC. Third, you have the best conditions for deep striking of all the armies in the galaxy.(All jump infantry can deep strike and uses only one die for scatter. By default) Use deepstriking Dreadnoughts in drop pods, combine it with fast flying Stormravens carrying a ten-man assault squads joined by a Sanguinary Priest and Vindicators on the ground lobbing S: 10 large-blast templates of annihilation all over the table. Combine all this with the units mentioned above, along with their afore mentioned tactics and you will basically bring all your opponents to their knees crying bitter tears of rage and frustration after you stand victorious at the end of turn 2.

Do not charge your Death Company into a Terminator squad, no matter what you may think will happen. Especially do not do this if you're playing against Space Wolves, Terminator Wolf Lords will eat your DCs alive without breaking a sweat.

Always use Dreadnoughts with Blood Talons in a Drop Pod. Trust me, they're bound to screw up your opponent's strategy.

Sanguinary Priests are your friends.

Though BA are powerful in close combat, they are nice in shooting with their 4bs and ASM's discounts for razorbacks. So you can really SPAM this fast shooty venichles. Take 3-4 las-plas razor teams of 5 ASM with melta and may be power sword and infernus pistol for Sergeant. Concentrate firepower on one target and fuck it up. Then choose other target. Libby with shield of Sangui is also nice. Mephy or Furioso can be taken as counter-charge. Melta or plasma honour guards are always good. Missile Devs are universal unit in Heavy Support and Autocannon-Lascannon Predators are nice for fucking heavy units up. Baal Preds ruin infantry day. Melta-Attack Bikes or Land Speeders are your mobile anti-tank units.