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To answer your questions in a roundabout sort of way:
In a Blood Angels army, play to your strength (assault troops).
Don't buy stuff that isn't part of that strength.
Blood Angels with furious charge and preferred enemy do not NEED to soften anyone up. Let the Orks come. 180 Orks fears 75 Assault marines, because the Orks will be annihilated in one fell swoop.
Does 45 assault marines make the same Ork army quake in it's boots? How about a Demon list? Or a MC list?
No, no, and no.
As a Blood Angels player you want to get as many mass assaults in across an enemies lines as you possibly can so when you are done rolling your 200 dice, there's nothing left.
Granted, some armies can sacrifice units to delay you; but if they are going to shoot you down it takes alot of firepower to do so and few armies can do so. Having meltaweapons everywhere gives you assurances against mech that mech does not like, and helps against strong MC builds because like it or not--S5 hurts them badly.
Having maxed out squads gives you the best chance of stringing ALL of your assaults on turn 2, into ONE assault. That means that even enemies who don't necessarily fear your assault like demons/chaos/nids will learn to to because you can put out so many fearless wounds its disgusting.
The Death Company always gets shot to pieces, or always gets ignored. Having 1 or 2 extra guys won't matter, but having smaller squads (so you get more DC) while attractive on the surface of things...is really a loser for you, because having only 5 guys in your assault squads means you can be torrented repeatedly and lose your power weapons. Without those, your devastating charge suddenly isn't so devastating.
It's also alot easier to keep those 5 big squads and the death company in range of Dante (his silly range will be FAQ'ed someday, or GW is just nuts) and intersperse them for cover than it is with many small squads.
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