Catyrpelius wrote:If your going to deep strike this army, the only thing your going to have on the board during your first turn is the scouts, don't expect to keep them.
Not true, as they have a 3+ cover save (or a 2+ if they choose to go to ground). In fact, going to ground makes them pretty much invulnerable until the 3rd turn (or 2nd if your opponent goes first) where they'll have the support of the rest of the army and can then act freely. I've seen scouts do amazing things, and having T4 in cover with camo cloaks, they are pretty resilient.
Catyrpelius wrote:Consider this. You have three units, the two Honor Guard and the Veterans that cost almost as much a full Assult Squad each, replaceing them with Assult Marines would double the number of wounds you have on the field.
Well, not exactly. You're just talking about "number of wounds" and not "competency in the role they were designed to perform". Sure, 30 models sounds better than 15, but you have to understand that you're basically ignoring quality for quantity. Those 15 uuber guys will tear apart the same if not more than 30 bland guys will, and according to his build they will be able to deal with armor where 30 bland guys can't. Now, I don't necessarily agree with his build on the honor guard but melta=good nonetheless (and I'll talk more on those 15 guys later).
wuestenfux wrote:I'd consider outflanking Scouts mounted in a Storm.
Blood Angels cannot take a Land Speeder Storm.
Otherwise, this list seems "okay", but your Honor Guard and Vanguard Vets bug me. Well here's my opinion.
First of all, I think Sanguinor is waaaaay too expensive for 1850 and
IMO should be used starting in 2,000. For his price you can have Mephiston AND half a Sang Priest. Sure, he grants the +1 attack bubble but it's only units within 6", and if you're hovering near him that opens up scary opportunities for your opponent's blast weapons. I'd look at Commander Dante, who not only reduces the stats of an enemy
HQ (nearly crippling it), but allows the unit he attaches to to not scatter when they Deep Strike, and he has an Infernus Pistol (not to mention he's quite good in hand-to-hand).
Next, I do like your Librarian. Unleash Rage is one of my favorite powers because it grants Preferred Enemy EVERY TIME he casts it, so him and the unit he's with are extra awesome, instead of in the first round only like when a Chaplain is attached. Also, Fear of the Darkness is a very underrated power. Granting a -2 to an enemy's Leadership and then forcing them to make a test can be crucial. Not only do most armies suffer from an average Leadership (excluding
MEQ) and can be victim to this power, but it can be used to make a falling back unit immediately fall back more (as they auto fail all morale test they are called upon to make).
And now we get to those 15 guys I was talking about.
5 Honor Guard do NOT need 4x Combi-Meltas. Combi-Meltas are 10 points each, and once you fire them, the "Meltagun" portion is GONE. Why would you then want Honor Guard with Bolters? You might as well spend the same 10 points and give them actual Meltaguns, but even then 5 Honor Guard do NOT need 4x Meltaguns.
Build the 5 like this:
-Sanguinary Novitiate (he also holds the chapter banner)
-Honor Guard with Power Weapon
-Honor Guard with Power Weapon
-Honor Guard with Infernus Pistol
-Honor Guard with Infernus Pistol
Yes, that's 50 more points, and having two of them like that means you need to lose 100 points, but when you make some other changes, I think you'll be much happier with the choppyness of your army.
And as for your Vanguard, try this instead for only 15 points more:
-Sergeant (Power Sword,
BP)
-Vanguard Vet (Power Sword,
BP)
-Vanguard Vet (Power Sword,
BP)
-Vanguard Vet (Power Sword,
BP)
-Vanguard Vet (
CCW,
BP)
-Vanguard Vet (
CCW,
BP)
-Vanguard Vet (
CCW,
BP)
-Vanguard Vet (
CCW,
BP)
Again, yes I made the unit more expensive by 15 points, but now you've got a unit that has 16 power weapon attacks and 16 regular attacks, and that increases to S5 I5 with
FnP if within 6" of a Sang Priest when it's time for them to roll the dice in combat (see the
FAQ). That leaves you plenty of time in the movement phase to get a Sang Priest nearby and pretty much wipe the unit they assault.
Unfortunately however, the above posters are correct that using sniper scouts (or scouts at all) in this list does not jive with the theme presented (
DoA). For 9 more points you can have an 8-man Assault Squad with a Meltagun and a Power Weapon Sergeant.
Now before people get all angry and start a

war, it is important to understand that I'm just trying to provide options. Sure I made the units more expensive, but I don't expect the
OP to copy-paste these units into his list when he's likely competent enough to customize them enough to suit his needs. I'm just making the point that the Honor Guard, Vanguard Vets, and other similar units like the Death Company and Sanguinary Guard are all points-sinks if you're not careful, and that's the trap I think you've fallen into.
Also, as for my lack of Power Fists, that's what Meltaguns and Infernus Pistols are for. I have played INSANE amounts of games with my Blood Angels in 5th Edition, and I can tell you from experience that I have NEVER run into a situation where I wished I had a Power Fist instead of the Power Weapon (which grants the +1 attack for being a
CCW). I don't want this to sound rude, but a smart player will deal with certain threats (Dreadnought Close Combat Weapons) appropriately before BAM committing all of his squishy assault units to an area patrolled by said threats.
Just my 2ยข.