Didn't get much feedback on my list here last time but I made a few sizeable revisions to it so I thought I'd try again. Usually bounce back and forth between here and Reddit anyways so it's Dakka's turn!
++ Battalion Detachment +5CP (Imperium - Astra Militarum) [32 PL, 527pts] ++
+ No Force Org Slot +
Regimental Doctrine: Catachan
+ HQ +
Primaris Psyker [2 PL, 46pts]: Force Stave, Psychic Maelstrom, Terrifying Visions
Primaris Psyker [2 PL, 46pts]: Force Stave, Nightshroud, Terrifying Visions
+ Troops +
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
+ Elites +
Bullgryns [13 PL, 210pts]
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Brute Shield, Bullgryn Maul
. Bullgryn: Bullgryn Maul, Slabshield
. Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul
++ Brigade Detachment +12CP (Imperium - Astra Militarum) [50 PL, 775pts] ++
+ No Force Org Slot +
Regimental Doctrine: Catachan
+ HQ +
Colonel 'Iron Hand' Straken [4 PL, 75pts]
Company Commander [2 PL, 30pts]: Chainsword, Shotgun
Company Commander [2 PL, 30pts]: Chainsword, Shotgun
+ Troops +
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol
+ Elites +
Astropath [1 PL, 30pts]: Laspistol, Psychic Maelstrom
Ministorum Priest [2 PL, 35pts]: Chainsword, Laspistol
Sergeant Harker [3 PL, 50pts]
+ Fast Attack +
Scout Sentinels [3 PL, 52pts]
. Scout Sentinel: Heavy Flamer
Scout Sentinels [3 PL, 52pts]
. Scout Sentinel: Heavy Flamer
Scout Sentinels [3 PL, 52pts]
. Scout Sentinel: Heavy Flamer
+ Heavy Support +
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
++ Supreme Command Detachment +1CP (Imperium - Blood Angels) [36 PL, 698pts] ++
+ HQ +
Captain [6 PL, 129pts]: Jump Pack, Storm shield, Thunder hammer
Captain [6 PL, 129pts]: Jump Pack, Storm shield, Thunder hammer
Captain on Bike [6 PL, 136pts]: Storm shield, Thunder hammer, Twin boltgun
+ Elites +
Death Company [18 PL, 304pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
++ Total: [118 PL, 2000pts] ++
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Revised after discussion on other forums.
The basic idea of the list is to use the Command Points and recycling from Imperial Guard to enable the Blood Angels to get a lot of work done, primarily against Vehicles/Monsters. I've been experimenting with 1-2 units of Death Company but I think I'm settled on one for now. It has a few Chainsword models to absorb Overwatch but the main purpose is to punch big targets. All of the Captains are outfitted to survive and can also do a lot of tricks themselves, pretty much every game the Jump Pack Captain will buy The Angel's Wings. Keep in mind that this list can Charge on Turn 1 using either the pre-game move for Death Company or Upon Wings of Fire, or both. Usually that won't happen but it's on the table.
On the Guard side their job is to clog up the board and deal with hordes/screens. S4 with Straken and a Priest packs a huge punch so the Guardsmen can either stay back and shoot or move up the board and start wading in. I also opted for a Bullgryn package as they're strong Objective clearers when the Captains/Death Company have other things to do and they're nearly impossible to kill when Stratagems/Psychic Powers get rolling. In my experience time will not be an issue for this list as on Turns 1-2 a lot of the Guardsmen get killed off which speeds up the game, also there's dice shortcutting, movement trays, etc.
Some minor things are the Thunder Hammers on the Death Company, this is just a mathematical breakpoint against certain profiles that I need them to one round. The Bullgryn have one Slapshield to handle
AP 1 in Melee and I have Psychic Malestrom in two places as it's a strong spell to soften certain Vehicles that I expect to see a lot of but the Primaris Psykers will often be busy with Smite or buffs. Everything else should be fairly self-explanatory but I'm happy to provide further information if something doesn't make sense.
Hope to get some feedback, I will likely test the list out this evening and see how it goes.