Ok, so I posted my initial Bloodwing list here. Not a lot of real critical thought went in to it, mostly because I was sticking blood every bloody where til it got blood bloodiculous. See?
So, after some more thoughts and playtesting, here's my updated version.
Bloodwing, for the uninitiated, is a Blood Angels army featuring Dante and Sanguinary Guard as Troops. Sanguinary Guard have a 2+ save, power weapons across the board, jump packs and a funky bolt pistol. Unlike Terminators they have no real firepower outside of 12" or any invulnerable save to speak of, plus only 1 powerfist per unit, but they do get infernus pistols, master-crafted power swords, jump packs and, subsequently, Descent of Angels. Dante isn't the best fighter due to a critical lack of Eternal Warrior or any invul better than 4+, but he does have a BS5 infernus pistol and 4 very useful abilities. Dante makes Sanguinary Guard Troops, so we get these durable and killy, if pricey units as our main scorers. He also doesn't scatter when Deep Striking, and neither does the unit he's with. That's pretty awesome considering the short ranged SG and DoA armies in general deal with. Finally, he gives his unit Hit & Run, so they can jump away from bad assaults and turn into the super Fiend unit from hell.
So, building an army around these guys already has me leaning a certain way. All jump packs and DoA most of the time. Well, how do you make a good normal DoA army? Redundancy is a big one, because even with a 75% chance of getting a particular unit on turn 2, you can never be sure. Melta is a must to pop armor, infantry killing is important, and the FNP/FC bubble is essential. SG can sport meltas, all dish out power weapon attacks, and SHPs are easy to come by. Doesn't sound to bad, yeah?
Sanguinary Guard have a big achilles' heel too, namely MCs and plasma. Any AP2 shooting will fuck them up. So, we need a way to mitigate that. Shield of Sanguinius provides cover, but only a 5+. What other jump pack unit can absorb AP2 shots pretty well, or at least force my opponent to think about his target priority? Honor Guard and Vanguard. Both units can get storm shields and are a big threat due to impressive HtH prowess or just special weapon spam in case of the HG. HG and VV also fill a big gap in an army of just SG. HG give me actual melta range, 12" so I don't have to be so risky with DS and won't be forced to use Dante to get in the exact perfect position. VV can drop and chop on bubblewrap, limiting my opponent's ability to effectively tarpit me with crap like guardsmen or kroot (jump packs help too).
Problem? Well, everything costs a shit ton of points. I'm also going to have a real shortage of bodies, like Deathwing level low. But, everything is really tough with either 3+, 3+/3++ or 2+ with FNP more often than not.
Let's see what I can do.
Duh, gotta have him for this to work
Librarian w/ Blood Lance, Shield of Sanguinius
Blood Lance is another effective counter to castling and can soften up tougher troops while Shield of Sanguinius is purely defensive. Unleash Rage is an option too, but we'll see how this works out.
2x Honor Guard - jump packs, 3 meltaguns, 2 flamers, 2 storm shields, 1 powerfist
Hot damn, 540 points for 10 guys! Dante and the Libby each join a squad, partly to force decisions from my opponent and partly to best benefit from the character's awesomeness. Squads are set up with everyone unique, so F/SS, MG/SS, MG/F, PF/M.
Ha ha, just kidding, they're all Troops
Sanguinary Guard - 2 infernus pisols, powerfist, Chapter Banner
A big bubble of bonus attacks? Hell yes! This set up for SG has maximum flexibility with 2 meltas, 6 bolter shots, 4 MC PW and a fist to add a deterrent to Dreads (if the melta wasn't enough)
2x Sanguinary Guard - 2 infernus pistols, powerfist
Ok, so only 3 scoring units, but look at them. 2+ with FNP most likely is pretty tough, jump packs and DoA let them get where they need to be, and the mix of bolters, inferni, powerfist and power weapons makes them capable against most anything.
2x Vanguard - 5, jump packs, thunder hammer, lightning claw
No invulnerables here, but they can drop in and fuck up a lot of stuff just chilling out. I forget if I can buy single melta bombs, but if so I'd drop down from a TH. These guys are really a diversion unit, encouraging my opponent to castle up so I can punish him or put inordinate amounts of fire into them instead of the important stuff.
So, that's a Bloodwing, Chumby style. I'm not totally set on it, just because of the crazy short range, hilariously tiny amount of models, and the critical weakness to AP2 shit. Any input would be greatly appreciated TKE, Stelly, BroLo, Raptor, MVB, Kirbs, and whoever else I forgot :P I also need to get some more playtests in, so if anybody wants to throw down over Vassal let me know, if you can put up with my utter noobishness.