So, obviously the new FAQ's are up. I'm not going to go into a deep analysis here ... there are plenty of blogs doing it now who are more oriented toward it.

First impact on those of you building Dark Angels lists:
All of your tactical squads should get 10 points more expensive.

Whether you're spamming tacticals, or trying to play around with salvo, your range capabilities against units just took a substantial dive in the early game. The reason for this is a unit of bolter marines can no longer kill any models that are 25+" away from them.

So, take a situation where you have 10 guys with salvo up, and a target infantry squad with 10 opposing models. If 2 models are 24" away, and the other 8 are 25+ away, YESTERDAY you could kill up to 10 with your shooting. TODAY and into the future, you can only kill 2.

In comes the Heavy Bolter. No, it doesn't benefit from Salvo, but it fires 3 S5 shots stationary vs. 4 S4 shots from the salvo. It is obviously better than a non-salvo bolter. It can be snap fired, even if that won't cause much damage, when on the move.

Spending 10 points to give each tac squad (Even if you're spamming naked tacs) a Heavy Bolter is now a BIG DEAL. Doing so ensures you can kill most models in a target unit, regardless of how far away they are, as long as one is 24" away. So, go strip 60 points off your tac spam list start-points from elsewhere, and add in 6 heavy bolters.

I'm starting to like the idea of having Salvo, but I do NOT like the idea of risking too many points on it. I also like something simple like razorbacks to hide a simple banner command squad, and not investing in a land raider. Take SEVERAL razorbacks or rhinos for LESS than a Land Raider, and have more transportation utility in games for doing other things. Also, don't go investing in a Crusader banking on long-lasting impact of trying to salvo hurricane bolters. I don't know it's a rule that will stick.

Darkshrouds with assault cannons were great for a hot minute. Move along. There are times where it won't hurt you to have a heavy bolter darkshroud to boost some dudes, but ... yeah.

So here's a sample list; again we're staying boring for now

Librarian w/ Auspex - 70
Command Squad w/ 4 Flamers, Banner of Devastation, Rhino Transport (they can fire 2 salvo bolters out of the top, and keep 3 flamers for utility work in various games) - 220
*remember, we don't care about them shooting ... we care about them living, so they plan on using this rhino and the other 2 to good effect if someone is trying to pry them out of a trips-hull bunker and kill the banner

10 Tactical Marines w/ Heavy Bolter, Rhino Transport - 185
10 Tactical Marines w/ Heavy Bolter, Rhino Transport - 185
10 Tactical Marines w/ Heavy Bolter - 150
10 Tactical Marines w/ Heavy Bolter - 150
10 Tactical Marines w/ Heavy Bolter - 150

Ravenwing Attack Squadron - 246
6 Ravenwing Bikers w/ Combi-Melta, 2 Meltaguns
Attack Bike w/ Multi-Melta


Ravenwing Attack Squadron - 246
6 Ravenwing Bikers w/ Combi-Melta, 2 Meltaguns
Attack Bike w/ Multi-Melta


Ravenwing Attack Squadron - 246
6 Ravenwing Bikers w/ Combi-Melta, 2 Meltaguns
Attack Bike w/ Multi-Melta

1848
5-10 scoring tac units
6-9 ravenwing units
3 rhinos to bunker and shield your banner, or provide mobility when needed for tacticals/scorers

The Ravenwing come especially in handy for their outflank capabilities, overall flexibility, and helping hog-tie things like Flamers of Tzeentch. If flamers are en-route, no reason a single attack bike or combat-squadded trio w/out meltas or combi-meltas can't bait the Overwatch and allow a handful of spare tacticals or even other ravenwing to pin down those annoying templates, freeing up your salvo blasts to focus on screamers.

You've got 9 Ravenwing units, all of them can have melta, which should free up any worries you have about running into a mech-heavy meta-buster. With Scouts allowing both alpha strike and outflank, Ravenwing are just as good as ever at making sure they get their shots off before torrent twists them into the dirt.

/rambling away