Woot! Finally, a blood angels list on dakkadakka, been dying to find one that has some comments etc. I think all the comments given are really relevant.
I think if your going to play blood angels you should head over and check out jawaballs site... seems like he's got a fair idea on how to run a blood angels list in 5th ed
http://warhammer40kbloodangels.blogspot.com/
should be really useful as his sample list is quite close in points to yours.
I think there are a few excellent points that jawaballs raises. For example, because of the way death company is formed in 5th ed, vanilla marines can do most things a blood angels player can do but for cheaper. Also, they have a truck load more options than
BA. From this I would suggest sticking to things that are unique to blood angels. Taking terminators and devastator squads are killy options but your space marine rivals will do it for cheaper.
So, sticking to things that are blood angels specific:
Overcharged engines --> this addition makes your rhinos a lot better than normal rhinos. As jawaballs suggests, fill them with assault marines (rhino is FREE instead of jump packs) and point them at objectives... use the extra speed to get there fast and tankshock or ram. Also, a rhino gives a lot more protection than jump packs --> useful if your going to be sitting on objectives, which is a major feature of 5th edition
Baal predators --> also have over charged engines which is great but with the addition of the godly twink-linked autocannon. As noted in the rules forum on dakkadakka, due to rending a twin-linked autocannon is a statistically better tank killer than a lascannon.
Dante --> this guy is awesome! all your troops within range now have rerolls to hit. can't go wrong with that... stick him close to your death company... reanding attacking with rerolls are insane. Also, -1
BS and
WS for the enemy
Brother Corbulo --> exsanguinator and the red grail make this guy pretty wicked. In with date and deathcompany... they benefit from feel no pain, favoured enemy (rerolls to hit), furiour charge, rending attacks and once per turn can negate a failed save, and the enemy suffers -1
BS and
WS... thats a pretty killy combo.
Anywho, hope this was of some help