So now that I have some games under my belt with the new Blood Angels codex, here are some tactics I have found to be useful.
I put one of my tacticals in a drop pod with a heavy flamer, flamer, and hand flamer on the sgt with a power sword. The main objective here is that they cause chaos in the opponent's deployment zone and they have to be dealt with as the rest of my army gets in melee range.
I join Mephiston to the Death Company squad. If I get unleash rage, the Death Company just got better. If I have wings of sanguinius I move 6 in a rhino, disembark 6 inches, then wings of sanguinius 12,
then run D6 or shoot the crap out of them. The feel no pain and 9 bodies in death company keeps them alive long enough for Mephiston and Death Company's charge next turn, or if they are charged the psychic buffs you should have done with Mephiston (particularly the quickening) should be scary enough for the opponent.
When using the Sanguinor I keep him in reserve since I'm usually in melee by the beginning of turn 2 one way or another. I then deep strike him and run him towards the melee. Suddenly my entire squad gains +1 attack.
Still working on more tactics and getting a feel of the new codex, but I'm starting to get a nice idea on how I want my blood angels to run this edition.