One thing I think we will be seeing a lot of is the Baal Predator flamer rush. The new Baal has Fast and Scout, meaning it can move 18" before the game even begins. If the BA player has first turn, he can move up to 30" and then fire his flamers on turn 1. He will need to use other units to bust transports, but the codex has plenty of anti-mech so this isn't a problem.
My friends and I are currently working on figuring out strong counters to the Baal rush. The fact is, you need to sacrifice a unit if you want to stop the Baals from flaming your important stuff. Infiltrators are great for this. Armies like Tau for example are not going to have much problems because they can line up Kroot and keep the Baals 12" away. This essentially limits their scout move to 6 inches, if you line up as far forward as possible. Spreading out is important because it reduces the amount of models hit by the flamers, and increases the buffer zone for the scout moves.
The Blood Angels codex is very flexible. They are able to create an army that plays very similar to mech Eldar, or they can play like vanilla marines with cool additional units like the Sanguinary Guard. Blood Angels are one of my favorite SM chapters so I'm glad to see them having success.
EDIT: One thing I forgot to mention is that the Baal rush reminds me of the Bane Wolf rush, where people used Creed to scout the Bane Wolves forward and then flame enemy infantry on turn 1. If you have had this tactic tried on you then you know what it looks like. However, the Baal rush is stronger for 2 reasons:
a) The BA can have 3 Baals in different units.
b) Baals are AV13.