I want to make a post about differences between the units that both Blood Angels and Space Marine share. There are certain minute areas where the older codex has slight benefits.
I want to start with the Techmarine. If you're taking a Techmarine for as your HQ for Blood Angel's you've lost your mind, and not in the cool way where you get black armor.
The Space Marine codex Techmarine gets BS, Ld, W, A all boosted by one point above it's Blood Angel counterpart and comes with the power axe included in the profile, and has the option for a conversion beamer...
BUT the Blood Angel Techmarine costs 15 points cheaper and can swap its Cervo Arm for a jump pack. The model can still repair, but loses the Unwieldy, Specialist Weapon attack at times two strength and AP 1. The Blood Angel Techmarine is the cheapest way to get a deepstriking HQ unit if you are trying to fit the Angel's Fury (3 stormraven) force under 1500. If he picks up a free Chain Sword, the Techmarine is 50pts with a Jump pack.
Both Assault squads can take 2 flamers or plasma pistols but the Blood Angel Assault squad has access to meltaguns and plasma guns (hand flamers and inferno pistols) where the Space Marines get the eviscerator. Space Marine Assault squads are 15 points cheaper but they've got to add on Jump Packs for 3 points each. The Blood Angel's can drop their Jump PAcks and pick up a free drop pod or Rhino.
The Space Marine Command squad costs 10 points less, and they have the ability to take bikes. Their Apothecary isn't included in the price and must be selected for an additional 15 points. Blood Angels can take Jump Packs instead of bikes.
Space Marine Tactical Squads get a teleport homer for 5 points cheaper, and they can grab Grav cannons with grav amps, but the Blood Angels can get hand flamers, infrono pistols, and heavy flamers.
The Space Marine Scouts get a boosted WS and BS by . Anytime you find yourself squaring off against an opponent fielding Blood Angel scouts, if you say to that player "Hey, you know what? Let's just play your scouts with BS and WS 4." You'll find yourself with a new buddy and possibly a free tasty beverage. (I'm currently painting 20+ pewter scouts)
The Space Marine Attack bike is 5 points cheaper.
The Space Marine Landspeeder is 10 points cheaper and the secondary heavy bolter, heavy flamer and multi-melta it can undersling are 5 points cheaper and the assault cannon is 10 points cheaper.
Space Marine Terminators are 25 points cheaper (and 5 points cheaper per additional) but Assault Terminators pay 5 points more per Storm Shield and Thunder Hammer.
Space Marine Vanguard vets pay 10 points less for a relic blade.
Space Marine Dreadnoughts pick up two attacks and can be fielded in a squad.
Space Marine Devastators can grab grav cannons, and a baby with wings.
There are also the bonus rules for fielding a squad of three Predators, Vindicators or Whirlwinds.
I'm running out of steam, as I just re-wrote 60% of this spiel.
The small variations aren't so bad after all. Space Marines get some advantages and the Blood Angels get some too. What do you think? Did I miss anything?