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a. 44 Hormagaunts is rough and there's a nice little trick that I use with them. I trick mine out a bit better (+1 I, +1WS and +1S) and I charge them just out of synapse range. If they win, that's awesome. But if they lose (usually in my opponent's turn) their crappy LD5 will fail while their I5 lets them get away. They fall back into Synapse range (immediately regroup) and on my turn, they charge in again. I call it the "Hivemind Hit & Run".
I really like the "Hivemind Hit & Run" idea, but I have to disagree with you and tricking out your hormagaunts that much. More numbers tend to be better when you are dealing with paper thin armor and just regular close combat attacks. Not to say that you shouldnt upgrade them, just with the current WS chart adding 1+ to the already decent WS of the hormagaunts doesnt do as much as you would think. With mathhammer, adding 1+ S or 1+I you can get a decent benefit to your combat results, but the I bonus edges out the rest for its cheapness, its added benefit when not fighting marines, and thats its more of a two sided sword, killing first means you get killed alot less.
-I would swap out the scything talons on the hive tyrant to 2 pairs of twin-linked devourers. 12 S 4 AP 5 twin-linked shots and straight up take out a whole squad. The 2 additional attacks are only better situationally over the devourers if you are really worried about heavy armor, otherwise throw in toxin sacs and those shots and mess up most transports.
-The Zoanthropes could really use Warp Blast or some other power. If they are going to be advancing and hiding behind your gaunts, then that should usually put them close to range with most tanks, helping with anti-armor. If not, Warp Blast is pretty useful as a marine-killer.
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b. Always take Scuttlers on your Genestealers. Even if you don't plan on outflanking them, you'll want to remind your opponent that you CAN outflank them. That gentle reminder will encourage him to deploy at least 18" from the sides (packing his army into the center 36" of his deployment. That gives you a much richer target to push the rest of your army towards, lol.
-Half agree and disagree. Usually outflanking is more of an issue of survival for your genestealers, you can typically get away with this by hiding them behind some gaunts to pick up the cover save. I would, however, add feeder tendrils to your genestealers because preferred enemy is amazing in assault and its so dang cheap.
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1. I don't think I'd worry about Warp Field on my Winged Tyrant. With the 6 Warriors surrounding him, I don't think your opponent is going to focus much fire on him (and if they do, then the Warriors will take them out).
-If you're trying to tie your Tyrant up in assault then I would worry. Most models are S4 and with only T6 they usually have a decent enough chance to wound him in assault. Sure it won't do you any good against power fists and thunder hammers but it will save you a bunch vs the rest of the squad.
-I would cut out the Godfex and the Dakka Fex and throw in two Sniper Fexs for anti-tank (Venom Cannon, Barbed Strangler, Enhanced Senses 148pts) Although the Godfex is a nice firemagent, it tends to almost never earn its points back, because it is rarely able to get into assault before turn 3, has mediocre WS and a fairly low number of attacks even when upgraded. If youre Tyrant is Dakka, hes better at anti-troop then your Carnifex anyway and the Sniper could really help you out.
-I would try to cut down on the amount of Hormagaunts you have in your army. Popular opinion is that they are way overpriced for the effect they have on the battlefield. Genestealers are 2x as effective in assault for a favourable trade off in points and with tendrils will help out your other units in assault. Spine Gaunts are 2x as numerous with the obvious benefit.
-It might be worthwhile to look at Bio-Plasma for your Warriors in place of Adreanal Glands I (or with it if you can find the points) The addtional attack at the increased I is better in my mind than just increasing the I.
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5. I'd love to see a Lictor in this army. They are surprisingly effective against tanks in the backfield and they are worth the 80pts alone for Feeder Tendrils. In your army, I'd bring him in right next to where you plan on hitting your opponent with your Winged units or your Hormagaunts. Those re-rolls for Feeder Tendrils are unreal. Lictors are pricey, but they options they give you are amazing.
-Please don't fool around with Lictors. S6 and rending has a very limited ability to kill tanks in this current edition. In assault they are only about as survivable as an Ork Nob, if you put tendrils on your genestealers you get the same effect, more troops means more range, gives you more re-rolls and they will arrive in assault around the same time as the core of your army so you will typically have the benefit in the same assault phase.
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Sorry I know its a little bit more critical than the previous posts, but I believe you're on the right track, you just need to keep on going.