Tyranid Prime 1
Regeneration 1
Tervigon 1
Adrenal Glands 1
Poison Sacs 1
Catalyst 1
Hive Guard 2
Hive Guard 2
Doom of Malan'Tai 1
Transport: Spore 1
Tervigon 1
Adrenal Glands 1
Poison Sacs 1
Catalyst 1
Termagant Brood 10
Genestealers 20
Poison Sacs 20
Trygon 1
Adrenal Glands 1
Trygon 1
Adrenal Glands 1
Carnifex Brood 2
TL Devourers - set 1 2
TL Devourers - set 2 2
Ok here it is! The list I have been pondering over for a good while now. The people who play over at my FLGS have a bunch of marines. There is only 1 orc player and 1 Tau so a majority of what I go against will be MEQ. There are a couple vanilla marine players, 2 BA and 1 SW's. So this list is built around being an all comers list but still packing punch to some of my main threats.
HQ choices - Prime is there to pretty much give my backfield Synapse. It will probably join a HG group. It's just going to sit back with my HG and Carnifex's to shoot things down. The Tervigon is there to spawn some troop choices as well as be a front line Synapse creature. The troop choice Tervigon will serve a different purpose.
Elite choices - 2 of my slots will be filled with Hive Guard for obvious purposes. They destroy anything AV12 and lower so deserve those slots. I have been bouncing around an idea of making them 3 models strong per brood but I'm not sold on wasting that 100 pts. I don't think the return I will get will be much different from what I can get from 2.
Doom of Malantai is there in there because he's such a beast. He is awesome at doing what he does when he finally comes in and he draws fire most definitely. He almost always will come in with my enemys units on foot already. If he comes in and I haven't popped any transports and everything is still boxed up then I'm in trouble anyways.
Troops - Been loving the 20 strong stealers w/ poison choice and they have yet to disappoint. Sadly last game I lost 12 just to an explosion so I know better now what NOT to do...I've been debating whether or not I should split them into 2x squads of 10 or keep them as 1x 20 strong Stealer squad. 20 has it's advantages but so does 2x squads. I've been having such great luck with 20 though that I'm not sure I want to even test out 2x 10.
Tervigon will provide my midfield with Synapse as I don't want to be as aggressively forward with a Troop choice Tervigon. The gaunts will be a bubble wrap and counter attack unit.
Heavy - 2x Trygons will be there for popping any AV14 that my opponent decides to bring and they will also draw a lot of fire away from my Tervigons + Stealers. If they don't draw fire then they will definitely tearing something up in CC very soon. Normally a turn 2 assault isn't so hard to accomplish. Turn 3 at the latest. One can give the other a cover save and they can swap back and forth until they are ready to assault.
Carnifex brood of 2 are there primarily for anti MEQ and TEQ. This squad will statistically kill 2.5 Terminators from a squad of 5 a turn. It will also kill 5 out of 10 from a tactical squad. They also double up as a light transport killer as they have 44% chance to destroy a Rhino. Also they will be marching forward in front of my HG and Prime to get into CC as 8 (10 on the charge) str 9 attacks is nothing to scoff at. They are extremely expensive and will require Catalyst from one of my Tervigons to keep them alive and killing to really milk their value but they are also very versatile and great all around units.
There ya have it! :)