Ok, I'm going to throw my opinion in here, as the topic seems to be veering off.
With any GT list you need to be able to do what nids do best (Eat things) at speed, and against any opponent. Having gotten that obligatory obvious statement out of the way, I'll look at what could be the winning combo in my opinion.
Everything survives longer if it takes longer to kill. Obvious I know, but needed to be said. The best way to achieve this? Ablative wounds. And this means spinegaunts. Take at least two units of them as they are cheap, fire TL Assault weapons and can throw a lot of attacks if used correctly. They also move fleet so are fast at getting closer to the enemy. They can't hurt armoured stuff (vehicles) but they can mince anything infantry. People often underestimate Spines and ignore them only to find that one unit has just killed half of thier terminators (A favourite experience of mine... oft repeated), so these guys are essential.
Distraction. Keep the enemy distracted with solo raveners kitted with Devourers and rending claws. These guys can't be reduced to lower than half strength as to do so kills them so they can always capture stuff even when wounded, and with the ability to shoot 6 devourer shots and then assault with 5 rending attacks? Yep, solo raveners tooled just so, rock. Take two then keep them harassing the enemy lines. He'll be forced to give them attention and therefore save the rest of the army from dying. If they die? So what? The army survives. If they dont, they kill things rather well.
Anti Armour. No matter which way you view this, you will have trouble with nids. I prefer to go with the Zoanthropes and maybe Tyrants with the relevant shooty death, but they cost points. Ultimately you need some anti armour and its your call as to how to spend points. I tend to take the obligatory few units, but generally thats it. I may kit a fex out or give a tyrant something and then use them to jit the necessary targets, but I know where my strength lies, and try to use that in close combat. Granted some units such as skimmers will cause problems, but that is what lots of dice were invented for. Get your rending units in there and roll buckets of dice and the rest will come your way.
On that note... Stealers. You need them. Too useful to not take, and you need to get the numbers right too, as too many gives away points. I take unit of 8 and one of 7 to accompany the broodlord, who behaves in the distraction manner as above. These guys rend everything to death and are too good not to take.
I know this hasn't been analytical as such, but I hope to help you out in a direction rather than a defeat all with this specific combo list kind of help, as thats rather less useful in my opinion.
Here's my 1500 point list for your inspection. It's not GT geared but it would fare well nonetheless.
HQ:
Hive Tyrant with Lash Whip and Bonesword, Scything Talons, Extended Carapace.
123 points.
This baby was taken to give some survivable synapse control, and also because I like the model. Plus, he can support units with the Bonesword and its inherent Catalyst power. And in combat he hits hard.
HQ:
Broodlord, as he comes, with 7 Genestealers who have Extended Carapace (I checked the book a few times, it seems I didn't have to upgrade the Broodlord to match the 'stealers, so I left it)
250 points
This mean little git was selected so that I could infiltrate him and cause problems from the start. His intimidation factor is bound to divert some firepower away from the rest of my army, thus improving it's survivability. Assuming he survives to make it into combat, he's going to destroy whatever he hits. Lovely. Oh, and he is synapse too. Bargain.
Elites:
3 Tyranid Warriors, all with Spinefists, 2 with Scything Talons, 1 with Rending Claws, Toxin Sacs, Symbiote Rippers, Extended Carapace
88 points
Cheap and cheerful synapse control with a bit of survivabiity too. These guys have a set of Rending Claws in there to help out against any tough opponents or vehicles they come across. They mainly aim to keep the Gaunts in line whilst using them as a screen.
Elites:
3 Tyranid Warriors, all with Spinefists, 2 with Scything Talons, 1 with Rending Claws, Toxin Sacs, Symbiote Rippers, Extended Carapace
88 points
As above.
Troops:
16 Hormagaunts: 160 points
15 Hormagaunts: 150 points
I took these guys because I love them. They are so fast that they can get into combat on turn one against a foolish opponent and when the dice are on my side. And they roll a lot of dice on the attack too, especially with the leaping rule allowing all models within 3" to contribute thier full attacks. More dice equal more kills...
Troops:
16 Spinegaunts: 80 points
16 Spinegaunts: 80 points
I took them because they hit almost every time they shoot what with having Twin Linked weapons and they are so cheap that they are begging to be taken to boost my numbers.
Troops:
16 Devourergaunts: 112 points
I take these because they are always underestimated. Rolling 2 shots each, at S2 might not sound a lot, but with the Living Ammunition special rule these guys almost always cause more casualties than thier S2 might suggest. That and they have an 18" range to shoot with, so they can start earlier than other 'nids. Handy to take and again, to boost numbers.
Troops:
8 Genestealers with Extended Carapace: 160 points
I take these beacuse they are the scariest troops in the game. People hate them with a passion and with good reason. They hit hard and fast. And with Extended Carapace they last a hell of a lot longer for the points you pay. Never leave home without it!
Fast Attack:
1 Ravener with Rending Claws and Thorax Mounted Devourer
50 points
This solo guy is taken because of the above ravener tactics.
Fast Attack:
1 Ravener with Rending Claws and Thorax Mounted Devourer
50 points
As above.
Heavy Support:
Carnifex with 2 pairs of Scything Talons, Tusks, Bioplasma and Adrenal Glands for both WS and I.
129 points
Oh and stealers and warriors? Always take Extended Carapace. The survivor rate is well worth the points.
Indra
With any GT list you need to be able to do what nids do best (Eat things) at speed, and against any opponent. Having gotten that obligatory obvious statement out of the way, I'll look at what could be the winning combo in my opinion.
Everything survives longer if it takes longer to kill. Obvious I know, but needed to be said. The best way to achieve this? Ablative wounds. And this means spinegaunts. Take at least two units of them as they are cheap, fire TL Assault weapons and can throw a lot of attacks if used correctly. They also move fleet so are fast at getting closer to the enemy. They can't hurt armoured stuff (vehicles) but they can mince anything infantry. People often underestimate Spines and ignore them only to find that one unit has just killed half of thier terminators (A favourite experience of mine... oft repeated), so these guys are essential.
Distraction. Keep the enemy distracted with solo raveners kitted with Devourers and rending claws. These guys can't be reduced to lower than half strength as to do so kills them so they can always capture stuff even when wounded, and with the ability to shoot 6 devourer shots and then assault with 5 rending attacks? Yep, solo raveners tooled just so, rock. Take two then keep them harassing the enemy lines. He'll be forced to give them attention and therefore save the rest of the army from dying. If they die? So what? The army survives. If they dont, they kill things rather well.
Anti Armour. No matter which way you view this, you will have trouble with nids. I prefer to go with the Zoanthropes and maybe Tyrants with the relevant shooty death, but they cost points. Ultimately you need some anti armour and its your call as to how to spend points. I tend to take the obligatory few units, but generally thats it. I may kit a fex out or give a tyrant something and then use them to jit the necessary targets, but I know where my strength lies, and try to use that in close combat. Granted some units such as skimmers will cause problems, but that is what lots of dice were invented for. Get your rending units in there and roll buckets of dice and the rest will come your way.
On that note... Stealers. You need them. Too useful to not take, and you need to get the numbers right too, as too many gives away points. I take unit of 8 and one of 7 to accompany the broodlord, who behaves in the distraction manner as above. These guys rend everything to death and are too good not to take.
I know this hasn't been analytical as such, but I hope to help you out in a direction rather than a defeat all with this specific combo list kind of help, as thats rather less useful in my opinion.
Here's my 1500 point list for your inspection. It's not GT geared but it would fare well nonetheless.
HQ:
Hive Tyrant with Lash Whip and Bonesword, Scything Talons, Extended Carapace.
123 points.
This baby was taken to give some survivable synapse control, and also because I like the model. Plus, he can support units with the Bonesword and its inherent Catalyst power. And in combat he hits hard.
HQ:
Broodlord, as he comes, with 7 Genestealers who have Extended Carapace (I checked the book a few times, it seems I didn't have to upgrade the Broodlord to match the 'stealers, so I left it)
250 points
This mean little git was selected so that I could infiltrate him and cause problems from the start. His intimidation factor is bound to divert some firepower away from the rest of my army, thus improving it's survivability. Assuming he survives to make it into combat, he's going to destroy whatever he hits. Lovely. Oh, and he is synapse too. Bargain.
Elites:
3 Tyranid Warriors, all with Spinefists, 2 with Scything Talons, 1 with Rending Claws, Toxin Sacs, Symbiote Rippers, Extended Carapace
88 points
Cheap and cheerful synapse control with a bit of survivabiity too. These guys have a set of Rending Claws in there to help out against any tough opponents or vehicles they come across. They mainly aim to keep the Gaunts in line whilst using them as a screen.
Elites:
3 Tyranid Warriors, all with Spinefists, 2 with Scything Talons, 1 with Rending Claws, Toxin Sacs, Symbiote Rippers, Extended Carapace
88 points
As above.
Troops:
16 Hormagaunts: 160 points
15 Hormagaunts: 150 points
I took these guys because I love them. They are so fast that they can get into combat on turn one against a foolish opponent and when the dice are on my side. And they roll a lot of dice on the attack too, especially with the leaping rule allowing all models within 3" to contribute thier full attacks. More dice equal more kills...
Troops:
16 Spinegaunts: 80 points
16 Spinegaunts: 80 points
I took them because they hit almost every time they shoot what with having Twin Linked weapons and they are so cheap that they are begging to be taken to boost my numbers.
Troops:
16 Devourergaunts: 112 points
I take these because they are always underestimated. Rolling 2 shots each, at S2 might not sound a lot, but with the Living Ammunition special rule these guys almost always cause more casualties than thier S2 might suggest. That and they have an 18" range to shoot with, so they can start earlier than other 'nids. Handy to take and again, to boost numbers.
Troops:
8 Genestealers with Extended Carapace: 160 points
I take these beacuse they are the scariest troops in the game. People hate them with a passion and with good reason. They hit hard and fast. And with Extended Carapace they last a hell of a lot longer for the points you pay. Never leave home without it!
Fast Attack:
1 Ravener with Rending Claws and Thorax Mounted Devourer
50 points
This solo guy is taken because of the above ravener tactics.
Fast Attack:
1 Ravener with Rending Claws and Thorax Mounted Devourer
50 points
As above.
Heavy Support:
Carnifex with 2 pairs of Scything Talons, Tusks, Bioplasma and Adrenal Glands for both WS and I.
129 points
Oh and stealers and warriors? Always take Extended Carapace. The survivor rate is well worth the points.
Indra