Good for you for resisting your Club meta! I tend to play both armies (Eldar and 'Nids) so I can understand.
As far as the Tyranids vrs the Tau; he will inevitably be packing a strong combination of long range shooty, and some highly mobile shooty.
Your horde broods will suffer against the Hammerhead (thier MBT) and Firewarriors (thier troopers) are potent enough to harm everything in the codex (even the
MC's!)
The two extremes you want to avoid is
pure horde and
pure 'Nidzilla lists (heavy
MC spam). While warriors don't rate highly on many players' lists they're a great solution in this predicament;
They can typically pack a great package of shooty and have a big presence in melee! Warriors are also pretty damn resilent and while the heavier guns can hurt them
something fierce, they usually survive in big enough numbers to break thru enemy lines. And suprisenly for the 'Nids the Biovores are rather effective against Firewarrior spam
due to the moderate
str and
ap on the spore mine (not to mention the potental threat of missed ones drifting into his gunlines). Plug and play with any of the 'pure' melee around
that core and beating Tau is just a matter of time.
A great tactic and one rivals will love is outflanking some Pant-thieves (Genestealers) into thier back lines! Now the Pant-thieves will die horribly to small arms, but if
ANY of them survive, it's going to be a bad day for the unit that takes that charge. The only thing that the 'Stealers can't really touch is Land Raiders (str4 plus 6 plus d3 for rendering = max ap13) and
thats only without adrenal glads aka furious charge! (which adds one more
str to that tally!) Meaning there isn't a unit in the Tau army that the 'Steakers don't want to get in melee with! Now the Genestealers have the reputation of being the ultimate shock troop in the game, and it's well warrented; learn to yield those badboys and the psycological damage from thier presence alone will start to mess with opposing players where they will adjust to
you! This gives you that much more leaway to get to grips with thier army.
I'm not saying that the other units in the list
aren't worthwild and great to use; just that Warriors tend to trump the Tau's advantage of high
str weapons, biovores make Tau gunlines hard to maintain and that having Genestealers present will put alot of pressure on his army to do damn well or die horribly. My last parting advice? When it comes the Tyranid units, if it's worth taking one, it worth taking two. Unlike many armies out there (Eldar in particular) the 'Nids get great milage from thier units and as long as you keep up pressure on the frontlines, you will usually win.