Mellon wrote:It depends a bit on what you want to do with your list. This is my very spontaneous reaction:
 
 Anti tank: You should bring more hiveguards and/or some zoanthropes. At the moment you will destroy one to two medium vehicles at range. And you really don't have any reliable way to handle AV13-14, apart from your pretty slow monstrous creatures. If your regular opponents doesn't usually field a lot of vehicles you don't need to worry. But if you meet a regular mechanized army you will be in a very uncomfortable position, since they can drive away from your big combat MCs.
 The harpy is relatively fast, and could help with vehicles, but I do see what you're saying. The idea is to kind of corner the opponent with the stealers so there isn't anywhere to run to
 
 
Mellon wrote:Remember that stealers that assault a vehicle are likely to get shot and killed in the next shooting phase. They are not even allowed to do a consolidation move after destroying the vehicle, so they will be very vulnerable to blasts and templates, in addition to being left in the open.
 
 And the most important part: Where are your objective holders? Genestealers are dangerous in assault but fragile for their points. So you really want them to fight and kill stuff, rather than hide at the back field. And if you use stealers, give them toxin sacs. It really increases ther killyness a lot!
 This is totally valid, and after having a look at toxin sacs, and seeing i mostly play against marines, this could totally help.
 
 
Mellon wrote:The swarmlord is good to handle things like thunderhammer terminators, nobs on bikes, thunderwolf cavalry, seercouncils and similar expensive deathstar units. But you need to make them want to fight you, since most such units are a lot faster than your swarmlord.
 
 The swarmlord is too slow to be useful i have found. Valid points.
 
 
Mellon wrote:Some constructive ideas: You should try swapping one of your HQs for a bunch of termagants and a troop-choice tervigon to hold objectives. Termagants close to a tervigon is actually useful assaulters, and they can lurk in cover out of synapse range to hold a backfield objective.
 The only reason i am loathe to do this is money constraints. But otherwise i would try it. I do like the idea of an inexpensive termagant squad just lurking on the back objective, but again, that is 50pts not doing anything. Worth it? Maybe.
 
 
Mellon wrote:Downgrade your stealer units. 8 models with toxin in each is more than enough. The broodlords are a clever addition that I like, it is a bit expensive though, so you might not need one in every stealer unit. This should allow you to add things like 3 Zoanthropes in a mycetic spore (220p) is an almost guaranteed tank disabled, but they will probably be killed the next turn, so you need to target the 
LR with the assault terminators or a squadron of Russes.
 
 Here is a good list of things to check with any army you build: 
http://www.dakkadakka.com/wiki/en/Take_All_Comers_Checklist
 
 Good luck!
 
 Here is an updated list. What would you remove to fit in zoeys in a pod?
 
 Hive Tyrant - Bone Sword, Lash whip, Heavy Venom Cannon, Old Adversary, Armored Shell - 260
 
 Hive Tyrant - Bone Sword, Lash whip, Heavy Venom Cannon, Hive Commander, Armored Shell - 260
 
 1 Tyrant Guard - 60
 
 1 Tyrant Guard - 60
 
 The Doom - 90, Pod - 40
 
 3 Hive Guard - 150
 
 8 Gene stealers - Toxin Sacs, Broodlord - 182
 
 8 Gene stealers - Toxin Sacs - 136
 
 8 Gene stealers - Toxin Sacs - 136
 
 8 Gene stealers - Toxin Sacs - 136
 
 10 Gargoyles - Toxin Sacs - 70
 
 Harpy - 
TL Heavy Venom Cannon, Clusterspines, Adrenal Glands - 180
 
 Trygon Prime - 240
 
 A bit more ranged tank busting (I have terribly good luck with my venom cannons), and the stealer units are cool, plus i threw in some gargoyles for cover giving purposes. What do you think? And thank you for the excellent response