HQ -- 505
Swarmlord
x3 Tyrant Guard
--x3 Boneswords
Elites -- 720
Zoanthrope Broods (X3)
--3 Zoas
--Mycetic Spore
----Venom Cannon
Troops -- 400
Hormagaunts (x2)
--20 Horma
--
AG/
TS Fast Attack -- 360
Shrikes (x3)
--3 shrikes
--Scything Talons
--Rending Claws
Heavy Support -- 265
Trygon
--Regen
--Prime
Now comes the fun part: Explaining myself.
HQ reasons:
--Swarmlord is a nasty beast, slicing his way through nearly anything. A wonderful unit, but a huge fire magnet. Therefore, give him as many extra wounds as possible.
--Boneswords on the Tyrant Guard give the swarmlord's team a crazy high number of armor-ignoring attacks, removing all but the most stalwart of defenders.
Elite reasons:
--Three teams of three are a strong vanguard, and when you drop them in at the opportune moment, you will probably have a good chance of getting them, since the Swarmlord has Alien Cunning.
--Having them be zoanthropes is a no brainer (ah, that was a pun! Get it? Brainer, because zoanthropes have a huge brain? Ah, forget it.

). The psychic attacks are overwhelming, as it lets you slice through Marines at weakest, Monoliths at best.
--Venom cannons or barbed strangler? It doesn't really matter, but the venom cannon will probably help take care of mediocre troops choic es, stripping the armor save from most troops, save Sphess Mahreens (Which is what the Zoas are for anyway...).
Troop reasons:
--Hormagaunts are great tarpits, and fast moving too. But that does present a large problem. How to keep them ahead, while still within synapse?
--
AG/
TS seems a popular choice, and a good one too. Who doesn't want furious charge and wound anything on a 4+? Especially for cheap troops.
Fast Attack reasoning:
--Not many use shrikes, but I see a particular special use for them here. As jump infantry, they can keep up with the fast paced Hormagaunts.
--3 squads of 3? why not one of 9? Because then your synapse wep is a tad bit more stable, as your foes must direct different turns to destroy the smaller groups, instead of wiping them out in one decisive move, disabling your gaunts.
--No shooting on these guys? Why? This keeps them focused, and keeps valuable shhoting out of melee, where these guys are going anyway.
Heavy support reasoning:
--What is a trygon doing here? Doesn't it seem a bit out of place? Yes, it does. But I always use it, and I have a good W/T/L record when using it. Plus, It also distracts bigger guns from blasting the other delicious units, keeping them on the table longer, closer to fufilling their primary role.