well think about what oyu want to do with your homragaunts. I too was bummed to learn that it looks like toxin sac hormagaunts are the same price. But naked hormagaunts are 1 pt cheaper. you can get 20 of them for 100 pts. they (according to the rumors) get d6+3 to run and are fleet. so they move 6"+d6(rerollable)+3" on turn 1. that should set them up to be in assault range by turn 2.
Now you have set your opponant up with a choice. They can wipe out the hormagaunt threat or deal with your second line which will likely include your heavy hitting MCs. If they choose to shoot your MCs the hormagaunts will most likely get in to CC on turn 2, tying up any unit that can't hit and run. If they shoot your hormagaunts, that is 1 more turn your heavy hitting units get moving without taking fire.
i am cooking up a list idea, much like the wave theory Fritz posted about, of a set 'em up and knock 'em down list including hormagaunts. if you can find a way to get some indirect fire support via biovores/ the exocrine if it has indirect fire. you can punch holes in gunlines and also include a trygon and company. Add more salt and if the rumors of a trygon prime being an HQ option AND if there is a synapse upgrade that grants eternal warrior. Trygon with raveners becomes devestating.
Hormagaunts blast forward, backfield artillary tries to make a hole for the trygon. the trygon comes up in the hole with some raveners. to top it all off, what if we get a hive fleet version of SM chapter tactics? hmm... could be interesting. i've been painting hormagaunts all week. for whatever reason 5 ppm vs 6 ppm is the breakeven for naked horms for me. the +3 to the run is awesome for bounding leap as you can use your fleet reroll on turn 1 for your run distance.
sorry for the wall, i am pumped for the bugs!