Turn 3Strategy: MattThe layout on the third turn (sorry I forgot about these for earlier turns):

Manticores sustain on Assault 6, taking out a warrior and some guants.

Infantry 1 sustains on Assault 2 and lays a BM.

Assault 5 advances on the HQ.

Assault 3 engages the HQ and Russ, 6 guants and 2 warriors are lost to 4 guardsmen, 3 Chimera and 1 Russ. Both sides roll rediculously low and the 'nids pull off a win by 1 (3-2).

Infantry 2 sustains on Assault 6, taking out some more guants.

Warhounds sunstain on Assault 2.
Assault 4 marshals and moves towards an objective.

Genestealers march towards HQ and Russ, putting the HQ in ZoC

Assault 2 advances on Infantry 1 while Assault 6 engages Infantry 2.

Two Warriors, 6 Guants and 1 Haurspex go down, while the Commander, 4 Heavy Weapons, and 6 Guardsmen go down. Nids are up by a +2 in the end (guard had less BM and outnumbered 2 to 1) but only win by 1 (7-6).
End PhaseWe didn't do any rallying or spawning due to time.