CC LIGHT? Yes, but...Here is the list of everything I could do in melee, kind of. If this was the 8ed Codex, I would agree that the list is light on melee.
Except now Lictors, Raveners and Venomthropes do surprisingly good in melee, so..I would call it okay-ish in melee.
Warriors are 4-36 attacks, Hit+1rr1; S8rr1; AP-2, 2dmg - my main melee strike force as they get buffed by Tyrant/Prime and Guidance
Prime is standard 5 attacks, Hit 2+, S7, Ap-2, 2dmg
Raveners are 7-28 attacks, and are surprisingly resilient with -1 hit in melee
Hive Tyrant is at 5 attacks, S10,AP-4, 3dmg
Venomthropes are not to be underestimated! 5-15 attacks, Hit3+, S5, 2+wound, -1AP
Lictor kicks ass - 6 attacks Hit 2+, S7, AP-3, 2dmg
Hormagaunts - 3-30 attacks, S3, Ap-1 - every little bit helps, right?
I have yet to play CC oriented army, so I don't know how would this list do. Truth be told, I was kind of hoping that the Psychic phase would help me there, as I have Neuroparasite (sick power!) and 3x Smites per turn. Also, Carnifexes and Tyrant can shoot into melee with no penalties.
Troop choices:Hormagaunts are too good to pass up. Having access to "16''+ charge" threat range is great. I basically throw them under a tank or use as screens.
Termagants are... necessary evil. Even with Fleshborers getting stronger, their damage output is very low. I use them as 2nd screens and backfield Obsec. If I took more Warriors, I would probably go Leviathan and change the whole list.
Naturalised Camouflage
I don't know if it just us, but my group usually plays with 3 light cover options on each half of terrain. This allows me to have most of the units at lest partially covered or out of sight during deployment. In 90% cases, the opponent shoots at -1 hit turn 1. And you don't need to declare Naturalised Camouflage until you know whos going first. I don't think that the opponents expect to shoot on our "fodder" that has -1 hit / 3+ / 5++.
Just observe the opponents face as he goes like "Wait, gaunts have 3+ save? What?"
The midfield is dominated by Warriors whose footprint is so huge I can still hold objectives and keep 2-3 in cover/Venomthrope aura. Obsec doesn't work if the opponent doesn't have any models on them (genius, I know).
Midfielders get blown away turn 2 when you pop "Exploding 6 if shooting within 24'' Imperative.
Yes, the opponents usually contest turn 3 but they are struggling at that point. In my 5 games only one lasted until the end of turn 4. The rest ended on turn 3. Last game at the end of turn 2 practically - opponent went first, so he just rolled for damage turn 3 and conceded after unloading 30 shots on -1hit/2+/5++/5+++ Lictor and failing to kill him. *immature chuckle*
So, let's look at the defensive stats turn 1 (Zhoantrope 4++/5++ Imperative ON); -1 hit if over 12'' / 18'' vs monsters.
Opponent goes/shoots first. Because we deploy for the worst and hope for the best.
Hive Tyrant T8, save 2+, 5+ feel no pain
Carnifexes T7, save 1+, -1 dmg reduction
Warriors, Lictors (?), Venomthropes, Raveners T5, save 2+
Zhoantropes T5, save 3+
Gaunts T3, save 3+
Admittedly, I do feel a bit drunk from the 5 win streak I've had. I guess I'll be crushed soon enough.