Well, once again assuming that you equip them as toxin sacs, scything talons, and deathspitters (costs 31 points each), and taking into account your minimum of 6 ripper bases to satisfy the FOC, you can fit about 46 warriors in 1500. However, the maximum number of warriors you can take without spilling into the fast attack slots is only 45, so you end up with 45 free points to do whatever with, probably to give venom cannons to 4 (+10pts each) warriors so they can deal with lighter tanks and a barbed strangler (+5pts) to another to take out infantry. That will bring you up to exactly 1500 points. Still, to buy 45 warriors at $35 for every 3 warriors means you have to buy 15 boxes of them, totaling to be over $525! Plus you would still have NOTHING that can hurt AV14 vehicals (warrior+toxin+venom cannon = S7 + D6 = max 13 VAP), so against a Land Raider or Monolith, you are screwed. However, against a GEQ army with no strong tanks, 40 Deathspitters, 4 Venom Cannons, and a Barbed Strangler will rip everything to shreds.
Okay, the following assumes you are fighting against an all-infantry IG army (I've seen this done in what was probably a 2000 point game vs Dark Eldar, didn't see who won though):
Depending on how close he packs his infantry together, a Deathspitter's (DS) small blast template will hit an average of 3-5 units, a Barbed Strangler's (BS) large blast template will hit between 7-13, and a Warrior without +BS will usually hit with one to two Venom Cannon (VC) shots every two turns or so. Using blast averages of 4 for the DS and 10 for the BS, then considering that you will most certainly miss some shots every turn, probably up to a third and increasing with every model you kill, you should be able to land about 27 solid DS shorts per turn that will cause about 108 S6 hits (using the 4-model average) and will cause about 90 instant death wounds (S6 to T3 = 2+ and ID) at AP5. Assuming that half of his gaurdsmen might be in cover, about 45 will be instantly killed and another 22 will die from failed cover saves. From the BS, we get another 10 hits that wound on 3+ (Warrior S4 + S1Toxin - S1 BarbedS = S4 to T3 = 3+), so about 6 more wounds will result from this shot, once again at AP5. If his men are in the open, that is 6 more dead, but only 3 if he has his 4+ cover save. Finally, you get 8 shots with the VCs, but as Ballistic Skill 2, only 2 or 3 will actually hit. Just for fun, lets say we got 3 hits. Once again, at S7 to T3, we wound on 2+ and cause instant death. That means we will most likely wound with all 3 hits at AP4. If he has a cover save, 1 or 2 will die, otherwise all of them go poof.
So, given one round of shooting where everyone is able to shoot, you could cause approximately 75 unsaved/unsavable wounds, 69 of which cause instant death to anything with T3. In order to ensure that you get as many blasts in as possible, be sure to make all of your rolls to hit BEFORE you start rolling to wound!! This way you ensure that you can hit the maximum number of targets possible and thus cause the maximum amount of wounds that will transfer to people not under a blast template after bodies start being removed. I will personally testify from personal experience that a 5 warrior squad with toxin sacs, enhanced senses, 4 DSs and a VC will cause mega damage to gaurdsmen.
There is one limiting factor to this, and that is that you have only 5 squads. Each squad has 8 DS and a VC (and one BS), so you can only shoot at 5 different squads per turn. In tight quarters with scatters it is, of course, possible to hit more than that, but it is still important to keep in mind.
As far as defense goes, checkerboard the warriors so they all get a 4+ cover save. For those who don't know what checkerboarding means, it is when you take two squads of roughly the same size, call them squad 1 and 2, then place them like so:
1 2 1 2 1 2
2 1 2 1 2 1
1 2 1 2 1 2
They obscure eachother and thus get a 4+ coversave, hopefully making up for their crappy 5+ save (remember that they didn't get +Sv).
Here is a visual of checkerboading: