Welcome to Librarium Online!
I am looking to get a starter force of 500 pts to help learn the rules and get a completely painted army before increasing the size of my hive fleet. I'm pretty new to 40k only having half a dozen games under my belt in between the 4th and 5 codexes. So far I've managed a draw and a couple losses although not knowing all the rules hurt me in a couple games. All my friends play marine armies atm and I can almost certainly expect to see a dreadnaught.
My list so far:
Hive Tyrant 195 pts
-HVC, BS & Whip
Warriors x 3 110/115 pts
Genestealers x 10 140 pts
Termaguants x 10 50 pts
I'd like to improve on this list without having to buy anymore models as I have enough to paint as it is lol but I don't mind one or two. Was possibly thinking about dropping the tyrant for a prime and a couple hive guard or zoans but im afraid they might get shot to pieces.
What I have available to me:
2 deathspitter warriors 1 venom 3 unassembled
1 unassembled fex -tervigon perhaps?
1 hive guard
All opinions and criticism welcome.
I would run 8 genestealers in your list, I would defiantly get another hive guard and run 2, they are great atni-vehicle, id get 10 hormaguants, they are good, um keep the warriors and the hive tyrant, you just have to use trial and error on your models, till u find what you like using, sorry I cant help much more, 500pt armies I am not very good at, good luck
you could try
 Hive Tyrant, Bonesword/Lashwhip, heavy venom cannon, * free* leech essence, paroxysm "if your not sure what this does just ask "
 2x Hive guard
 3x warriors, 3x Rending claws, 2x devourer, 1x venom cannon
 14x termagants, toxin sacs
If your going to be running into the dreadnought the hive guard are important, but since you don't have 2 models, I'd ask to see if your friends will let you proxy him out,
the warriors with rending claws I think are a must, being able to give marines a wound is great since it means death in this case, the VC is also a must, it makes the warriors pretty balanced at range and melee.
Your going to want to get your tyrant and warrior's into CC as fast as possible before you start getting shot up to much though, and the gants are there to get in the marines faces and hopefully give your warriors/tyrant a 4+ if you run them behind, and if they do get to shoot the toxin sacs allow the 4+ to wound if you land a hit
hope this helps and best of luck
Ha, good to see your straight into the fourms helping out Fenix, however with that list, you will need genestealers, if all of your friends are running marines, the stealers will destroy them. My version of the list fenix posted:
Tyranid prime-bone swords, regeneration.
The downside with Fenix's HQ is the point cost, I run that amount of points in my 1.7k army, that is like half your army there, so if it dies (which it most likely will) you will be in deep trouble, this option provides cheap synap[se and can also pump out some reasonable damage
2x Hive guards
100 pts (Love these guys they cant go wrong.)
3x Warriors- Toxin Sacs, Deathspitters, Barbed Strangler
125 pts (These are more shooty versions of Fenix's they can cause some nasty damage and may be able to pop a few vehicles.)
10 hormagaunts-toxin sacs
80 pts (These can keep those pesky marines busy and the toxin sacs are good fun to use on marines.)
88 pts (these are your game winners, they ignore armor saves and will DESTROY the marines, I have seen games with a single squad of genestealers killing 3x their point value off marines easy. They just own, but keep them safe, they die easy if assulted in range.)
Total point cost: 503 points, Good luck!
hmmm I see what you did there ;p
forgot about the prime, Yay for a collective of ideas eh?
attaching the prime with the warriors would be a go plan, increasing the bs to 4 with better deathspitters and, the barbed stranger which I believe is also s6 yes?
pesonally, I like rending claws on warriors, them being 4str they'll be wounding on 4 up's anyway, and them being able to take on units of much larger size always seemed good to me.
but toxin sacs do allow the poison weapons rule of, if S is => T you reroll fail to wound, if im not mistaken. so both can be useful
I'm not entirely sure you did the math on the genestealers right, stealers are a base of 14 each base not 11, which would make that cost 527 not 503
but, if you droped the deathspitters, and the regen on the prime, you would end up at 502 points again
I'm also pretty sure stealers dont ignore armour saves, unless your thinking of their rending claws. But I fully agree they the masters of CC and would devour the marines.
the warriors would make up for the little lack of power for the higher chance to hit anyway with the 4bs from the prime, and your still getting the primes insta death from the swords in CC. plus you still get the stealers of win
Didn't want to sound rude but I'd just thought I'd fix the math a little bit is all.
Ha that's fine! dont apologize we need people like you to spot those lil errors! but yes, I do see where you are coming from but personally, it depends on how you play, you just need to field your army a couple of times and see, I use to be a long time Tau player, and being shooty is well embedded in my DNA now , but with the genestealer point error I would follow his advice to bring the points back down. Just make sure here are a few usefull tips: Use your own Tyranid hierarchy, use gaunts to cover up your big guys for the additional armor save and remeber we are nids! dont be scared to loose some units if you think it can buy you some time, outflank with the stealers and hopefully you can pull of something good. Good luck!