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Hey, everyone! Looking to start crimson fists and have a few questions. Since pedro kantar makes sternguard troops im assuming that in their fluff they are shooty?
Don't know much about them so what is their combat style etc i.e. cc or mid ranged. Also what would be the best way to run pedro. By himself or in a unit?
If a unit which unit? Termies or Command Squad or just Tac Marines
"I did my first model at the age of 7"
Wow. When I first read that I misinterpreted it. Bad.
Crimson Fists tend to favour massed, medium range firepower as far as I can tell.
There is a bit about them in the new dex that states as much, although I don't have it to hand.
My army is Heavy Bolter and Missile Launcher heavy - four of each in two devastator squads, and 2 of each spread over four tactical squads.
For special weapons stick to flamers or plasma guns, and for close combat weapons stick to power fists.
A relatively equal mix of veterans, normal marines and scouts would work, with a small amount of fast attack. They were almost destroyed, so they have a relatively high proportion of veterans compared to 'normal' marines, and they are rebuilding their chapter, so many scouts is an option.
I have a 4000 point CF army, spread roughly between 2000 points of veterans and 2000 points of normal marines and scouts.
I'd load my army out with - Assault Cannons, Heavy Bolters, Bolters, Storm Bolters, Flamers, Plasma Guns, Missile Launchers, Power Fists, Terminators, Devastators, Sternguard, Tactical Squads, Scouts.
My army has a single assault squad and a single bike squad as counter attacking units.
Gear your army to take out Orks and you won't go far wrong fluff wise; Strength 4 or higher weapons that can shoot more than once, or cover models in blasts. You won't need much anti tank, although obviously it wouldn't hurt. Even low AP weapons don't matter since most orks barely have an armour save, although take a few plasma guns for meganobz.
You can of course ignore all that and make a perfectly balanced army that is entirely representative of the Crimson Fists - I'm just saying the way I went about making my fists.
Just a note - Kantor doesn't make Sternguard troops, he lets them count as scoring units - there is a difference.
I love the Crimson Fists, and Pedro is great value for his points.
I can't say I've seen it all but I live for the things that keep me hollow.
Whereas once the Crimson Fists were, like their father legion, adept at siege and urban warfare, the Crimson Fists were the younger and more even-tempered members of the VII Legion and, thus, accepted the teachings of the Codex Astartes wholeheartedly.
Up until the Chapter was just about obliterated, the Crimson Fists were a faithful Codex chapter.
However, since the majority of their battle companies have been destroyed and Kantor is reluctant to field large numbers of Scouts (because he doesn't want to mortgage the future of the Chapter) the Crimson Fists have been operating out of the "Covert Operations" and "Hit & Run" sections of the Codex lately.
A proper Crimson Fists list that is faithful to the backstory would be quite top-heavy in terms of expensive units.
Command Squads, Veterans Squads, Devastator Squads would be seen. Scouts would not be fielded in large numbers.
As befits their status as Ork fighters, their choice of weaponry leans to the old faithful Bolter and Heavy Bolter.
Since they are not a numerous lot, they are probably not as interested in getting stuck into a melee and prefer instead short- to medium-ranged firefights and hit-and-fade maneuvers.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
crimsom fists allow for many conversions like that steel legion officer with the ork head.
If Slaanesh is the god of the Perverse, why does Nurgle have all the filth?
any chance I can have your army list?