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Right I have just chosen to re-game and have picked the CF. I want my army to be correct fluff wise as I wont lie I like things to be correct to what they are shown as (I know its sad lol). With that said I want would like to know what things I could include in the army atm. I am planning to do a 1st and then a lower company so what would I be able to get away with using in each of the companies.
I at the moment have Pedro Kantor, Chaplin, Terminators CC and a devatstor squad
Last edited by Salamander Tempah; May 13th, 2010 at 19:13.
TBH - anything any other chapter has (minus special characters)
In the many years since the disarster CF have rebuilt themselves - although not up to 100% i was being told they were back up to 50% 2 years ago - thats real life years so in the sense on the game where books over hundreds of years have happened since then, the CF are prob at a much higher % - maybe 70%.
But being traditional to the story your looking at veterans - so sternguards, dev squads etc.
Many veh got destroyed but they would have been replaced so really to be a traditinal CF i would hold back on Dreads, termis and massed normal marines - more scouts and veterans
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
The Crimson Fists are a Codex Chapter, with a few minor variants. This means that they follow the same organizational structure presented in the Codex Astartes. So they have a veteran 1st Company, a scout 10th Company, usually a couple of companies for Assault and Devastator Marines, and the rest are full of Tactical Squads. That's a rough baseline.
I would recommend not trying to build a specific company only though. You will eventually want to include Terminators, Scouts, Assault Marines, and Devastators in the same list. I think that technically, since they are Veteran Squads, the Sternguard and Vanguard units are in the 1st Company but I'm not positive on that.
If you want to build your army around a core company and then have smaller detachments assigned to it for it's mission (how it actually operates in the fluff) that would work much better. Unless you want to focus on Scouts (10th Company) I'd recommend you build around on of the 2nd-7th companies (think I got those numbers right). You'll almost always want multiple Tactical Squads in a vanilla army. They're extremely versatile and Scoring Units. No one knows exactly how many battle-brothers of Crimson Fists there are after Rhynn, so you can get away with using any of the company numbers I would think or you could keep it a low number to keep it fluffy (like 2nd or 3rd Company) to suggest that there aren't enough battle-brothers for there to be a full 10 companies.
Then, as you add units that in the fluff would belong to a different company, just be sure to give them correct badges and identification markings and you should be golden.
The minor variations I mentioned at the beginning can be found here, under Organization: Crimson Fists - Warhammer 40K Wiki - Space Marines, Chaos, planets, and more
Last edited by Darguth; May 13th, 2010 at 21:13.
The exact 'current' state of the chapter is debatable. developing a new marines is not a quick process, and its not one best rushed. The chapter did not just loose a lot of men during the disaster, they lost a lot of gene seed, something that is almost irreplaceable. By the very end of the 41st millenium, the 'now' of the 40k world, some sources suggest that they could have rebuilt themselves back up to half strength, others suggest that could number little more than 200 marines. 40k background is not historical, so will never be totally consistent. The best you can hope for is a crimson fist 'feel' to your army.
For a really characterful army you could try to represent the Crimson fists in the years after the army, while they were rebuilding. With the loss of almost all their companies and the experience the survivors would have gained most of the chapter would be either veteran or very new. Think about the path a marines takes, don't forget tactical marines are more elite than assult and devastators. An aspirant becomes a scout while he is going through the process of becoming a marine, then he serves as a devastator or an assault marine. When he is experienced working in both of these roles he joins a tactical squad where his breadth of experience means he can serve any battlefield role. After years of serving in a tactical squad he will either take on a leadership role within a battle/reserve company (ie become a sergeant) or move up to the first company. There he will choose to be either a vanguard or stergaurd marine, depending on what he became best at during his time as a tactical marine. Either way he will often be deployed in terminator armour
As such a characterful army would include lots of sterguard and vanguard representing the few marines that survived the Ryns world disaster, and lots of scouts/devastators/assault marines representing the new recruits Kantor is slowly adding to his chapter (hurridly cerating marines leads to mutation and complications). Additionally I would expect, with the loss of their armoury the Fists would be lacking in vehicles (although they could be built quickly) as well as specialist equipment like terminator armour (which is nigh on irreplaceable). As such vehicles Kantor could requisition form any old forgeworld, such as rhinos and drop-pods should be common, while obscure load-outs, like landraider promethians and the almost irreplaceable conversion beamers, should be less common. Its also said that proportionally more specialists, such as apothecaries and techmarines survived the disaster than line brothers, and they would have been most important during the years of rebuilding.