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I've been reading the space marine codex and planning my army. I had assumed that each company works independantly so the idea is that you would pick a company (in my case 3rd) and play that. But, as I was looking at the Ultra Marines and Dark Angels chapter organization I realise that not every company has a devestator squad, only the first company has veteren squads andall of the scout squads are in the 10th company.
So my question is: When you are putting together an army of Space Marines, are you to use different squads from across all of your chapter's companies? ie veterens from the 1st compant, scouts from the 10th, devestators from the 2nd and tacticals from say the 4th and 5th contrary to my idea to picking a particular company and play that one.
That's basically how it works.
Technically, you don't have to choose a company persay, but its nice for fluff reason.
So, basically, when you take Terminators in your Third Company army, the First Company is "loaning (I use that loosely)" the Terminators to the company. (Or scouts, on the other hand, whichever)
The battle companies consist of six Tactical Squads, 2 Assault Squads, 2 Devastator squads. If you include more than 2 of the specialty units, they can be taken from the reserve companies usually.
So, the chapter functions as a whole, but the companies can function as autonomous units under their captain, doing certain missions.
I was going to make my army around the 3rd chapter so then should I get my veterens from the 1st and my scouts from the 10th?
Also, can scouts be in companies other than the 10th? Because I think I've seen ultramarines with with a 'V' on their company logo. Maybe I was just seeing things.
Technically, the scouts all belong to the tenth company, but are training with the 3rd Company.
That's what the fluff representation of scouts in an army would be, IMO.
Those codex breaks downs are extremely simplified, and do not reflect a real company. The reflect the average of many companies. A company of your design should have character over codex guidelines. A company is 100 marines, which should be made mostly of tactical marines. This company would be assigned veterans, HQs and other units. As well as include a wide range of other units. They might also be assigned scout units.
Tanks are assigned to companies, or be requisitioned from a pool of tanks. This all depends on your chapter, and its traditions.
The last thing you want your company to be is this: six 10 man tactical squads of space marines, 2 assault squads, 2 devastator squads. This is not a company, this has no character, this is boring. Make something with a fighting style, flare, a story, a unique function in the chapter, ext.
I have been designing my own chapter for about three months now and I would agree that the company breakdown is more of a suggestion for vanilla armies as opposed to a strict guideline.
It’s pretty obvious that some chapters have taken some liberties with how they organize their companies, so if you are designing your own chapter - go to town!
I think that it's beneficial to have an "idea" of how a "normal" SM chapter is organized. I just try and think of it as a tool more than a rule.
Frankly it doesn't pay to delve too deeply into the logistics of Space Marines. The idea that a company is supposed to operate independently without scouts, elite units or hvy vehicles is a poor one. Also, replacing casualties for a 100 man team in heavy combat zones when it takes 10 years or whatever to train a marine is also a logistical impossiblity. Basically, make what you want, call em what you want and to hell with anyone that has a problem with it I say.
Some of these other posters have alluded to it, but I'm going to say it. To put it simply, the Codex Astartes, the distillation of all of Roboutte Guilliman's wisdom, is utter trash. It is a perfect example of how not to design a military organization.
This is somewhat forgivable, as we must all realize that this structure was not, in fact, designed by a Master of Warfare, but rather a couple of fledgling games designers with great imagination.
The only Chapter with an organization that makes some sense, is the one that completely refused to abide by the strictures of the Codex Astartes - the Space Wolves. In almost all respects each Great Company of the Space Wolves is a separate, self-sufficient body of warriors, each with its own headquarters, territory, spacecraft, weapons, forges, and other facitlities. In other words, each Great Company is designed for independent action.
As hobbyists, it is up to each of us to get what we want out of the game, and to integrate the background in a way that satisfies us. My recommendation, then, is that you don't get hung up on what the Codex says a company looks like, but rather create an army that you like, put it under the leadership of a Captain that you identify with (that will be the personification of you on the battlefield) and call it a detachment from Company X of Chapter Y.
Valerian, you speak what is in my heart