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Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

So the Sternhammer Strike Force wasn't really built with the Crimson Fists in mind. One, it doesn't allow for Pedro Kantor, their only character, and it doesn't really capture the feel of the Crimson Fists being composed of a higher percentage of Veterans. So I have decided to make a modified Sternhammer to work in a way that makes sense for the Crimson Fists. After the Vitrix Strike Force allowed for Strike Force Ultra as a Core Choice I had the idea of the Crimson Fists Detachment allowing the 1st Company Task Force as a Core Choice. But as a result, it looked like they would not be required to take an HQ model, so I decided to make one Command Choice Required for every Core Choice. This is what I have.

Resurgent Fist Strike Force

Restrictions:
The Detachment must include at least one Core choice, one Command choice, and one Auxilliary Choice. All units in the Detachment must be drawn from the Crimson Fists Chapter.

Command Benefits:
Superior Bolter Drill - As Angels of Death
Tactical Flexibility - Once per turn at the start of your movement, while your Warlord is alive, you can select one option from the following list. All units in the detachment benefit from the rule until the start of your next movement phase.
-Counterattack
-Furious Charge
-Hit and Run
-Precision Shots
-Hatred

Command (1 Per Core):
Strike Force Command - 1 of the following: Pedro Kantor, Terminator Captain, Captain, Chaplain; 0-1 Techmarine, 0-1 Honour Guard, 0-1 Command Squad
Reclusiam Command
Librarius Conclave

Core(1-2):
Battle Demi-Company
1st Company Task Force

Auxilliary (1-10 per Core):
Armoured Task Force
10th Company Task Force
Storm Wing
Anti-Air Defense Force
Suppression Force
Skyhammer Orbital Strike Force
Raptor Wing
Devastators - 1 Devastator Squad
Line Breakers - 1 unit of Vindicators
Ordnance - 1 unit of Thunderfire Cannons
Ancient - 1 unit of Dreadnoughts, Ironclad Dreadnoughts, Venerable Dreadnoughts, or Contemptor Dreadnoughts

Thoughts, concerns, rotten vegetables?

This message was edited 4 times. Last update was at 2017/03/24 09:10:06


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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Casvel, you want to be able to take a 1st company as core and a Skyhammer as auxillary? For shame. Should either take the SAF out or move 1st Co to Auxillary, since veterans are still much rarer than your average marine, even in the Crimson Fists.

Pedro never made them troops, after all, just scoring/ob sec.

Also, the Crimson Fists lost their chapter armoury, no? Most vehicle detachments shouldnt be in there. That was their drawback back in 4th, no?

Also, Tactical Flexibility amongst Codex: Space Marines is represented by Combat Doctrines. If you are dead set on keeping the old veteran tactics, i would switch Zealot to either Fearless or Hatred, and get rid of Hit and Run and Interceptor.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I left Skyhammer in because it has is half Devastators, which is a Forte of the Fists. I don't see much problem with taking it out. Especially since I gave them the ability to take a disconnected squad of Devastators as an Auxiliary.

As for 1st Company Task Force being core, I am basing that off the fluff. The 5e codex says the remaining Marines of the Chapter are "Warriors without peer". The 6e codex says they have a disproportionate number of Veterans, Techmarines (hence why in the SFC there is the option for a Techmarine), and Apothecaries

Hit and Run is referencing the 6e codex stating they withdraw from futile conflicts. Interceptor can go though.

This message was edited 1 time. Last update was at 2017/03/24 07:15:48


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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

My only reason why I suggest moving hit and run is because thsts really the White Scars thing, where as Fists and their successors tend to be known for standing and fighting where even other Space Marines would fall back. Though, i suppose the CF have shifted their thought patterns since the disaster on Rynns World.

Looks good to me now, though. Only other thing i could think of
Removing would be the Armoured Task Force and the Land Raider Soearhead, to represent the grievous blow the armoury as suffered, and perhaps the Linebreaker option as well. Unless there has been more recent fluff saying their armoury has been replenished?

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Crazyterran wrote:
My only reason why I suggest moving hit and run is because thsts really the White Scars thing, where as Fists and their successors tend to be known for standing and fighting where even other Space Marines would fall back. Though, i suppose the CF have shifted their thought patterns since the disaster on Rynns World.

Looks good to me now, though. Only other thing i could think of
Removing would be the Armoured Task Force and the Land Raider Soearhead, to represent the grievous blow the armoury as suffered, and perhaps the Linebreaker option as well. Unless there has been more recent fluff saying their armoury has been replenished?
I almost did exactly that. But if I removed all of the big vehicle options (which account for like 75% of the SM Aux formations), what do I give them in return? I figured they would be resupplied with new tanks and whatnot (it has been ten years since the Rynn's World Incident), they would just be lacking in actual Space Marines.

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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

You currently have 12 Auxillaries, where as the Victrix Strike Force GW just made has 9. If you get rid of the three i suggested, that would bring it into line, no? It would fit the thematics.


 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Most of the chapters in Angels of Death have 10+ Auxiliary formations. I took the Land Raider Spearhead out though.

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Made in us
Omnipotent Necron Overlord






I think it's pretty cool - Maybe ad one more benefit to your core veterans to make them stand out. For example combi weapons in strengard can be used twice rather than once and vanguards can take a power weapon for free (rather than 5 points) (this could also benefit veteran Sargent from a demi company as well.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





I think a big issue is how tough we're saying the Crimson Fists are at this stage.

This can't be too long after the Rynn's World incident - seeing as there's an inordinate number of Veterans, but there's also armoured vehicles?
As we can tell, the Rynn's World incident was in mid M41, and the Fists were at half strength by late M41.

Looking further in, the Fists only have an operational size of 128 Veterans in their First Company at any given time, no more. That's only a fifth more than a normal Chapter, yet you're making First Company Veterans your core?
The Fists are only made up of more Veterans because most of the Chapter was destroyed. In a normal situation, they'd only have 128 Veterans. Even post-Rynn's world, there's not that many Veterans all the same.

Are we looking at an exclusively post-Rynn's World Crimson Fists? Or is this Fists at any given time?

If exclusively Rynn's World, I'd say Unbound would be a better mechanic, or a vastly smaller Decurion, to show the losses of the Chapter. There were only 218 survivors anyway, and whilst there would certainly have been some, most vehicles and suchlike would be destroyed.
As such, I think that you have too many vehicles and such.
I also think that a DBC is too many bodies, not suited for a Chapter that has lots of veterans, but also not very many men normally?

Do the Imperial Fists also get single units of Devastators, TFC, Dreadnoughts and Vindicators?

I'm not sure how much sense the Tactical Flexibility rule makes. Tactical Flexibility is represented in the Codex Doctrines, with the Gladius provides. Hit and Run steps on the toes of White Scars, Counter-Attack steps on those of the Space Wolves, Furious Charge on the Blood Angels etc etc. I don't see what in the fluff makes the Crimson Fists so flexible. If anything, I'd give them Hatred and Preferred Enemy: Orks, and some rules such as Stubborn or suchlike.

TLR - I think the strikeforce doesn't accurately portray the Crimson Fists, due to model rarity and too many resources.


They/them

 
   
 
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