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So, I kind of want to do an army of primaris imperial fists.

I want the company command to be the new Primaris guys. But, I'm not sure how this fits in the fluff.

I mean. The imperial fists have 10 Captains, right? I can see how you would get the odd primaris squad showing up here and there in a mixed company, but a pure primaris company?

Is that a thing? I really want to use the Primaris Captain/Chaplain/Apothecary/Ancient.

And, in this case, what colour should I do the shoulder pad rims. I don't want to pick some company (3rd and 5th are the nicest aesthetically) and unilaterally decide they are all primaris now, only for GW to contradict that in official fluff.

That said, it's possible the 3rd company is going to be mostly replaced by primaris, didn't they get pretty badly beaten up during the Fall of Cadia?

Someone has mentioned that in the Guy Haley book an 11th (Primaris) Company of Ultramarines is created (they use a light blue trim). No idea if this happens in other chapters or not.

Maybe I should just come up with an ultima founding chapter of my own, with basically the same colour scheme but tweaked (an Imperial firsts version of the 'fulminators') Except I kind of want to use transfers for my chapter symbol. 

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well, creating your own chapter would be the easier route.  it would be easy to make an imperial fist successor, sure enough.   Right now however, most of your questions can't be answered until we have the codex and see what Girlyman made to the changes so we don't know what the new organization is.  It could be the 10 old companies plus 1-2 full primaris companies, or one or more of the reserve companies got replaced.    That being said, they could be mixxed in and I am doing Fifth company and going with all primaris.  I am making my army an after the crusade army, where most of the fifth company old marines have been killed, replaced or reassigned to other companies.   I do have a few old marines, and when I paint them I may make them like 2nd company, as they may have been reassigned from the fifth to fill in the voids of that battle company with my Fifth being now a full primaris marine.   The idea of the primaris the way I see them is any marine can be upgrade, some older marines may not want to, newer ones will probably go through the process of adding 3 extra organs.   The scouts may still be there, but their numbers are dwindling as it may be quicker and more efficient to make primaris since they seem to not take as long to create.     That being said, it is your army do what you want.    The fists tend to lose numbers frequently but they work fast and hard to fill in replacements.   They often lose entire companies so the reserves get active quick.      

 

That being said you may be better off waiting till you can get your hands on the new codex and read the fluff on this, before you decide.

from rumors i heard the all primaris company is the 11th company. 

 

With that being said I'm build mine as 3rd company like Rizara mine are the new replacements for the company due to losses, internment in a dreadnought  and promotions.

Codex organisation hasn't really changed.

 

A Chapter is 1,000 Marines spit into 10x 100 Marine companies.

 

The key differences are:

 

1) Each Company has 2 Lieutenants, each in charge of half the Company and answering to the Captain.

2) The Codex now specifies 6 "Battle Line Squads", 2 "Close Support" squads, and 2 "Fire Support" Squads. 

3) Companies can have up to 20 squads now; reserve troops attached to a battle company typically adopt the company's colours and numbering.

4) Companies can mix regular and Primaris units freely; so your Battle Line squads could be a mix of Tactical and Intercessor Squads.

 

Also, the codex lets you field 10-man Primaris units, and up to 6 man squads in Gravitus armour. So you could have a company of 5x 10 Primaris, or presumably 20x 5 Primaris (Ultramarines still use 5 or 3 man Primaris units it seems).

Edited by Wargamer
  • 2 weeks later...

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