Why Warhammer 40k Crimson Fists Are Still the Coolest Space Marines (and How to Play Them)

Why Warhammer 40k Crimson Fists Are Still the Coolest Space Marines (and How to Play Them)

Warhammer 40k Crimson Fists are basically the ultimate underdogs of the 41st Millennium. They aren’t the poster boys like the Ultramarines, and they don’t have the vampire-vibe of the Blood Angels, but man, they’ve been through some serious stuff. If you’ve been hanging around the hobby for a while, you probably remember the iconic cover of the first edition Rogue Trader book. It featured a bunch of blue-armored soldiers holding a hill against a literal green tide of Orks. Those were the Crimson Fists. They’ve been the face of the game’s gritty, desperate tone since 1987.

Honestly, their lore is depressing. But in a cool way. They are a Successor Chapter of the Imperial Fists, meaning they inherited that stubborn "never say die" attitude from Rogal Dorn. They specialize in killing Orks. It's their thing. But their history is defined by a massive disaster that almost wiped them out completely.

The Big Boom at Rynn’s World

Most Chapters have a glorious fortress-monastery. The Crimson Fists had one too, right up until it exploded. During the Invasion of Rynn’s World, a stray surface-to-space missile—basically a freak accident—hit the Chapter’s own arsenal. It didn't just malfunction; it leveled the entire base. Most of the Chapter died instantly. Imagine being Chapter Master Pedro Kantor and watching 90% of your brothers vanish in a mushroom cloud while the Orks are literally knocking on your front door.

That’s where the story gets good. Instead of quitting, the survivors just kept fighting. Kantor and a handful of others trekked across the planet to New Rynn City, saving civilians and being absolute legends. It’s one of the few times in 40k history where Space Marines actually feel like protectors of humanity rather than just biological weapons. This isn't just flavor text; it defines how they play on the tabletop. They are the masters of the "No Retreat" lifestyle.

Why the Red Hands?

You might notice their left hand is painted red. Or both. There’s a specific tradition here. A new initiate paints one glove red. Once they become a veteran, or enter the 1st Company, they paint the second one. It’s a badge of honor. It’s simple, striking, and honestly, a lot easier to paint than some of the crazy patterns the Howling Griffons or Mortifactors use. If you’re a beginner painter, this is a huge plus. You get a high-contrast look—deep blue armor, red fist, silver trim—without needing a degree in fine arts.

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Tactical Superiority and "Bolter Discipline"

On the tabletop, the Warhammer 40k Crimson Fists have historically been defined by their ability to punch way above their weight class. Because they were so few in number for so long, they learned how to make every shot count. In previous editions, this meant they got buffs when they were outnumbered. It makes sense, right? If you’re a squad of five Marines facing twenty Orks, you have to be more efficient.

Currently, their rules usually lean into high-volume fire and accuracy.

  • They love Bolters.
  • They love hitting things on a 2+.
  • They really, really hate Orks.

If you’re building an army, you’re looking at units like Intercessors, Heavy Intercessors, and Aggressors. Anything that can put out a ridiculous amount of lead. You want to lean into that "standing your ground" aesthetic.

Does the Lore Still Matter in 10th Edition?

Sort of. Games Workshop moved away from specific Chapter supplements for a while, pushing the "Detachment" system instead. But let’s be real: if you’re playing Crimson Fists, you’re taking the Anvil Siege Force or the Firestorm Assault Force if you want to be fluffy. You’re taking Pedro Kantor. You have to. He’s one of the oldest named characters in the game and he’s still a beast. His "Oath of Rynn" ability is the stuff of legends.

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There’s a common misconception that since the Primaris Marines arrived (thanks, Roboute Guilliman), the Crimson Fists aren't "dying" anymore. It’s true that they got reinforcements. Thousands of them. But that creates a cool internal conflict. You have the "Old Guard" who survived the explosion at Rynn’s World and the "New Guys" who were just handed a red glove and told to go kill Orks. It’s a great angle for narrative play or writing your own lore for your minis.

How to Get the Blue Just Right

Getting the "Kantor Blue" look is a rite of passage. If you go too light, they look like Ultramarines. If you go too dark, they look like Night Lords (and nobody wants that).

  1. Start with a black primer. Always. It gives the blue more depth.
  2. Basecoat with Kantor Blue (obviously).
  3. Wash it with Nuln Oil or Drakenhof Nightshade.
  4. This is the trick: use Alaitoc Blue for a chunky highlight and Hoeth Blue for the very corners.
  5. For the red, use Mephiston Red followed by an Agrax Earthshade wash. It needs to look like dried blood, not a bright candy apple.

The "Siege of New Rynn City" Vibe

If you want to win games with Crimson Fists, you need to understand target priority. You aren't playing a fast army. You aren't the White Scars. You are a wall. A blue, stubborn wall. Use terrain to your advantage. Because of their history, Crimson Fists players often build "last stand" dioramas. It’s practically a requirement.

Many people think the Imperial Fists are the "defensive" ones. They are. But the Crimson Fists are the "survivalist" ones. There is a difference. One builds a castle; the other survives when the castle falls. When you're playing, focus on your objective play. Hold the center. Make your opponent come to you. When they do, hit them with everything you’ve got.

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What People Get Wrong About Them

People often say the Crimson Fists are just "Blue Imperial Fists." That's wrong. They've diverged significantly. While Rogal Dorn's sons are known for being rigid and obsessed with fortifications, the Crimson Fists are much more pragmatic. They had to be. When you’re down to 100 Marines total, you can't afford to be a stubborn idiot about "codes of honor." You use every dirty trick in the book. You use guerilla tactics. You use snipers.

Also, they aren't extinct. Since the Era Indomitus, they’ve been rebuilt. They are back to Chapter strength, but the scars are still there. Every piece of their gear is a relic. Every veteran has a story about the day the mountain blew up.


Actionable Steps for New Crimson Fists Commanders

If you're ready to start your own force of these blue-clad legends, don't just go out and buy a random box of Marines. Start with a plan that honors their specific history and combat style.

  • Grab Pedro Kantor immediately. He is the heart and soul of the Chapter. Even if you prefer the newer Primaris sculpts, a kitbash for a "Primaris Kantor" is a classic hobby project that looks amazing on the table.
  • Focus on "Power Fist" units. Their name isn't just for show. Veteran Intercessors or Sergeants with Power Fists are a must. It’s their signature weapon.
  • Prioritize Orks as your primary practice opponent. If you have a friend who plays Orks, play them as often as possible. The lore really comes alive when you're fighting the Green Tide.
  • Read "Legacy of Dorn" by Mike Lee. If you want to understand the "soul" of the Chapter, this book is better than any rulebook. It follows a group of Crimson Fists trapped behind Ork lines. It’s gritty, it’s desperate, and it’s perfectly 40k.
  • Don't over-complicate the paint job. Stick to the classic scheme. The strength of the Crimson Fists' look is its simplicity and the story told by those red hands.