All sorts of stuff have been eliminated, revamped, improved, lost, found, etc. ... throughout all of the revisions through the years. Background material has also suffered the same fate( Don't get me started on the Dark Angels and the omission of Deathwing in the current cannon!) The Crimson Fists though have just gotten cooler in my eyes. Even in the beginning they were in dire straits with the Orks. the novel Rynns World really details the cannon of this illustrious chapter. Although the trait system from a few editions ago has been dropped, I still use it as a method to select forces for my version of the Crimson Fists.
The idea to start this force began in 2000 when I was explaining to a friend and new gamer of why in the future a sci-fi force would fight in heraldic colors rather than camouflage. The whole monastic, Templar brotherhood, pride of Chapter, years of training. The new scouts were announced/released and scout bikers were on the way as well, so I found myself explaining the tragedy of the Fists and how they are nowhere near the strength of other Chapters and still will not accelerate the new troop process.
Another friend challenged me to game it. I laid out a list with a Chaplain as HQ( many leaders of the CF were lost), a tact squad( gotta have at least one), a squad of scouts with bolters, a squad of scouts with sniper rifles,( scout squads for troop choices because battle brothers are rare), CCW scouts( troop choice again, but these fellas are designated as assault ), biker scouts( fast attack and SCOUT), a squad of 5 assault marines with jump packs(battle brothers are rare but not that rare!)