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==Tactics== ===Crushers VS Mega-Gargants=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The biggest, some would say only, decision you have when making a Son of Behmet army is the ratio of Man Crushers to Mega Gargant's. As there stats and price are very similar this is a direct apple to apple comparison. We will compare one mega to 3 man crushers since that's about how many points there all worth to each other and each taking up a 500 point 'slot' in an army. <div class="mw-collapsible-content"> #'''Defense''': 3 mancrushers have 36 wounds between them, a Mega Gargant of all kinds have 35 wounds but a better save at 4+ to Crusher's 5+. Overall the better save makes a Mega tanker. #'''Offense-Clubs''': Assuming no wounds a unit of three man crushers does 30 club attacks, hitting on 3+, wounding on 3+ and rend of 1, doing 1 damage. The mega's all have variable club attack numbers but none of them get near to 30 of the things. Against a 1 wound model the 2+ damage of the Mega's clubs is over kill, and even against big monsters, 30 attacks is nothing to sniff at. So roughly a full unit of man crushers fair's better against hordes then the Mega's. #'''Offense-Other''': This is mostly comparing the Crushers eadbutt and Mighty kick VS the Death grip and stomp. At full wounds the Eadbutt 4 damage makes it a potent anti-monster tool, the death grips though hit easier (3+ VS 4+), has a reroll on one's VS monsters,wound's better but has random damage. About equal except that Crushers have 3 attacks in a unit compared to a Mega's 1. Kick for Crushers and Stomp for the Mega's are the same,3+ to hit and wound, same D3 damage. The Megas have more attacks, but crushers have more models so get 1 extra attack except for the Warstomper, which has a better version with more attacks. Crushers do more mortal wounds on charge, d3 per model which is the same for mega's but crushers have more models in a unit. Lastly each Crusher in a unit has a chance to remove a model if they can roll more then double it's wound characteristic, so against most chaff it's a 2+ or 4+ for more elite infantry. The mega's can'd do that except kraken eaters which have the same rule except for them it's D3 models, which crushers are more reliable at doing since at full strength they can always have a chance for 3 models, kraken eaters only get that chance 20% of the time. #'''Endurance''': Distinct from defense this is how the profile degrades as they take damage. A mega only starts to suffer a penalty at -12 wounds, that much damage kill a Gargant and reduce the whole Crusher mob by 1/3 combat effectiveness, and hand a victory point to the opponent. Still even a Crusher down the rest of the mob still htis on on the same as before just with 20 club attacks, still more then the mega's base. Even at 6 wounds that only brings one crusher to 8 club attacks and there mortal wounds on charge to a 4+ Conclusion: the mega's are sexy and very big, but don't discount Crusher's. While not as tanky they arguably have more offensive power which can let them cleave through large units at the cost of handing victory point's to the opponent. </div></div> ===Tribe Playstyle=== With so few units, most of Sons of Behemat army building is affected by what Tribe you take. ====Stomper==== * Has a preference for multiple Mancrusher Gargants units. Revolving around the Warstmper general, the Mancrushers effectively have their damage doubled when hitting 10+ size units and you Can spend lots of CP to improve their Speed, damage, and durability. Also a line of fire seeing that with one CP all off them can launch stuff. *The goal is keeping groups of Mancrushers always wholly within 18" of the general so they can go on a killing spree. *Has a good range game as you can usually command 2 units of 3 to hurl boulders. ====Breaker==== *Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. *Breaker Tribes are extra effective selective parts of an army (decide what to focus on at the start of each game) and counter lists that are reliant on their special terrain or on terrain heavy boards with good effects. ====Taker==== *Takers are the objective claimers. Gargants count as 1.5 more models paired with Kraken-Eatersโ ability to yeet objectives to a more favorable position, the Takers are geared to claim and hold objectives over the increased damage enjoyed by the other tribes. *Being more about holding the line and have so few models, you should also consider giving your General a defensive CT. *There is also a side aspect of hero hunting as you gain can Triumphs. *In terms of damage out put however, unlike the Breaker's ability to hate some part's of the enemy extra hard for a +1 to hit and Stompers get +1 damage against hoards and there Shouts commanding Gargant's in a group around them: So your goal should be to play the Objective game because if your not. . .why are you a taker tribe? You'd be better served with one of the other tribes. ===3rd Edition Artifacts=== With the new edition come a handful of new artifacts, and they're actually really, really good. So good, in fact, that they're worth considering over your existing ones from your tribe, doubly so if you're running a Taker Tribe with Very Acquisitive. * The '''Arcane Tome''' is the first interesting choice. Having a spell caster who knows both Mystic Shield (For a super tanky Gargant) and Flaming Weapon (for when it's time to just go right down on a motherfucker) is insane in the army, and every hero phase your opponent will sweat at the idea of either spell getting through without being dispelled. Lastly, this artifact let's you dispell, meaning that it slightly reduces your greatest weakness, your inability to interact with the enemy in the shooting phase. But seriously, it can't be understated how good the choice between Mystic Shield and Flaming Weapon are. The Glowy Lantern does exactly this as well. In fact, you can rock a double cast wizard if you want. It's not very good, generally two wizards are better then one double cast wizard since a double cast one can still only control one endless spell, but it IS funny. * The '''Amulet of Destiny''' is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you're getting an effective 11.66 more wounds out of your guy, and 13.33 if you're '''Monstrously Tough'''. That's a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important. *Lastly, the '''Vial of Manticore Venom''' is a good all-around damage increase, though several attacks on each Mega Gargant's profile already wound on 2's. Combine this with the '''Krakenskin Sandals''' for a truly scary attack profile of 3 attacks 3's/2's/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success. ===List Building=== With SoB allignment you don't have much choice, not listed are any Endless Spells you could get, which you do have a couple ways to make a Gargant a wizard. ====2000 points==== *Exactly 4 choices to make (one for each 500 point "slot")* *Every option counts as one battleline, no way to get that wrong. *Obviously you'll need at least one Mega-Gargant *Min 4 models; max 10 models. If you're not taking any Gatebreakers, all these options are valid: {|class="wikitable !# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !! #Models for objecctives !! #Drops || #Wounds |- | 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140 |- | 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141 |- | 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141 |- | 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142 |- | 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142 |- | 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142 |- | 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143 |- | 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143 |- | 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143 |- | 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143 |- |} *You do have the option of instead of 2 Mancrusher Mobs, to take 1 reinforced Mob of 6. This is generally unadvised however. ====2000 points: Gatebreakers==== For Gatebreakers, it's a little more complicated. {|class="wikitable !# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !! #Models for objecctives !! #Drops || #Wounds || Points |- | 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990 |- | 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995 |- | 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995 |- | 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995 |- | 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995 |- | 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935 |- | 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955 |- | 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975 |- | 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955 |- | 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975 |- | 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1995 |- | 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975 |- | 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975 |- | 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995 |- | 14|| Incarnate of Ghur|| {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4 || 60 || 4 || 105* || 1995 |- |} ====1000 points==== *For 1000 points you just have two slots, and a very limited choice. *A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper. {|class="wikitable !# !! Slot1 !! Slot2 !! #Models !! #Models for objecctives !! #Drops || #Wounds |- | 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70 |- | 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71 |- | 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71 |- |} {{Age_of_Sigmar_Tactics}}
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