Age of Sigmar/Tactics/Destruction/Sons of Behemat: Difference between revisions
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* 'Cuz they are fucken [[Awesome|GIANTS]]. Chicks dig drunken giants. | * 'Cuz they are fucken [[Awesome|GIANTS]]. Chicks dig drunken giants. | ||
* Ultra elite army. In 2000pts min six models, max ten. | * Ultra elite army. In 2000pts min six models, max ten. | ||
* No need to bother with that other faff other factions have to think about: No allies, no wizards (unless you take | * No need to bother with that other faff other factions have to think about: No allies, no wizards (unless you take an item from the Takers Tribe), no endless spells, no battalions, no faction scenery, no special dice. | ||
* In 40k your favorite army are Imperial Knights. | * In 40k your favorite army are Imperial Knights. | ||
* You watched Attack on Titan and sympathized more with the half naked monsters than the humans (can’t say I blame you). | * You watched Attack on Titan and sympathized more with the half naked monsters than the humans (can’t say I blame you). | ||
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* Just two kits. (Okay, one of those is amazing, and the other is ok) | * Just two kits. (Okay, one of those is amazing, and the other is ok) | ||
* Everyone is a MONSTER, so good luck surviving specialist monster hunters. Other Destruction factions, especially Bonesplitterz Warclans and Beastclaw Raiders Mawtribes, will be your bane. | * Everyone is a MONSTER, so good luck surviving specialist monster hunters. Other Destruction factions, especially Bonesplitterz Warclans and Beastclaw Raiders Mawtribes, will be your bane. | ||
* Max one spell unbind makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops. Not to mention said unbinding is limited to a single artifact for the Taker | * Max one spell unbind makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops. Not to mention said unbinding is limited to a single artifact for the Taker Tribe. | ||
* Being ultra elite, you’re almost always bringing single digit models. | * Being ultra elite, you’re almost always bringing single digit models. | ||
* No battalions means no one drop options and limited artifacts. | * No battalions means no one drop options and limited artifacts. |
Revision as of 19:22, 9 October 2020
Grand Alliance Destruction
Sons of Behemat |
Three new, MASSIVE THICC BOIS, the biggest plastic GW kit so far, able to stare Archaon in the eye while he's on Dorghar; plus some regular gargants; are ready stomp on your face.
Up for pre-order this weekend, more information has been trickling out, and there's plenty to go with.
Why Play Sons Of Behemat?
- 'Cuz they are fucken GIANTS. Chicks dig drunken giants.
- Ultra elite army. In 2000pts min six models, max ten.
- No need to bother with that other faff other factions have to think about: No allies, no wizards (unless you take an item from the Takers Tribe), no endless spells, no battalions, no faction scenery, no special dice.
- In 40k your favorite army are Imperial Knights.
- You watched Attack on Titan and sympathized more with the half naked monsters than the humans (can’t say I blame you).
Pros:
- Getting your army built and painted will be really quick. Given they are basically oversized fa/tg/uys, they are ripe for customization too.
- Rending attacks everywhere.
- Decent shooting attacks (including Drogg's halitosis).
- Single model units are immune to bravery checks. Nagash's boney boys aren't the only faction to ignore bravery anymore.
- If you thought Nurgle was EXTRA THICC...
- Unspeakably beefy. All your giants have a bunch of wounds, with your mega-gargants having more wounds than the oversized HQs of other factions while being immune to instant death.
- Your faction acronym is SoB.
Cons:
- You're the AoS equivalent of Knight players. Get ready to donate a kidney or two.
- Just two kits. (Okay, one of those is amazing, and the other is ok)
- Everyone is a MONSTER, so good luck surviving specialist monster hunters. Other Destruction factions, especially Bonesplitterz Warclans and Beastclaw Raiders Mawtribes, will be your bane.
- Max one spell unbind makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops. Not to mention said unbinding is limited to a single artifact for the Taker Tribe.
- Being ultra elite, you’re almost always bringing single digit models.
- No battalions means no one drop options and limited artifacts.
- Your faction acronym is SoB. Could have been a lot worse...
Rulebooks
Faction rules and abilities: Battletome Sons of Behemat
Latest Matched play points: Battletome Sons of Behemat or Generals Handbook 2020
Core rules: here
Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Allegiance Abilities
Battle Traits
- Mightier Makes Rightier
- For objectives,MEGA-GARGANTS count as 20 models, MANCRUSHER GARGANTS count as 10.
Command Abilities
Tribes
Each SoB army belongs to a tribe, dependant on choice of general.
Stomper Tribes
General: Warstomper
- Ability: Getting Stuck In: All MANCRUSHER GARGANTs attacks get +1 damage against units of 10+ models, or +2 against 20+
- Command Ability: Get a Move On, You Slackers!: A MANCRUSHER GARGANT within 18" can run 6. At the Double but with greater range.
- Command Ability: Grab Those Rocks and Chuck 'em at Somethin'!: All MANCRUSHER GARGANTs within 18" can chuck rocks (instead of just one)
- Command Traits:
- Artefacts:
- Ironweld Cestus: Reroll failed Saves and deal a mortal wound on an unmodified save roll of 6.
- ?
- ?
Breaker Tribe
General: Gatebreaker
- Ability: Fierce Loathings: Gatebreaker mega-garagants and mancrusher garnants can roll a D6 or choose one of the following categories. Add 1 to their hit rolls against enemy units in the chosen category:
- Bossy Pants and Clever Clogs: HERO or WIZARD.
- Idiots with Flags: TOTEM or any unit with command models.
- Shiny 'Uns: save characteristic better than 5+ that aren't a HERO or monster.
- Crowds: units with 20 or more models.
- Wannabes: monster or war machine.
- Piggybackers: units with a mount that are not a monster.
- Command Ability:
- Command Traits: Breaking Down The Houses: mancrusher garnants gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)
- Artefacts:
- Kingslaughter Cowl: Reroll wound rolls of 1 that target a Hero (or all wound rolls for the enemy General).
- ?
- ?
Taker Tribe
General: Kraken-eater
- Ability: Get Rid of 'Em!: For objectives,MEGA-GARGANTS count as 30 models, MANCRUSHER GARGANTS count as 15. If you're having trouble with the objectives game, then maybe this is for you. Centre a Mega on a 6" objective, and it's going to be tricky for your opponent to get 31 models into that circle.
- Command Ability:
- Command Trait: More Stuff For Me Collection : Roll a triumph every time you kill an enemy wielding an artefact. You're going trigger this once, maybe twice per battle, so not the best. However, if your opponent really doesn't want you gaining these, then it's going to force them to play defensively with their artefact wielders (or even cause them to bring non-optimal lists).
- Artefacts:
- Net of the Beast-Reaver: Start of combat, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit
- Jaws of the Mogaldon: Once per phase, reroll a failed hit, wound, or save.
- Glowy Lantern: Your Gargant is now a Wizard. He can cast Mystic Shield or Arcane Bolt in your Hero phase and unbind 1 enemy spell in their phase.
- ?
- ?
- ?
Warscrolls
Leaders
All Mega-gargants have the following:
- 35 wounds, with 12 wounds needed to drop from the top entry on warscroll, and even then they don't drop much. These guys are beasts! Sadly that thick leathery skin only gives 4+ save, and they still needs protection against the some of the biggest damage dealers in the game, which is tricky when you don't have many models for screens.
- Rend -3 attacks. Whilst not on all attacks, this flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don't underestimate it. Meanwhile, everything else has -1 or -2 rend.
- Son Of Behemat: Auto kill abilities and spells instead just deal D6 mortals. Whilst it'd be hilarious to see an SoB fall wiped out this way, it's quite an essential auto-lose preventer.
- TIMBERRRR!: When it dies, winner of a roll off choses a point 5" away. Every unit within 3", except Mega garagants, gets D3 mortals. Essentially it's a 50% chance of sending a few mortals at the guy that just killed you. If your enemy is fully within 2", then this isn't going to do anything (assume they were stood between his legs). Also potentially deadly for your single unit Mancrushers.
- Warstomper Mega-Gargant (480)
- For those who just want to hit stuff the hardest.
- Gatebreaker Mega-Gargant (490)
- Do you hate faction terrain like the OBR Tithe Nexus or the constant sprouting Wyldwoods? Then brother, say hello to your new best friend!
- Kraken-eater Mega-Gargant (490)
Battleline
Battleline in Sons of Behemat army and not counted as Behemoth. Maximum sized units count as 3 battleline units.
- Mancrusher Gargants (180/480, min 1, max 3)
Behemoth
- Bonegrinder Gargant? (400pts) (Forgeworld)
Only if sons of behemat keyword gets added to his warscroll. Even then he'll be a difficult option to recommend. At 80 points lower than the poster boys (and he's not going to get a points change until the December FAQs), you won't be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so maybe there's something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).
Battalions
None.
Allies
None.
Mercenaries
Mercenaries allow you to take a special named Sons of Behemat hero in a non Sons of Behemat army. One mercenary per list, with no other allies and restrictions depending on your allegiance - only destruction get a choice. Remember you're not getting any of those juicy SoB alliance abilities or tribe bonuses.
Named Leaders
- Bundo Whalebiter Order or Destruction
A Kraken-eater mercenary. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.
- One-Eyed Grunnok Chaos or Destruction
A Warstomper mercenary. Reroll jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.
- Big Drogg Fort-Kicka Death or Destruction
A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3" at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.
Tactics
List Building
With SoB alliance you don't have much choice
2000 points
- Exactly 4 choices to make (one for each 500 point "slot")
- Min 6 models; max 10 models.
- Realistically, 4 or 6 drops - although you can get more.
- Realistically min 1920 points (or 1970 if you buy a CP) - although you can get down to 1860; max 2000 points.
Possible lists:
# | Slot1 | Slot2 | Slot3 | Slot4 | #Points | #Models (with MMR) | #Drops | #Wounds | Buy CP? |
---|---|---|---|---|---|---|---|---|---|
1 | 3x 1 Mancrusher | Mega-Gargant | Mega-Gargant | Mega-Gargant | 1980, 1990, or 2000 | 6 (90) | 6 | 141 | |
2 | 3 Mancrushers | Mega-Gargant | Mega-Gargant | Mega-Gargant | 1920, 1930, 1940, or 1950 | 6 (90) | 4 | 141 | Y |
3 | 3x 1 Mancrusher | 3 Mancrushers | Mega-Gargant | Mega-Gargant | 1980, 1990, or 2000 | 8 (100) | 6 | 142 | |
4 | 3 Mancrushers | 3 Mancrushers | Mega-Gargant | Mega-Gargant | 1920, 1930 or 1940 | 8 (100) | 4 | 142 | Y |
5 | 3x 1 Mancrusher | 3 Mancrushers | 3 Mancrushers | Mega-Gargant | 1980 or 1990 | 10 (110) | 6 | 143 | |
6 | 3 Mancrushers | 3 Mancrushers | 3 Mancrushers | Mega-Gargant | 1920 or 1930 | 10 (110) | 4 | 143 | Y |
7 | 5x 1 Mancrusher | Mega-Gargant | Mega-Gargant | 1860, 1870 or 1880 | 7 (90) | 7 | 130 | Y | |
8 | 5x 1 Mancrusher | 3 Mancrushers | Mega-Gargant | 1860 or 1870 | 9 (100) | 7 | 131 | Y | |
9 | 8x 1 Mancrusher | Mega-Gargant | 1920 or 1930 | 9 (100) | 9 | 131 | Y |
- Mancrushers: One set of three can be split however you like, but due to needing the group discount, the rest must be taken in threes.
- Alternatively, if you really want all your Mancrushers to be solo you could drop one. Generally not worth it, but might be feasible with 8, as that might give you some extra board control. With 5 you've got a lot of wasted points left over. Also, you're maximising number of drops.
- This assumes the Bonegrinder isn't a SoB unit. If we assume it is:
# | Slot1 | Slot2 | Slot3 | Slot4 | #Points | #Models | #Drops | Buy CP? |
---|---|---|---|---|---|---|---|---|
1 | 3x 1 Mancrusher | Bonegrinder | Mega-Gargant | Mega-Gargant | 1900 or 1910 | 6 | 6 | Y |
2 | 3 Mancrushers | Bonegrinder | Mega-Gargant | Mega-Gargant | 1860 or 1870 | 6 | 4 | Y |
3 | 3x 1 Mancrusher | Bonegrinder | Bonegrinder | Mega-Gargant | 1830 | 6 | 6 | Y |
4 | 3 Mancrushers and 1 Mancrusher | Bonegrinder | Bonegrinder | Mega-Gargant | 1940 or 1950 | 7 | 5 | Y |
5 | 4x 1 Mancrusher | Bonegrinder | Bonegrinder | Mega-Gargant | 2000 | 7 | 7 | |
6 | 6x 1 Mancrusher | Bonegrinder | Mega-Gargant | 1960 or 1970 | 8 | 8 | ||
7 | 3 Mancrushers | 3x 1 Mancrusher | Bonegrinder | Mega-Gargant | 1900 or 1910 | 8 | 6 | Y |
8 | 3 Mancrushers | 3 Mancrushers | Bonegrinder | Mega-Gargant | 1840 or 1850 | 8 | 4 | Y |
1000 points
For 1000 points you just have two slots, and a very limited choice. And, unless you really want to drop a mancrusher to get that extra CP, realistically you're limited to a single load out. Additionally, you can't take a Bonegrinder, even if it gains the keyword.
# | Slot1 | Slot2 | #Points | #Models (with MMR) | #Drops | #Wounds | Buy CP? |
---|---|---|---|---|---|---|---|
1 | 3 Mancrushers | Mega-Gargant | 960 or 970 | 4 (50) | 2 | 71 | |
2 | 2x 1 Mancrusher | Mega-Gargant | 840 or 850 | 3 (40) | 3 | 59 | Y |
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |