Age of Sigmar/Tactics/Destruction/Sons of Behemat
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.
Why Play Sons Of Behemat?
- 'Cuz they are fucken GIANTS. Chicks dig drunken giants.
- Ultra elite army. In 2000pts min four models, max ten.
- You're not bothered by a small unit pool when what you've got is really good.
- 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 faction scenery, no special dice.
- In 40k your favorite army are Imperial Knights.
- You watched Attack on Titan and sympathized more with the naked monsters than the humans (can’t say I blame you), or else related to the giant in Jack and the Beanstalk as a kid.
Pros:
- BATTLELINE MEGA-GARGANTS!
- Getting your army built and painted will be really quick, despite the initial impression. 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.
- 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.
- A shit-ton of spare parts to share with your gaming group; shields, bones, debri, even dead animal bits! This all makes for fantastic scenery and all kinds of kitbashes.
- A single, specific Mega can join any other Allegiance. This is flavorful, considering how many factions could contract a Giant back in The Old World.
- Third edition was incredibly kind to Sons of Behemat. Between the new artifacts being absolutely broken on any Mega, the fact that Mega-Gargants are battleline now, the combination of Heroic Actions and Monstrous Rampages (All the megas are eligible for heroic actions, and everything in the army can Rampage), and the new command abilities being fantastic, the Gargants are rolling in the love.
- The General's Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you've either been tabled, or you get it. You get bonus points for scoring most of the Battle Tactics if you do so with a monster, and the new command ability, Feral Roar, lets a Gargant who's wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who's been smacked on for a couple turns.
Cons:
- You're the AoS equivalent of Knights player, except for the pretty static poses (unless you’re creative with modifications), and nowhere near to be as magnet-friendly as Knights. The poses are workable, but transportation is a bit of a chore.
- Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he's from FW.
- 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.
- In general, your interaction with your opponent will be limited to smashing his models into goop. Don't get me wrong, that's not a bad thing, but the opponent's going to be teleporting, casting spells, and generally ignoring everything except your enormous bases. A good opponent will out-position you every time, and you can't be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant's ass.
- Being ultra elite, you’re almost always bringing single digit models.
- +4 Save is by no way bad... when you are an elite unit from a conventional army. But that's all you have to defend yourself without taking the FnP artifact. So don't think you can sponge MW all day long: you have lots of wounds but you'd expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.
- You will probably never get a Start Collecting box and if you do it's going to be like, half a kit
- Your faction acronym is SoB. Could have been a lot worse...
- The General's Handbook 2021 added a new rule: killing a Monster gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you'll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.
Rulebooks
Faction rules and abilities: Battletome Sons of Behemat
Latest Matched play points: Generals Handbook 2021
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
- Mightier Makes Rightier: For objectives,one MEGA-GARGANT model counts as 20 models, and each MANCRUSHER GARGANT count as 10.
- Chuck Rocks: During your Shooting phase, your MEGA-GARGANT General can command one mancrusher gargant unit wholly within 18" unit to chuck rocks (18" d3 attacks 4+/3+/-1/D3)
- Quite effective in with units of 3. Will soften lots of enemies.
Tribes
Each SoB army belongs to a tribe, dependant on your choice of general.
Stomper Tribes
General: Warstomper
- Getting Stuck In: All MANCRUSHER GARGANTs attacks get +1 damage against units of 10+ models, or +2 against 20+
- Bawling Bellowing Lunks
Command Abilities that affect all MANCRUSHER GARGANTs within 18" of your general (they can't use other Command Abilities).
- Get a Move On, You Slackers!: At the start of the movement phase, only one MANCRUSHER GARGANT unit Runs 6" instead of rolling.
- Grab Those Rocks and Chuck 'em at Somethin'!: At the start of the shooting phase, All MANCRUSHER GARGANT units in range chuck rocks
- Oi You, Yes! Charge!: At the start of the charge phase, a unit Rerolls charge rolls for all MANCRUSHER GARGANTs in range.
- Stop Muckin' About and Hit 'em!: At the start of the combat phase, Reroll hits of 1 for all MANCRUSHER GARGANTs in range.
- Watch Your Backs You Gormless Lot!: At the start of the combat phase, Reroll saves of 1 for all MANCRUSHER GARGANTs in range.
- Where Do You Think You're Going!: At the start of the battleshock phase, Don't take battleshock for all MANCRUSHER GARGANTs in range.
Command Traits - Veterans of One-Sided Battle
- Monstrously Tough: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.
- Old and Gnarly: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.
- Louder than Words: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.
- Inescapable Grip: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.
- Very Shouty: D3 extra CP's at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.
- Eager for a Fight: Roll 3D6" for your charge and you can charge 18". Gets the big guy into combat as fast as possible.
Artefacts of Power - Trappings of the Titan Warstomper Only.
- Ironweld Cestus: Reroll failed Saves and deal a mortal wound on an unmodified save roll of 6 if the reroll was a 6 only. 4+ is Already a good save, and then milking even more DPS.
- Club of the First Oak: In your hero phase, heal 1 wound. In addition, if the bearer is slain roll a dice on a 4+ the wound is negated as well as any unallocated ones, it doesn't break so you can keep using this. 1 wound doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.
- Mantle of the Destroyer: Friendly gargant units within 12" have a bravery characteristic of 10 and they can re-roll charges. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.
Breaker Tribe
General: Gatebreaker
- Fierce Loathings: All Gatebreaker Mega-Gargants and Mancrusher Gargants get +1 to all hits against one of the following unit types.
- 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.
- Breaking Down The Houses: Mancrusher Gargants gain the Gatebreaker’a Smash Down ability (+1 Damage on attacks against enemies on terrain or Garrisoned and ability to destroy terrain). Greatly boosts their attack power especially on boards that force the enemy to move onto the terrain.
Command Traits - Unstoppable Besiegers
- Monstrously Tough: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.
- Old and Gnarly: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.
- Louder than Words: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.
- Extremely Bitter: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.
- Smasher: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.
- Sees Red: When within 9" of a terrain that can have a garrison, attack as if it hasn't suffered any wounds. A very situational trait.
Artefacts of Power - Legacy of Demolition Gatebreaker only.
- Enchanted Portcullis: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.
- The Great Wrecka: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +1 to Smash Down ability.
- Kingslaughter Cowl: Reroll wound rolls of 1 that target a Hero (or all failed wound rolls for the enemy General).
Taker Tribe
General: Kraken-eater
- 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. Center a Mega on a 6" objective, and it's going to be tricky for your opponent to get 31 models into that circle.
- 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 to gain these, then it's going to force them to play defensively with their artefact wielders (or even cause them to bring non-optimal lists).
Command Traits - Irascible Old Bullies
- Monstrously Tough: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.
- Old and Gnarly: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.
- Louder than Words: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.
- Strong Right Foot: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.
- Very Acquisitive: You get 2 artefacts instead of 1 and your general can carry 2 artefacts. Double up on your general or spread the power to a second Kraken-eater.
- Extremely Intimidating: -1 to hit rolls for every enemy model within 3". More durability is always good, just be cautious of any ranged units.
Artefacts of Power - Trophies Taken By Force Kraken-eater only.
- Jaws of Mogaladon: Once per phase, re-roll one save, hit, or wound roll. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.
- Walloping Tentacles: At the start of the combat phase, pick an enemy hero within 3". Roll a dice and on a 4+ it takes 1 MW and you can re-roll hit rolls of 1 with all your attacks. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.
- Jar of Burning Grog: Once per battle at the start of the combat phase, pick 1 enemy unit within 3" of the bearer, on a 2+ it takes D3 MW's and re-roll wounds for gargants that target the unit, on a 1 you take D3 MW's. With all the attacks your Gargants can dish out, mass rerolls are always good.
- Net of the Beast-Reaver: Start of the combat phase, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit
- Glowy Lantern: Your Gargant is now a Wizard. Take the Universal Arcane Tome instead, because in AoS3 the Lantern only makes your Mega a Wizard; it doesn't give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.
- Krakenskin Sandals: Almighty Stomp has 3 attacks, rend -3 and damage 3.
Battalions
Surprise! 3rd Edition brought universal battalions for free!
You will only be able to pick Linebreaker and Battle Regiment from universal battalions (and only Linebreaker will be actually useful for the SoB faction), with more battalions later on with new battlepacks.
Linebreaker is genuinely useful though, as it issues the effect of Command Abilities without the Order being issued, meaning that you can double dip the effect on two of your units in the same phase. Decent.
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:
- Bosses of the Stomp: 2-4 Megas. Grants unified deployment or an extra enhancement.
- Footsloggas: 2-3 Mancrushers (units, not models), and 0-1 Mega. Grants unified deployment or a free use of the ‘At the Double’ or ‘Forward to Victory’ command abilities to one unit from this battalion.
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.
Warscrolls
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 need protection against some of the biggest damage dealers in the game, which is tricky when you don't have many models for screens.
- Death Grip: Whilst only a single attack, this is Rend -3 and flat out removes the chance of stopping attacks for anything with a 4+ or worse save. Don't underestimate it. Plus, using Death Grip you can reroll hits of 1 against MONSTERs - GW is hinting about the best way to use it.
- Almighty Stomp/Jump: Get at least 2 less powerful Death Grip but get a reroll hits of 1 against non-MONSTERs.
- All our other attacks are at least rend -1 or -2.
- 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.
- Crushing Charge: After making a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+ they suffer D3 wounds if they're a MONSTER or D6 wounds if they aren't.
- Terror: Enemies within 3" get -1 bravery. Given the ways to avoid battleshock, this isn't really going to make any difference most of the time.
- TIMBERRRR!: When it dies, the winner of a roll-off chooses 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.
- Longshanks: Basically, limited flying, or hovering? Let me explain: you can walk over models with up to 10 wounds, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4" tall.
- all but the bone crusher have hero and priority target keywords.
- Warstomper Mega-Gargant (470)
- For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3" and his current wounds (Monster count as 5 [because the +4 stacks with the +1 for nearby models], min:1, Max: 10 attacks) (get max attack when near 6 models at first health bracket, but decreasedfrom there ). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper's greatest strength is also its biggest weakness - it relies on being caught in deep combat to do its maximum number of attacks. If it can't face a horde, it's probably going to underperform.
- Gatebreaker Mega-Gargant (525)
- Probably the best all-rounder of the bunch. Definitely the go to option if you hate faction terrain like the OBR Tithe Nexus or the constant sprouting Wyldwoods. Has a lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.
- A single shooting attack with -3 rend. That's 18" on 3/2/-3/4 damage Youch. And it hits on 2s if you're running Breaker Tribe!
- If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.
- Kraken-eater Mega-Gargant (490)
- The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff 'lil 'uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6" is a hilarious feature that could be used to great effect for point scoring and denial.
- Mancrusher Gargants (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)
- Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8"+3d6" threat range. Like the big'uns, each model can inflict MW on a charge, as well as roll to selectively kill 1 model, and inflict MW on death but don't affect other Gargants. They deal a lot of damage (one high rend and damage ’Eadbutt and Kick attack plus many weaker club swing that degrading with health), especially when using the Stomper Tribe’s command abilities to further boost their fightiness.
- In a trio of Mancrushers, only one of them will take damage. That one gargant can tank all the hits while the others remain at their top bracket. However, they will only be able to attack multiple units if the enemy is clumped together. Also, they will only be able to capture and hold 1 objective - but they'll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they've engaged a unit that you'd like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey.
- You can almost think of a Mancrusher as a single, 12 model unit with 1 wound, 1 attack 5+ save and a champion with a few mortals wound tricks, since a gargant has 12 attacks making the comparison relatively clean. Points wise it's hard to find a exact comparison, bloodletters come close only Hitt on a 4 instead of 3 and also have some mortal wound inflicting abilitys, while only being slightly cheaper.
Other
- Bonegrinder Mega-Gargant: (500pts)
- Forgeworld exclusive that's a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can't really meet the exact point level for a mission anyway given there limited options it's probably fine. Well rounded with the stomp being more unreliable with his only other good trait being able to selectively slay a model(kill most squishy wizards on a 6+).
- Basicly has death grip in it's Thunderous Stomp ability albiet at 1 worse rend.
- gets the Gatebreaker's shooting attack
- Has a club that does 3 damage on a +3 to hit. The other mega's weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.
- Has the ability to kill a model if it rolls higher then it's toughness on a D6. NOT double it's toughness the way the Kraken Eater and Warstomper's version of it works.
- No mortal wounds on charge.
- Not a hero but doesn't matter too much since they don't get any hero benefits from the tribe and does let them avoid some situational enemy abilities.
- Kragnos, the End of Empires: Kragnos is an option for all destruction factions so is another big monster you can bring. Kragnos does a lot, no question, with a 2+ save those 18 wounds go far, they have more attacks then the Mega Gargant, ablity to increase the range and consistence of nearby destruction units and deal mortal wounds on a charge or damage. Kragnos problem is his cost: over 700 points. If you check the chart bellow, Son of Behemat armies let you basically take one mega or three mancrusher's for every 500 points, without anything cheaper this meann any army you throw him in will have a hole in it that can only be filled by a single solo Mancrusher. Is that worth it? Maybe not, if Son's lack one thing it's NOT giant monsters.
Allies
None. However Mega Gargants can join other armies using the Mercenary rules (Including if you so wish; Mega-Gargants Mercs in your own Behemat army.) and some forge world monsters have the wording "This unit can be included as an allied unit in an army whose general has the destruction keyword". Sadly most, if not all of those, are in Legends but in a more casual game if you want a non giant you can use some of those big beasties.
You do also have one other option that is sorta considered like an allied model: Incarnates. Currently we have only one: Krondspine Incarnate of Ghur and it is definitely a quirky choice to use. In general with an Incarnate you run the risk of it going wild if your hero gets popped, but good luck popping a 35 wound giant monster. It also gives utility aside from being a beat stick with it 'synapse-ing' ability to make nearby models all out attack if you all out attack with it, in an army that can sometimes lack buffs. Combined with not making enemies run from the giant's that inevitably going to beat there faces in (because giant), a bonus to casting if the hero in question also has a Lantern or arcane tome and it actually make's a case for it self. It's 400 point price tag is competitively budget so it can help bid for a triumph or give you more points in case you do have both tome and Glowy lantern and want an endless spell budget.
Mercenaries
Mercenaries allow you to take a special named Sons of Behemat hero in a army for the cost of one CP on top of its standard points. 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, just a bit scary centerpiece monster.
- 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 within 6" get -1 to hit if the giant used his jump attacks earlier in the combat phase.
- 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+.
- Brawlsmasha: Destruction
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12" +1 Bravery. Nope. This guy is an overpriced weaker Mega-Gargant whose ability is limited to only Orruks and it’s not even that good to begin with. Just ignore him.
Tactics
Crushers VS Mega-Gargants
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.
- 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.
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-Eaters’ 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:
# | Slot1 | Slot2 | Slot3 | Slot4 | #Models | #Models for objecctives | #Drops | #Wounds |
---|---|---|---|---|---|---|---|---|
1 | Mega-Gargant | Mega-Gargant | Mega-Gargant | Mega-Gargant | 4 | 80 | 4 | 140 |
2 | 3x 1 Mancrusher | Mega-Gargant | Mega-Gargant | Mega-Gargant | 6 | 90 | 6 | 141 |
3 | Mancrusher Mob | Mega-Gargant | Mega-Gargant | Mega-Gargant | 6 | 90 | 4 | 141 |
4 | 6x 1 Mancrusher | Mega-Gargant | Mega-Gargant | 8 | 100 | 8 | 142 | |
5 | 3x 1 Mancrusher | Mancrusher Mob | Mega-Gargant | Mega-Gargant | 8 | 100 | 6 | 142 |
6 | Mancrusher Mob | Mancrusher Mob | Mega-Gargant | Mega-Gargant | 8 | 100 | 4 | 142 |
7 | 9x 1 Mancrusher | Mega-Gargant | 10 | 110 | 10 | 143 | ||
8 | 6x 1 Mancrusher | Mancrusher Mob | Mega-Gargant | 10 | 110 | 8 | 143 | |
9 | 3x 1 Mancrusher | Mancrusher Mob | Mancrusher Mob | Mega-Gargant | 10 | 110 | 6 | 143 |
10 | Mancrusher Mob | Mancrusher Mob | Mancrusher Mob | Mega-Gargant | 10 | 110 | 4 | 143 |
2000 points: Gatebreakers
For Gatebreakers, it's a little more complicated.
# | Slot1 | Slot2 | Slot3 | Slot4 | #Models | #Models for objecctives | #Drops | #Wounds | Points |
---|---|---|---|---|---|---|---|---|---|
1 | Warstomper | Warstomper | Gatebreaker | Gatebreaker | 4 | 80 | 4 | 140 | 1990 |
1 | Kraken-eater | Kraken-eater | Kraken-eater | Gatebreaker | 4 | 80 | 4 | 140 | 1995 |
2 | Mancrusher Mob | Kraken-eater | Kraken-eater | Gatebreaker | 6 | 90 | 4 | 141 | 1995 |
3 | Mancrusher Mob | Mancrusher Mob | Kraken-eater | Gatebreaker | 8 | 100 | 4 | 142 | 1995 |
4 | Mancrusher Mob | Mancrusher Mob | Mancrusher Mob | Gatebreaker | 10 | 110 | 4 | 143 | 1995 |
5 | Warstomper | Warstomper | Warstomper | Gatebreaker | 4 | 80 | 4 | 140 | 1935 |
6 | Kraken-eater | Warstomper | Warstomper | Gatebreaker | 4 | 80 | 4 | 140 | 1955 |
7 | 3x 1 Mancrusher | Warstomper | Warstomper | Gatebreaker | 6 | 90 | 6 | 141 | 1975 |
8 | Mancrusher Mob | Warstomper | Warstomper | Gatebreaker | 6 | 90 | 4 | 141 | 1955 |
9 | Kraken-eater | Kraken-eater | Warstomper | Gatebreaker | 4 | 80 | 4 | 140 | 1975 |
10 | 3x 1 Mancrusher | Kraken-eater | Warstomper | Gatebreaker | 6 | 90 | 6 | 141 | 1995 |
11 | Mancrusher Mob | Kraken-eater | Warstomper | Gatebreaker | 6 | 90 | 4 | 141 | 1975 |
12 | Mancrusher Mob | Mancrusher Mob | Warstomper | Gatebreaker | 8 | 100 | 8 | 142 | 1975 |
13 | 3x 1 Mancrusherb | Mancrusher Mob | Warstomper | Gatebreaker | 8 | 100 | 6 | 142 | 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.
# | Slot1 | Slot2 | #Models | #Models for objecctives | #Drops | #Wounds |
---|---|---|---|---|---|---|
1 | Mega-Gargant | Mega-Gargant | 2 | 40 | 2 | 70 |
2 | 3x 1 Mancrusher | Mega-Gargant | 3 | 50 | 4 | 71 |
3 | Mancrusher Mob | Mega-Gargant | 3 | 50 | 2 | 71 |
Age of Sigmar Tactics Articles | ||
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