Age of Sigmar/Tactics/Destruction/Sons of Behemat

From 2d4chan
Revision as of 12:20, 19 June 2023 by Administrator (talk | contribs) (399 revisions imported)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Grand Alliance Destruction

Sons of Behemat

Big and friendly these giants are not...

Lore
Tactics
General Tactics

Fee fi fo fum, hear the Gargants come. Come to stomp you into a bloody paste.

Why Play Sons Of Behemat?[edit]

  • '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.
  • If your favorite 40k army is 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[edit]

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 Universal[edit]

With the coming of the newest book now all the tribes now have a collection of enhancments that they all share along with their uninque ones. The universal ones will be listed here.

Battle Traits[edit]

  • Mightier Makes Rightier: Changed from previous incarnation. Instead of a standarized amount of models they count as in terms of holding objectives you now take the the amount its Mightier Makes Rightier value is on the warscroll for Mega-Gargaunts and each Mancrusher garguant counts as 10.
  • Lord and Master: You must decide if your army will be a Taker Tribe, Smasher Tribe, Breaker Tribe or Stomper Tribe. Must bring perspecitve Mega-Gargant general.
  • Wrath of Titans: Instead of carrying out a Monstrous-Rampage from the core rule book a friendly Mega-Gargant can instead carry one of three unique MR available to the army:
    • Beast Grapple: Pick one enemy monster within 3" and roll dice. On a 3+ until the end of the following combat phase the Mega-Gargant and the monster both count as having the strike-last effect.
    • Earth-Shattering Roar: Pick one enemy unit with a wounds characteristic of 1 or 2 with 3". Roll 2d6 and for every point that beats their bravery characteristic one model in that unit flees. The units commanding player decides which models flee. Crucially this does not count towards their battlshock test, so no stacking.
    • Colossal Slam: Pick a enemy Monster that is not part of a unit of 2 or more and is with 1/2" of the model. Roll a dice and on a 3+ remove that Monster from the battlefield and place it anywhere within 1/2" of the Mega-Gargant and on open ground. That Monster suffers d3 mortal wounds. The model carrying out this Monstrous action subtracts 1 from hit rolls in the following combat phase.

Command Traits[edit]

  • Monstrously Tough: General has 40 wounds instead of 35. Good alrounder for making a tougher general.
  • Furious Temper: Once per battle when the general is picked to fight, count as being on the top bracket of damage table.
  • Rabble Rouser: Add one to charge rolls for friendly SOB unust while wholly within 18" of the general.

Artefacts of Power[edit]

  • Extra-calloused Feet: Model with almighty stomp only. The beaerers AMS has an attacks characteristic of 3 instead of 2and a rend characteristic of -3 instead of -2 and a flat 3 damage instead of d3.
  • Glowy Shield of Protectiness:Attacks with a rend of -1 count as rend "-". In addtion if the unmodified save roll from a melee attack is 6 the attacking unit suffers 1 mortal wound after finishing all its attacks.
  • Scavenger Wake: Once per battle in the combat phase pick an enemy unit within 3" and roll a number of dice equal to the models in the unit (max 10). For each 4+ that unit suffers 1 mortal wound.
  • Amberbone Totem: The bearer can attempt a charge even if they ran the same turn.

Tribes[edit]

Each SoB army belongs to a tribe, dependant on your choice of general.

Stomper Tribes[edit]

General: Warstomper

  • Getting Stuck In: All MANCRUSHER GARGANTs attacks get +1 damage against units of 10-19 models, or +2 against 20+
  • Big Shouts: After your general issues a command to a friendly Mancrusher Gargant unit they may issue the same command again to any number of other friendly Mancrusher units without any further command points being spent.
  • Grab Those Rocks and Chuck Em!:Command Ability. Can only be issued to a Mancrusher unit. Issue at start of shooting phase, unit adds 1 to the attack characteristic of its Throwin Rocks attacks.

Command Traits

  1. Inescapable Grip: When the general uses its Hurled Body ability you can reroll both dice rolls.
  2. 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 Warstomper Only.

  1. Club of the First Oak: In your hero phase you can heal 1 wound on the bearer. In addition while the bearer has 25 or more wounds allocated to them they count as having a ward of 5+.
  2. Mantle of the Destroyer: Friendly Sons of Behemat units with 12" has a Bravery characteristic of 10.

Breaker Tribe[edit]

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.
    • Wannabes: monster or war machine.
  • 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.
  • Ramming Speed: Command Ability. Can only be issued by the general and can only be issued to a Mancrusher unit. During the charge phase that unit can charge units 18" away and roll 3d6 instead of 2d6.

Command Traits - Unstoppable Besiegers

  1. 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.
  2. Sees Red: When within 3" of a defensival terrain piece or a unit wholly within range of cover this model counts as being in the top braket of its damage table. Situational for the most part.

Artefacts of Power - Legacy of Demolition Gatebreaker only.

  1. The Great Wrecka: Unmodified hit rolls of 6 with Fortcrusha Flail does d3 mortal wounds in addition to any other damage.
  2. Kingslaughter Cowl: Add 1 to wound rolls of that target a Hero. Overall pretty solid.

Taker Tribe[edit]

General: Kraken-eater

  • Get Rid of 'Em!: For objectives, MEGA-GARGANTS add 5 to their Mighter Makes Rightier rule, 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: Command Ability. Only the General can issue it and the recipient must be a friendly Mancrusher Gargant unit. In the combat phase when that units attacks an enemy with an Artefact add 1 to the damage characteristic to all their melee weapons.

Command Traits - Irascible Old Bullies

  1. 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.
  2. Extremely Intimidating: Enemy units within 6" cannot recieve the Imspiring Presence or Rally commands.

Artefacts of Power - Trophies Taken By Force Kraken-eater only.

  1. Walloping Tentacles: At the start of the combat phase, pick an enemy hero within 3". Roll a dice and on a 4+ it takes d3 mortal wounds and the strike-last effect applies to that hero until the end of the phase.
  2. Glowy Lantern: Your Gargant is now a Wizard. its technically not a true wizard, in you hero phase you can attempt to cast 1 spell that summons an endless spell in the same manner as a wizard. When you do so the range of the spell is doubled.

Smasher Tribe[edit]

General: Beast-Smaser

  • Bone-Crunching Strikes: When a friendly Mancruser Gargant unit fights if it is within 3" of an enemy Monster you can say it will make a Bone-crushing strike. Until the end of the phase its Massive Club counts as only having 1 attack and cannot be modified. However it counts as having a damage characteristic of 4d6. All club attacks must target a monster. Basically giving the baby gargants the Beast Smashers big attack.
  • Don't Let A Few Cuts Stop Yer!: Command Ability. Can only be given by general and only received by a Mancrusher unit. That unit fights at the top bracket in the combat phase. In addition if a Mancrusher Gargant in the unit is slain and has not fought yet it may do so before being removed.

Command Traits

  1. Sees Green: Big guy channels Gorkamorka. Once per battle at the start of any phase the general counts as having a ward of 4+ againt mortal wounds only.
  2. Extremely Intimidating: Whenever this general kills a monster roll a number dice equal to its wounds characteristic, for every 5+ heal 1 wound.

Artefacts of Power Beast-Smasher only.

  1. The Shatterer: If the unmodified wound roll for an attack with this units Menhir Club that targets a Hero, Monster or War Machine is 6 that units armour counts as shattered. Ignore positive modifiers to save rolls for attacks that target that unit for the rest of the battle.
  2. Mantle of Tusks and Horns: Once per battle at the start of the combat phase add 1 to hit rolls for melee weapons by all freindly Sons of Behemat units on the table.

Battalions[edit]

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 new battletome gave the army specific battalions custom made for Gargant use. 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[edit]

All Mega-gargants have the following:

  • 35 wounds, and generally 15 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 -2 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 roll 2 dice for damage against MONSTERs and pick the highest - GW is hinting about the best way to use it.
  • Almighty Stomp/Jump: Get at least 2 less powerful Death Grip but get a +1 to hits against units with 3 or less wounds.
  • 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" cannot recieve the inspiring presence command ability.
  • 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.
  • King Brodd (580)
    • The big man himself. The SOB's first official special character who also doubles as the factions resident priest of all things. If included in your army he always counts as a general and comes with a respectable 40 wounds. Besides the abilities he shares with his mega gargant brethren his resident creepers allow him to prevent monsters from carrying out monstrus rampages by rolling above the value on his damage table. But besides his high damage output (not something to discount) the reason you probably are taking his his ability to cast his own personal prayers. His Powers of Behemat prayers are cast on a 3+ and if successful allow you to pick one of three abilities. These abilites can only be picked one per battle each. You can either add 2" to the move characteristic of all Sons of Behemet models. Heal d3 wounds to every friendly SOB unit on the board. Or add 1 to the rend characeristic of all SOB club weapons. While expensive and will require to be taken along atleast one other Mega-Gargant to go towards the tribe requirement he is fairly tanky and his prayers can add a helping hand to the army. While his damage output is commendable you have so many bruisers in the army already that if thats all your looking for their are far cheaper options. Use him for his other utility.
  • Beast-Smasher(520)
    • The new kid on the block. This gargants main gimmick is he is your premier monster hunter. Obviously he can handle himself well enough against any opponent. However when facing a monster you can make a special attack with its unique club. When doing so reduce its club attacks to 1 but it coundts as having a 5d6 damage output. Basically designed to be a one KO punch against an enemy monster. While it has potential the number of attacks cannot be modified, and an unlucky roll will definately hurt. After that its other unique ability is if its with 3" of an enemy Monster it can carry out 2 Monstrous Actions but each must be different Monstrous Rampages. Overall an interesting new addition, damage wise it has a high damage potential, roughly equal to that of the Gatebreaker, though with generally fewer attacks than its contemporaries (though with higher damage per swing). Obviously this makes him designed to muck up smaller but tougher enemy units rather than hordes moreso.
  • Warstomper Mega-Gargant (450)
    • For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant with generally more attacks than its contemporaries (though generally less damage), Getting 4 stomp attack instead of 2 and adding one to hit if the unit it targets has 3 or less wounds, 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 equal to the wounds characteristic of the slain model. 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 (520)
    • 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 similiar damage potential to a fully powered up Warstomper, but it has fewer attacks but with a more reliable damage output. 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 but get +1 to damage when attacking encamped foes. Also has a new attack similiar to the Beast-Smasher. Instead of attacking normally it can pick 1 enemy unit within 3" and roll a 4+, if successful that unit immediately suffers 4d6 mortal wounds. An interesting proposition, but again it is on a 4+ and than requires rolling 4d6, while obviously a massive damage potential depending on what you fighting you should probably consider if just attacking normally would just be better. Also as the master of siege craft when carrying out a Smash to Rubble monstrous rampage roll a dice for every enemy unit within 3" of the terrain piece. On a 2+ they take d3 mortal wounds.
    • 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!
  • Kraken-eater Mega-Gargant (490)
    • The most tricky of the chonky lads. Overall the worse in straight combat comparatively, but thats not really why you want him. He lets you play football with the objectives. While having the least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units he did retain 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. The main reason you bring it is the ability to move an objective in range 2D6" in any direction is a unique and often invaluable ability for controlling and contesting objectives. Overall more of a support unit than a bruiser, but an invaluable one however.
  • Mancrusher Gargant (150 single)
    • 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. Good for objective holding, espeically when in a 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.
  • Mancrusher Mob (450)
    • Now function differently than a singular Mancrusher Gargant. Namely they now gain a champion and only the champion may carry out a monstrous rampage (so no more three monstrous rampages in the unit). Beyond having three in the unit their more or less the same as a singular Mancrusher however they gain one additional ability, when the unit champion carries out the Stomp Monstrous rampage if it goes off you can add 1 to the moral wounds caused for each other model in the unit. So on a lucky roll you can spike quite a few mortal wounds. Especially when taking into account its charge damage. Bears warning they are not immune to Battleshock, and are only bravery 7, so it is actually possible to lose the last one if they other two are killed, i mean its rare but something to remember.
    • 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. Ke

Other[edit]

  • 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[edit]

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. Plus being an incarnate and thus hard to kill for any opponent and giving the Son's another excellent anvil choice that comes with great force-multiplying potential. It's 480 point price tag per a point hike so a little pricey, but than again not as much when you compare the other choices in the army which are themselves in the same price range. So your average Gargant player will probably not mind than much.

Mercenaries[edit]

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+.

  • Odo Godswallow Destruction

A Beast-smasher mercenary. When he is attacking an enemy Monster he adds 1 to all hit rolls.

  • 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[edit]

Crushers VS Mega-Gargants[edit]

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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[edit]

With so few units, most of Sons of Behemat army building is affected by what Tribe you take.

Stomper[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

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[edit]

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[edit]

  • 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
  • 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[edit]

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
14 Incarnate of Ghur Gatebreaker Gatebreaker Gatebreaker 4 60 4 105* 1995

1000 points[edit]

  • 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
General Tactics
Order
Chaos
Death
Destruction
Others