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==Warscrolls== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> All Mega-gargants have the following: <div class="mw-collapsible-content"> *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 '''MONSTER'''s 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 {{AOSKeyword|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. </div></div> *'''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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Warstomper.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Gatebreaker.pdf Gatebreaker Mega-Gargant]''' (520) **Probably the best all-rounder of the bunch. Definitely the go to option if you hate faction terrain like the [[Ossiarch Bonereapers|OBR Tithe Nexus]] or [[Sylvaneth|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! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_KrakenEater.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_MancrusherGargants.pdf 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=== {{anchor|FWBonegrinder}} *'''[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf 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 {{AOSKeyword|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|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.
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