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===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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