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		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D67:C4B1:9285:9331: /* Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sons of Behemat|Logo=Kraken-eater.jpg|Alliance=Destruction|Motto= Big and friendly these giants are not...}}&lt;br /&gt;
&lt;br /&gt;
Three new, MASSIVE THICC BOIS, the biggest plastic GW kit so far, able to stare Archaon in the eye while he&#039;s on Dorghar; plus some regular gargants; are ready stomp on your face. &lt;br /&gt;
&lt;br /&gt;
==Why Play Sons Of Behemat?==&lt;br /&gt;
* &#039;Cuz they are fucken [[Awesome|GIANTS]].  Chicks dig drunken giants.&lt;br /&gt;
* Ultra elite army. In 2000pts min six models, max ten.&lt;br /&gt;
* 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.&lt;br /&gt;
* In 40k your favorite army are Imperial Knights.&lt;br /&gt;
* You watched Attack on Titan and sympathized more with the naked monsters than the humans (can’t say I blame you).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* 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.&lt;br /&gt;
* Rending attacks everywhere.&lt;br /&gt;
* Decent shooting attacks (including Drogg&#039;s halitosis).&lt;br /&gt;
* Single model units are immune to bravery checks. [[Ossiarch Bonereapers|Nagash&#039;s boney boys]] aren&#039;t the only faction to ignore bravery anymore by technicallity.&lt;br /&gt;
* If you thought Nurgle was EXTRA THICC...&lt;br /&gt;
* 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.&lt;br /&gt;
* Your faction acronym is SoB.&lt;br /&gt;
* Shit-ton of tidbits to share with your gaming group: shields, bones, debri, even animal pieces! this all makes for fantastic scenery, terrains,and all kinds of kitbashes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;re the AoS equivalent of Knight players.&lt;br /&gt;
* Just two kits. (Okay, one of those is amazing, and the other is ok)&lt;br /&gt;
* 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.&lt;br /&gt;
* 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. &lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* No battalions means no one drop options and limited artifacts.&lt;br /&gt;
* +4 Save is by no way bad. But that&#039;s all you have to defend yourself without taking the FnP artifact (keyword: Artifact). So don&#039;t think you can sponge MW all day long.&lt;br /&gt;
* Your faction acronym is SoB. [[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness|Could have been a lot worse...]]&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Battletome Sons of Behemat or Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
;Command Ability - Chuck Rocks: Command Ability, allows 1 mancrusher gargants unit to chuck rocks wholly within 18&amp;quot; of your general, 18&amp;quot; d3 attacks 4+/3+/-1/D3&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on choice of general.&lt;br /&gt;
&lt;br /&gt;
===Stomper Tribes===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Warstomper&lt;br /&gt;
*&#039;&#039;&#039;Getting Stuck In&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s attacks get +1 damage against units of 10+ models, or +2 against 20+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Traits- Bawling Bellowing Lunks&#039;&#039;&#039; &#039;&#039;You gain all of:&#039;&#039;&lt;br /&gt;
:Command Abilities that effect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general&lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;:  Run 6.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  All units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;:  Reroll charges &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: Reroll hits of 1.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: Reroll saves of 1.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: Don&#039;t take battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: You can re-roll save rolls of 1.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round.&lt;br /&gt;
# &#039;&#039;&#039;Eager for a Fight&#039;&#039;&#039;: Roll 3D6&amp;quot; for your charge and you can charge 18&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trappings of the Titan&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Warstomper Only. Choose one of:&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Ironweld Cestus&#039;&#039;&#039;: Reroll failed Saves and deal a mortal wound on an unmodified save roll of 6 if the reroll was a 6 only.&lt;br /&gt;
# &#039;&#039;&#039;Club of the First Oak&#039;&#039;&#039;: 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&#039;t break so you can keep using this. 1 wound likely won’t matter much on these guys, but that death saving roll can be useful.&lt;br /&gt;
# &#039;&#039;&#039;Mantle of the Destroyer&#039;&#039;&#039;: Friendly gargant units within 12&amp;quot; have a bravery characteristic of 10 and they can re-roll charges.&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: All {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} get +1 to all hits against one of:&lt;br /&gt;
** &#039;&#039;&#039;Bossy Pants and Clever Clogs&#039;&#039;&#039;: {{AOSKeyword|HERO}} or {{AOSKeyword|WIZARD}}.&lt;br /&gt;
** &#039;&#039;&#039;Idiots with Flags&#039;&#039;&#039;: {{AOSKeyword|TOTEM}} or any unit with command models.&lt;br /&gt;
** &#039;&#039;&#039;Shiny &#039;Uns&#039;&#039;&#039;: save characteristic better than 5+ that aren&#039;t a {{AOSKeyword|HERO}} or {{AOSKeyword|monster}}.&lt;br /&gt;
** &#039;&#039;&#039;Crowds&#039;&#039;&#039;: units with 20 or more models.&lt;br /&gt;
** &#039;&#039;&#039;Wannabes&#039;&#039;&#039;: {{AOSKeyword|monster}} or {{AOSKeyword|war machine}}.&lt;br /&gt;
** &#039;&#039;&#039;Piggybackers&#039;&#039;&#039;: units with a mount that are not a {{AOSKeyword|monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that has a garrison, attack as if it hasn&#039;t suffered any wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Legacy of Demolition:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Gatebreaker only. Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW in addition, in addition +1 to Smash Down ability.&lt;br /&gt;
#&#039;&#039;&#039;Kingslaughter Cowl&#039;&#039;&#039;: Reroll wound rolls of 1 that target a Hero (or all wound rolls for the enemy General).&lt;br /&gt;
&lt;br /&gt;
===Taker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General:&#039;&#039;&#039; Kraken-eater&lt;br /&gt;
*&#039;&#039;&#039;Get Rid of &#039;Em!&#039;&#039;&#039;: For objectives, {{AOSKeyword|MEGA-GARGANTS}} count as 30 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 15. If you&#039;re having trouble with the objectives game, then maybe this is for you. Centre a Mega on a 6&amp;quot; objective, and it&#039;s going to be tricky for your opponent to get 31 models into that circle.&lt;br /&gt;
*&#039;&#039;&#039;More Stuff For Me Collection&#039;&#039;&#039; : Roll a triumph every time you kill an enemy wielding an artefact. You&#039;re going trigger this once, maybe twice per battle, so not the best. However, if your opponent really doesn&#039;t want you gaining these, then it&#039;s going to force them to play defensively with their artefact wielders (or even cause them to bring non-optimal lists).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Irascible Old Bullies&#039;&#039;&#039; &#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: You can re-roll save rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: Get off my land allows you to roll 3d6 instead of 2d6 (objective marker kick)&lt;br /&gt;
#&#039;&#039;&#039;Very Acquisitive&#039;&#039;&#039;: You get 2 artefacts instead of 1 and your general can carry 2 artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039; &#039;&#039;Kraken-eater only. Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Jaws of Mogaladon&#039;&#039;&#039;: Once per phase, re-roll one save, hit or wound roll.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy hero within 3&amp;quot;. Roll a dice and on a 4+ it takes 1 MW and you can re-roll hit rolls of 1 with all your attacks.&lt;br /&gt;
#&#039;&#039;&#039;Jar of Burning Grog&#039;&#039;&#039;: Once per battle at the start of the combat phase, pick 1 enemy unit within 3&amp;quot; of the bearer, on a 2+ it takes D3 mw&#039;s and re-roll wounds for gargants that target the unit, on a 1 you take D3 MW&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat phase, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#&#039;&#039;&#039;Glowy Lantern&#039;&#039;&#039;: [[Awesome|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. There&#039;s a little confusion about this, but it seems that this allows you to cast endless spells too - those left over points are suddenly useful&lt;br /&gt;
#&#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039;: Almighty Stomp has 3 attacks, rend -3 and damage 3.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
*35 wounds, with 12 wounds needed to drop from the top entry on warscroll, and even then they don&#039;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&#039;t have many models for screens.&lt;br /&gt;
*&#039;&#039;&#039;Death Grip&#039;&#039;&#039;: 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&#039;t underestimate it. Plus, using &#039;&#039;&#039;Death Grip&#039;&#039;&#039; you can reroll hits of 1 against &#039;&#039;&#039;MONSTER&#039;&#039;&#039;s - GW is hinting about the best way to use it.&lt;br /&gt;
*All our other attacks are rend -1 or -2.&lt;br /&gt;
*&#039;&#039;&#039;Son of Behemat&#039;&#039;&#039;: Auto kill abilities and spells instead just deal D6 mortals. Whilst it&#039;d be hilarious to see an SoB fall wiped out this way, it&#039;s quite an essential auto-lose preventer.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Charge&#039;&#039;&#039;: After making a charge move, roll a dice for each enemy unit within 1&amp;quot; of this model.  On a 2+ they suffer D3 wounds if they&#039;re a &#039;&#039;&#039;MONSTER&#039;&#039;&#039; or D6 wounds if they aren&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Enemies within 3&amp;quot; get -1 bravery. Given the ways to avoid battleshock, this isn&#039;t really going to make any difference.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses a point 5&amp;quot; away. Every unit within 3&amp;quot;, except {{AOSKeyword|Mega garagants}}, gets D3 mortals. Essentially it&#039;s a 50% chance of sending a few mortals at the guy that just killed you. If your enemy is fully within 2&amp;quot;, then this isn&#039;t going to do anything (assume they were stood between his legs). Also potentially deadly for your single unit Mancrushers. &lt;br /&gt;
*&#039;&#039;&#039;LONGSHANKS&#039;&#039;&#039;: Basically, limited flying, or hovering? Let me explain: you can  walk over models with up to 10 wounds and terrain up to 4&amp;quot; tall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Warstomper.pdf Warstomper Mega-Gargant]&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Gatebreaker.pdf Gatebreaker Mega-Gargant]&#039;&#039;&#039; (490)&lt;br /&gt;
**Do you hate faction terrain like the [[Ossiarch Bonereapers|OBR Tithe Nexus]] or [[Sylvaneth|the constant sprouting Wyldwoods]]? Then brother, say hello to your new best friend!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_KrakenEater.pdf Kraken-eater Mega-Gargant]&#039;&#039;&#039; (490)&lt;br /&gt;
**You now get to play football with the objectives.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&#039;&#039;Battleline in {{AOSKeyword|Sons of Behemat}} army and not counted as Behemoth. Maximum sized units count as 3 battleline units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_MancrusherGargants.pdf Mancrusher Gargants]&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
We don&#039;t need them, but it does bring the some restrictions:&lt;br /&gt;
*With 4 or 6 drops for 2000pts, that&#039;s going to be higher than opponents trying to minimise their drops using battalions, and lower than anyone who isn&#039;t. Plan assuming you&#039;re not getting the first turn choice.&lt;br /&gt;
*No extra artefact, which means you&#039;re stuck with just the one, which has to be from your tribe. No realm artefacts for you.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None. But the Mega Gargants can join other armies using the Mercenary rules.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039; &#039;&#039;Order or Destruction&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039; &#039;&#039;Chaos or Destruction&#039;&#039;&lt;br /&gt;
A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6&amp;quot; get -1 to hit if the giant used his jump attacks earlier in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039; &#039;&#039;Death or Destruction&#039;&#039;&lt;br /&gt;
A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;t have much choice&lt;br /&gt;
&lt;br /&gt;
====2000 points====&lt;br /&gt;
*Exactly 4 choices to make (one for each 500 point &amp;quot;slot&amp;quot;)&lt;br /&gt;
*Min 6 models; max 10 models.&lt;br /&gt;
*Realistically, 4 or 6 drops - although you can get more.&lt;br /&gt;
*Realistically min 1920 points (or 1970 if you buy a CP) - although you can get down to 1860; max 2000 points.&lt;br /&gt;
Possible lists:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models (with MMR) !! #Drops || #Wounds || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1980, 1990, or 2000 || 6 (90) || 6 || 141 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1920, 1930, 1940, or 1950 || 6 (90) || 4 || 141 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1980, 1990, or 2000 || 8 (100) || 6 || 142 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1920, 1930 or 1940 || 8 (100) || 4 || 142 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 1980 or 1990 || 10 (110) ||6 || 143 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Mancrushers || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 1920 or 1930 || 10 (110) || 4 || 143 || Y&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;7&#039;&#039; || colspan=2 | &#039;&#039;5x 1 Mancrusher&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1860, 1870 or 1880&#039;&#039; || &#039;&#039;7 (90)&#039;&#039; || &#039;&#039;7&#039;&#039; || 130|| &#039;&#039;Y&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;8&#039;&#039; || colspan=2 | &#039;&#039;5x 1 Mancrusher&#039;&#039; || &#039;&#039;3 Mancrushers&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1860 or 1870&#039;&#039; || &#039;&#039;9 (100)&#039;&#039; || &#039;&#039;7&#039;&#039; || 131 || &#039;&#039;Y&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;9&#039;&#039; || colspan=3 | &#039;&#039;8x 1 Mancrusher&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1920 or 1930&#039;&#039; || &#039;&#039;9 (100)&#039;&#039;  || &#039;&#039;9&#039;&#039; || 131 || &#039;&#039;Y&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*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.&lt;br /&gt;
**Alternatively, if you &#039;&#039;really&#039;&#039; 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&#039;ve got a lot of wasted points left over. Also, you&#039;re maximising number of drops.&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
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&#039;re limited to a single load out.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! #Points !! #Models (with MMR) !! #Drops || #Wounds || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 960 or 970 || 4 (50) || 2 || 71 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 840 or 850 || 3 (40) || 3 || 59 || Y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D67:C4B1:9285:9331</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27001</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27001"/>
		<updated>2020-10-14T17:46:49Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D67:C4B1:9285:9331: /* Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sons of Behemat|Logo=Kraken-eater.jpg|Alliance=Destruction|Motto= Big and friendly these giants are not...}}&lt;br /&gt;
&lt;br /&gt;
Three new, MASSIVE THICC BOIS, the biggest plastic GW kit so far, able to stare Archaon in the eye while he&#039;s on Dorghar; plus some regular gargants; are ready stomp on your face. &lt;br /&gt;
&lt;br /&gt;
==Why Play Sons Of Behemat?==&lt;br /&gt;
* &#039;Cuz they are fucken [[Awesome|GIANTS]].  Chicks dig drunken giants.&lt;br /&gt;
* Ultra elite army. In 2000pts min six models, max ten.&lt;br /&gt;
* 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.&lt;br /&gt;
* In 40k your favorite army are Imperial Knights.&lt;br /&gt;
* You watched Attack on Titan and sympathized more with the naked monsters than the humans (can’t say I blame you).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* 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.&lt;br /&gt;
* Rending attacks everywhere.&lt;br /&gt;
* Decent shooting attacks (including Drogg&#039;s halitosis).&lt;br /&gt;
* Single model units are immune to bravery checks. [[Ossiarch Bonereapers|Nagash&#039;s boney boys]] aren&#039;t the only faction to ignore bravery anymore by technicallity.&lt;br /&gt;
* If you thought Nurgle was EXTRA THICC...&lt;br /&gt;
* 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.&lt;br /&gt;
* Your faction acronym is SoB.&lt;br /&gt;
* Shit-ton of tidbits to share with your gaming group: shields, bones, debri, even animal pieces! this all makes for fantastic scenery, terrains,and all kinds of kitbashes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;re the AoS equivalent of Knight players.&lt;br /&gt;
* Just two kits. (Okay, one of those is amazing, and the other is ok)&lt;br /&gt;
* 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.&lt;br /&gt;
* 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. &lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* No battalions means no one drop options and limited artifacts.&lt;br /&gt;
* +4 Save is by no way bad. But that&#039;s all you have to defend yourself without taking the FnP artifact (keyword: Artifact). So don&#039;t think you can sponge MW all day long.&lt;br /&gt;
* Your faction acronym is SoB. [[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness|Could have been a lot worse...]]&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Battletome Sons of Behemat or Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
;Mightier Makes Rightier: For objectives,{{AOSKeyword|MEGA-GARGANTS}} count as 20 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 10.&lt;br /&gt;
&lt;br /&gt;
;Command Ability - Chuck Rocks: Command Ability, allows 1 mancrusher gargants unit to chuck rocks wholly within 18&amp;quot; of your general, 18&amp;quot; d3 attacks 4+/3+/-1/D3&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on choice of general.&lt;br /&gt;
&lt;br /&gt;
===Stomper Tribes===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Warstomper&lt;br /&gt;
*&#039;&#039;&#039;Getting Stuck In&#039;&#039;&#039;: All {{AOSKeyword|MANCRUSHER GARGANT}}s attacks get +1 damage against units of 10+ models, or +2 against 20+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Traits- Bawling Bellowing Lunks&#039;&#039;&#039; &#039;&#039;You gain all of:&#039;&#039;&lt;br /&gt;
:Command Abilities that effect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general&lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;:  Run 6.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  All units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;:  Reroll charges &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: Reroll hits of 1.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: Reroll saves of 1.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: Don&#039;t take battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: You can re-roll save rolls of 1.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round.&lt;br /&gt;
# &#039;&#039;&#039;Eager for a Fight&#039;&#039;&#039;: Roll 3D6&amp;quot; for your charge and you can charge 18&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trappings of the Titan&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Warstomper Only. Choose one of:&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Ironweld Cestus&#039;&#039;&#039;: Reroll failed Saves and deal a mortal wound on an unmodified save roll of 6 if the reroll was a 6 only.&lt;br /&gt;
# &#039;&#039;&#039;Club of the First Oak&#039;&#039;&#039;: 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&#039;t break so you can keep using this. 1 wound likely won’t matter much on these guys, but that death saving roll can be useful.&lt;br /&gt;
# &#039;&#039;&#039;Mantle of the Destroyer&#039;&#039;&#039;: Friendly gargant units within 12&amp;quot; have a bravery characteristic of 10 and they can re-roll charges.&lt;br /&gt;
&lt;br /&gt;
===Breaker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;: Gatebreaker&lt;br /&gt;
*&#039;&#039;&#039;Fierce Loathings&#039;&#039;&#039;: All {{AOSKeyword|Gatebreaker mega-garagants}} and {{AOSKeyword|mancrusher garnants}} get +1 to all hits against one of:&lt;br /&gt;
** &#039;&#039;&#039;Bossy Pants and Clever Clogs&#039;&#039;&#039;: {{AOSKeyword|HERO}} or {{AOSKeyword|WIZARD}}.&lt;br /&gt;
** &#039;&#039;&#039;Idiots with Flags&#039;&#039;&#039;: {{AOSKeyword|TOTEM}} or any unit with command models.&lt;br /&gt;
** &#039;&#039;&#039;Shiny &#039;Uns&#039;&#039;&#039;: save characteristic better than 5+ that aren&#039;t a {{AOSKeyword|HERO}} or {{AOSKeyword|monster}}.&lt;br /&gt;
** &#039;&#039;&#039;Crowds&#039;&#039;&#039;: units with 20 or more models.&lt;br /&gt;
** &#039;&#039;&#039;Wannabes&#039;&#039;&#039;: {{AOSKeyword|monster}} or {{AOSKeyword|war machine}}.&lt;br /&gt;
** &#039;&#039;&#039;Piggybackers&#039;&#039;&#039;: units with a mount that are not a {{AOSKeyword|monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|mancrusher garnants}} gain the Gatebreaker Smash Down ability (+1 hit against enemies on terrain and ability to destroy terrain)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that has a garrison, attack as if it hasn&#039;t suffered any wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Legacy of Demolition:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Gatebreaker only. Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW in addition, in addition +1 to Smash Down ability.&lt;br /&gt;
#&#039;&#039;&#039;Kingslaughter Cowl&#039;&#039;&#039;: Reroll wound rolls of 1 that target a Hero (or all wound rolls for the enemy General).&lt;br /&gt;
&lt;br /&gt;
===Taker Tribe===&lt;br /&gt;
&#039;&#039;&#039;General:&#039;&#039;&#039; Kraken-eater&lt;br /&gt;
*&#039;&#039;&#039;Get Rid of &#039;Em!&#039;&#039;&#039;: For objectives, {{AOSKeyword|MEGA-GARGANTS}} count as 30 models, {{AOSKeyword|MANCRUSHER GARGANTS}} count as 15. If you&#039;re having trouble with the objectives game, then maybe this is for you. Centre a Mega on a 6&amp;quot; objective, and it&#039;s going to be tricky for your opponent to get 31 models into that circle.&lt;br /&gt;
*&#039;&#039;&#039;More Stuff For Me Collection&#039;&#039;&#039; : Roll a triumph every time you kill an enemy wielding an artefact. You&#039;re going trigger this once, maybe twice per battle, so not the best. However, if your opponent really doesn&#039;t want you gaining these, then it&#039;s going to force them to play defensively with their artefact wielders (or even cause them to bring non-optimal lists).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Irascible Old Bullies&#039;&#039;&#039; &#039;&#039;Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: You can re-roll save rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: Get off my land allows you to roll 3d6 instead of 2d6 (objective marker kick)&lt;br /&gt;
#&#039;&#039;&#039;Very Acquisitive&#039;&#039;&#039;: You get 2 artefacts instead of 1 and your general can carry 2 artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039; &#039;&#039;Kraken-eater only. Choose one of:&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Jaws of Mogaladon&#039;&#039;&#039;: Once per phase, re-roll one save, hit or wound roll.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy hero within 3&amp;quot;. Roll a dice and on a 4+ it takes 1 MW and you can re-roll hit rolls of 1 with all your attacks.&lt;br /&gt;
#&#039;&#039;&#039;Jar of Burning Grog&#039;&#039;&#039;: Once per battle at the start of the combat phase, pick 1 enemy unit within 3&amp;quot; of the bearer, on a 2+ it takes D3 mw&#039;s and re-roll wounds for gargants that target the unit, on a 1 you take D3 MW&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of combat phase, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit&lt;br /&gt;
#&#039;&#039;&#039;Glowy Lantern&#039;&#039;&#039;: [[Awesome|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. There&#039;s a little confusion about this, but it seems that this allows you to cast endless spells too - those left over points are suddenly useful&lt;br /&gt;
#&#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039;: Almighty Stomp has 3 attacks, rend -3 and damage 3.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
*35 wounds, with 12 wounds needed to drop from the top entry on warscroll, and even then they don&#039;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&#039;t have many models for screens.&lt;br /&gt;
&#039;&#039;&#039;Death Grip&#039;&#039;&#039;: 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&#039;t underestimate it. Plus, using &#039;&#039;&#039;Death Grip&#039;&#039;&#039; you can reroll hits of 1 against &#039;&#039;&#039;MONSTER&#039;&#039;&#039;s - GW is hinting about the best way to use it.&lt;br /&gt;
*All our other attacks are rend -1 or -2.&lt;br /&gt;
*&#039;&#039;&#039;Son of Behemat&#039;&#039;&#039;: Auto kill abilities and spells instead just deal D6 mortals. Whilst it&#039;d be hilarious to see an SoB fall wiped out this way, it&#039;s quite an essential auto-lose preventer.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Charge&#039;&#039;&#039;: After making a charge move, roll a dice for each enemy unit within 1&amp;quot; of this model.  On a 2+ they suffer D3 wounds if they&#039;re a &#039;&#039;&#039;MONSTER&#039;&#039;&#039; or D6 wounds if they aren&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Enemies within 3&amp;quot; get -1 bravery. Given the ways to avoid battleshock, this isn&#039;t really going to make any difference.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, winner of a roll off choses a point 5&amp;quot; away. Every unit within 3&amp;quot;, except {{AOSKeyword|Mega garagants}}, gets D3 mortals. Essentially it&#039;s a 50% chance of sending a few mortals at the guy that just killed you. If your enemy is fully within 2&amp;quot;, then this isn&#039;t going to do anything (assume they were stood between his legs). Also potentially deadly for your single unit Mancrushers. &lt;br /&gt;
*&#039;&#039;&#039;LONGSHANKS&#039;&#039;&#039;: Basically, limited flying, or hovering? Let me explain: you can  walk over models with up to 10 wounds and terrain up to 4&amp;quot; tall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Warstomper.pdf Warstomper Mega-Gargant]&#039;&#039;&#039; (480)&lt;br /&gt;
**For those who just want to hit stuff the hardest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_Gatebreaker.pdf Gatebreaker Mega-Gargant]&#039;&#039;&#039; (490)&lt;br /&gt;
**Do you hate faction terrain like the [[Ossiarch Bonereapers|OBR Tithe Nexus]] or [[Sylvaneth|the constant sprouting Wyldwoods]]? Then brother, say hello to your new best friend!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_KrakenEater.pdf Kraken-eater Mega-Gargant]&#039;&#039;&#039; (490)&lt;br /&gt;
**You now get to play football with the objectives.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&#039;&#039;Battleline in {{AOSKeyword|Sons of Behemat}} army and not counted as Behemoth. Maximum sized units count as 3 battleline units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/SonsOfBehemat_Warscroll_MancrusherGargants.pdf Mancrusher Gargants]&#039;&#039;&#039; (180/480, min 1, max 3)&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
None.&lt;br /&gt;
We don&#039;t need them, but it does bring the some restrictions:&lt;br /&gt;
*With 4 or 6 drops for 2000pts, that&#039;s going to be higher than opponents trying to minimise their drops using battalions, and lower than anyone who isn&#039;t. Plan assuming you&#039;re not getting the first turn choice.&lt;br /&gt;
*No extra artefact, which means you&#039;re stuck with just the one, which has to be from your tribe. No realm artefacts for you.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
None. But the Mega Gargants can join other armies using the Mercenary rules.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039; &#039;&#039;Order or Destruction&#039;&#039;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039; &#039;&#039;Chaos or Destruction&#039;&#039;&lt;br /&gt;
A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6&amp;quot; get -1 to hit if the giant used his jump attacks earlier in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039; &#039;&#039;Death or Destruction&#039;&#039;&lt;br /&gt;
A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;t have much choice&lt;br /&gt;
&lt;br /&gt;
====2000 points====&lt;br /&gt;
*Exactly 4 choices to make (one for each 500 point &amp;quot;slot&amp;quot;)&lt;br /&gt;
*Min 6 models; max 10 models.&lt;br /&gt;
*Realistically, 4 or 6 drops - although you can get more.&lt;br /&gt;
*Realistically min 1920 points (or 1970 if you buy a CP) - although you can get down to 1860; max 2000 points.&lt;br /&gt;
Possible lists:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Points !! #Models (with MMR) !! #Drops || #Wounds || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1980, 1990, or 2000 || 6 (90) || 6 || 141 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1920, 1930, 1940, or 1950 || 6 (90) || 4 || 141 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3x 1 Mancrusher || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1980, 1990, or 2000 || 8 (100) || 6 || 142 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 1920, 1930 or 1940 || 8 (100) || 4 || 142 || Y&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 1980 or 1990 || 10 (110) ||6 || 143 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Mancrushers || 3 Mancrushers || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 1920 or 1930 || 10 (110) || 4 || 143 || Y&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;7&#039;&#039; || colspan=2 | &#039;&#039;5x 1 Mancrusher&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1860, 1870 or 1880&#039;&#039; || &#039;&#039;7 (90)&#039;&#039; || &#039;&#039;7&#039;&#039; || 130|| &#039;&#039;Y&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;8&#039;&#039; || colspan=2 | &#039;&#039;5x 1 Mancrusher&#039;&#039; || &#039;&#039;3 Mancrushers&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1860 or 1870&#039;&#039; || &#039;&#039;9 (100)&#039;&#039; || &#039;&#039;7&#039;&#039; || 131 || &#039;&#039;Y&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;9&#039;&#039; || colspan=3 | &#039;&#039;8x 1 Mancrusher&#039;&#039; || &#039;&#039;{{color|saddlebrown|Mega-Gargant}}&#039;&#039; || &#039;&#039;1920 or 1930&#039;&#039; || &#039;&#039;9 (100)&#039;&#039;  || &#039;&#039;9&#039;&#039; || 131 || &#039;&#039;Y&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*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.&lt;br /&gt;
**Alternatively, if you &#039;&#039;really&#039;&#039; 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&#039;ve got a lot of wasted points left over. Also, you&#039;re maximising number of drops.&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
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&#039;re limited to a single load out.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! #Points !! #Models (with MMR) !! #Drops || #Wounds || Buy CP?&lt;br /&gt;
|- &lt;br /&gt;
| 1 || 3 Mancrushers || {{color|saddlebrown|Mega-Gargant}} || 960 or 970 || 4 (50) || 2 || 71 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 840 or 850 || 3 (40) || 3 || 59 || Y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D67:C4B1:9285:9331</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Humanism&amp;diff=258930</id>
		<title>Humanism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Humanism&amp;diff=258930"/>
		<updated>2020-10-14T16:53:24Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D67:C4B1:9285:9331: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Mankind is greater than any lowly god-creature! We are the GREATEST species in existence! And the Emperor is the greatest being of our species!|[[If_the_Emperor_had_a_Text-to-Speech_Device|Ecclesiarch Decius XXIII]]}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Take the universe and grind it down to the finest powder and sieve it through the finest sieve and then show me one atom of justice, one molecule of mercy. And yet [[human|you]] act, like there was some sort of rightness in the universe by which it may be judged.|[[Discworld|Death, Hog-father]]}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|When people are free to do as they please, they usually imitate each other.|Eric Hoffer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanism as its name indicates it, is the philosophical view that puts primacy over humanity and its role in the order of things, their first steps were taken with the coming of the earlier Greek philosophers who wanted to look for a meaning to life and the universe other than the will of the gods and eventually crystallized with the renewal of interest in classic culture during the early modern age, with different branches developing through the centuries and influencing every aspect of our culture and hence our game worldbuilding for kicks and joy.&lt;br /&gt;
&lt;br /&gt;
In general terms humanism can be organized in three groups:&lt;br /&gt;
&lt;br /&gt;
*Liberal or classic humanism, which is more or less the equivalent to capitalism, democracy and freedom of speech based on the value of human life, this may develop in the most extreme aspects of capitalism, libertarianism and corporativism.&lt;br /&gt;
*Left wing humanism, with it&#039;s most extreme view in the form of Marxism, the supreme value of the good of the mass of mankind over the individual and the chance for everyone to have their share.&lt;br /&gt;
*Right wing humanism, better known in its most extreme as Nazism or biological humanism (which includes, but is not limited to, eugenics), which insists in the inherent biological value of some human races over others reflected in the achievements of the particular ethnic, national or social human group.&lt;br /&gt;
&lt;br /&gt;
While the previous division is generalizing many philosophical, cultural and historical aspects while leaving others out it stills puts in evidence that all of these branches base their ideals in the inherent supreme value of human life and the human capability to give sense and purpose to existence, with the divergence coming from how best to implement those ideals.&lt;br /&gt;
&lt;br /&gt;
So far it appears that classic humanism has become the ruling philosophical force of the current epoch, with aspects of both the left and right implemented through the last century in the form of limited government intervention, state control of certain aspects of society, widespread social care and other tweaks to make up for the setbacks and mistakes committed in its earlier iterations.  It reminds to be seen how long it will last given the extensive changes, technological achievements which have put into question again what defines being human and people revisiting the questions of whether religion is something humanity can or should get rid of and the existence of actual gods.&lt;br /&gt;
&lt;br /&gt;
But how does this impacts your hobby?&lt;br /&gt;
&lt;br /&gt;
Well, for starters take both Warhammer 40,000&#039;s Imperium of Man and Fantasy&#039;s the Empire of Man, do you notice the keyword there? Right, these empires were founded not by the will of the gods, but [[Emperor|by human]] [[Sigmar|visionaries]] who promoted the idea of societies where humankind was an end to themselves.  Though Sigmar and his Empire weren&#039;t humanist; as a human Sigmar worshipped a god (Ulric), several gods and their religions are a major part of the Empire Sigmar founded and Sigmar himself ascended to godhood with a religion centered on him becoming dominant in the Empire.  Meanwhile the Emperor was a true humanist plus a staunch anti-religious atheist who tried to purge religion from humanity because he thought humans needed to be rid of it - among other things - to be perfect.&lt;br /&gt;
&lt;br /&gt;
What is more, if you take the red team you may notice they too in their own way reflect the previous line, the Chaos Gods exist as manifestations of the human psyche in its most extreme forms, they are the dark mirror to humanity&#039;s nightmares and shortfalls, their instincts and emotions multiplied a hundredfold in the raw stuff of the warp, what is more, the events that occur in both settings, and then in Age of Sigmar as an extension of Fantasy, are dependent on human desires, choices and wishes, the Chaos Gods are impotent by themselves to take over the material plane, they need human intervention to enter into reality, even a mortal champion to guide their extensions in the form of the daemonic legions, be it Archaon, Horus or Abaddon, all three of them are necessarily required by the gods to make effect upon reality and none of the three can be completely controlled by the ruinous powers.&lt;br /&gt;
&lt;br /&gt;
Interestingly you can also play with the word humanism and change &amp;quot;human&amp;quot; with any other species and still have a similar result, for instance see at the Skaven, their nazi-esque society, now replace skaven with human and you will find again humanism taken in its most extreme darwinian application, it&#039;s the humans, and the individual in particular, what matters, other sentient species are just things to be exploited and consumed by the superior master race whose manifest destiny is to achieve ascendancy over all of creation, does it ring to you? &lt;br /&gt;
&lt;br /&gt;
The Kharadron Overlords are another intake of the most classic brand of humanism, or in this case duardinism in the form of a corporate meritocracy where the achievement of the individual indicates the true value of a duardin over the will of the gods or aristocratic ancestry, the kharadron don&#039;t ask why their gods made things as they are, they were impotent or uncaring to save them in their direst hour (ironically one of their creator-gods Grungni wanted them to have a degree of self-reliance), it&#039;s one&#039;s capabilities reflected through economic power and technological achievement what defines their place in the order of things, they have been pushed forth with this new mentality during half a millennia and, like with our own modern society if you check historical development statistics, it has pay off with dividends in the form of raw power over the world and increased socioeconomic mobility, all while becoming dependent upon a scarce resource who justify armed expeditions, again, this whole thing may sound familiar to you, see where we are going?&lt;br /&gt;
&lt;br /&gt;
The influence of humanism is also seen through most fantasy media with the modern tendency to chain the power of the gods to the amount of faith people put in them, as some have put it, gods need prayer badly, before humanism this would have been seen as unthinkable as in ancient religions the gods, or the natural order if you have an eastern liking, and hence the universe, weren&#039;t dependent on human faith, with the value humanism puts in the groups of individuals it&#039;s now the other way around, gods are dependent upon their followers [[Discworld]]-style, while at first this may sounds like non-sense, it has become a recurrent and popular literary device.  The appeal is the effort of winning an uncertain victory, with a struggle between different groups of believers and their patron gods creating an extensive and unpredictable narrative (in theory; in practice the story is still subject to the author&#039;s ideas).&lt;br /&gt;
&lt;br /&gt;
Finally humanism makes for a sort of fail-safe mechanism against a particular villain speech, [[Edgy|&amp;quot;your gods have failed you/don&#039;t exist, your emotions are just chemical reactions, there is nothing beyond this bleak universe, your life has as much value as that of cattle, the entirety of existence is pointless!&amp;quot;]] to this you can expect the hero&#039;s following answer [[awesome|&amp;quot;sure, but I still find worth in existence, which is the reason why I am going to kick your sorry ass&amp;quot;]], yeap, that is humanism. &lt;br /&gt;
&lt;br /&gt;
Now, obviously it&#039;s not like your average game developer will sit and say &amp;quot;hmmm, I need to put humanism in my game setting&amp;quot;, instead it&#039;s the fact most developers speculate on human nature when making their setting and ideas from humanism permeate their worldbuilding.&lt;br /&gt;
&lt;br /&gt;
Needless to say, [[Humanity Fuck Yeah]] is to humanism what the Imperium of Man is to the Roman Empire.&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D67:C4B1:9285:9331</name></author>
	</entry>
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