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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-06-11T08:31:35Z</updated>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Immortal_Empires&amp;diff=263752</id>
		<title>Immortal Empires</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Immortal_Empires&amp;diff=263752"/>
		<updated>2022-09-03T08:03:14Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Future Content */&lt;/p&gt;
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{{/vg/}}&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Total War Warhammer: Immortal Empires&#039;&#039;&#039; is a &#039;&#039;currently in Beta&#039;&#039; sandbox campaign taking place in The-World-That-Was, aka the world of [[Warhammer Fantasy Battles]]. It&#039;s most notable for &amp;lt;s&amp;gt;being slow-as-fuck, rendering your computer as helpful as a Votann&amp;lt;/s&amp;gt; taking place across the &#039;&#039;entire known world&#039;&#039;, conspicuously including Ind and Khuresh on the map, but not populating them (for now). &lt;br /&gt;
&lt;br /&gt;
Technically, all of the TWWH games have had a sandbox campaign that included all the factions released at the time, but Immortal Empires is the &amp;quot;most complete&amp;quot; one, not only including all the factions from WFB, but including the never-released-ones that were fleshed out for TWWH3. &lt;br /&gt;
&lt;br /&gt;
The campaign is probably the closest you&#039;ll get to an official 9E WFB until [[The Old World]] is released, and probably cheaper than buying all those OOP models yourself. &lt;br /&gt;
&lt;br /&gt;
==The Map==&lt;br /&gt;
The map is easily the biggest one in all of [[Total War]] games, and one of the biggest in &#039;&#039;all&#039;&#039; of strategy games. It accurately replicates iconic 2004 WFB map, with some exceptions like [[Nippon]] and [[Lost Isles of Elithis]] (which quite possibly may be added via map expansion, like how they added a little bit of [[Bretonnia]] in Realm of Chaos Campaign). Out of all the available lands [[Kingdoms of Ind]] and [[Khuresh]] are currently not traversable and have no provinces, just like [[Athel Loren]] before [[Wood Elves (Warhammer Fantasy)|Wood Elves]] DLC. It is currently unknown if they will have Racepacks as new factions or will be populated by another races&#039; Legendary Lords (which doesn&#039;t exclude them from still being added later).&lt;br /&gt;
&lt;br /&gt;
To make empirebuilding much easier, map features several sea lanes, which teleport faction&#039;s fleet from one corner of the map to the other. Currently four exist - one in Under-sea of [[Naggaroth]], two in [[The Far Sea]] and one between Far Sea and [[The Sea of Dread]].&lt;br /&gt;
&lt;br /&gt;
==End Game Scenarios==&lt;br /&gt;
&lt;br /&gt;
The problem with Mortal Empires was that after a while, it got boring to play. Sure, with so many races and subfactions to choose from, there was &#039;&#039;&#039;a lot&#039;&#039;&#039; of content to keep your Dorito-stained fingers on the keyboard, but because every campaign ultimately ended up being &amp;quot;survive the chaos invasion turn 80, then conquer all the other races&amp;quot;, you were really starved for new experiences. &lt;br /&gt;
&lt;br /&gt;
Enter the End Game Scenarios, special world events that kicked in after a certain number of turns, ripped off from &amp;lt;s&amp;gt;better game makers&amp;lt;/s&amp;gt; Stellaris.  We&#039;ll probably get a WH1/WH2 chaos invasion and vermintide crisis later too.&lt;br /&gt;
&lt;br /&gt;
The End Game Scenarios are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Black Pyramid&#039;&#039;&#039;: The Tomb Kings crisis.  A fuckton of hostile AI armies spawn from Nagash&#039;s Black Pyramid and start conquering everything around it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Grudge too Far&#039;&#039;&#039;: The Dwarf crisis.  Throwback to the WH1 days when autoresolve heavily favored dwarfs and would often result in the various dwarf factions painting the entire map blue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Da Biggest Waaagh!&#039;&#039;&#039;: The Greenskin crisis. Which if you are a Greeskin faction you can confederate. THATS RIGHT, YOU CAN MAKE THE GREENSKIN CRISIS &#039;&#039;YOUR GREESKIN CRISIS!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wild Hunt&#039;&#039;&#039;: The Wood Elf Crisis.  Another throwback to the WH1 days when the wood elves were hyperaggressive and posed a greater threat to the player than the forces of chaos.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Ascension&#039;&#039;&#039;: The Vampire Count crisis.&lt;br /&gt;
&lt;br /&gt;
It&#039;s notable that if you trigger Black Pyramid, Da Biggest Waaagh!, Vampiric Ascension and a chaos invasion at the same time at max strengths, you&#039;ve basically recreated the End Times.&lt;br /&gt;
&lt;br /&gt;
==Factions and Tactics==&lt;br /&gt;
&lt;br /&gt;
For Tactics, we have a general overview here.&lt;br /&gt;
&lt;br /&gt;
For in depth overviews of each faction, go here.&lt;br /&gt;
&lt;br /&gt;
==Future Content==&lt;br /&gt;
&lt;br /&gt;
Obviously, because it&#039;s a beta, they will work on patching the game to make it run better and hopefully address the Bloat caused by 270+ factions fighting-and-dying across the map, but also to add and incorporate the main-game DLCs (which will happen, both to flesh out existing factions more, and to provide a tithe to our masters at CA)&lt;br /&gt;
&lt;br /&gt;
There is also the very obvious yet constantly denied possibility of [[Araby]], [[Ind]], [[Khuresh]], and [[Nippon]]. None of these factions were ever fleshed out in the Euro-centric WFB, and yet the blank canvasses that appear on the map is quite enticing. It&#039;s very possible that CA doesnt want to touch these factions, especially because the more realistic [[Chaos Dwarfs]] still havent been officially announced, but one can hope that we get them. . .and if CA does not you can set your watch to modder&#039;s doing so.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Immortal_Empires&amp;diff=263751</id>
		<title>Immortal Empires</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Immortal_Empires&amp;diff=263751"/>
		<updated>2022-09-03T08:00:15Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* End Game Scenarios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Totwal War Warhammer Logo.png|500px|center]]&lt;br /&gt;
{{/vg/}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total War Warhammer: Immortal Empires&#039;&#039;&#039; is a &#039;&#039;currently in Beta&#039;&#039; sandbox campaign taking place in The-World-That-Was, aka the world of [[Warhammer Fantasy Battles]]. It&#039;s most notable for &amp;lt;s&amp;gt;being slow-as-fuck, rendering your computer as helpful as a Votann&amp;lt;/s&amp;gt; taking place across the &#039;&#039;entire known world&#039;&#039;, conspicuously including Ind and Khuresh on the map, but not populating them (for now). &lt;br /&gt;
&lt;br /&gt;
Technically, all of the TWWH games have had a sandbox campaign that included all the factions released at the time, but Immortal Empires is the &amp;quot;most complete&amp;quot; one, not only including all the factions from WFB, but including the never-released-ones that were fleshed out for TWWH3. &lt;br /&gt;
&lt;br /&gt;
The campaign is probably the closest you&#039;ll get to an official 9E WFB until [[The Old World]] is released, and probably cheaper than buying all those OOP models yourself. &lt;br /&gt;
&lt;br /&gt;
==The Map==&lt;br /&gt;
The map is easily the biggest one in all of [[Total War]] games, and one of the biggest in &#039;&#039;all&#039;&#039; of strategy games. It accurately replicates iconic 2004 WFB map, with some exceptions like [[Nippon]] and [[Lost Isles of Elithis]] (which quite possibly may be added via map expansion, like how they added a little bit of [[Bretonnia]] in Realm of Chaos Campaign). Out of all the available lands [[Kingdoms of Ind]] and [[Khuresh]] are currently not traversable and have no provinces, just like [[Athel Loren]] before [[Wood Elves (Warhammer Fantasy)|Wood Elves]] DLC. It is currently unknown if they will have Racepacks as new factions or will be populated by another races&#039; Legendary Lords (which doesn&#039;t exclude them from still being added later).&lt;br /&gt;
&lt;br /&gt;
To make empirebuilding much easier, map features several sea lanes, which teleport faction&#039;s fleet from one corner of the map to the other. Currently four exist - one in Under-sea of [[Naggaroth]], two in [[The Far Sea]] and one between Far Sea and [[The Sea of Dread]].&lt;br /&gt;
&lt;br /&gt;
==End Game Scenarios==&lt;br /&gt;
&lt;br /&gt;
The problem with Mortal Empires was that after a while, it got boring to play. Sure, with so many races and subfactions to choose from, there was &#039;&#039;&#039;a lot&#039;&#039;&#039; of content to keep your Dorito-stained fingers on the keyboard, but because every campaign ultimately ended up being &amp;quot;survive the chaos invasion turn 80, then conquer all the other races&amp;quot;, you were really starved for new experiences. &lt;br /&gt;
&lt;br /&gt;
Enter the End Game Scenarios, special world events that kicked in after a certain number of turns, ripped off from &amp;lt;s&amp;gt;better game makers&amp;lt;/s&amp;gt; Stellaris.  We&#039;ll probably get a WH1/WH2 chaos invasion and vermintide crisis later too.&lt;br /&gt;
&lt;br /&gt;
The End Game Scenarios are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Black Pyramid&#039;&#039;&#039;: The Tomb Kings crisis.  A fuckton of hostile AI armies spawn from Nagash&#039;s Black Pyramid and start conquering everything around it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Grudge too Far&#039;&#039;&#039;: The Dwarf crisis.  Throwback to the WH1 days when autoresolve heavily favored dwarfs and would often result in the various dwarf factions painting the entire map blue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Da Biggest Waaagh!&#039;&#039;&#039;: The Greenskin crisis. Which if you are a Greeskin faction you can confederate. THATS RIGHT, YOU CAN MAKE THE GREENSKIN CRISIS &#039;&#039;YOUR GREESKIN CRISIS!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wild Hunt&#039;&#039;&#039;: The Wood Elf Crisis.  Another throwback to the WH1 days when the wood elves were hyperaggressive and posed a greater threat to the player than the forces of chaos.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Ascension&#039;&#039;&#039;: The Vampire Count crisis.&lt;br /&gt;
&lt;br /&gt;
It&#039;s notable that if you trigger Black Pyramid, Da Biggest Waaagh!, Vampiric Ascension and a chaos invasion at the same time at max strengths, you&#039;ve basically recreated the End Times.&lt;br /&gt;
&lt;br /&gt;
==Factions and Tactics==&lt;br /&gt;
&lt;br /&gt;
For Tactics, we have a general overview here.&lt;br /&gt;
&lt;br /&gt;
For in depth overviews of each faction, go here.&lt;br /&gt;
&lt;br /&gt;
==Future Content==&lt;br /&gt;
&lt;br /&gt;
Obviously, because it&#039;s a beta, they will work on patching the game to make it run better and hopefully address the Bloat caused by 270+ factions fighting-and-dying across the map, but also to add and incorporate the main-game DLCs (which will happen, both to flesh out existing factions more, and to provide a tithe to our masters at CA)&lt;br /&gt;
&lt;br /&gt;
There is also the very obvious yet constantly denied possibility of [[Araby]], [[Ind]], [[Khuresh]], and [[Nippon]]. None of these factions were ever fleshed out in the Euro-centric WFB, and yet the blank canvasses that appear on the map is quite enticing. It&#039;s very possible that CA doesnt want to touch these factions, especially because the more realistic [[Chaos Dwarfs]] still havent been officially announced, but one can hope that we get them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Marauder_Bomber&amp;diff=327619</id>
		<title>Marauder Bomber</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Marauder_Bomber&amp;diff=327619"/>
		<updated>2022-09-01T01:43:13Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Marauder Destroyer */&lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
The &#039;&#039;&#039;Marauder&#039;&#039;&#039; Bomber is the [[Imperial Navy]]&#039;s primary atmospheric heavy bomber.  When a target is too small or too defended to destroy from orbit, but too far behind enemy lines to be reached by infantry or artillery, the Marauders get called in.  Like other Imperial Navy aircraft, they can make an attack from an orbiting mother-ship, or from ground-based airstrips if space is too dangerous or the campaign starts to run long.  They can deploy in support of infantry, but are most often turned loose into enemy territory to bomb whatever targets they happen to find there.&lt;br /&gt;
&lt;br /&gt;
In appearance, the Marauder is basically every World War II bomber, but IN SPACE; it mounts a twin [[lascannon]] turret in the nose and twin [[heavy bolters]] in the dorsal and rear turrets for self-defense.  Its four massive engines and fuel tanks give it intercontinental range, and it&#039;s so big that it&#039;s a Lord of War super-heavy flyer. &lt;br /&gt;
&lt;br /&gt;
It is depicted as quite agile for a bomber.  As in agile enough you wouldn’t think it was a bomber without being told or seeing it on a run.&lt;br /&gt;
&lt;br /&gt;
For 360 points the Marauder Bomber brings a somewhat lackluster choice of 3x 12d6 4+ mortal wounds, or 3x 10d6 3+ mortal wounds for its bombing run on top of its complement of defensive armaments. &lt;br /&gt;
&lt;br /&gt;
It&#039;s about half a meter longer than a real life Super Hornet and has four engines powerful enough to not need a rocket booster and can operate in the void, yet is supposed to be a bomber.  With bombers like these, who needs fighters?&lt;br /&gt;
&lt;br /&gt;
== Marauder Destroyer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Marauder_bomber.png|right|thumb|300px|I have come to destroy you.]]&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Navy]] developed the Destroyer variant of the Marauder during the Second War for [[Armageddon]], as the [[Ork]]s&#039; air superiority meant that missions could only be flown at night and close to the ground.  The twin-linked lascannons in the nose were replaced with &#039;&#039;six&#039;&#039; [[autocannon]]s and an advanced ground-targeting system, the tail turret was equipped with two [[assault cannon]]s instead of [[heavy bolter]]s, and the bomb payload was reduced in order to gain the capacity to carry eight missiles (which sounds like it makes no sense but bombs weight more then missiles so if wights a concern might be a payload trade off you have to make).  Though it lacked the payload to be a proper strategic bomber, the Marauder Destroyer was successful on Armageddon and elsewhere since then as a close air support bomber.  It was so successful, in fact, that fluff says it is currently the Imperial Navy&#039;s primary bomber.  So, basically, this variant of the vanilla Marauder has outstripped its parent design.  Probably by the realization that long-range bombing with something that is basically just a heavy fighter is stupid and ineffective.  Just because you &#039;&#039;can&#039;&#039; do something doesn&#039;t mean you &#039;&#039;should&#039;&#039;.  Acting as a devastating ground-support heavy fighter is way better for this thing.&lt;br /&gt;
&lt;br /&gt;
On the table these are yet another high performance all rounder available to &#039;&#039;modern&#039;&#039; Imperial Guard. A Marauder Destroyer can shoot no less than 13 different targets every single turn, with a good chance of severely wounding at least half of them with every weapon having at least AP 1. When focusing on a single target, the MD is a legitimate threat to Knights, Greater Demons and even Warhound titans with its infinite supply of S8 AP2 2d6 picking the highest Damage missiles. It will also sweep fairly tough infantry with 12 autocannon shots and its one shot bomb cluster causing up to 12 mortal wounds on a 4+. It&#039;s not too shabby in regards to its survivability with the standard vehicle profile ( T7, 3+ save) with a healthy 20 wounds and a permanent -1 to hit for anything shooting at it without dedicated anti air weapons. The only drawback is its lacklustre bs 4+ which goes down sharply as it takes damage.&lt;br /&gt;
&lt;br /&gt;
== Marauder Vigilant ==&lt;br /&gt;
&lt;br /&gt;
[[File:MarauderVigilant.jpg|right|250px|thumb|For some reason, the only qualitative image we could find is its ventral view and its ass. A bit like [[Ferrus Manus|someone really...]]]] &lt;br /&gt;
&lt;br /&gt;
Only produced for [[Forge World]]&#039;s [[Aeronautica Imperialis]] game, the Marauder Vigilant is a command and control aircraft that replaces the dorsal turret and bomb bay with advanced surveillance and control systems while also switching the lascannons with heavy bolters. As a more specialized plane outfitted with relatively expensive equipment, the Marauder Vigilant is an uncommon variant of the Marauder Bomber and is specialized to perform high altitude strategic surveillance of enemy positions, movements, bases, and other targets.&lt;br /&gt;
&lt;br /&gt;
The aircraft like all Marauder varieties is usually based on an orbiting starship, and can operate in the vacuum of space as well as in a planet&#039;s atmosphere. During a prolonged Imperial campaign, Imperial Navy airbases can be established on the ground, yet due to the Marauder&#039;s extreme range they are normally based safely behind the front, sometimes even on [[Creed|another continent]] from the frontlines. During ground assault missions, the Marauder Vigilant will send coordinates and pic-captures of enemy bases and other targets to the campaign&#039;s commanders, allowing the Imperial Navy&#039;s bomber wings to strike with greater accuracy or Imperial Guard regiments to develop new strategies to counter enemy movements or to plan attacks on enemy bases and other strategic installations.&lt;br /&gt;
&lt;br /&gt;
Whilst originally not meant to fight enemy aircraft or units, some select experienced Marauder pilots (Aka, [[That Guy|those Jackasses who watched way too many Top Gun on a repeated session]]) would try to accompany the ground forces to better coordinate these follow-on air strikes for their fellow flyers. &lt;br /&gt;
&lt;br /&gt;
== Marauder Colossus ==&lt;br /&gt;
&lt;br /&gt;
[[File:Med_gallery_2_5_19611.jpg|right|250px|thumb|Its like a flying [[Deathstrike missile]]. One payload to deliver untold destruction.]]&lt;br /&gt;
&lt;br /&gt;
Another [[Aeronautica Imperialis]]-only variant, the Marauder Colossus loses the dorsal turret to accommodate one massive [[Grenades &amp;amp; Explosives#Colossus Bomb|Colossus bunker-busting melta bomb.]] The Marauder Colossus is yet another uncommon variant of the Marauder Bomber and is specialized to perform high altitude strategic bombings of heavily fortified enemy positions and fortified structures such as bunkers and more extensive subterranean facilities. Essentially, when there is one particular bunker that proved &#039;&#039;too much&#039;&#039; of a pain in the ass for an Imperial Commander, he/she would be the one who would call in the Marauder Colossus [[FATAL|to erase that bunker to kingdom come.]] Like the [[Deathstrike Missile Launcher]], it only fires once. But the moment it fires, every enemy of man must watch out for this can of whoop-ass!&lt;br /&gt;
&lt;br /&gt;
Seriously, this bomb it carries is so ridiculous that some has considered it as a [[Exterminatus|mini-Cyclonic Torpedo]] as the bomb is heavy enough (Read: 10 tons of millennia advanced sci-fi explosive goodness) that it could turn a [[Baneblade]] inside out and even tear a [[Titan (Warhammer 40,000)|Titan]] [[Anal Circumference|a new asshole.]] &lt;br /&gt;
&lt;br /&gt;
During a prolonged Imperial campaign, Imperial Navy airbases can be established on the ground, yet due to the Marauder&#039;s extreme range these aircraft are normally based safely behind the front, sometimes even on another continent from the frontlines. During ground assault missions, Imperial Guard forces will mark the enemy&#039;s positions with colored flares, allowing the Imperial Navy&#039;s bomber wings to strike with even greater accuracy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial Navy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Flyers]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Imperial-Guard}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Daemon_World&amp;diff=160877</id>
		<title>Daemon World</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Daemon_World&amp;diff=160877"/>
		<updated>2022-08-31T19:11:47Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
[[File:daemon_world_2.jpg|center|750px]]&lt;br /&gt;
{{Topquote|This party never stops. Time is dead and meaning has no meaning. Existence is upside-down and I reign supreme. WELCOME, ONE AND ALL, TO WEIRDMAGEDDON!|Bill Cipher, &#039;&#039;Gravity Falls&#039;&#039;}}&lt;br /&gt;
A &#039;&#039;&#039;Daemon World&#039;&#039;&#039; is what happens when the [[Imperium of Man]] doesn&#039;t stop a [[Chaos]] incursion in time.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the forces of [[Chaos]] are limited by the inherent instability of [[daemon]]s: they don&#039;t last long outside of the [[Warp]] because they are made of emotion and psychic power, and so they slowly start to destabilize and dissipate as soon as they enter realspace, unless they&#039;re fed a constant stream of sacrifices (the method of which, is dependent on the daemon&#039;s alignment).  Some can stick around longer if they possess an individual, but that takes time and leaves them relatively vulnerable, as in addition to having their abilities reduced in power, having the host destroyed or captured can severely turn the tables on them.&lt;br /&gt;
&lt;br /&gt;
The ultimate solution to this problem, and the ultimate goal of most Chaos cults, is to bring the Warp with them, partially merging it with realspace, which allows daemons to cross over freely.&lt;br /&gt;
&lt;br /&gt;
This has the unfortunate side effect of breaking reality: the chaotic, anarchic influence of the Warp causes the laws of physics to become more like guidelines, and daemons are seldom inclined to follow the rules. Under typical circumstances, most soul-bearing beings trapped on a Daemon World will die from being exposed to corrupting warp energies, have their souls rent from their bodies from being exposed to immaterial forces, or simply being massacred by its new inhabitants, and their souls consumed by the various entities in this new-found hell. If the daemons are feeling particularly cruel, the inhabitants will instead survive, but be slowly driven insane by the warp&#039;s influence overtaking them ([[Meme|whether it is a good pain is dependent on the individual]]). After a while, the surviving populace will be at the mercy of the planet&#039;s new inhabitants, either being slaves, sacrifices, and/or [[Slaanesh|playthings]] for entertainment. That said, even dying on a daemon world is a shitty gig; the moment your soul is released from your mortal coil, you can count on being eternally tormented by billions of neverborn inhabiting unreal-space.&lt;br /&gt;
&lt;br /&gt;
[[C&#039;tan|For]] [[Necron|beings]] [[Sisters of Silence|without]] [[blanks|souls]] (hence no warp signature), they&#039;re immune to the influences of the warp, but they&#039;re still vulnerable to having various sharp objects rammed down their faces, as the denizens of the warp overtake their planet.&lt;br /&gt;
&lt;br /&gt;
Because losing a world to the Warp means death or far worse for all of its inhabitants and strengthens their enemy at the same time, the [[Inquisition]] has concluded that, should all preventative efforts fail, it is more merciful to commit [[Exterminatus]] upon a planet about to become a Daemon World than to allow the [[heretic]]s to complete the necessary rituals. That said, most Inquisitors would only resort to this if the situation is indeed unsalvageable, as destroying your own territory will hurt you more than it will your enemy. Once the world is successfully transformed, though, it&#039;s a safe bet Exterminatus wouldn&#039;t work on it in best case scenarios. At worst it could make daemonic inhabitants of the world even stronger. One of the reasons the Imperium will go to such extreme measures is that these pieces of shit (possibly literally speaking in Nurgle&#039;s case) are &#039;&#039;never&#039;&#039; going to be conquered or purged. Chaos&#039; control over the very laws of physics on a Daemon World make conquering them about as easy as winning a ground war on the surface of the sun and even if you won: whoops everyone involved even on the command level knows about chaos time to blam them all anyway.&lt;br /&gt;
&lt;br /&gt;
That said, after ten thousand years and the Imperium’s fuck-the-rules approach to Chaos, it’s likely they have anti-psychic exterminatus methods.  Building such a thing wouldn’t be all that difficult for the Imperium anyway. Say a planet-wide Gellar Field to force the local area to obey physics and then use normal exterminatus. One of the &#039;&#039;Plague Wars&#039;&#039; novels covers this in fact, with [[Roboute Guilliman|Guilliman]] deploying cyclonic torpedoes laced with [[Noctilith|blackstone]] on one occasion and on another with certain planet-cracking ordnance infused with the essence of blanks, Ordo Sinister Psi-Titan style. The result of which is that the weapons caused their targets to be proper Alderaan-ed in the materium and fucking &#039;&#039;unmade&#039;&#039; in the warp. &lt;br /&gt;
&lt;br /&gt;
Another example is the [[Necron]]s, though that will probably come as a surprise to nobody, as it&#039;s more or less common knowledge by now that the Necrons have the most advanced technology bar none, so it follows that they also have the most powerful weaponry. But with the opening of the [[Great Rift]], and the gradual increase in the re-awakening of the [[Tomb World]]s, we&#039;ve seen a few instances where the daemons of the warp actually come into contact with Necrons, and it&#039;s [[Troll|exactly as hilariously one-sided as one might expect it to be]]. In &#039;&#039;The Avenging Son&#039;&#039; for instance, at the onset of the [[Indomitus Crusade]], a joint naval-astartes battlegroup is being engaged by some exceedingly dangerous daemon-ship, the book&#039;s primary antagonist, replete with a sizeable augmentation of [[World Eaters]] and even a few [[Word Bearers]]. The daemon-ship was attempting to bring vast swathes of the system into the warp and was using [[Noctilith|blackstone]] to amplify their warpfuckery. Unfortunately for them however, the list of factions that know how to properly utilize blackstone is a rather limited one, and chaos isn&#039;t among them. So when an Inquisitorial team conducted a boarding action on the ship, and attached some Necron-tech component to the blackstone, it not only deactivated the warpfuckery the servants of chaos had been relying on, it then started to &#039;&#039;counteract&#039;&#039; it, and this was considered such a severe threat that &#039;&#039;&#039;DAEMONS OF KHORNE&#039;&#039;&#039; began to flee in abject terror, as it became clear that [[Awesome|the green lightning it emitted caused an instant &#039;&#039;True Death&#039;&#039; to any neverborn it came into contact with]]. And here&#039;s the scary thing: this was when the device was acting at a &#039;&#039;&#039;FRACTION&#039;&#039;&#039; of its power. Necron-tech doesn&#039;t fuck around. And the glowy skeletons use this kind of kit as a matter of course. &lt;br /&gt;
&lt;br /&gt;
Relatedly, while not up to the same level as the Necrons, apparently Dark Age archeotech is perfectly capable of doing this kind of thing too, though again, as with the Necrons, neither should probably come as a surprise given the sheer level of holy shit both are capable of. In the case of the archeotech, The [[Dark Angels]] alone of the rest of the Imperium (with the exception of the [[Custodes]]) are shown to have vast stores that range from exterminatus-grade down to small arms weaponry that not only permanently kill daemons and enemies possessed of a soul, but literally (not figuratively) erase their very essence in both realms. It was this that allowed The Lion to successfully exterminatus/mercy kill a daemon world which had a suffering, loyal garrison which could not be evacuated during the course of the Davin Campaign; this would ultimately result in Davin&#039;s destruction and the dissipation of the Ruin Storm, allowing [[Sanguinius]] to make haste to Terra. The destruction unleashed by the Lion (and others like it) is so complete that it even [[Grimdark|sears them from fucking memory]], which perhaps also highlights why the Dark Angels deploy this tech so sparingly; during the [[Great Crusade]] and the [[Horus Heresy]], its use had to first be authorized by The Lion himself before it could be brought to bear. In the absence of the Lion, authority currently can only be granted by the [[Dreadwing]], and even then at a very limited capacity; the most potent weapons and equipment being kept under lock and key until [[Emperor|Big-E&#039;s]] sleepiest son wakes up again. &lt;br /&gt;
&lt;br /&gt;
==Daemon Worlds==&lt;br /&gt;
* Most planets in and on the rim of the [[Eye of Terror]], &amp;lt;s&amp;gt;with the exception of [[Cadia]]&amp;lt;/s&amp;gt; WHOOPS. (Still not a daemon world thanks to the Necrons and kinda illustrates the points above regarding fuck-off levels of power done by certain tech; it&#039;s a mini-asteroid field instead)&lt;br /&gt;
* [[Sicarus]], ruled by [[Lorgar]] and homeworld of the [[Word Bearers]].  Not to be confused with [[Cato Sicarius]] or the [[Ordo Sicarius]], which are (probably) not ruled by Lorgar.&lt;br /&gt;
* [[Medrengard]], ruled by [[Perturabo]] and homeworld of the [[Iron Warriors]].&lt;br /&gt;
* The [[Plague Planet]], ruled by [[Mortarion]] homeworld of the [[Death Guard]].&lt;br /&gt;
* [[Sortiarius]], the Planet of the Sorcerers, ruled by [[Magnus the Red]] and homeworld of the [[Thousand Sons]].&lt;br /&gt;
* The Pleasure Planet, reportedly ruled by [[Fulgrim]] and would-be homeworld of the [[Emperor&#039;s Children]], if they could find it.&lt;br /&gt;
* [[Scourge Stars]] probably as well.&lt;br /&gt;
* Numerous planets around the [[Great Rift]] and in the Dark Imperium. The only real exceptions being dormant [[Tomb World]]s or [[Catachan]], and in the case of the latter, the daemons &#039;&#039;tried&#039;&#039; to have their way with the planet, but the jungle basically collectively said &amp;quot;wrong neighborhood, bitch&amp;quot;. [[Awesome|Catachan has consequently been one of the the few planets in the vicinity that needed no rescuing when Guilliman arrived]].&lt;br /&gt;
* Woe, a Daemon World dedicated to the Minor Chaos God Balphomael, whose Daemonically-Tainted Wildlife is all connected by a Hive Mind, all under the control of Balphomael.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:daemon_world_1.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Planets}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]][[Category:Daemons]][[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27170</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=27170"/>
		<updated>2022-08-30T08:58:55Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Tribe Playstyle */&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
*all but the bone crusher have hero and priority target keywords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
*[[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&#039;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&#039;s lack one thing it&#039;s NOT giant monsters.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;[[Tyranid|synapse-ing]]&#039; 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&#039;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&#039;s a case for it self. It&#039;s 400 point price tag is competitively budget so it can help bid for a triumph or give you more points in case you do have both tome and Glowy lantern and want an endless spell budget.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Crushers VS Mega-Gargants===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;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&#039;s about how many points there all worth to each other and each taking up a 500 point &#039;slot&#039; in an army. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Defense&#039;&#039;&#039;: 3 mancrushers have 36 wounds between them, a Mega Gargant of all kinds have 35 wounds but a better save at 4+ to Crusher&#039;s 5+. Overall the better save makes a Mega tanker.&lt;br /&gt;
#&#039;&#039;&#039;Offense-Clubs&#039;&#039;&#039;: 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&#039;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&#039;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&#039;s better against hordes then the Mega&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Offense-Other&#039;&#039;&#039;: 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&#039;s VS monsters,wound&#039;s better but has random damage. About equal except that Crushers have 3 attacks in a unit compared to a Mega&#039;s 1. Kick for Crushers and Stomp for the Mega&#039;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&#039;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&#039;s wound characteristic, so against most chaff it&#039;s a 2+ or 4+ for more elite infantry. The mega&#039;s can&#039;d do that except kraken eaters which have the same rule except for them it&#039;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.&lt;br /&gt;
#&#039;&#039;&#039;Endurance&#039;&#039;&#039;: 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&#039;s base. Even at 6 wounds that only brings one crusher to 8 club attacks and there mortal wounds on charge to a 4+&lt;br /&gt;
&lt;br /&gt;
Conclusion: the mega&#039;s are sexy and very big, but don&#039;t discount Crusher&#039;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&#039;s to the opponent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
*In terms of damage out put however, unlike the Breaker&#039;s ability to hate some part&#039;s of the enemy extra hard for a +1 to hit and Stompers get +1 damage against hoards and there Shouts commanding Gargant&#039;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&#039;d be better served with one of the other tribes.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;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. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27169</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=27169"/>
		<updated>2022-08-30T08:45:00Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Tactics */&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
*all but the bone crusher have hero and priority target keywords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
*[[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&#039;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&#039;s lack one thing it&#039;s NOT giant monsters.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;[[Tyranid|synapse-ing]]&#039; 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&#039;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&#039;s a case for it self. It&#039;s 400 point price tag is competitively budget so it can help bid for a triumph or give you more points in case you do have both tome and Glowy lantern and want an endless spell budget.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Crushers VS Mega-Gargants===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;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&#039;s about how many points there all worth to each other and each taking up a 500 point &#039;slot&#039; in an army. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Defense&#039;&#039;&#039;: 3 mancrushers have 36 wounds between them, a Mega Gargant of all kinds have 35 wounds but a better save at 4+ to Crusher&#039;s 5+. Overall the better save makes a Mega tanker.&lt;br /&gt;
#&#039;&#039;&#039;Offense-Clubs&#039;&#039;&#039;: 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&#039;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&#039;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&#039;s better against hordes then the Mega&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Offense-Other&#039;&#039;&#039;: 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&#039;s VS monsters,wound&#039;s better but has random damage. About equal except that Crushers have 3 attacks in a unit compared to a Mega&#039;s 1. Kick for Crushers and Stomp for the Mega&#039;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&#039;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&#039;s wound characteristic, so against most chaff it&#039;s a 2+ or 4+ for more elite infantry. The mega&#039;s can&#039;d do that except kraken eaters which have the same rule except for them it&#039;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.&lt;br /&gt;
#&#039;&#039;&#039;Endurance&#039;&#039;&#039;: 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&#039;s base. Even at 6 wounds that only brings one crusher to 8 club attacks and there mortal wounds on charge to a 4+&lt;br /&gt;
&lt;br /&gt;
Conclusion: the mega&#039;s are sexy and very big, but don&#039;t discount Crusher&#039;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&#039;s to the opponent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;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. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27168</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=27168"/>
		<updated>2022-08-30T08:43:13Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Tactics */ some very general comparing&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
*all but the bone crusher have hero and priority target keywords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
*[[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&#039;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&#039;s lack one thing it&#039;s NOT giant monsters.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;[[Tyranid|synapse-ing]]&#039; 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&#039;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&#039;s a case for it self. It&#039;s 400 point price tag is competitively budget so it can help bid for a triumph or give you more points in case you do have both tome and Glowy lantern and want an endless spell budget.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;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&#039;s about how many points there all worth to each other and each taking up a 500 point &#039;slot&#039; in an army. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Defense&#039;&#039;&#039;: 3 mancrushers have 36 wounds between them, a Mega Gargant of all kinds have 35 wounds but a better save at 4+ to Crusher&#039;s 5+. Overall the better save makes a Mega tanker.&lt;br /&gt;
#&#039;&#039;&#039;Offense-Clubs&#039;&#039;&#039;: 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&#039;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&#039;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&#039;s better against hordes then the Mega&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Offense-Other&#039;&#039;&#039;: 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&#039;s VS monsters,wound&#039;s better but has random damage. About equal except that Crushers have 3 attacks in a unit compared to a Mega&#039;s 1. Kick for Crushers and Stomp for the Mega&#039;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&#039;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&#039;s wound characteristic, so against most chaff it&#039;s a 2+ or 4+ for more elite infantry. The mega&#039;s can&#039;d do that except kraken eaters which have the same rule except for them it&#039;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.&lt;br /&gt;
#&#039;&#039;&#039;Endurance&#039;&#039;&#039;: 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&#039;s base. Even at 6 wounds that only brings one crusher to 8 club attacks and there mortal wounds on charge to a 4+&lt;br /&gt;
&lt;br /&gt;
Conclusion: the mega&#039;s are sexy and very big, but don&#039;t discount Crusher&#039;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&#039;s to the opponent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;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. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40K:_Darktide&amp;diff=546034</id>
		<title>Warhammer 40K: Darktide</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40K:_Darktide&amp;diff=546034"/>
		<updated>2022-08-28T08:26:40Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
[[File:Darktide 40k Logo.png|700px|thumb|center|&#039;&#039;Rejects Will Rise&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darktide&#039;&#039;&#039; is an upcoming co-op first-person shooter made by [[The End Times: Vermintide|Vermintide]] developer Fatshark. The game will likely have the same gameplay as Vermintide, only in space and facing Chaos cults in an Underhive. &lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
[https://www.youtube.com/watch?v=Ta7pEier2MQ Writing] Brought to you by motherfucking [[Dan Abnett]], with help form your favourite [[Spiritual Liege]], [[Matthew  Ward]]&amp;lt;ref&amp;gt;https://twitter.com/thetowerofstars/status/1512480226651295744&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game takes place on the Hive World of &#039;&#039;&#039;Atoma Prime&#039;&#039;&#039;, where a group of [[Nurgle]] worshiping assholes called &#039;&#039;&#039;The Admonition&#039;&#039;&#039; are plotting to take over the planet from the city of &#039;&#039;&#039;Tertium&#039;&#039;&#039; with the extensive use of pox gases, turning the infected on their side. Thankfully (or not), an inquisitor has come to cleanse the heretical arsehole. Instead of [[exterminatus|doing the mercy killing]], or calling [[Adeptus Astartes|911]], the inquisitor believes the situation is still somewhat salvageable, and scooping out the convicts they&#039;ve collected, giving them weapons and thrown them to the meat grinder, hopefully they could find out what the hell is going on while purging some fucking heretics.&lt;br /&gt;
&lt;br /&gt;
Actually, according to the devblog, the true antagonist is a concept known as the &#039;&#039;&#039;Darktide&#039;&#039;&#039;(role credits!), a boogeyman threat that must be kept at bay, or so they said. It&#039;s just a collected terms referring to the brutal horrors of the Warhammer 40,000 universe: alien creatures, predators, xenos species, monsters, and worse - who want nothing more than to extinguish the fluttering flame of human civilization. The young people recruited to regiments like the Sixth have no idea where they’re being sent, or what they will face. They are as ignorant of the &amp;quot;Darktide&amp;quot; as any other regular citizen, for they were all citizens themselves. Out on the death worlds of the Fringe, the lasmen are thrown into the meat grinder and come face to face with unimaginable danger. Their world-view changes. They learn the nature of the Darktide and fight it tooth and nail.&lt;br /&gt;
&lt;br /&gt;
Sometimes, they learn too much.&lt;br /&gt;
&lt;br /&gt;
Long tours result in trauma, both physical and psychological. Some are broken by the experience. Some are made bitter and resentful that the grueling combat they experience is generally unrecognized back home, because the Imperial Administratum tends to keep all details of the ongoing conflict quiet so as not to generate public alarm. There might be a few news broadcasts about &amp;quot;great victories&amp;quot;, but the rest of the turmoil is screened by propaganda.&lt;br /&gt;
&lt;br /&gt;
Some troopers, of course, serve brilliantly and bravely, and remain loyal. Despite everything they experience. But others fall prey to the insidious touch of the Darktide. They encounter the malevolent effect of the Warp, and it changes them. They become - literally, in some cases - the very thing they are fighting against.&lt;br /&gt;
&lt;br /&gt;
In summary, the Darktide is basically traumatic experience brought to life by the warp (specifically Nurgle&#039;s because he specialized in emotion state of despair and other negativity), turning into a meat grinder, in the form of numberless Nurgle followers with pox that not only grinds meat, but also brainwash them to become one with the grinder. It is no wonder why [[Adeptus Astartes]] were not sent, perhaps the Inquisitor fears that the Astartes might fall and made the grinder even stronger? &lt;br /&gt;
&lt;br /&gt;
And that&#039;s where our heroes, the convicts comes in. They are invaluable yet expendable. From Ogryns, guards veterans, excommunicated Ministorum Priests, Psykers, they are the meat grinder of the Imperium, ready to purge the enemies of the Imperium with their remarkable abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Rejects Will Rise!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game excitingly is one of the very few 40k video games to feature the Guardsmen in the starring role and not the Space Marines, and will play just as similar to Vermintide, only probably leaning more towards the shooty parts of the game. As such it will likely be much closer to the L4D2 style of play than Vermintide. The game will also feature a class style of character system like in Vermintide, and given that an [[Ogryn]] is featured in some concept art, we may get an interesting list of characters to pick from.&lt;br /&gt;
&lt;br /&gt;
More will come as more info comes out, but Guardsmen fans rejoice as they are put in the spotlight for once.&lt;br /&gt;
&lt;br /&gt;
As of the magazine spot, playable classes are to be a Zealot, an Ogryn, Veteran, and Psyker, The classes are also apparently very customizable, both visually and gameplay-wise with lots of interchangeable weapons for classes and while no weapons have been specifically mentioned, plasma weapons, hellguns, long-las, ripper guns, and flamers seem like obvious choices for different classes. Also, [[Awesome|you can play as four Ogryns.]]&lt;br /&gt;
&lt;br /&gt;
The trailer also showed off Poxwalkers, traitor guardsmen, Hounds of Xaphan (actually pox hound), and fucking Plague Ogryns as enemy types so even though FW disconnected the Renegade and heretic line, they will hopefully live on in the game.&lt;br /&gt;
&lt;br /&gt;
Darktide was featured on Edge magazine with a 15-page article stating that there will be some form of character creator and that you start as a newly conscripted prisoner snatched off a transport ship by the Inquisition, also ability leaks and a shield system like Payday 2.&lt;br /&gt;
&lt;br /&gt;
For new introduced features unlike in vermintide or L4D, certain enemies now &amp;quot;infect&amp;quot; players, reduce their maximum health by the purple bar (just like in vermintide where the players are cursed for carrying grimoire). Be aware the effects can stacks so the players better stick together and ready kill any specials in order to prevent further health reduce. The infections cannot not be heal by normal means however (normal health pack are health sprays that can group heal btw), but it can be treated by healing stations that appears at certain point of the run, also fully heal any players that use it. Also, there are no more infinite ammo box like in vermintide, so the players should have some awareness about their range weapon usage, but there will always be at least 3 stacks of ammos waiting at the healing stations .&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran:&#039;&#039;&#039; Has the ability to grant themself extra gun zooming range and increased headshot damage. By default, they wield a [[Lasgun]], a [[Chain Weapon|Chainsword]] and Frag Grenades. For other weapons, they have [[Stubber|Lucius patterned combat shotgun (aka your favourite shotgun from L4D is back!!!) and a Stub Revolver]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zealot:&#039;&#039;&#039; Your happy go purging Ministorum Priest. Since player characters are all convicts for a reason, the Zealots was probably excommunicated for [[heresy|certain reason]], but let&#039;s hope it is not something [[chaos|too severe]]. They have the same ability as the Zealot from [[Vermintide 2]] to charge at the enemies, only this in game it forced the enemies to fight them in melee. By default, they wield an [[Autogun]], a [[power weapon|Power Hammer]] and Incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker:&#039;&#039;&#039; A wizard type character with the exact same play style and mechanics as [[The End Times: Vermintide#Gameplay|Sienna from vermintide]], but no fire (because Psyker drawn their powers directly from the warp while human wizards in fantasy drawn theirs from one of the 8 winds of magic for safety reasons). So I guess we know that the Inquisitor sending the Convicts out is a Radical. As mentioned previously in Vermintide, this type of character has unlimited ammo, but will explode if they overuse their powers. They will also suffers damage when trying to cooldown from overheating by &amp;quot;reloading&amp;quot;, but not for the Psyker in Darktide however, bless the Emperor. As for other new features, the Psyker can get new spell powers in their grenade slot (which every class now gets their own unique grenades) to smite the enemies for the Emprah! One of the many demonstrated spell is the headlock spell that deal massive damage to a single enemies&#039; head, [[awesome|to the point of crushing their skull, killing them instantly]]. When blocking, they are able to conjure a psychic shield that not only blocks ranged fire, but also stagger enemies when they try to hit it, and it works on even the hardest hitting elites like the Crushers or the Maulers. Other powers include [[Star Wars|pushing away a horde of enemies in a burst of psychic wind]], and imbuing the powers of the warp into their blades and to deal lethal damage in one swing. Their unique ability allows them to instantly erase any overcharge they had. By default, they wield a [[Force Weapons|Force Sword, a Force Staff]] (aka the conflagration staff from vermintide) and the aforementioned head busting power (speculated to be able to switched for other psyker powers in future updates).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ogryn:&#039;&#039;&#039; Will be taller than the other characters ([[derp|said to be the height of three Bardins tall]]) and can send smaller enemies flying back with his attacks. Has the same charging move as Foot Knight Kruber in [[Vermintide 2]], which pushes enemies away. By default, they wield a  ripper gun (which has an alt-firing move that allows it to go full auto), a combat knife and their own unique Ogryn patterned grenades (a cluster bomb that scatters and explodes in a large area, randomly). Due to how tall and big the Ogryn is and since this is a sci-fi game where majority of the enemies and characters use guns, the Ogryn will have to do the heavy lifting, [[DISTRACTION CARNIFEX|acting as a distracting/cover]] for his teammates. But that&#039;s fine since Ogryn is big and strong, and being tall allows him to score headshots in melee with relative accuracy and ease.&lt;br /&gt;
&lt;br /&gt;
==Other Characters==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sergeant Major Morrow:&#039;&#039;&#039; Think of him as the Mission Control from [[/v/|Deep Rock Galactic]] or Lohner from [[vermintide]]. Now with the power of Vox technology(bless the [[Omnissiah]]!), he will constantly providing mission details for the players team in a sarcastic tone. Voiced by Kruber&#039;s VA.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Poxwalkers:&#039;&#039;&#039; Civilians of Atoma Hive who were infected by Moebian Sixth&#039;s pox gas. They are the trash enemy of this game that comes in hordes, whose purpose is to [[tarpit]] the players.&lt;br /&gt;
** &#039;&#039;&#039;Poxburster:&#039;&#039;&#039; Suicide bomber. Think of him as a boomer from left 4 dead. He not only deal massive damage with his explosion, he also inflict poison that decrease the player&#039;s HP. Kill him from afar as soon as possible. Can be detect by the beeping sounds from their bomb.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moebian Sixth regiments&#039;&#039;&#039; These regiments were known for being the toughest out of all Moebian regiments. However, with a bit of war trauma and a bit of warp power shenanigans, it corrupts them into Nurgle worships, turning them against the Imperium. They now seek to &amp;quot;save&amp;quot; the citizens of &#039;&#039;&#039;Atoma&#039;&#039;&#039; and its sister worlds by giving them pox gas filled with papa Nurgle&#039;s &amp;quot;truth&amp;quot;, freeing them from the corpse Emperor&#039;s lies... So that Papa Nurgle&#039;s can take their place.&lt;br /&gt;
** &#039;&#039;&#039;Traitor Guards:&#039;&#039;&#039; Your typical &#039;&#039;&#039;&#039;&#039;HERETICAL&#039;&#039;&#039;&#039;&#039; wall of guns. Smarter than Poxwalkers. Knows how to cover and knows how to shoot your ass. There are two types of them: One that can shoot, and one that hit yo ass with a stick.&lt;br /&gt;
** &#039;&#039;&#039;Scab Bomber:&#039;&#039;&#039; Think of them as the Spitter/Globadier of this game, but use firebomb to create puddles of flame to burn the player&#039;s arse.&lt;br /&gt;
** &#039;&#039;&#039;Dreg Tox Flamer:&#039;&#039;&#039; Literally the Warpfire thrower of this game. Ironically the traitor decided to use a chemical thrower instead of a regular flamer when their Bomber use normal firebomb, probably has to do with Nurgle worship, but also raised another question as to why their Bomber didn&#039;t chose to use poison gas bomb if they are going for the pestilence theme army? Anyways, their Tox thrower glow so bright, one could mistook as some kind of Necron tech (as if any human were capable of wielding it, let alone some fucking low-born heretics. [[Kill Team|Only the inquisition knows how.]]) &lt;br /&gt;
** &#039;&#039;&#039;Scab Trapper:&#039;&#039;&#039; The Packmaster of this game. Actually clever than the ratmens that the Trapper use a net gun to capture the players from a far instead of using a long-stick-with-a-hook (aka Man catcher).&lt;br /&gt;
** &#039;&#039;&#039;Scab Gunner:&#039;&#039;&#039; The Rattling Gunner of this game, but shoots the players with [[lasgun#Hotshot_Volley_Gun|Hotshot Volley Gun]] instead.&lt;br /&gt;
** &#039;&#039;&#039;Scab Shot Gunner:&#039;&#039;&#039; The berserker/plague monks enemies equivalent of this game. Suicidal and deals a lot of damage at close range with their shotgun.&lt;br /&gt;
** &#039;&#039;&#039;Scab Mauler:&#039;&#039;&#039; Literally Mauler from [[vermintide 2]], but fully armored, tough as nail like chaos warriors (probably more so since it fucking resists power weapon attacks!) and is armed with a two-handed chain-axe.&lt;br /&gt;
** &#039;&#039;&#039;Scab Sniper:&#039;&#039;&#039; Does what it says judging by its name. Their Long-Las ignore player&#039;s range shield and dealt a shit ton of damage in one shot from a far against the player and really likes to fucking hide and run. He is the most dangerous when he has his pals to [[tarpit]] for him while he take his sweet ass time to downing the players&#039; entire team. He can only be spotted by their laser sight. The best way to defend against him is to take cover behind a wall or a structure where he can&#039;t shoot, and hopefully the [[Gamemaster|Abominable Intelligence]] is dumb enough to order him to get closer to the players behind the wall, [[Tau|in melee range where he is the most vurnable]] so the players could [[rape|take their everlasting revenge against that fucking heretic]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pox Hound:&#039;&#039;&#039; A straightforward gutter runner, but not as agile nor stealthy since it likes to bark. It sometimes comes in a squad of 2 or 3 mixed in with hordes. It&#039;s bite contains powerful pox that decrease players&#039; HP. It is very fast and tanky so like the poxburster, it should be another enemies to be taken out afar, as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chaos Ogryn:&#039;&#039;&#039; The Chaos Warriors of this game, tough dumb bastards that comes in three variants: &lt;br /&gt;
** &#039;&#039;&#039;Crusher:&#039;&#039;&#039;The offensive variant that&#039;s armored and armed with great weapon. A classic reminiscent of the Chaos Warriors from [[vermintide 2]].&lt;br /&gt;
** &#039;&#039;&#039;Bulwark:&#039;&#039;&#039;The defensive variant that&#039;s armed with a [[chainsword]] and a big sturdy shield, but not armored, thankfully. Capable of charge at the players.&lt;br /&gt;
** &#039;&#039;&#039;Reaper:&#039;&#039;&#039;The range variant that carries a big fucking [[Stubber#Heavy Stubber|Heavy Stubber]] that would filled the players full of lead. Think of it as a mobile, meatier version of the Scab Gunner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plague Ogryn:&#039;&#039;&#039; The first revealed randomly encountered boss of this game. Just a big rotting mutated Ogryn that wants to eat you and stuff you inside its shitty rotten intestine.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enforcer:&#039;&#039;&#039; Shown in trailer with a plasma pistol. Most likely will make enemies retreat when killed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mutant:&#039;&#039;&#039; Mutants that were enhanced with cybernetics. Inspired by Charger from left 4 dead whose role is to charge at the player to separate them from their team, then give them a bit ground pounding, followed by throw them even further. It is a pretty big abomination, about the size of an Ogryn, and it is pretty fast and tanky. Hilarious, it copied Chaos Spawn&#039;s throwing animation from [[Vermintide 2]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27167</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=27167"/>
		<updated>2022-08-27T10:15:41Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Allies */&lt;/p&gt;
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&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
*all but the bone crusher have hero and priority target keywords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
*[[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&#039;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&#039;s lack one thing it&#039;s NOT giant monsters.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;[[Tyranid|synapse-ing]]&#039; 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&#039;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&#039;s a case for it self. It&#039;s 400 point price tag is competitively budget so it can help bid for a triumph or give you more points in case you do have both tome and Glowy lantern and want an endless spell budget.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;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. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27166</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=27166"/>
		<updated>2022-08-27T10:07:53Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* 3rd Edition Artifacts */&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
*all but the bone crusher have hero and priority target keywords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
*[[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&#039;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&#039;s lack one thing it&#039;s NOT giant monsters.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;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. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Great_Maw&amp;diff=237281</id>
		<title>Great Maw</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Great_Maw&amp;diff=237281"/>
		<updated>2022-08-27T07:53:52Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Total-war-warhammer-3-ogres-the-great-maw.jpg|thumb|right|350px|The &amp;lt;s&amp;gt;Great Toothed Sphincter&amp;lt;/s&amp;gt; Great Maw in its glory.]]&lt;br /&gt;
The &#039;&#039;&#039;Great Maw&#039;&#039;&#039; is the primary [[Warhammer Fantasy Gods|god]] of the [[Ogre Kingdoms|Ogres]] in [[Warhammer Fantasy Battles]], the other being the volcano known as the [[Fire Mouth]]. The Ogres fear that [[/d/|dreadful]] &amp;quot;god&amp;quot;, waging war and preying on every other civilisation and species in the name of that horrific deity.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
According to Ogre eyewitnesses, the Great Maw looked like an enormous crater filled with countless, great teeth and jaws, that went deep into the centre of the Warhammer world. Some claim that the Maelstorm in the middle of the Great Ocean is the Great Maw&#039;s counterpart in the other side of the world. As it finally appeared on the map of [[Total War: WARHAMMER|Total War: WARHAMMER III]], we now got a clear image of it, and the Maw looks like [https://en.wikipedia.org/wiki/Antlion antlion larvae&#039;s pitfall trap] had a baby with the mouth of a lampray.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the distant past, the Ogres multiplied from the plentiful herds in their grassy home to the east of [[Cathay]]. They were taught ironworking and how to build fires by the Cathayan people, and were hired as mercenaries. However, the Ogres started to become a threat as they feasted on peasants&#039; children, so the Dragon Emperor summoned a meteor to [[Rocks fall, everyone dies|burn down]] the Ogres&#039; land and beasts. What was left of the Ogres&#039; former home was reduced to the [[Warpstone]] Desert, [[Skaven|yes-yes]]...&lt;br /&gt;
&lt;br /&gt;
The surviving Ogres fled west, away from their blasted realm, where they killed and ate the weaker members of their tribes. Driven to greater hunger and cruelty by the Great Maw, the Ogres became more warlike, slaughtering their way into the [[Mountains of Mourn]].&lt;br /&gt;
&lt;br /&gt;
One of the Ogre legends mentioned about a prophet known as Groth Onefinger, who founded a cult that worshipped the Great Maw. His descendants were the Lazargh tribe, who used stones to replace the teeth that they lost. Henceforth, Ogres hurl their victims&#039; remains into pits and cauldrons in honour of this monstrous god, and the greatest prophet of the Great Maw in recent times is [[Skrag the Slaughterer]].&lt;br /&gt;
&lt;br /&gt;
Some well-traveled Ogres claim that, on the opposite side of the world, there lies a hole in the ocean that serves as Great Maw&#039;s twin, sucking up any unfortunate ship that sails too close to it (and before you start asking, it isn&#039;t [[The Vortex]]; its location doesn&#039;t line up). This is mostly likely referring to the Maelstrom located within the Galleon’s Graveyard from [[Dreadfleet]].&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
The Great Maw, being a big ass immovable mouth in the ground, was destroyed along with the rest of the world in the End Times, and thus didn’t transition into AoS. However, its influence is still felt.&lt;br /&gt;
&lt;br /&gt;
The Ogors still have their insatiable hunger the Maw cursed them with. Now though they attribute this appetite to the greenskin god Gorkamorka, or as they call him “The Gulping God”.  &lt;br /&gt;
&lt;br /&gt;
{{Destruction-Gods}}&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Ogre Kingdoms]]&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Ogor Mawtribes]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27165</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=27165"/>
		<updated>2022-08-27T07:50:48Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Other */&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
So looking at these the obvious pairing for a 2,000 point game is one of each battalion.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
*all but the bone crusher have hero and priority target keywords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
*[[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&#039;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&#039;s lack one thing it&#039;s NOT giant monsters.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;s not very good, but it IS funny. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Hedonites_of_Slaanesh&amp;diff=21234</id>
		<title>Age of Sigmar/Tactics/Chaos/Hedonites of Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Hedonites_of_Slaanesh&amp;diff=21234"/>
		<updated>2022-08-25T05:57:23Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Daemons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Hedonites of Slaanesh|Logo=Slaanesh Old.jpg|Alliance=Chaos|Lore=Hedonites of Slaanesh|Icon=Slaanesh mark.png|Motto=we have such sights to show you ..}}&lt;br /&gt;
Slaanesh rises again...&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Why Play Hedonites of Slaanesh?==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Hands down one of the fastest armies in the game and with the right maneuvering and synergies first-turn charges really shouldn&#039;t be that difficult in a lot of instances. Not that you should do that, really.&lt;br /&gt;
*Slaanesh has one of, if not the best, summoning in the game. Don&#039;t be afraid to spend your Depravity Points - they will be ramping up really fast. &lt;br /&gt;
*Lots of ways to debuff their enemies.&lt;br /&gt;
*Slaanesh Daemon, and especially Greater Daemon Heroes are a great way of dealing with big units due to the Locus of Diversion stopping any pile-in moves, destroying any combat efficiency your opponent might have planned for.&lt;br /&gt;
*The army is incredible at disposing of enemy Heroes through their incredible Endless Spells and Synessa&#039;s utility.&lt;br /&gt;
*Khorne is not the only god that punishes wizards.&lt;br /&gt;
*SIGVALD HAS RETURNED!!!&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*The army is expensive to purchase. An unique range with all new mortals only being used in Age of Sigmar means you will pay a premium to play.&lt;br /&gt;
*Your army&#039;s squishy for a Chaos army.  You can debuff your foes, but you&#039;ll have to to survive the inevitable retribution.&lt;br /&gt;
*As per GHB2021, our stuff is very expensive points-wise. Early game would feel like playing with a handicap, until you manage to ramp up Depravity Points to offset this disadvantage.&lt;br /&gt;
*Combining two points above, you are very succeptible to Alpha strikes, strong magic and shooting. If your units get wiped too fast, you won&#039;t be able to get points for summoning, and your &amp;quot;early&amp;quot; handicap will turn into a permenent one.&lt;br /&gt;
*Your depravity point system pushes you to deal damage to multiple unit in one turn, discouraging focusing firing targets&lt;br /&gt;
*You will struggle against high-save Units, especially Heroes, due to the new &amp;quot;All-Out-Defence&amp;quot; Command Ability and/or Mystic Shield Spell completely ignoring the majority of our units&#039; Rend. &lt;br /&gt;
*Currently the army strives through careful positioning and planning. One mistake will cause you the game before you manage to capitalize on your summoning. Starting with a huge early disadvantage and the moral effort you have to make is enough to make victories feel bleak and unfulfilling. Try to follow Hedonists&#039; example and seek pleasure through pain.&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Hedonites of Slaanesh 2021|points = [https://www.warhammer-community.com/wp-content/uploads/2019/05/kXdIDJ7KLLX6C20i.pdf Hedonites of Slaanesh Errata]}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legions of Chaos:&#039;&#039;&#039; The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two {{AOSKeyword|Slaves of Darkness}} units out of every four so long as you give them the mark of {{AOSKeyword|Slaanesh}} and one of every four units can be from {{AOSKeyword|Beasts of Chaos}}, granting them the keyword as well. In addition &#039;&#039;&#039;coalition units&#039;&#039;&#039; do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalition units&#039;&#039;&#039; do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.&lt;br /&gt;
&lt;br /&gt;
Designer’s Note: &#039;&#039;&#039;Coalition units&#039;&#039;&#039; are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Congratulations, your army selection has effectively doubled between all the StD stuff that&#039;s now much easier to access and the beastmen. The addition of Chaos Knights and Warriors is especially helpful in offsetting your otherwise troublesome issues with poor defenses.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Feast of Depravities&amp;lt;/span&amp;gt;===&lt;br /&gt;
You can summon units of SLAANESH DAEMONS to the battlefield if you collect enough depravity points. At the end of the battle shock phase, you receive 1 depravity point for each unit on the battlefield that had a wound or mortal wound that was not negated allocated to it in that turn, or has fewer models than it had at the start of the turn. Depending on which host you belong to, you can generate more through other means.&lt;br /&gt;
&lt;br /&gt;
Note that when you spend these at the end of the movement phase, you retain any excess depravity points. e.g., If you have 13 and you summon an Infernal Enrapturess for 7, you will have 6 left over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning cost are:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Keeper of secrets &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
30 Daemonettes &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3 Seeker chariots &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
20 Daemonettes &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Contorted Epitome &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Bladebringer, Herald on Exalted chariot &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3 Fiends &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Bladebringer, herald on hellflayer &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Exalted Charoit &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 infernal enrapturess &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Bladebringer, Herald on Seeker chariot &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Hellflayer &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Viceleader &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Seeker Chariot &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5 Seekers &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 Daemonettes &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hosts of Slaanesh===&lt;br /&gt;
You &#039;&#039;&#039;MUST&#039;&#039;&#039; select your HEDONITES army to be to be &#039;&#039;&#039;INVADERS&#039;&#039;&#039;, &#039;&#039;&#039;PRETENDERS&#039;&#039;&#039; or &#039;&#039;&#039;GODSEEKERS&#039;&#039;&#039;. Which host you belong to will affect your battalions, command traits, artefacts, etc.&lt;br /&gt;
&lt;br /&gt;
Basically, Hedonites are 3 armies that share units.&lt;br /&gt;
&lt;br /&gt;
===Locus of Diversion===&lt;br /&gt;
At the end of the charge phase (either player&#039;s turn), each &#039;&#039;&#039;HEDONITES DAEMON HERO&#039;&#039;&#039; in your army may select an enemy unit within 1&amp;quot; and roll a dice.  On a 4+, the enemy unit you targeted cannot make a pile in move when they are chosen to fight. Add 1 to the roll if your Hero is a &#039;&#039;&#039;GREATER DAEMON&#039;&#039;&#039;, so your Keepers are making this happen on a 3+.&lt;br /&gt;
&lt;br /&gt;
===Euphoric Killers===&lt;br /&gt;
Exploding 6s, Slaanesh edition. Unmodified melee hits of 6 for HEDONITES do 2 attacks instead of 1, and if you have 20+ models in the unit, the 6s make 3 attacks instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Spell Lores&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Slaanesh&amp;quot;&amp;gt;&lt;br /&gt;
For the &#039;&#039;&#039;SLAANESH DAEMON WIZARDS&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lash of Slaanesh&#039;&#039;&#039;. Casting Value 5. Pick a point within 12&amp;quot; of the caster that is visible to them. Draw a straight line 1mm wide from the closest part of the caster&#039;s base. Roll a die for each enemy model passed by this line. On a 4+, they take a mortal wound. A sure way to generate depravity points, if not particularly strong. Slaanesh units are unaffected.&lt;br /&gt;
#&#039;&#039;&#039;Pavane of Slaanesh&#039;&#039;&#039;. Casting Value 7. Pick an enemy hero within 6&amp;quot; that is visible to the caster. Roll a number of dice equal to the enemy hero&#039;s movement characteristic. For every 5+, they take a mortal wound. Punish those fast units! Remember to use it on enemy heroes that are fast, especially if their speed is further buffed. A &#039;&#039;&#039;FEC&#039;&#039;&#039; Blisterskin Infernal Courtier with &#039;&#039;Deranged Transformation&#039;&#039; has a move characteristic of 20, which means it takes 6.67 damage from this spell. Not very strong in general, though. Does 1-2 mortal wounds on most targets.&lt;br /&gt;
#&#039;&#039;&#039;Hysterical Frenzy&#039;&#039;&#039;. Casting Value 7. Pick an enemy unit wholly within 18&amp;quot; that is visible to the caster, and roll 1 die for each model in that unit. For each 6, the unit suffers D3 mortal wounds. Wreck those grots, but not a spell that usually generates depravity points.&lt;br /&gt;
#&#039;&#039;&#039;Soulslice Shard.&#039;&#039;&#039; Casting Value 5. Pick an enemy unit within 18&amp;quot; that is visible to the caster, Roll 2d6. If the roll is higher than the enemy unit&#039;s bravery characteristic, it takes mortal wounds equal to the difference. Keeper of Secrets&#039; signature spell, but worse (Actually not quite, KoS spell will do D3 mortal wounds if you beat their bravery, not the difference.  And yeah, you don&#039;t hit multiple units with this spell, but you have three times the range of Cacophonic Choir). Use after Phantasmagoria for greatest effectiveness.&lt;br /&gt;
#&#039;&#039;&#039;Phantasmagoria.&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 18&amp;quot; that is visible to the caster. Roll 6d6, for each 5+, the enemy&#039;s bravery is reduced by 1 to a minimum of 1. Use before Soulslice Shard and Cacophonic Choir for best effect.&lt;br /&gt;
#&#039;&#039;&#039;Born of Damnation.&#039;&#039;&#039; Casting Value 4. Pick a friendly &#039;&#039;&#039;HEDONITES HERO&#039;&#039;&#039; within 6&amp;quot; of the caster. You can heal D3 wound allocated to that hero. A heal to increase the depravity points a hero generates by a small amount. Best cast on a Keeper of Secrets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Forbidden Sorceries of Slaanesh&amp;quot;&amp;gt;&lt;br /&gt;
For the &#039;&#039;&#039;SLAANESH GREATER DAEMONS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Path of the dark prince.&#039;&#039;&#039; Casting Value 7. The caster can fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Progeny of Damnation.&#039;&#039;&#039; Casting Value 5. Heal 1 friendly &#039;&#039;&#039;DAEMON HEDONITES HERO&#039;&#039;&#039; within 6&amp;quot; of the caster that is visible to them for D3. If you roll 10+, you heal D6 instead. &#039;&#039;Born of Damnation&#039;&#039; but better.&lt;br /&gt;
#&#039;&#039;&#039;Slothful Stupor.&#039;&#039;&#039; Casting Value 7. Pick an enemy hero within 12&amp;quot; that is visible. Until your next hero phase, the hero cannot use command abilities, cannot run, and cannot charge. Amazing. Simply amazing. Use it on slow heroes or on heroes that have an important command ability like the Harbinger of Decay and watch your opponent rage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Pain and Pleasure&amp;quot;&amp;gt;&lt;br /&gt;
For the &#039;&#039;&#039;MORTAL SLAANESH WIZARDS&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Battle Rapture.&#039;&#039;&#039; Casting Value 5. Pick 1 friendly &#039;&#039;&#039;MORTAL SLAANESH&#039;&#039;&#039; unit wholly within 18&amp;quot; that is visible. That unit does not take battleshock tests until after your next hero phase. If the cast was 10+, you get to pick 3 units instead. Not the spell you&#039;re going to pick most of the time.&lt;br /&gt;
#&#039;&#039;&#039;Judgement of Excess.&#039;&#039;&#039; Casting Value 5. Pick 1 enemy unit within 12&amp;quot; of the caster and visible. The unit suffers 1 mortal wound per 5 models in the unit. If less than 5 models are in the chosen unit they take 1 instead.&lt;br /&gt;
#&#039;&#039;&#039;Dark Delusions.&#039;&#039;&#039; Casting Value 4. Pick an enemy unit wholly within 18&amp;quot; that is visible to the caster and roll 2d6. If the roll is EQUAL TO or GREATER THAN the target&#039;s bravery, attacks targeting them get +1 to hit. Use in conjunction with Phantasmagoria to increase your chances. Not as good as the spell on all the HERALDs but will stack with them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
Hedonites of Slaanesh only&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_WheelsOfExcruciation.pdf Wheels of Excruciation] (CV 6+, 100pts)&#039;&#039;&#039;:  Predatory Spell with 12&amp;quot; flying movement. Set up within 6&amp;quot; of the caster and immediately make a move with it. Roll 6 dice for each unit it flies over. For each roll that is lower than the unit&#039;s save, they take a mortal wound. In a way, this can act like a magical lawnmower, ripping through clanrats and grots with contemptuous ease. Other Slaaneshi units don&#039;t suffer this, likely because they get off on this shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_MesmerisingMirror.pdf Mesmerising Mirror] (CV 6+, 80pts)&#039;&#039;&#039;:   A focus pount set up within 18&amp;quot; of the caster. Non-Slaanesh Units that start a move, retreat, or run move within 12&amp;quot; of the spell suffer D3 mortal wounds unless they end closer to the mirror than when they started.&lt;br /&gt;
**Also, at the end of the move phase, roll 6 dice for each non-Slaanesh hero within 6&amp;quot;, rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don&#039;t bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.&lt;br /&gt;
**This is either an okay Endless Spell or an incredible one depending on careful thought on positioning and synergies. Ofc can be wonderful at playing mind games with your opponent or stacking with other abilities, such as Shalaxi&#039;s Challenge or effects that reduce movement, helping combo MWs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_DreadfulVisage.pdf Dreadful Visage] (CV 7+, 90pts)&#039;&#039;&#039; Predatory Spell with 8&amp;quot; flying movement. Set up within 12&amp;quot; of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.&lt;br /&gt;
**Also, this model gives -1 bravery to units within 12&amp;quot; unless they are &#039;&#039;&#039;SLAANESH&#039;&#039;&#039;, in which case they get +1 bravery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Slaves to Darkness and Beasts of Chaos Endless Spells can no longer be taken in Hedonists army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Invaders==&lt;br /&gt;
The infantry choice. Those who aren’t too perturbed by the Dark Prince’s vanishing act and fight in massive hordes.&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Figureheads of the Dark Prince&#039;&#039;&#039;: You have up to 3 generals instead of 1. Only 1 gets a command trait, but all 3 are generals for the purposes of command abilities. Unfortunately, they can&#039;t use their trait OR command abilities while within 12&amp;quot; of either of the other generals. This lets you spread out your army, or get mileage out of Syll&#039;Esske&#039;s command ability without losing access to a command trait. You also get a command point whenever a general is slain for the first time. You can, therefore, get 3 command points out of this max, even if one of your generals dies and comes back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escalating Havoc&#039;&#039;&#039;: At the end of the battle shock phase you gain 1 depravity point if 1 of your generals are wholly within enemy territory or D3 if all your generals are wholly within enemy territory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invaders Hedonite Host&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Hedonites Host belonging to the &#039;&#039;&#039;INVADERS&#039;&#039;&#039; must contain 2-4 Epicurean Reveler battalions and 0-2 Seeker Cavalcade battalions instead of 1-3.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
*&#039;&#039;&#039;1. Best of the Best&#039;&#039;&#039; - You can reroll wound rolls for this general while they&#039;re within 6&amp;quot; of another hero.&lt;br /&gt;
Great on a Keeper of Secrets or an Exalted Seeker Chariot, meh on a Lord of Pain.&lt;br /&gt;
*&#039;&#039;&#039;2. Glory Hog&#039;&#039;&#039; - At the end of the combat phase, if any enemy units were destroyed in that combat phase and your general is on the field, you get a command point.&lt;br /&gt;
Can be awesome. Great for hunting a support hero or small objective holding unit, but means to fully reap the benefits you won&#039;t be sending your Hero into combat vs other huge targets due to the need to fully wipe them out.&lt;br /&gt;
*&#039;&#039;&#039;3. Hurler of Obscenities&#039;&#039;&#039; - At the start of the Combat phase, pick 1 enemy hero within 6&amp;quot; of the general. Until the end of the combat phase, add 1 to hit rolls made by that enemy hero that target this general, but that hero gets -1 to save.&lt;br /&gt;
Effectivly gives you +1 rend, but you BETTER kill them or else they will smack back with vengeance. &lt;br /&gt;
*&#039;&#039;&#039;4. Territorial&#039;&#039;&#039; - Re roll hit rolls with your generals melee weapon if they are wholly within your territory. &lt;br /&gt;
EASY. You play a very fast army, so getting there should be no issue. Take the fight to them, and win.&lt;br /&gt;
*&#039;&#039;&#039;5. Skintaker&#039;&#039;&#039; - At the end of the combat phase, heals D3 wounds if the general killed any enemy models..&lt;br /&gt;
A+! Keeps your beatsticks alive longer, heal wounds, means more DP overall. If your general isn&#039;t killing stuff, then you are a sad panda.&lt;br /&gt;
*&#039;&#039;&#039;6. Delusions of Infallibility&#039;&#039;&#039; - General gets 2 extra wounds.&lt;br /&gt;
Nothing exiting but solid overall, likely better on cheaper heroes in smaller points games.&lt;br /&gt;
&lt;br /&gt;
===Magical Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;1. Rod of Misrule&#039;&#039;&#039; - At the start of the hero phase, roll a D6. On a 1, your opponent gets a command point. On a 2-5 you get a command point, and on a 6 you get D3 command points.&lt;br /&gt;
Low risk, likely high reward in an army that really can be starved for CP.&lt;br /&gt;
*&#039;&#039;&#039;2. Rapier of Ecstatic Conquest&#039;&#039;&#039; - Pick a melee weapon. If a wound roll by this weapon is an unmodified 6, you deal a mortal wound in addition to any normal damage.&lt;br /&gt;
Toss this on an Exalted Chariot or Contorted Epitome who have loads of attacks to maximize your chances.&lt;br /&gt;
*&#039;&#039;&#039;3. Whip of Subversion&#039;&#039;&#039; - At the end of the combat phase, pick an enemy hero within 6&amp;quot; of the bearer. Pick 1 melee weapon that the enemy hero has and another enemy unit within 1&amp;quot; of that hero. The other unit suffers mortal wounds equal to the Attacks characteristic of the weapon you picked.&lt;br /&gt;
Sneaky! Great in mirror matches or for proving your opponent&#039;s heroes are really big meanies.&lt;br /&gt;
*&#039;&#039;&#039;4. Icon of Infinite Excess&#039;&#039;&#039; - Once per battle, at the start of the combat phase, the bearer can use this artifact. If they do so, all friendly hedonite units that were wholly within 12&amp;quot; when this artifact was used get +1 to hit with melee weapons until the end of the phase.&lt;br /&gt;
Ooooh, aaaah. Use this to boost the force then when its used sacrifice it to your Fane.&lt;br /&gt;
*&#039;&#039;&#039;5. Fallacious Gift&#039;&#039;&#039; - After setup but before the battle, pick an enemy hero and one of their weapons. At the end of each battle round, if that hero used that weapon, they take a mortal wound.&lt;br /&gt;
Meh, uninspiring and likely won&#039;t do that many mortals overall.&lt;br /&gt;
*&#039;&#039;&#039;6. The Beguiling Gem&#039;&#039;&#039; - At the start of the combat phase, pick an enemy hero within 3&amp;quot; and roll 3D6. If the roll is greater than the enemy&#039;s bravery characteristic, they get -1 attacks with all their melee weapons to a minimum of 0 until the end of the phase.&lt;br /&gt;
Can really be useful vs big baddies, but even with 3d6 is hard to utilize against opposing daemons or undead units.&lt;br /&gt;
&lt;br /&gt;
===[[File:Slaanesh mark.png|30px]]The Lurid Haze===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait: Blowing Mists&#039;&#039;&#039; - Before the start of the game, you may remove D3 units and then have them come in from the table edge at the end of your first movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Feverish Anticipation&#039;&#039;&#039; Reroll run rolls wholly within 12&amp;quot; of your General.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Intoxicating Pall:&#039;&#039;&#039; During combat pick a unit wholly within 12&amp;quot;, add +1 to that unit saves.&lt;br /&gt;
*&#039;&#039;&#039;Magical Artefact:&#039;&#039;&#039; +1 to wounds.&lt;br /&gt;
When you want to be near your opponent, fast. Rolling a 1 off your D3 means it&#039;s likely better to send your single unit to the backfield to seize their objectives. Your units are fast and can already pull off a T1 charge if lucky. Should you get that 3 on that D3 you can really put the pressure on your foe early.&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Pretenders==&lt;br /&gt;
The hero choice, of the uber-buffed centerpiece General variety. The most megalomaniacal of Slaanesh’s followers who think they can take the mantle of fourth Chaos God.&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;Heir to the Throne&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the general is a hero, they have 2 command traits instead of 1. No duplicates. Also, all units can reroll hit rolls of 1 with melee weapons if they have 10 or more models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Supreme&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the end of the battle shock  phase, generate 1 depravity points if your general is within 3&amp;quot; of any enemy units. If your general is within 3&amp;quot; of 2 or more enemy units, receive D3 instead of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pretenders Hedonite Host&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Supreme Sybarites Batallion in a &#039;&#039;&#039;PRETENDERS HOST&#039;&#039;&#039; must have only 1 &#039;&#039;&#039;CHAOS SLAANESH HERO&#039;&#039;&#039; instead of 3-6.&lt;br /&gt;
* Not that you will ever be using the super-battalion, but this change nerfs the Supreme Sybarites battalion rule as you need to roll a 1 to trigger its effect.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
*&#039;&#039;&#039;1. Strength of Godhood.&#039;&#039;&#039; Once per combat phase, in step 4 of the attack sequence, you can add 1 to the damage inflicted by one attack made by this general.&lt;br /&gt;
Hard pass.&lt;br /&gt;
*&#039;&#039;&#039;2. Monarch of Lies.&#039;&#039;&#039; At the start of the combat phase, pick one enemy hero within 3&amp;quot;. That hero gets -1 to hit rolls for the rest of the phase. &lt;br /&gt;
Good when hero sniping, but if you are striking first your are better to be aggressive here.&lt;br /&gt;
*&#039;&#039;&#039;3. Craving Stare.&#039;&#039;&#039; If an enemy unit fails a battle shock test within 6&amp;quot; add D3 to the amount that flee.&lt;br /&gt;
We have some Moral shenanigans stuff, so can be good.&lt;br /&gt;
*&#039;&#039;&#039;4. Strongest Alone.&#039;&#039;&#039; If there are no friendly models within 6&amp;quot;, you can reroll hit rolls made by this general.&lt;br /&gt;
Decent but not inspiring.&lt;br /&gt;
*&#039;&#039;&#039;5. Hunter of God Beasts.&#039;&#039;&#039; Add 1 to the damage characteristic of all attacks by this hero that target a &#039;&#039;&#039;MONSTER&#039;&#039;&#039;.&lt;br /&gt;
Now this can be HUGE. An Exalted Seeker Chariot can now take down a Stonehorn.&lt;br /&gt;
*&#039;&#039;&#039;6. Inspirer.&#039;&#039;&#039; Friendly &#039;&#039;&#039;PRETENDERS HOSTS&#039;&#039;&#039; units wholly within 9&amp;quot; can re roll battleshock tests.&lt;br /&gt;
Hard to pull off with units due to the size.of the aura.&lt;br /&gt;
&lt;br /&gt;
===Magical Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;1. Crown of Dark Secrets.&#039;&#039;&#039; At the start of the first battle round, pick one enemy hero. You can reroll attacks made by the bearer that that target that hero. You can also reroll unbinding rolls made by the bearer for spells cast by that hero.&lt;br /&gt;
*&#039;&#039;&#039;2. Pendant of Slaanesh.&#039;&#039;&#039; At the start of your hero phase, you heal D3 wounds allocated to the bearer. Longevity for heroes and more potential depravity to be generated.&lt;br /&gt;
*&#039;&#039;&#039;3. Sliverslash.&#039;&#039;&#039; Pick one melee weapon, add 1 to the Attacks characteristic of that weapon. Always go for the biggest weapon profile.&lt;br /&gt;
*&#039;&#039;&#039;4. Scepter of Domination.&#039;&#039;&#039; At the start of the hero phase, if the bearer is within 12&amp;quot; of any enemy heroes and your opponent has any Command Points, roll 1d6. On a 4+, you steal a command point from them. (They lose one, you gain one.)&lt;br /&gt;
*&#039;&#039;&#039;5. Breathtaker.&#039;&#039;&#039; You can reroll Locus of Diversion rolls for the bearer. &lt;br /&gt;
*&#039;&#039;&#039;6. Mask of Spiteful Beauty.&#039;&#039;&#039; At the start of your hero phase, pick an enemy unit within 6&amp;quot;. That unit gets -2 bravery until the start of your next hero phase.&lt;br /&gt;
&lt;br /&gt;
===[[File:Slaanesh mark.png|30px]]The Faultless Blades===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait: Send Me Your Best:&#039;&#039;&#039; When your units charge, add +1 to hit Heros in melee.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Armor of Arrogance:&#039;&#039;&#039; Pick a unit wholly within 12&amp;quot;. They ignore the first 2 wounds allocated to them in that phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Contest of Cruelty&#039;&#039;&#039; Friendly units wholly within 12&amp;quot; can pile +3.&lt;br /&gt;
*&#039;&#039;&#039;Magical Artefact: Contemptuous Brand:&#039;&#039;&#039;  Pick a melee weapon and add +1 to wound when fighting a Hero.&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Godseekers==&lt;br /&gt;
The “need for speed” choice. Wings of cavalry and master hunters who search for signs of their master and ways to free him.&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thundering Cavalcade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All units get +1 to charge rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maniacal Hunters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the end of your charge phase, you get D3 depravity points of your general charged this turn. Add 1 to the roll if any other friendly units made a charge in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Godseekers Hedonite Host&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Hedonites Host belonging to the &#039;&#039;&#039;GODSEEKERS&#039;&#039;&#039; must contain 0-2 Epicurean Reveler battalions and 2-4 Seeker Cavalcade battalions instead of 1-3.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1. Hunter Supreme.&#039;&#039;&#039; Reroll hit and wound rolls of 1, with melee weapons, made by the general if they charged this turn.&lt;br /&gt;
Exalted Chariots will love you. Save up that CP for a re-roll charge. Very strong on a fast moving character.&lt;br /&gt;
*&#039;&#039;&#039;2. Sweeping Slash.&#039;&#039;&#039; After this general makes a charge move, each enemy unit within 1&amp;quot; take D3 mortal wounds on a 2+ each.&lt;br /&gt;
Could be super useful but why are you charging multiple units?&lt;br /&gt;
*&#039;&#039;&#039;3. Into the Fray.&#039;&#039;&#039; The first hit roll in battle made by this general is a 6.&lt;br /&gt;
Okay... neat I guess.&lt;br /&gt;
It&#039;s a good way to guarantee a Keeper&#039;s claw scoring two auto hits thanks to Euphoric Killers, but little help elsewhere. &amp;lt;del&amp;gt;*Second Opinion* This allows a Keeper of Secrets to guarantee 5 mortal wounds per combat phase at top bracket, in addition to another 5 potential damage from the exploding hit, allowing your keeper to reliably kill most baseline heros with a single attack.&amp;lt;/del&amp;gt; It only works once per battle, not per phase or even turn. If you for some reason absolutely need those two guaranteed Claw hits on your Keeper Turn 1 - take it. Otherwise - there are much better traits out there.&lt;br /&gt;
*&#039;&#039;&#039;4. Trail-sniffer.&#039;&#039;&#039; If this general is wholly within enemy territory, roll a die. On a 3+, this general&#039;s melee weapons get +1 attack until your next hero phase.&lt;br /&gt;
Could be quite promising and you do want to be in combat after all. The 3+ is the difficulty, as it could not see any use the whole game.&lt;br /&gt;
*&#039;&#039;&#039;5. Symphoniac.&#039;&#039;&#039; At the start of the combat phase, roll a die for each enemy unit within 3&amp;quot;. On a 3+, they suffer a mortal wound.&lt;br /&gt;
Okay...neat I guess.&lt;br /&gt;
Helpful to generate depravity with big base generals, but you have ways to do this elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;6. Speed-chaser.&#039;&#039;&#039; The general can retreat and charge.&lt;br /&gt;
Wheeeee! Somehow survived a fight you can&#039;t win but know you can charge into a combat nearby and win? Pretty top-tier pick.&lt;br /&gt;
This is how you generate a lot of DP in this Host.&lt;br /&gt;
&lt;br /&gt;
===Magical Artefacts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1. Cameo of the Dark Prince.&#039;&#039;&#039; Once per battle, at the start of your hero phase, you can activate this artifact to gain 1 command point.&lt;br /&gt;
A free CP and then sacrifice the useless artifact to the Fane? OK!&lt;br /&gt;
*&#039;&#039;&#039;2. Girdle of the Realm-racer.&#039;&#039;&#039; Decrease the bearer&#039;s wound characteristic by 1, but the bearer can fly.&lt;br /&gt;
I too aspire to be thin and fly. Interesting to toss on an Exalted Chariot to overcome terrain with ease.&lt;br /&gt;
*&#039;&#039;&#039;3. Threnedy Voicebox.&#039;&#039;&#039; At the start of the combat phase, pick an enemy hero within 3&amp;quot;. Subtract 1 from the Attacks characteristic of their melee weapons to a minimum of 1 for the rest of that phase. &lt;br /&gt;
Very situational. Feels sorta lacking overall.&lt;br /&gt;
*&#039;&#039;&#039;4. Lash of Despair.&#039;&#039;&#039; At the start of your shooting phase, roll for each enemy unit within 6&amp;quot;. On a 4+, deal a mortal wound. &lt;br /&gt;
Boring and only 1 means a poor choice. But can be an easy way to bomb for DP. Take the next artefact for a similar result.&lt;br /&gt;
*&#039;&#039;&#039;5. Enrapturing Circlet.&#039;&#039;&#039; Enemy units within 3&amp;quot; cannot retreat. At the start of your hero phase, roll a die for each enemy unit within 3&amp;quot;. On a 3+ they suffer a mortal wound. &lt;br /&gt;
Making foes unable to retreat is great, the free mortal wound potential is just icing. Put on heroes with larges bases to maximize the aura. And the crowd goes wild!&lt;br /&gt;
*&#039;&#039;&#039;6. Bindings of Slaanesh.&#039;&#039;&#039; At the start of the combat phase, pick 1 enemy hero within 3&amp;quot; and roll 2D6. If the roll is greater than the enemy&#039;s movement characteristic, they get -1 to hit until the end of the phase. If the roll is greater than their wounds characteristic, they take D3 mortal wounds.&lt;br /&gt;
If you find that sweet middle ground, you get both effects. Both aspects are great, and a solid item where you will never be disappointed with either effect.&lt;br /&gt;
&lt;br /&gt;
===[[File:Slaanesh mark.png|30px]]The Scarlet Cavalcade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Trait - Excessive Swiftness:&#039;&#039;&#039; &lt;br /&gt;
At start of charge phase, pick 2 10+ units within 6&amp;quot; of each other, Roll 1 charge roll for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Trait - Enboniment of Haste:&#039;&#039;&#039;&lt;br /&gt;
Reroll Battleshock Wholly within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Ability - Vicious Spurs:&#039;&#039;&#039; &lt;br /&gt;
At start of combat, each unmodified 6 to save deal MW to the attacker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Artefact - Helm of the Last Rider:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first SCARLET CAVALCADE GODSEEKERS HOST HERO to receive an artefact of power must be given the Helm of the Last Rider.&lt;br /&gt;
Add 1 to the Bravery characteristic of friendly SCARLET CAVALCADE GODSEEKERS HOST units while they are wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Syll&#039;Esskan Host==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Found in White Dwarf, October 2019 Issue&#039;&#039;. Note that this host has NO command traits and NO artefacts, meaning you’re intended to take Syll’Esske as your general.&lt;br /&gt;
The symmetrical choice. Obviously intended for more narrative games, though can still be useful as a nice middle ground between Slaves to Darkness and Hedonites.&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Purpose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the battle, if you have the an equal number of &#039;&#039;&#039;MORTAL&#039;&#039;&#039; and &#039;&#039;&#039;DAEMON&#039;&#039;&#039; units, you gain D3 command points. If you have more than 12 units, you get D6 instead.&lt;br /&gt;
&lt;br /&gt;
Syll&#039;Esske counts as both 1 &#039;&#039;&#039;MORTAL&#039;&#039;&#039; unit and 1 &#039;&#039;&#039;DAEMON&#039;&#039;&#039; unit for this rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Symbiosis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(*Update 23/03/2021 Errata*) Add 1 to the number of depravity points you receive in the battleshock phase if a friendly Syll’Esske is on the battlefield and is within 6&amp;quot; of at least 1 other friendly Syll’Esskan Host Daemon unit and at least 1 friendly Syll’Esskan Host Mortal unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syll&#039;Esskan Host&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Syll&#039;Esskan Host can only include the following Batalions: Vengeful Alliance, Epicurean Revellers, Seeker Cavalcade, Devout Supplicants, Vengeful Throng and Daemonsteel Contingent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expect an FAQ pretty soon on this. With the changes to how Depravity work, this would ramp up DP radically fast otherwise. *Updated Deadly Symbiosis as per 23/03/2021 Errata*&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
====Named====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ShalaxiHelbane.pdf Shalaxi Helbane]:&#039;&#039;&#039; (Behemoth 405pts) Your fancy new hero magnet and killer. Cheaper than a run of the mill Keeper of Secrets since they lack a command ability, but their unique spell grants themselves rerolls to hits and saves against heroes, which makes their already great 3+ save against heroes even better. Arm them with the whip to take down those pesky &#039;&#039;&#039;MONSTERS&#039;&#039;&#039;. With how few Attacks this KoS has, ONLY throw at opposing characters, not as useful as last edition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Syll_esske.pdf Syll&#039;Esske]:&#039;&#039;&#039; (210pts.) A Herald riding a Daemon Prince (though not that way, at least not on the battlefield). An interesting beatstick &amp;amp; buff combo. You want them bunched up with mortal and daemon troops, as the duo can give reroll hits of 1 when an equal number of Mortal and Daemon units are wholly within 18&amp;quot;, their command ability prevents battleshock tests and their unique spell shuts down the enemy hero command abilities. They also improve their to hit and to wound when someone rolls a 1 to hit them, but they&#039;ll die in a straight fight so place them carefully. Either shoulder to shoulder with frontline troops or screen them to still get their 2&amp;quot; attacks in. Considering the points bump everything got &amp;amp; we have more mortal options, these two are way more useable now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheMasque.pdf The Masque]:&#039;&#039;&#039; (135pts.) Named Herald beatstick. Trades spellcasting for the ability to choose to heal D3 or get +D3 attacks in your hero phase. The Masque is deceptively tanky, with a 4+ FNP. Best used against slow enemies to maximize the benefit from their &#039;&#039;&#039;Endless Dance&#039;&#039;&#039; ability, which grants an extra 3&amp;quot; of piling in, rerolls to hit against targets &amp;lt;s&amp;gt;slower than&amp;lt;/s&amp;gt; with a Move of 10&amp;quot; or less and rerolls to hit and wound against targets &amp;lt;s&amp;gt;slower than&amp;lt;/s&amp;gt; with a Move of 5&amp;quot; or less. Cheapest source for Locus of Diversion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sigvald.pdf Sigvald the Magnificent]:&#039;&#039;&#039; (265pts) Back with a new, literally hornier model as a &amp;lt;s&amp;gt;daemon prince&amp;lt;/s&amp;gt; entity beyond mortality but lacks the Daemon Prince keyword. Your amazing hunter. With a +3 to charge, and attacks equal to either 5 or the unmodified charge distance, he smacks hard, especially as his saber&#039;s D3 wounds can&#039;t be negated. Don&#039;t toss him at stuff where you can expect prolonged combats or vs stuff like Stonehorns, he has a 4+ FNP but with only 6W wounds a bad role can make the pretty boi go down fast. Proc the Keepers ability to make him strike again means he can fight twice before your enemy can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Glutos_Orscollion.pdf Glutos Orscollion, Lord of Gluttony]:&#039;&#039;&#039; (475pts) Because Slaanesh is not one to be outdone with setpiece models, now he has a massive mutant-drawn palanquin ridden by a fat fuck of a sorcerer (with an exclusive spell being a debuff that halves an enemy unit&#039;s movement) and his servants. This is to remind us that, despite how much we meme about Slaany being the God/dess of sex, drugs and rock and roll &amp;lt;s&amp;gt;and fail miserably doing so&amp;lt;/s&amp;gt;, he/she/it is the Deity of *EXCESS* as a whole. 18W and he loses attack profiles from his bodyguards as he gets injured. He is meant to be a support character that doesn&#039;t mind getting close, but can get bogged down fast.&lt;br /&gt;
**Gluttos is someone that absolutely needs to survive to maximize his utility. As the game progresses, he gains various new tricks such as making fellow Hedonites ignore battleshock, casting more spells, and boosting his casting. If you&#039;re going to field him, you&#039;re going to have to make sure your army can protect him. You have healing spells, he should always pack one just in case or have a support wizard nearby. Also keep in mind his Gorge on Excess command ability he can cast on himself. So never forget it if the opportunity presents itself to use. As it can really help keeping the big guy around.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/4_BR_Kragnos_Warscroll_Dexcessa_ENG_2021.pdf Dexcessa, the Talon of Slaanesh]:&#039;&#039;&#039; (280pts) The martial champion of the two newborns. Its rules are specially made to get it stuck into the thick of it as fast as possible, being able to charge after running or retreating and possessing a good speed. Once it gets there, however...hoo boy, the ability to add extra attacks for every battle round after the first for the REST OF THE ENTIRE GAME means that attention will be drawn to it. While it lacks an invuln or FNP, enemies do suffer a -1 to hit.&lt;br /&gt;
**While it&#039;s main role is to kill up close, it still has some commanding influence as the get of the Dark Prince. It has an aura that neutralizes all battleshock checks for your daemons and lets you issue a command each turn for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/5_BR_Kragnos_Warscroll_Synessa_ENG_2021.pdf Synessa, the Voice of Slaanesh]:&#039;&#039;&#039; (260pts) The mage of the newborns. While lacking in combat prowess, it has a ranged attack that pretty much guarantees mortal wounds if the enemy doesn&#039;t roll a nat 6 on their save. This alone can prove to be pretty deadly to high-save models like stormcasts or just a nuisance for the average mob.&lt;br /&gt;
**Synessa&#039;s real shining point is in the support it provides to the army. While it won&#039;t nullify battleshock like the other twin, it knows every spell in the Hedonite battletome and can issue commands wherever it wishes (though commands that target multiple units will only allow one unit to be free of range restrictions). This free reign in range is also applied to Pavane of Slaanesh as well as its unique spell, which can help soften up an enemy hero to further focus firings.&lt;br /&gt;
&lt;br /&gt;
====Daemons====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_KeeperOfSecrets.pdf Keeper of Secrets]:&#039;&#039;&#039; (Behemoth 420pts)On the nose point value aside, they are absolutely amazing. You can choose between the Ritual Knife, Sinistrous Hand, Living Whip, or the Aegis. The Hand is probably your best bet. Has a watered down Feeding Frenzy for a command ability that gives an OTHER unit a second activation; you can&#039;t target yourself anymore), meaning it needs to chaperone something else to get the most use out of it. Can also tempt an enemy hero, doing D3 mortal wounds if they decline. If they accept, the enemy hero gets +1 to hit rolls until the next combat phase, at which point you roll. The tempted hero instantly dies on a 4+. It doesn&#039;t matter if it&#039;s Archaon, the Celestant Prime, Nagash, or Vorgaroth, and Skalok. They drop dead. (do keep in mind you are giving them a +1 to hit for the whole next turn in exchange for them not taking some damage and maybe dying next turn. Be cautious about giving your opponent a buff to take the lead).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls/aos-warscroll-soulfeaster-keeper-of-secrets-2019.pdf Soulfeaster, Keeper of Secrets]:&#039;&#039;&#039; (Behemoth 385pts) An interesting prospect now, because the regular Keeper now costs like a truck and its command ability is no longer as powerful as it was. Its ability can generate depravity from enemy HEROES &amp;amp; cause mortal wounds, meaning it generates D3+1 if the tendrils work. Make it a Godseeker general, it generates D3 from a charge (+1 if another friendly charges). If you focus on  DP generating in general, you could get 12DP in your first turn, enough to summon another Keeper your next turn. Madness... but with how expensive our choices are - perfectly viable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheContortedEpitome.pdf The Contorted Epitome]:&#039;&#039;&#039; (255pts) Your support piece and magic specialist. 2 re-roll casting attempts &amp;amp; 2 unbinds. Ignores mortal wounds on a 2+ and at the start of the combat phase, you can roll 1 dice for each enemy unit within 3&amp;quot; of this model. On a 4+, this model cannot be picked as the target of attacks made by that unit in that phase until this model makes any attacks in that phase. Now wants to be near combat as it has some of the few 2D in the book. Its 5+ regular save &amp;amp; 7 wounds means it&#039;s still paper thin, so should always be escorted by regular troops. Pairs well with the Enrpaturess &amp;amp; Fiends to shutdown enemy magic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_InfernalEnrapturess.pdf Infernal Enrapturess]:&#039;&#039;&#039; (140pts) Your support and a minor artillery piece. Use&#039;s her harp to shoot from afar. The kicker: Re-roll successful casting rolls for enemy Wizards that are within 24&amp;quot; of any friendly models with this ability! Additionally, if the re-rolled casting roll is a double, that Wizard suffers D3 mortal wounds after the effects of the spell (if any) have been resolved. To top it all office, this model can attempt to dispel 1 endless spell  and when doing so add 1 to the dispelling roll. However against any non-magic focused army, it&#039;s basically useless compared to just taking Blissbarb archers for shooting or a Viceleader herald for the magic.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Viceleader.pdf Viceleader (Herald Of Slaanesh]:&#039;&#039;&#039; (140pts) Herald on foot. Has a 5+ FNP and can run and charge. Its spell on a 5 grants a reroll of 1 to hit for attacks against one enemy unit, basically useful for everything in your army. Much better than they first appear, especially if used as a &amp;quot;squad&amp;quot;. If you don&#039;t want to buy the Finecast trash, instead use a model from the Chariot kit. Cheapest source for Locus of Diversion.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BladebringerOnSeekerChariot.pdf Bladebringer on Seeker Chariot]:&#039;&#039;&#039; (190pts) Herald on a small chariot. On a 2+, does D3 mortal wounds when charging, and can retreat and charge to land those other mortal wounds. Decent but the Exalted offers up much more.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bladebringer_Hellflayer_ENG.pdf Bladebringer on Hellflayer]:&#039;&#039;&#039; (215pts) Herald on a Hellflayer. At the start of the combat phase, roll a dice for each enemy unit within 1&amp;quot; of this model and on a 4+, that enemy unit suffers D3 mortal wounds. In addition, for each 4+, add 1 to the Attacks characteristic of this model’s melee weapons until the end of that phase. Has more attacks then the basic chariot, so is a solid blender.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BladebringerOnExaltedChariot.pdf Bladebringer on Exalted Chariot]:&#039;&#039;&#039; (265pts) Herald on a big chariot, so big it overflows off the base. Basically the Seeker Chariot + Hellflayer + Herald, but can&#039;t retreat and charge, unlike the Seeker Chariot version; which you can change via playing Godseekers. It&#039;s more like the Hellflayer than the Seeker, where you want your hero&#039;s mount to deal as much damage as possible. This thing just blends any lightly armoured unit with its crazy number of attacks. 10W, 23A and no degrading profile makes this a really good choice.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]:&#039;&#039;&#039; (210pts.) Fast and decently killy. His CA grants him a 12 inch aura that gives +1 to hit rolls and attacks to friendly Slaves to Darkness units as long as a single friendly model is slain within range by enemy melee.&lt;br /&gt;
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====Mortal====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LordOfPain.pdf Lord of Pain]&#039;&#039;&#039;: (155 pts) Slaanesh&#039;s first on foot mortal hero. A decent beatstick with 5 wounds, 4+ save, and a weapon that does 5 attacks 3/3/-1/2 and negates wounds on a 5+ and gives them back as mortals if they were dealt in the combat phase. His command ability of re-rolling melee hits is only usable on himself or other mortals. Issue is he is slow, so can&#039;t keep up with the likes of Hellstriders or Slickblade Seekers, so at best you pair him with Twinsouls (who have a way to re-roll hits already) or Painbringers. He is a key to a few Battalions, but a little overcosted.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ShardspeakerOfSlaanesh.pdf Shardspeaker of Slaanesh]&#039;&#039;&#039;: (150pts) Our new mortal wizard, only 1 cast/1 dispell, but a true force enabler that for some (awesome) reason gains an additional combat profile should their spell go off and gets a 3+ save. Their &#039;Twisted Mirror&#039; ability only has a 9&amp;quot; range, but gives +1 to wound against an enemy unit and can be used after advancing. Rita Repulsa&#039;s spell &#039;Reflection Eternal&#039; will help protect your squishy units by making one enemy unit have -1 to wound for their attacks in the following combat phase. Sadly the mortal spells we have access to aren&#039;t the best, but Arcane Bolt/Mystic Shield are always great overall. If running StD units, a Sorcerer Lord will have more utility.&lt;br /&gt;
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====Slaves to Darkness====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Chaos Lord]&#039;&#039;&#039;: (110pts.) Slow for Slaanesh but killy, with a decent command ability to boot. Don&#039;t send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he&#039;s good at killing line infantry and when to send alongside another unit he won&#039;t auto-bounce against characters as he used to, in addition, a CA that gives mortal STD another round of attack. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Lord on Daemonic Mount]&#039;&#039;&#039;: (170pts.) Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options but provides a re-roll to their charge and +1 to hit. He also can take Items from both Mortal and Deamon list. Pro-tip, spring for the Karkadrak if you EVER have the points.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:&#039;&#039;&#039; (230pts.) The new mounted lord has arrived, and he rode in style as a full plastic kit. How does this character scream build around? Movement 9&amp;quot;, 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]&#039;&#039;&#039;: (Monster, Behemoth, 280 pts.) The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18&amp;quot; to reroll charge and Battleshock rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]&#039;&#039;&#039;: (90pts.) Largely unchanged from pre-tome, with an increase of 10 points. D6 attacks make this unit a variance engine (either amazing or garbage, down to luck) even though he activates twice in melee.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]&#039;&#039;&#039;: (110pts.) The support wizards Dropped in points and buffed in power. His Oracular Vision ability and Daemonic Power spell have gone from rerolling 1&#039;s to flat rerolls for units. This factor, combined with some pretty tasty endless spells and reduced points costs makes for an appealing option for a backfield objective holder who can cast spells to buff combat units and cause damage with endless spells. Potential for several to be taken for mass-buffs as they are cheap enough to pseudo-spam. Keep in mind that all his powers target Slaves to Darkness units, so only useful with them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]&#039;&#039;&#039;: (Monster, Behemoth, 260 pts.) Classic Wizard riding a big monster. They are still ok fighters and caster while being cheaper than the Chaos Lord variant. Wind of Chaos will clean up groups. Better overall synergistically in a more StD driven army. He can take on Monsters though, preferably if they&#039;ve taken some damage before he sweeps them up.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
must be included in a Depraved Drove battalion&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts)  out melee&#039;s Viceleaders in pure melee but can&#039;t keep up with his compatriates (GW expected you to always but them in BoC Ambush and let the rest of the army-run and charge). are good and cheap heroes that can improve the rest of beastmen combat if they kill something.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; (100pts)  your Beastman speed booster to outpace Deamonetts and BEASTS OF CHAOS endless spell caster. They know Devolve for dragging enemies closer to you and away from objectives and support auras. The go-to choice if you are rolling with the Depraved Drove roster and want to make your already amazing Bestigors even better, you will never go wrong if you pick him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts)  the leader bullgor, being a big bag of depravity holding a heavy axe.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; (170pts)  allocate you want for a Slannesh hero, lots of attacks that can explode into more, some speed, lot of wounds that can become Depravity points, and the most useful is the ability to heal when ties for going first is rolled and having a healing spell.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
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====Daemon====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Daemonettes.pdf Daemonettes]:&#039;&#039;&#039; (Battleline Min:10 Max:30 140pts) One of the best battlelines in the game, with the ability to run and charge, a 5+ save, a Hornblower that forces enemies to reroll battleshock, an Icon Bearer that regenerates models on a battleshock roll of 1, and a Banner Bearer that lets you reroll charges. At 14 points per model, able to cover 6+2d6&amp;quot;, and the only &#039;&#039;&#039;HEDONITES&#039;&#039;&#039; unit that can realistically maintain the triple exploding 6s, they used to be the cornerstone of most Slaanesh armies. Now they are a bit too expensive for what they do, and better off summoned at a great price of 12 DPs for 30 models.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SeekerChariots.pdf Seeker Chariots]:&#039;&#039;&#039; (Only battleline with &#039;&#039;&#039;GODSEEKERS&#039;&#039;&#039; allegiance, Min:1 Max:3 130pts). Does damage on the charge, and can retreat and charge. You&#039;ll have bigger Chariots, so your probably only take them in a &#039;&#039;&#039;GODSEEKERS&#039;&#039;&#039; armies for battleline, but they are hard-hitting and fast battline. Damage output is less than 10 Daemonettes, but faster and 10pts cheaper.&lt;br /&gt;
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====Mortal====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BlissbarbArchers.pdf Blissbarb Archers]&#039;&#039;&#039;: (Min 11-Max 33, 170 points) Pew Pew Pew! These mortals move fast and can run and shoot, meaning with their 18&amp;quot; bows they have a pretty good threat radius. The are taken in units of 11, 10 archers and a homonculi that makes them wound easier. With how Depravity works now, go MSU and split fire to dink many units to quickly accumulate DP. This unit is squishy, and expensive, so if a threat approaches them there is a good chance they should put the lotion on their skin or else it gets the hose again. Likely our new go to Battleline unit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HellstridersWithHellScourges.pdf Hellstriders with Hellscourges]:&#039;&#039;&#039; (Slaanesh Battleline, Min:5 Max:15 135pts) Come in 5s, and every 5 can have a Hornblower that forces battleshock rerolls for enemies, a Banner Bearer that lets you reroll charges, and an Icon Bearer that gives +2 bravery (though the box only has enough pieces to build either banner or icon). With a 4+ save, 14&amp;quot; movement and 2 wounds, these are best used to harass enemy backlines and jam their artillery (or equivalent) units. Having 2 attacks &amp;amp; 3&amp;quot; range (no rend) with the Hooked Tendrils ability reducing enemy melee To Hit on your charge, they&#039;re the &#039;anvil&#039; of the two variations. They can make solid Obj grabbers you don&#039;t need to babysit, but are even better at restraining MONSTER types.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hellstriders.pdf Hellstriders with Claw Spears]:&#039;&#039;&#039; (Slaanesh Battleline, Min:5 Max:15 135pts now) See above. They trade the whips for the claw spears 1 attack with -1 rend &amp;amp; do 2 damage on the charge (as of Shadow &amp;amp; Pain boxset). The &#039;hammer&#039; variation, they want to charge &amp;amp; take down whatever they hit first time, though 1 attack with the spears with 1&amp;quot; range means they&#039;re meant for min squad sizes. Do NOT toss at elite units, they are meant to sweep up damaged/minor threats. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_MyrmideshPainbringers.pdf Myrmidesh Painbringers]:&#039;&#039;&#039; (Battleline with Lord of Pain as a general. Min5 Max 15 145 points) Premiering in the new battletome, the Painbringers are your armored bruisers, each given a fancy sword and shield. Damage output is somewhat limited with only 2A with some mortal wound potential and rend, though solid to hit and wound stats, and built-in +1 to Saves, so they don&#039;t have to use All-Out-Defence against no-rend attacks. Meaning that their true role may be in the realm of being the anvil rather than hammer. This is something slaanesh armies generally don&#039;t have a lot of, as most of your forces skimp out on armour. And with enough damage buffs they just might be able to outlast many opponents. Overall, sadly despite the models being gorgeous they are very overcosted.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SymbareshTwinsouls.pdf Symbaresh Twinsouls]:&#039;&#039;&#039; (Battleline with Lord of Pain as a general. Min 5 Max 15 165 points) For whatever reason, the legions of Slaanesh tend to make particular use of [[Daemonhost]]s to make stronger warriors bound to daemonettes. This grants them some sharp claws as well as two different modes that can be set off each turn, either a 5+ FNP or re-roll hits which can help ofset them hitting on 4s. 2D but no rend makes them fit a strange role, seeming to be intended to slice down low armour hordes which is quite abundant these days. A little expensive for being so squishy but their abilities do afford them some versatility. Though since you can&#039;t use both abilities at the same time you really need to plan ahead on how you&#039;re going to use them. Could have potential but too expensive to be a point-and-click unit. You need to plan to use their proper ability.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (min:10, Max:30, 70/200pts) may not be as killy or brave as daemons but are just as fast (especially with a Bray-shaman), cheaper and the shield option makes them more durable. Compared to the slaangors, they&#039;re far more fragile&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (min:10, Max:40, 60/200pts) beastmen Marauders. like all beastmen, they can easily keep pace with the daemon, make cheap Cannon fodder while filing out battlelines&lt;br /&gt;
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===Other Units===&lt;br /&gt;
====Daemon====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Fiends.pdf Fiends]&#039;&#039;&#039;: (min:3 200pts) Probably our most complicated unit. They disrupt enemy spellcasters within 12&amp;quot;, and enemies targeting them in melee have -1 to hit, and if they have at least 4 models, -1 to wound as well. They&#039;re best used to hit higher wound models, as the Barbed Stinger does more damage if the target has more wounds. &amp;lt;del&amp;gt;Put near our fat new Hero and -2 to hit makes them great bodyguards that can monster snipe.&amp;lt;/del&amp;gt; Doesn&#039;t really work anymore, due to the &amp;quot;-1/+1 total modifier&amp;quot; rule.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Seekers.pdf Seekers]&#039;&#039;&#039;: (min:5 140pts) The fastest unit in the army! They have 14&amp;quot; of movement, can run and charge, and run for 2D6, giving them a threat bubble of 14+4D6 inches, averaging 28&amp;quot;. Every 5 models will have a Banner Bearer for re-rolled charges, a Hornblower to force enemies to re-roll battleshock tests, and an Icon Bearer which lets you regenerate D3 models and prevent models from fleeing on a battleshock roll of 1. They have +1 attack ability if they killed a model in the previous combat phase, though seekers surviving a round of combat isn&#039;t a given. A different take on seekers is that thanks to their fast movement and relatively cheap points cost, they can make a good screen and &amp;quot;hammer,&amp;quot; at least in a &amp;quot;OMG that&#039;s coming quickly closer&amp;quot; effect. It may not work against every opponent, but even a unit of ten can look imposing considering that Slaanesh is not known for its imposing models. Respectably killy, not very resilient, they deal with enemy backline and archers quite well and can support your flanks almost instantly from the other side of the table.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hellflayer.pdf Hellflayer]&#039;&#039;&#039;: (155pts) Blender, Slaanesh edition. A respectable 14 attacks, 12&amp;quot; of movement and a 4+ save with 7 wounds means that these aren&#039;t too bad... but at the start of the combat phase, they can damage each enemy unit within 1&amp;quot; on a 4+ for each unit, and you add an attack to all melee weapons for each 4+. Stick them at the junction of 2-3 units and watch them go to town.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exalted_Chariot_ENG.pdf Exalted Chariot]&#039;&#039;&#039;: (200pts) The unholy union of a Hellflayer and a Seeker Chariot. They basically are the two units merged, but move slower at 10&amp;quot; and lose the ability to retreat and charge. The sheer number of attacks they can dish out does give them good killing power, &amp;amp; the MWs on the charge allow them to take down elite squads well. Biggest downsize is the base size which allows them to be swarmed easily. Taking/summoning the Hero version is preferred.&lt;br /&gt;
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====Mortal====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SlaangorFiendbloods.pdf Slaangor Fiendbloods]:&#039;&#039;&#039; (min:3 130 points) So, remember how that new Underworlds kit had that one sick Slaangor? Well now you can take a unit of 3. They are worse statwise to things like Bullgors and Dragon Ogors but will benefit from your MORTAL HEDONITE buffs, so they could be some potential for stacking abilities (any improvements to their to hit stats can make them reasonably killy). The general consensus is they definitely lag behind other options in the book (and lack any way to become battleline); so are literal trash outside their great kit. They are supposed to be an all-or-nothing unit, with their abilities to gain more attacks on the charge and potentially deal mortal wounds at the end of a turn after combat. Send them into the enemy and do maximum damage before they get run over. Their few redeeming qualities are their reasonably fast base movement and high number of -1 rend attacks, thus more chance for exploding 6&#039;s. Which can be good for racing up the board and getting early depravity points. But you could argue your cavalry could just do that. Overpriced for what they are but you can get some use out of them; even if you dropped from 140 to 100pts they are still garbage: ignore.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SlickbladeSeekers.pdf Slickblade Seekers]&#039;&#039;&#039;: ( Min:5 230 points). When you want to mop up a unit and deal some serious mortal wound output. 4W each and FAST. Send them at semi-elite units or to support another character. Even though these majestic knights are 4 wounds each, a 5+ save doesn&#039;t let them survive for long, even though you get 20 wounds for 200 points. However with &amp;lt;del&amp;gt; the Seeker Cavalcade battalion and&amp;lt;/del&amp;gt; the Faultless Blades command trait you can crank their pile in up to 6&amp;quot;. Send them into whatever unit you want to slaughter, touch tips with only one Slickblade, let them hit you for a little bit, then pile in all of your knights and hopefully kill them before they kill you. One of the best units in our book by far, yet, as many other things - extremely overpriced.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BlissbarbSeekers.pdf Blissbarb Seekers]&#039;&#039;&#039;: (Min:5 220 points). Our new incredibly fast unit that is great at pinging foes for DP early on. Point for point, our new best unit in the book. Surprisingly tanky with 4W, 3 shots apiece too w/ rend 1. For only a smidge more pts than our Blissbard counterparts on foot, you get lots more utility overall. Take a unit of 5 and split fire, you should get 1 DP from a mortal wound and hopefully another wound sneaks through for a 2nd. If stuck in combat, run them away so you can continue to ping away; unless stuck vs something dinky where you can just bow them to the face.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/The_Dread_Pageant_en.pdf The Dread Pageant]&#039;&#039;&#039;: (4 unique, 130 points). Our Direchasm unit that is actually playable in real games! Vasillac is a pretty tanky and efficient combat hero; similar to a minor Lord of Pain. Our Slaangor Slakeslash is the sexy beast we wish our new Slaanagor actually were, and a basic blissbarb + chick with a spear. All units on an unmodified hit roll of a 6 do a mortal in addition to their other damage.&lt;br /&gt;
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====Slaves to Darkness====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]&#039;&#039;&#039;: (Battleline Min5, Max:30 90pts.) Slower but hardier than daemonettes and boosting pretty good weapons versatility. Makes for excellent backfield objective holders and when paired with greatweapons make pretty good frontal assault troops. Unfortunately, STD units no longer get access to euphoric killers and other abilities only effecting HEDONITE now. Additionally they no longer count as battleline given the new coalition rules. So they still have use but you can’t use the same combos as before. They won&#039;t be as swift as any of your other choices, but that&#039;s not their role. In a big enough blob of these guys will be pretty difficult to take down and on the charge will be pretty devastating.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]&#039;&#039;&#039;: (Battleline Min20, Max:40 150pts.) A cheap mass infantry with a minimum charge range of 8&amp;quot;, for the models&#039; number game when you wanna blobs other than Daemonettes. Decent hitting power and cheap enough that you probably won&#039;t care if they get wiped out. Unfortunately, STD units no longer get access to euphoric killers and other abilities only effecting HEDONITE now. In addition to also losing their previous battleline status. Perfect in a Scarlet Cavalcade army as they should be the choice for the single charge battle trait to guarantee your other units get in the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Marauder Horsemen]:&#039;&#039;&#039; ( Min5, Max:30 110pts.) Marauder on horses, Ideally with javelins to maximize the number of attacks. You can also go Flails so more Horsemen can get in there attacks when you rush them in hoards to boost their chance of exploding attacks with their rending weapon. We have vastly better cavalry (Hellstiders, and even even even better Slickblade Seekers) so pass unless running a true StD army now that they went up from 90pts. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:&#039;&#039;&#039; (Min5, Max:20, 180pts.) Your heavier cavalry. If you want slower seekers that actually kill something, they&#039;ve got it covered. The lances mixed with 6s exploding makes an interesting hammer unit when paired with the right synergy, like a Chaos Lord on mount or a Warshrine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]:&#039;&#039;&#039; (Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So an excellent way to look at Chosen is as a potential buffing unit with high damage potential. Don&#039;t compare them to Paladins as they really don&#039;t like that. Get them into the thick of things and start killing to buff everyone up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:&#039;&#039;&#039; (Min1, Max:3 120pts.) Pretty fast, since they always add D6&amp;quot; to their Move even without Running but outclass by the Daemons. Has one more wound but Slower than a Seeker Chariot with and less useful attacks even when charging. Pass.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Gorebeast Chariots]:&#039;&#039;&#039; (150pts) Another even bulker Mortal Chariot. Does better if charged from a longer distance. The regular chariot is slightly cheaper and faster, and even then those are not really used...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]&#039;&#039;&#039;: (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy. Absolutely great in Slaanesh. Some even argue they&#039;re more efficient than Daemonettes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (Min:3 Max:12 140pts.)  Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
**In a Hedonites list these are a fantastic unit for raking in depravity points. cheapish four wound infantry that dishes out high damage back. Tossup between these guys or dragon ogors as the ogors can take more punishment, but it&#039;s hard to argue with the bull&#039;s ability to give it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (Min:3, Max:12 130pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
**Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max:40 80pts.) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps. Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives. You can take 20 for the price of 11 Blissbarbs, but why?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max:20 80pts.) Our discount seekers, not as good outside melee saves but you can take more of them. In a Hedonites army now that they won&#039;t get exploding attacks, why?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max:4 60/200pts.) The cheapest of chariots, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys. Taking 4 to the face HURTS.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
&lt;br /&gt;
====Slaves to Darkness====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=7 Chaos War Mammoth]:&#039;&#039;&#039; (Monster, Behemoth, 320pts) This monster has 22 wounds! Although it&#039;s only packing a 4+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:&#039;&#039;&#039; (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20&amp;quot; and six at 16&amp;quot;, the 20&amp;quot; does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can&#039;t benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:&#039;&#039;&#039; (TOTEM, PRIEST, Behemoth, 170pts) Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal Slaves to Darkness units (almost everything Chaos that isn&#039;t a Beastmen or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal Slaves to Darkness units. Its Slannesh Prayer grants battleshock immunity and re-roll to charges and undivided lets a unit reroll hit and wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody&#039;s business.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword.&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039; (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts.) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fane_Of_Slaanesh_ENG.pdf Fane of Slaanesh]&#039;&#039;&#039; - Your free terrain piece. Unlike other terrain pieces, this does not need to be placed along an edge but must be placed at least 3&amp;quot; away from other terrain or objectives. You can set up summoned units wholly within 12&amp;quot; and more than 9&amp;quot; from enemy units of the fane instead of a hedonite hero. Also, at the start of your hero phase, you can choose 1 &#039;&#039;&#039;CHAOS SLAANESH HERO&#039;&#039;&#039; within 6&amp;quot; of this to sacrifice something. If they sacrifice health, they can take a mortal wound and roll, and on a 2+ they can add 1 to hit rolls for all attacks until your next hero phase. If they sacrifice an artifact (which requires that they have one), it&#039;s destroyed, but on a 2+ they can add 1 to hit rolls for the rest of the battle. Note that one-use artifacts that you&#039;ve already activated CAN be sacrificed to the Fane.&lt;br /&gt;
&lt;br /&gt;
If you took a hero with the Pendant of Slaanesh artifact you can sacrifice health of the hero at the start of your hero phase, thus gaining 1 Depravity point, then immediately restore the lost wound and basically get a DP and hit rerolls for free!&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Battalions (Legacy: AoS 2nd edition)==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===Hedonite Host===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Supreme Sybarites Battalion, 1-3 Epicurean Revellers Battalions, 1-3 Seeker Cavalcades Battalions.&#039;&#039;&#039;&#039;&#039; (120 points; Min: 1230; Max: 10410)&lt;br /&gt;
&lt;br /&gt;
*+1 Bravery to everyone in the Battalion. If the army has the &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039; Allegiance, you get D3 depravity points at the start of your hero phase.&lt;br /&gt;
&lt;br /&gt;
===Supreme Sybarites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3-6 CHAOS SLAANESH HEROES&#039;&#039;&#039;&#039;&#039; (150 points; Min: 270; Max 2310)&lt;br /&gt;
&lt;br /&gt;
*At the start of your hero phase, roll a dice, if the result is less than or equal to the number of heroes from this battalion that are on the battlefield, you receive 1 command point.&lt;br /&gt;
&lt;br /&gt;
===Epicurian Revelers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-6 units of Daemonettes, 0-4 Hellflayers, Exalted Chariots or Units of Fiends in any combin﻿ation&#039;&#039;&#039;&#039;&#039; (180 points; Min: 400; Max: 3540)&lt;br /&gt;
&lt;br /&gt;
*If the unmodified wound roll for an attack made with a melee weapon by a daemonette from this battalion is 6, that attack inflicts 1 mortal wound on the target, and the attack sequence ends (do not make a save roll).&lt;br /&gt;
&lt;br /&gt;
===Seeker Cavalcade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-6 units of Seekers, blissbarb seekers, slickblade seekers or Hellstriders in any combination, 0-4 units of Seeker Chariots&#039;&#039;&#039;&#039;&#039; (140 points; Min: 350; Max: 4470)&lt;br /&gt;
&lt;br /&gt;
*Models from this battalion are eligible to pile in and attack while 6&amp;quot; away from enemy units and can move an extra 3&amp;quot; when piling in.&lt;br /&gt;
&lt;br /&gt;
===Depraved Drove===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors, Dragon Ogors; 0-2 combination of Cygors or Ghorgons.&#039;&#039;&#039;&#039;&#039; (150 p, Min: 270.pt. Max: -.pt.) From the Beasts of Chaos Battletome&lt;br /&gt;
*Give all units in this Battalion the &#039;&#039;&#039;SLAANESH&#039;&#039;&#039; Keyword and Re-roll failed charge roll if the unit is within 12&amp;quot; of an enemy hero with an Artefact and re-rolls To-Hit if the target has an Artefact.&lt;br /&gt;
This Battalion gives you Gors (more massive Daemonettes) and large monsters.&lt;br /&gt;
Note that this does not give them the &#039;&#039;&#039;HEDONITES&#039;&#039;&#039; Keyword, so they cannot benefit from Euphoric Killers, the Keeper of Secrets&#039; command ability. However, they do benefit from the Hosts and can take those trait and artefacts.&lt;br /&gt;
&lt;br /&gt;
===Depraved carnival===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 Lords of Pain or Shardspeakers in any combination, 3 units of Blissbarb Archers.&#039;&#039;&#039;&#039;&#039; (160 points, Min 930 Max 1890 points)&lt;br /&gt;
&lt;br /&gt;
*Once per turn, in your hero phase, 1 unit of blissbarb archers can shoot.&lt;br /&gt;
&lt;br /&gt;
Only take if running a unit of 33 archers. The real question is, why would you ever take 3 LoPs? Pretty expensive tax for an already expensive battalion.&lt;br /&gt;
&lt;br /&gt;
===Nobles of Excess===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3-6 units of Myrmidesh Painbringers or Symbaresh Twinsouls in any combination.&#039;&#039;&#039;&#039;&#039; (140 points, Min 450 Max 4080)&lt;br /&gt;
&lt;br /&gt;
*Re-roll wound rolls for melee weapon attacks made by units in this battalion if they made a charge move that turn.&lt;br /&gt;
&lt;br /&gt;
Just why? You are better spending the battalion points on adding 5 more bodies. While you want to be in combat, only triggering on a charge is the real issue.&lt;br /&gt;
&lt;br /&gt;
===Exalted Speed-Knights===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-3 Blissbarb Seekers, 2-3 Slickblade Seekers, 2-3 Seekers.&#039;&#039;&#039;&#039;&#039; (120 points, Min 1060 Max 4820)&lt;br /&gt;
&lt;br /&gt;
*After set up but before the first battle round D6 units from this battalion can move 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This could either be our BEST or WORST battalion. The fact you must take 6-9 units and the Blissbarb and Slickblade are now one of our best units, makes this a very cost effective choice. The daemonic Seekers are pretty niche, but even faster then their mortal counterparts. I wish it was each unit, instead of the d6 you pick out of a potential 9. Your units are already fast, so you can easily get a T1 charge off with this.&lt;br /&gt;
&lt;br /&gt;
===The Choir of Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Infernal Enrapturess, 1 unit of Daemonettes, 1 unit of Fiends, 1 unit of Seekers&#039;&#039;&#039;&#039;&#039; (120 points; Min: 700; Max: 1670)&lt;br /&gt;
&lt;br /&gt;
*Add 1 to Attacks of melee weapons while wholly within 12&amp;quot; of the Infernal Enrapturess from this battalion. From Wrath &amp;amp; Rapture.&lt;br /&gt;
Make it 30 Daemonettes, 6-9 Fiends, and 5 Seekers, and just keep the Enrapturess screened with the Fiends. Generally worth the price of admission if you want to include Fiends and an Enrapturess in your army (and why wouldn&#039;t you?).&lt;br /&gt;
&lt;br /&gt;
===The Exquisite Pursuit===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Contorted Epitome, 1 unit of Fiends, 1 unit of Seekers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*During the shooting phase, you can target an enemy unit within 3&amp;quot; of the epitome or a unit within 12&amp;quot; of the epitome &#039;&#039;and&#039;&#039; over 3&amp;quot; of any other units here. Roll a d6 for each model in this unit - for each 6, you deal either 1 mortal wound (for models with a wounds characteristic of 1) or d3 mortal wounds (for any beefier models). This pretty much requires your pets and riders to surround and interfere with things to keep the epitome occupied, and unfortunately the range will limit how much you can accomplish.&lt;br /&gt;
&lt;br /&gt;
==Syll&#039;Esske Battalions (Legacy: AoS 2nd edition)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Following are found in October 2019 White Dwarf and can ONLY be used by a Syll&#039;Esskan Host&#039;&#039;&#039;&lt;br /&gt;
===The Vengeful Alliance===&lt;br /&gt;
&#039;&#039;&#039;1 Syll&#039;Esske, the Vengeful Allegiance, 0-5 Chaos Slaanesh Heroes, 1-2 Devout Supplicants and Vengeful Throng battalions in any combination, 1-2 Seeker Cavalcade battalions, 0-2 Epicurean Revellers battalions, 0-2 Daemonsteel Contingents battalions&#039;&#039;&#039; (100 pts)&lt;br /&gt;
*As long as Syll&#039;Esske is on the battlefield: all MORTALS in the battalion have bravery 10, and you get 1 extra CP during each of your hero phases.&lt;br /&gt;
&lt;br /&gt;
===Devout Supplicants===&lt;br /&gt;
&#039;&#039;&#039;1 Mortal Slaanesh Hero, 2-6 Chaos Chosen, Chaos Warriors or Chaos Marauders units in any combination, 0-2 Chaos Spawn units, 1-2 Chaos Warshrine units. Each unit in this battalion must have the SLAANESH keyword.&#039;&#039;&#039; (160 pts)&lt;br /&gt;
*When you use the Favour of the Ruinous Powers ability for a Warshrine in the battalion, the prayer activates on a 2+ instead of a 3+.&lt;br /&gt;
&lt;br /&gt;
===Vengeful Throng===&lt;br /&gt;
&#039;&#039;&#039;1 Mortal Slaanesh Hero with a Mount or can Fly, 2-6 combination of Chaos Knights or Chaos Marauder Horsemen, and 0-4 combination of Chaos Chariots or Chaos Gorebeast Chariots. Each unit in this battalion must have the SLAANESH keyword.&#039;&#039;&#039; (140 pts)&lt;br /&gt;
*Once per battle, each unit from this battalion can attempt a Charge from 18&amp;quot; away and roll 3D6 to determine the success. After a successful charge, any enemy unit within an inch of the charging unit takes D3 mortal wounds on a 5+.&lt;br /&gt;
&lt;br /&gt;
===Daemonsteel Contingent ===&lt;br /&gt;
&#039;&#039;&#039;1-3 Soul Grinder units. Each unit in this battalion must have the SLAANESH keyword.&#039;&#039;&#039; (110 pts)&lt;br /&gt;
*All Soul Grinders in the unit get +1 to hit and +1 to save.&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Army Building==&lt;br /&gt;
&lt;br /&gt;
Pick up 2 Start Collecting boxes and a bunch of packs of Daemonettes (or split a Wrath and Rapture set if you can find one), and maybe get yourself a few Heralds, a Contorted Epitome, and a Keeper of Secrets (or two, if you can afford them). Sadly not SC Slaanesh mortals yet.&lt;br /&gt;
&lt;br /&gt;
Daemonettes are pretty choppy, but likely best summoned. Blissbarb archers are pretty effective shooters and at holding objectives, along with building up early game Depravity. Beasts of Chaos units are not great in combat but great at sneaking on to ojectives. &lt;br /&gt;
&lt;br /&gt;
You will run some form of cavalry in this army. Its a fact, get over it. Good news, mortals or daemons are great. The new Blissbard Seekers are great harassers and objective claimers while their CC buddies are pretty good at taking down semi-elite units with ease (ex. Stormcast). StD Knights are strangely not as killy as our Seekers despite a better save. &lt;br /&gt;
&lt;br /&gt;
Our characters aren&#039;t as choppy as many StD units, hard hitting as Khorne, resilient as Nurgle units, or whatever Tzeentch is, but we are fast and can easily take down their cost in opposing points. Nobody will want to be on the opposing end of a Keeper of Secrets or pretty boy Siggy, but we also don&#039;t have the best saves so don&#039;t be reckless. &lt;br /&gt;
&lt;br /&gt;
Slaanesh is all about toying with your foes. Death by a thousand paper cuts, or maybe poison-tipped dildos. Make your foes come to you, you won&#039;t win a brute strength matchup so countercharges or retreating to Objectives and then summoning units is how you will whittle away at your foes.&lt;br /&gt;
&lt;br /&gt;
Our Endless spells are decent, and a solid strategy is toss 1 into your own unit for easy DP. We don&#039;t have many casters that can do 2 spells, so will be out-magicked. The good thing is we have a few spells that can heal our units so the Endless Spell strategy is a nice gimmick.&lt;br /&gt;
&lt;br /&gt;
==[[File:Slaanesh mark.png|30px]]Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Maggotkin of Nurgle&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Disciples of Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. As a bonus ability, you can re-rolls jump attacks of 1, and enemies get -1 to hit on previous jump attacks of 6. He’s a best used right in the heat of combat where he can throw enemies at each other, disrupt enemy formations, and just be a [[Distraction Carnifex|giant distraction]].&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;KHORNE&#039;&#039;&#039; keyword, including Slaves to Darkness units with the mark of Khorne, cannot be taken as allies. You can take them, however, if they are &#039;&#039;&#039;Archaon, The Everchosen&#039;&#039;&#039; or his &#039;&#039;&#039;Varanguard&#039;&#039;&#039; (this has been legal so far with every other Chaos God, please notify if this, somehow, is not legal with Slaanesh). Unfortunately you cannot add &#039;&#039;&#039;Archaon&#039;&#039;&#039; and &#039;&#039;&#039;Khorne Varanguard&#039;&#039;&#039; as allies, but why would you &#039;&#039;&#039;EVER&#039;&#039;&#039; do that and waste ally points when you can just add &#039;&#039;&#039;Archaon&#039;&#039;&#039; and &#039;&#039;&#039;Slaanesh Varanguard&#039;&#039;&#039; to your main army which by RAW is perfectly legal as they would have the &#039;&#039;&#039;Slaanesh&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27161</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=27161"/>
		<updated>2022-08-25T04:50:39Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Other */&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**Basicly has death grip in it&#039;s Thunderous Stomp ability albiet at 1 worse rend. &lt;br /&gt;
**gets the Gatebreaker&#039;s shooting attack &lt;br /&gt;
**Has a club that does 3 damage on a +3 to hit. The other mega&#039;s weapons do 2 damage except the gate breaker who hits on 4+ for that extra damage.&lt;br /&gt;
**Has the ability to kill a model if it rolls higher then it&#039;s toughness on a D6. NOT double it&#039;s toughness the way the Kraken Eater and Warstomper&#039;s version of it works.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;s not very good, but it IS funny. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27160</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=27160"/>
		<updated>2022-08-25T04:45:14Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Other */&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 four models, max ten.&lt;br /&gt;
* You&#039;re not bothered by a small unit pool when what you&#039;ve got is really good.&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 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), or else related to the giant in Jack and the Beanstalk as a kid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* BATTLELINE MEGA-GARGANTS!&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.&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;
* 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.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* The General&#039;s Handbook 2021 was also incredibly kind. Your grand Strategy is basically a free 3 points if you take Beast Master, since you&#039;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&#039;s wounded fight at top strength for a combat phase, which is quite useful on a Mega-Gargant who&#039;s been smacked on for a couple turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* You&#039;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.&lt;br /&gt;
* Just two plastic kits. (Okay, one of those is amazing, and the other is ok). Bonegrinder is also part of this faction, but he&#039;s from FW. &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;
* In general, your interaction with your opponent will be limited to smashing his models into goop. Don&#039;t get me wrong, that&#039;s not a bad thing, but the opponent&#039;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&#039;t be everywhere at once, so your objective control is limited to whatever is directly beneath a gargant&#039;s ass.&lt;br /&gt;
* Being ultra elite, you’re almost always bringing single digit models.&lt;br /&gt;
* +4 Save is by no way bad... when you are an elite unit from a conventional army. But that&#039;s all you have to defend yourself without taking the FnP artifact. So don&#039;t think you can sponge MW all day long: you have lots of wounds but you&#039;d expect they would have much thicker hides. Vastly improved with the new All-Out Defense command ability, for a nice 3+ save.&lt;br /&gt;
* You will probably never get a Start Collecting box and if you do it&#039;s going to be like, half a kit&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;
*The General&#039;s Handbook 2021 added a new rule: killing a &#039;&#039;&#039;Monster&#039;&#039;&#039; gives a free VP once per battle round, so as long as your opponent is actively trying to kill your gargants, you&#039;ll inevitably give away a few free VP, especially considering how vulnerable the Mancrushers are.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sons of Behemat|points=Generals Handbook 2021}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
*Mightier Makes Rightier: For objectives,one {{AOSKeyword|MEGA-GARGANT}} model counts as 20 models, and each {{AOSKeyword|MANCRUSHER GARGANT}} count as 10.&lt;br /&gt;
&lt;br /&gt;
*Chuck Rocks: During your Shooting phase, your {{AOSKeyword|MEGA-GARGANT}} General can command one {{AOSKeyword|mancrusher gargant}} unit wholly within 18&amp;quot; unit to chuck rocks (18&amp;quot; d3 attacks 4+/3+/-1/D3)&lt;br /&gt;
**Quite effective in with units of 3. Will soften lots of enemies.&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
Each SoB army belongs to a tribe, dependant on your 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;Bawling Bellowing Lunks&#039;&#039;&#039;&lt;br /&gt;
Command Abilities that affect all {{AOSKeyword|MANCRUSHER GARGANT}}s within 18&amp;quot; of your general (they can&#039;t use other Command Abilities). &lt;br /&gt;
#&#039;&#039;&#039;Get a Move On, You Slackers!&#039;&#039;&#039;: At the start of the movement phase, only one {{AOSKeyword|MANCRUSHER GARGANT}} unit Runs 6&amp;quot; instead of rolling.&lt;br /&gt;
#&#039;&#039;&#039;Grab Those Rocks and Chuck &#039;em at Somethin&#039;!&#039;&#039;&#039;:  At the start of the shooting phase, All {{AOSKeyword|MANCRUSHER GARGANT}} units in range chuck rocks &lt;br /&gt;
#&#039;&#039;&#039;Oi You, Yes! Charge!&#039;&#039;&#039;: At the start of the charge phase, a unit Rerolls charge rolls for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range. &lt;br /&gt;
#&#039;&#039;&#039;Stop Muckin&#039; About and Hit &#039;em!&#039;&#039;&#039;: At the start of the combat phase, Reroll hits of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Watch Your Backs You Gormless Lot!&#039;&#039;&#039;: At the start of the combat phase, Reroll saves of 1 for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
#&#039;&#039;&#039;Where Do You Think You&#039;re Going!&#039;&#039;&#039;: At the start of the battleshock phase, Don&#039;t take battleshock for all {{AOSKeyword|MANCRUSHER GARGANT}}s in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Veterans of One-Sided Battle&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Harder to kill, but degrades just as easily.&lt;br /&gt;
# &#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
# &#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Your maximum number of attacks is still 10 but you need one less model in range to be most combat effective.&lt;br /&gt;
# &#039;&#039;&#039;Inescapable Grip&#039;&#039;&#039;: Re-roll the dice roll for Hurled Body ability. Greatly increases the likelihood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.&lt;br /&gt;
# &#039;&#039;&#039;Very Shouty&#039;&#039;&#039;: D3 extra CP&#039;s at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of Mancrushers, so this is always useful.&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;. Gets the big guy into combat as fast as possible.&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.&#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. 4+ is Already a good save, and then milking even more DPS. &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 doesn’t seem to matter initially, but remember that 1 wound can potentially potentially keep you on the higher end of the damage chart.&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. Save you spending CP and that 10 bravery can protect you from some particular save-or-die(or be hampered) abilities.&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-Gargants}} and {{AOSKeyword|Mancrusher Gargants}} get +1 to all hits against one of the following unit types.&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;
&lt;br /&gt;
*&#039;&#039;&#039;Breaking Down The Houses&#039;&#039;&#039;: {{AOSKeyword|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Traits - Unstoppable Besiegers&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: +2 to flail attacks. At full health, a Gatebreaker gets 12, Rend-3, 3 damage attacks, so definitely consider this.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Bitter&#039;&#039;&#039;: Pick an additional Fierce Loathing, but only applies to the General. Situational, unless you want that extra oomph against enemy characters and Monsters.&lt;br /&gt;
#&#039;&#039;&#039;Smasher&#039;&#039;&#039;: Re-roll Smash-Down ability. You’re very likely to get the roll anyway and only have a problem at low health. Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Sees Red&#039;&#039;&#039;: When within 9&amp;quot; of a terrain that can have a garrison, attack as if it hasn&#039;t suffered any wounds. A very situational trait.&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.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Portcullis&#039;&#039;&#039;: 6+ FNP. Better than it looks, with the sheer number of wounds a Gatebreaker has, this is a lot of dice rolled, and therefore a lot of wounds saved.&lt;br /&gt;
#&#039;&#039;&#039;The Great Wrecka&#039;&#039;&#039;: Unmodified hit rolls of 6 with Fortcrusha Flail does a MW and +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 failed 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. Center 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 to gain 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;&lt;br /&gt;
#&#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;: You have 40 wounds instead of 35. Just as easy to degrade, but more difficult to put down for good.&lt;br /&gt;
#&#039;&#039;&#039;Old and Gnarly&#039;&#039;&#039;: Re-roll save rolls of 1. An alternative to the above CT, but no protection from Armor save ignore attacks and MWs.&lt;br /&gt;
#&#039;&#039;&#039;Louder than Words&#039;&#039;&#039;: Add 1 to your attacks for the club. Helps to offset the Kraken-Eater’s more objective based gameplay.&lt;br /&gt;
#&#039;&#039;&#039;Strong Right Foot&#039;&#039;&#039;: “Get Orf Me Land!” now allows you to roll 3d6 instead of 2d6 when determining how far you kick the objective.&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. Double up on your general or spread the power to a second Kraken-eater.&lt;br /&gt;
#&#039;&#039;&#039;Extremely Intimidating&#039;&#039;&#039;: -1 to hit rolls for every enemy model within 3&amp;quot;. More durability is always good, just be cautious of any ranged units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artefacts of Power - Trophies Taken By Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Kraken-eater only.&#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. You do have a lot of big damage attacks, so this saves on CP, especially to get off that Death Grip attack.&lt;br /&gt;
#&#039;&#039;&#039;Walloping Tentacles&#039;&#039;&#039;: At the start of the combat phase, pick an enemy {{AOSKeyword|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. More situational than the Jar of Burning Grog, especially if your opponent uses back campers or has big bubble-wraps of chaff.&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. With all the attacks your Gargants can dish out, mass rerolls are always good.&lt;br /&gt;
#&#039;&#039;&#039;Net of the Beast-Reaver&#039;&#039;&#039;: Start of the 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;: [[Just as planned|Your Gargant is now a Wizard.]] [[Not as planned|Take the Universal Arcane Tome instead]], because in AoS3 the Lantern only makes your Mega a Wizard; it doesn&#039;t give you any particular spell, both give you access to Endless Spells and Fiery Weapon, but, unlike the Tome, also gives you Arcane Bolt and, most importantly, Mystic Shield AND Dispell.&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;
==Battalions==&lt;br /&gt;
Surprise! 3rd Edition brought universal battalions for free!&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The August 2021 White Dwarf gave us two exclusive battalions. Both of each are far superior to the standard Linebreaker one:&lt;br /&gt;
*&#039;&#039;&#039;Bosses of the Stomp&#039;&#039;&#039;: 2-4 Megas. Grants unified deployment or an extra enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Footsloggas&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All Mega-gargants have the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 need protection against 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;
*&#039;&#039;&#039;Almighty Stomp/Jump:&#039;&#039;&#039; Get at least 2 less powerful &#039;&#039;&#039;Death Grip&#039;&#039;&#039; but get a reroll hits of 1 against non-&#039;&#039;&#039;MONSTER&#039;&#039;&#039;s.&lt;br /&gt;
*All our other attacks are at least 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 most of the time.  &lt;br /&gt;
*&#039;&#039;&#039;TIMBERRRR!&#039;&#039;&#039;: When it dies, the winner of a roll-off chooses 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, terrain, and endless spells (including the not-endless spells exclusive to Fyreslayers, Khorne, and Daughters of Khaine) up to 4&amp;quot; tall.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;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; (470)&lt;br /&gt;
**For those who just want to pummel hordes into the dirt. They are the anti-number Mega-gargant, Getting 4 stomp attack instead of 2, and the number of club attacks is based on how many models are within 3&amp;quot; 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 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. A Warstomper&#039;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&#039;t face a horde, it&#039;s probably going to underperform.&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; (525)&lt;br /&gt;
**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 lower damage potential than a fully powered up Warstomper, but its damage output is much more reliable. He is most effective at attacking enemies that try to hide in cover for that +1sv, but can easily face foes in the open as well. The extra damage and rend May remove that benefit and his ability to destroy the terrain and turn it into Deadly scenery can make the opponent want to stay away from cover.&lt;br /&gt;
**A single shooting attack with -3 rend. That&#039;s 18&amp;quot; on 3/2/-3/4 damage Youch. And it hits on 2s if you&#039;re running Breaker Tribe!&lt;br /&gt;
**If you get these guys keep an eye on your point limit, these guys are the only gargant with a price tag that ends in 5 not 0, so they make the math a little trickier on what to bring, see below.&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;
**The most tricky of the chonky lads. Lets you play football with the objectives. The least damaging potential of the Mega-Gargants, outside of a Hurl range attack that will inflict casualties to low armour saves units. Has retained the ability to stuff &#039;lil &#039;uns in bags for a chance to instant slay D3 models each combat - and you choose which ones are removed. These may be command models with strong buffs. The ability to move an objective in range 2D6&amp;quot; is a hilarious feature that could be used to great effect for point scoring and denial.&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; (170 single, 490 as a Mob of three with a 20 point discount compared to 3 singles.)&lt;br /&gt;
**Not as strong as their bosses, but do have their uses, such as providing extra ranged attacks or serving as a meat shield for your Megas. They are susceptible to battleshock if affected by bravery manipulation, so be careful where you send them. They can be objective holders with a unit of 3 counting as 30 models (45 if Taker tribe). Their speed is slower than Mega-Gargants but its unaffected by decreasing wounds and can run and charge when near a Mega, for an 8&amp;quot;+3d6&amp;quot; threat range. Like the big&#039;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&#039;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.&lt;br /&gt;
**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&#039;ll do a great job at it, thanks to Mightier is Rightier. And under the AoS 3 monstrous rampage rules, each of them gets to pick an effect, which may be really useful if they&#039;ve engaged a unit that you&#039;d like to both stomp and roar at, for example. They do give away vp like candy in the new ghb though so okay cagey. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{anchor|FWBonegrinder}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2020/10/qoNOUvdzwe7R46S3.pdf Bonegrinder Mega-Gargant]:&#039;&#039;&#039; (500pts) &lt;br /&gt;
**Forgeworld exclusive that&#039;s a strange watered down amalgam of the other Mega-Gargants and probably a few points overpriced, but given that Sons of Behemat can&#039;t really meet the exact point level for a mission anyway given there limited options it&#039;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+).&lt;br /&gt;
**No death grip, but gets the Gatebreaker&#039;s shooting attack.&lt;br /&gt;
**No mortal wounds on charge.&lt;br /&gt;
**Not a {{AOSKeyword|hero}} but doesn&#039;t matter too much since they don&#039;t get any hero benefits from the tribe and does let them avoid some situational enemy abilities.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
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 &#039;&#039;&amp;quot;This unit can be included as an allied unit in an army whose general has the destruction keyword&amp;quot;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
==Mercenaries==&lt;br /&gt;
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&#039;re not getting any of those juicy SoB alliance abilities or tribe bonuses, just a bit scary centerpiece monster.&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;
&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;
*&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; &#039;&#039;Destruction&#039;&#039;&lt;br /&gt;
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +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.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Tribe Playstyle===&lt;br /&gt;
With so few units, most of Sons of Behemat army building is affected by what Tribe you take.&lt;br /&gt;
====Stomper====&lt;br /&gt;
* 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.&lt;br /&gt;
*The goal is keeping groups of Mancrushers always wholly within 18&amp;quot; of the general so they can go on a killing spree.&lt;br /&gt;
*Has a good range game as you can usually command 2 units of 3 to hurl boulders.&lt;br /&gt;
&lt;br /&gt;
====Breaker====&lt;br /&gt;
*Not as much damage potential as Stomper but are more free in list building as they affect Mancrushers and Gatebreakers about as evenly. &lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Taker====&lt;br /&gt;
*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. &lt;br /&gt;
*Being more about holding the line and have so few models, you should also consider giving your General a defensive CT.&lt;br /&gt;
*There is also a side aspect of hero hunting as you gain can Triumphs.&lt;br /&gt;
&lt;br /&gt;
===3rd Edition Artifacts===&lt;br /&gt;
With the new edition come a handful of new artifacts, and they&#039;re actually really, really good. So good, in fact, that they&#039;re worth considering over your existing ones from your tribe, doubly so if you&#039;re running a Taker Tribe with Very Acquisitive. &lt;br /&gt;
* The &#039;&#039;&#039;Arcane Tome&#039;&#039;&#039; 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&#039;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&#039;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&#039;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&#039;s not very good, but it IS funny. &lt;br /&gt;
* The &#039;&#039;&#039;Amulet of Destiny&#039;&#039;&#039; is another absolutely insane choice, being the best way to get a Ward for your Mega Gargant. On average, you&#039;re getting an effective 11.66 more wounds out of your guy, and 13.33 if you&#039;re &#039;&#039;&#039;Monstrously Tough&#039;&#039;&#039;. That&#039;s a LOT of extra wounds on a huge beatstick, and obviously keeping your army alive is very important.&lt;br /&gt;
*Lastly, the &#039;&#039;&#039;Vial of Manticore Venom&#039;&#039;&#039; is a good all-around damage increase, though several attacks on each Mega Gargant&#039;s profile already wound on 2&#039;s. Combine this with the &#039;&#039;&#039;Krakenskin Sandals&#039;&#039;&#039; for a truly scary attack profile of 3 attacks 3&#039;s/2&#039;s/-3 rend/3 damage, which will scare anyone approaching. Or more simply, throw it on your club or flail for great success.&lt;br /&gt;
&lt;br /&gt;
===List Building===&lt;br /&gt;
With SoB allignment you don&#039;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.&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;
*Every option counts as one battleline, no way to get that wrong.&lt;br /&gt;
*Obviously you&#039;ll need at least one Mega-Gargant&lt;br /&gt;
*Min 4 models; max 10 models.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not taking any Gatebreakers, all these options are valid:&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 4 || 80 || 4 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 6 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 6 || 90 || 4 || 141&lt;br /&gt;
|-&lt;br /&gt;
| 4 || colspan=2 | 6x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 8 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 6 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 8 || 100 || 4 || 142&lt;br /&gt;
|-&lt;br /&gt;
| 7 || colspan=3 | 9x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 10 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 8 || colspan=2 | 6x 1 Mancrusher || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 8 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3x 1 Mancrusher || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 6 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 10 || 110 || 4 || 143&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====2000 points: Gatebreakers====&lt;br /&gt;
&lt;br /&gt;
For Gatebreakers, it&#039;s a little more complicated.&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2 !! Slot3 !! Slot4 !! #Models !!  #Models for objecctives !! #Drops || #Wounds || Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || {{color|Olive|Gatebreaker}} || 4|| 80 || 4 || 140 || 1990&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 4 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mancrusher Mob || Mancrusher Mob || Mancrusher Mob || {{color|Olive|Gatebreaker}} || 10 || 110|| 4 || 143 || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1935&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||{{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3x 1 Mancrusher || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1955&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||{{color|teal|Kraken-eater}} || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 4 || 80 || 4 || 140 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3x 1 Mancrusher || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 6 || 141  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Mancrusher Mob || {{color|teal|Kraken-eater}} || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 6 || 90 || 4 || 141 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mancrusher Mob || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 8 || 142 || 1975&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3x 1 Mancrusherb || Mancrusher Mob || {{color|maroon|Warstomper}} || {{color|Olive|Gatebreaker}} || 8 || 100 || 6 || 142 || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====1000 points====&lt;br /&gt;
*For 1000 points you just have two slots, and a very limited choice.&lt;br /&gt;
*A Breaker Tribe has two lists: a Gatebreaker and 2 single Mancrushers, or a Gatebreaker and a Warstomper.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!# !! Slot1 !! Slot2  !! #Models !!  #Models for objecctives !! #Drops || #Wounds&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{color|saddlebrown|Mega-Gargant}} || {{color|saddlebrown|Mega-Gargant}} || 2 || 40 || 2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3x 1 Mancrusher || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 4 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mancrusher Mob || {{color|saddlebrown|Mega-Gargant}} || 3 || 50 || 2 || 71&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Phalanx&amp;diff=491373</id>
		<title>The Phalanx</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Phalanx&amp;diff=491373"/>
		<updated>2022-08-15T09:17:28Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: because a phalanx is also the name for your fingers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PhalanxBFGA2.png|400px|thumb|right|It&#039;s Shiny AND Deadly]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|The Sons of Dorn are too stubborn to die. Why should his regal daughter prove different?|Captain Tor Garadon of the Imperial Fists 3rd Company, after using The Phalanx to ram a Blackstone Fortress into oblivion over Cadia.}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|That&#039;s no moon. It&#039;s a space station.|Obi-Wan Kenobi}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Phalanx&#039;&#039;&#039; is a massive [[Ramilies-class Star-Fort|space-borne battle fortress]] that serves as the mobile [[Fortress-Monastery]] of the [[Imperial Fists]]  [[Space Marine]] [[Chapter]] and it is officially the biggest middle finger to the Emperor&#039;s enemies. .&lt;br /&gt;
&lt;br /&gt;
==Dorn&#039;s Proud Daughter==&lt;br /&gt;
===Origins===&lt;br /&gt;
&lt;br /&gt;
Much like many things that predate Imperial history, the origin of the &#039;&#039;Phalanx&#039;&#039; is shrouded in legend and myth. One source says that [[Rogal Dorn]] himself built the battle fortress once he became the over-all ruler of the ice world of [[Inwit]], while another states that it was predates the [[Primarch]]&#039;s arrival on that world, and was just added as part of his inheritance once he ascended to the position of planetary warlord.  What is important is by the time the [[Emperor]] and his expedition finally reunited with Dorn, the Phalanx was already under the latter&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Since then the &#039;&#039;Phalanx&#039;&#039; had served as the center of operations for Dorn and his Legion (and later Chapter), the Imperial Fists.  And while the Fists count many worlds as its recruiting grounds, with [[Holy Terra]] itself listed as its &amp;quot;official&amp;quot; home world, the Phalanx would always be its home. &lt;br /&gt;
&lt;br /&gt;
===The Gathering Storm===&lt;br /&gt;
&lt;br /&gt;
Close to the end of the 41st millennium, the fortress would &#039;&#039;again&#039;&#039; be subjected to another daemonic invasion.  This time around only the 3rd Company led by [[Brother-Captain]] [[Tor Garadon]] and half of the 1st Company&#039;s [[Terminator]]s were available to defend it.  Leading the incursion were [[Darnath Lysander]]&#039;s old foe, the [[Iron Warriors]] Warsmith [[Shon&#039;tu]] and the [[Daemon Prince]] [[Be&#039;lakor]], who sought to outdo [[Abaddon]] by conquering the &#039;&#039;Phalanx&#039;&#039; and dropping it on the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
Garadon and his men fought hard, but despite their determination they were eventually pushed back to one final redoubt.  Prepared for what looked like a last stand, it instead became a counter-attack when the [[Legion of the Damned]] appeared en-masse to push back the daemons.  Shon&#039;tu was slain, and Be&#039;lakor banished, but the Phalanx was wounded by the assault, as it was forced to purge ten percent of its own superstructure to prevent the spread of Chaos corruption.  &lt;br /&gt;
&lt;br /&gt;
As its fleet master Trevaux urged Garadon to turn the fortress to the Ring of Iron at [[Mars]] for repairs, a desperate transmission from [[Cadia]] was received. It was then that Garadon knew where his duty lay. After the most basic repairs were made, the &#039;&#039;Phalanx&#039;&#039; translated into the Warp, on course for the beleaguered fortress-world.&lt;br /&gt;
&lt;br /&gt;
===Dorn&#039;s Mailed Fist===&lt;br /&gt;
&lt;br /&gt;
The arrival of the &#039;&#039;Phalanx&#039;&#039; caught the [[Chaos]] fleet above Cadia [[Not As Planned|by complete surprise]].  Taking advantage of the confusion, the star fort plowed through the traitor formations with the aim of taking out the [[Blackstone Fortress]].  It was an almost-suicidal charge, and there was no guarantee that even the &#039;&#039;Phalanx&#039;s&#039;&#039; main guns could hurt the Blackstone, but Garadon ordered the &#039;&#039;Phalanx&#039;&#039; on anyway.&lt;br /&gt;
&lt;br /&gt;
Then the shields on one part of the &#039;&#039;Will of Eternity&#039;&#039; went down (thanks to sabotage by [[Wolf Lord]] Sven Bloodhowl). Seizing the chance, the &#039;&#039;Phalanx&#039;&#039; opened up with all of its batteries. As the Blackstone Fortress died, the &#039;&#039;Phalanx&#039;&#039; limped away, and took a position above Cadia&#039;s equator to lick its wounds, right about where the Elysion Pylon Fields were. It would later provide support there via orbital bombardment once the Imperial forces moved to defend the Pylons.&lt;br /&gt;
&lt;br /&gt;
===Shield of the Diaspora===&lt;br /&gt;
When the secret boosters triggered to plunge the remains of the [[Blackstone Fortress]] into the planet, Garadon had all of the &#039;&#039;Phalanx&#039;&#039;&#039;s guns open fire in a bid to destroy the continent-sized mass before it was captured in Cadia&#039;s gravity well. It didn&#039;t work.  The piece struck Cadia, hard, and the planet burned.&lt;br /&gt;
&lt;br /&gt;
Against all odds there were still survivors, and as transports full of these rose up desperately through daemon-infested skies, it was to the &#039;&#039;Phalanx&#039;&#039; they approached for protection.  It waited until the last moment, but when the final transport left the doomed planet, the &#039;&#039;Phalanx&#039;&#039; led the ragged flotilla of ships toward the edge of the Cadian system, where they could finally escape into the Warp. &lt;br /&gt;
&lt;br /&gt;
===Wounded, But Unbowed===&lt;br /&gt;
The &#039;&#039;Phalanx&#039;&#039; would finally return to the Sol system, and would remain in orbit between Terra and Luna undergoing repairs when the Battle of Luna happened, as the remnants of the Terran Crusade under command of [[Roboute Guilliman]] burst out from a hidden Webway gate, with the daemonic forces of [[Magnus the Red]] in pursuit. Although it would scramble several Thunderhawk gunships to reinforce the Imperial forces, it would not move from orbit until all the repairs were done.&lt;br /&gt;
&lt;br /&gt;
In the [[Age of the Dark Imperium|current age]], the &#039;&#039;Phalanx&#039;&#039; still keeps vigil over the crown world, ordered to  defend Terra by the Lord Commander himself.&lt;br /&gt;
&lt;br /&gt;
As a little aside, a contingent of [[Adeptus Custodes|Custodes]] covertly snuck in during the repairs of the Phalanx, and are currently squatting there like shiny gold-plated gopniks (not that hard), ready to sabotage the fortress if it gets used against Terra.&lt;br /&gt;
&lt;br /&gt;
===Current Status===&lt;br /&gt;
As of the 8th Edition Imperial Fists supplement, it&#039;s been shown that the venerable battle fortress has been restored to close-but-not-quite-full operational capabilities thanks to archeotech donated by the Adeptus Custodes. In exchange however, the Fists have begrudgingly accepted a visible contingent of Custodians on board (on top of the others that the Fists suspect already slipped aboard beforehand).&lt;br /&gt;
&lt;br /&gt;
Its local defense force had also swelled thanks to many survivors of the Cadian Diaspora volunteering to safeguard it, as they feel that they owe the Chapter their lives after what it had done to aid the escape from the Cadian gate. Presumably, like for smaller Imperial ships a good chunk of these are permanent residents.&lt;br /&gt;
&lt;br /&gt;
==The Fortress Itself==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Phalanx&#039;&#039; is the size of a moon/planetoid, dwarfing even the Ramilies Star Forts that the Imperium uses to defend its holdings.  At its heyday, its docks could service entire fleets worth of ships, and even in the present day is enough to hold the Imperial Fists ships with space to spare.&lt;br /&gt;
&lt;br /&gt;
Speaking of its docks, various sources note that, due to its huge size, it had developed its own unique ecosystem, with flora and fauna that had &#039;&#039;evolved to live there&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On top of this prime real estate, the &#039;&#039;Phalanx&#039;&#039; boasts a ludicrous amount of weaponry, point defenses, armor, and shielding.  Multiple &#039;&#039;fleets&#039;&#039; would be hard-pressed to equal the sheer amount of hurt the battle fortress can dish out, and as the Battle of Cadia proved, even when bloodied and battered it can give as good as it got in return, and then some. &lt;br /&gt;
&lt;br /&gt;
Just like any good scion of Dorn would.&lt;br /&gt;
&lt;br /&gt;
That said, it&#039;s also been noted that the &#039;&#039;Phalanx&#039;&#039; is a shadow of its old self, and many of its areas lie empty and neglected due to it being far too &#039;&#039;large&#039;&#039; for the modern Imperial Fists to use in full.  Many of the technology that went into its construction are also either no longer understood, or can&#039;t be easily replicated or replaced by even the [[Adeptus Mechanicus]].  Indeed its likely that the systems damaged before and during the Battle of Cadia are truly irreplacable.&lt;br /&gt;
&lt;br /&gt;
==In Battlefleet Gothic==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Phalanx&#039;&#039; was not statted out for Battlefield Gothic, though given how a [[Gloriana-class Battleship]] (the &#039;&#039;[[Vengeful Spirit]]&#039;&#039;) was statted out simply as the equivalent of a Battle Barge, it&#039;s not hard to imagine the &#039;&#039;Phalanx&#039;&#039; given the stats perhaps of a souped-up Ramilies Starfort.&lt;br /&gt;
&lt;br /&gt;
Realistically any kind of game stats for the &#039;&#039;Phalanx&#039;&#039; have to be equal at least to the &amp;quot;Activated&amp;quot; [[Blackstone Fortress]].&lt;br /&gt;
&lt;br /&gt;
==In Battlefleet Gothic: Armada 2==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Phalanx&#039;&#039; makes its appearance in the tutorial section of the second game.  Much like its role during the [[Gathering Storm]], the battle fortress makes its surprise appearance in [[Cadia]]&#039;s orbit, throwing a wrench in the [[Abaddon|Warmaster]]&#039;s plans as it proceeds to plow its way through the Black Fleet and actually &#039;&#039;destroy&#039;&#039; the [[Blackstone Fortress]] &#039;&#039;Will of Eternity&#039;&#039;.  [[Awesome|All this while under your control]].&lt;br /&gt;
&lt;br /&gt;
Unlike how it was described in The Fall of Cadia book, the &#039;&#039;Phalanx&#039;&#039; in-game is effectively untouchable by anything it faces during its run toward the Blackstone Fortress, with &#039;&#039;&#039;7200&#039;&#039;&#039; HP, three times the shields of a [[Imperial Navy Battleship|battleship]], &#039;&#039;and&#039;&#039; the default 83% reduction on all sides that a Space Marine unit has by default. Even the &#039;&#039;Will of Eternity&#039;&#039;s iconic Warp Beam, which we have to remind everyone was made to &#039;&#039;kill C&#039;tan&#039;&#039;, barely scratches its shields.&lt;br /&gt;
&lt;br /&gt;
In the Necron campaign, [[Trazyn the Infinite]] reveals that the Phalanx houses the trionic activator that Phaeron Kephrekh requires to activate the Dark Throne. Nemesor Amarkun is sent to retrieve it with Trazyn as his &amp;quot;guest&amp;quot; and successfully sends warriors to board the Phalanx, whose shields are occasionally disrupted by solar eruptions. Unable to evacuate the warriors due to the &amp;quot;agitated&amp;quot; humans, Trazyn boards the Phalanx and unleashes a tesseract labyrinth containing a [[Tyranid]] swarm of &amp;quot;quite humorous extent&amp;quot;, allowing the device to be extracted and resulting in the complete destruction of the Phalanx.&lt;br /&gt;
&lt;br /&gt;
It also proceeds to fuck with you in the Chaos Campaign, by every so often picking an Imperial-owned System and causing the Fleets there to spew attacks at you, as well as allowing Fleets within to reinforce and be created every turn.&lt;br /&gt;
Stopping it from doing this requires that you dive in, deal with it, and whatever fleets and platforms are defending it. Even then, it cannot be brought below 1 Hit Point and boarding parties cannot prevent it&#039;s escape. &lt;br /&gt;
&lt;br /&gt;
[[Category:Battlefleet Gothic]]&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
{{40k-Imperial-Ships}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Vermintide_2&amp;diff=523798</id>
		<title>Vermintide 2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vermintide_2&amp;diff=523798"/>
		<updated>2022-08-11T10:17:57Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Enemies */&lt;/p&gt;
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[[File:DPuLc-pX4AA3ba3.png|745px|center|thumb|&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;HAHA! ASININE MORTALS!! TIME TO EMBRACE THE TRUE LOVE FROM OUR [[Nurgle|FATHER]]!!&amp;lt;/span&amp;gt;  [[Skaven|YES-YES, WEAK MAN-THINGS DIE FROM VERMIN POX-DISEASE, YES!]]]]&lt;br /&gt;
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&#039;&#039;&#039;Vermintide 2&#039;&#039;&#039; is the sequel to [[The End Times: Vermintide]], made possibly due to the fact that the first game surpassed expectations and did pretty fucking well for a relatively niche title (2 million fucking copies sold!). Fatshark sensibly shortened the name from &amp;quot;Warhammer The End Times: Vermintide 2&amp;quot; to avoid sounding like a Japanese light novel, much to the joy of nerds who [[skub|hate]] The End Times (pretty much everyone).&lt;br /&gt;
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On October 10th, 2018, Vermintide 2 was announced, bringing a host of new additions. Most notably the Warriors of Chaos are being added as an enemy type. [[Nurgle|Specifically the jolly ones that don&#039;t mind being pox bloated messes]]. Along with the new enemy race, the Skaven also have a few new additions, such as the Stormfiends and Warpfire Throwers. Around a year after release, [[Beastmen|everyone&#039;s favorite non-Welsh sheep shaggers]] were added as well.&lt;br /&gt;
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The game was released on March 8, 2018, and quickly surpassed its prequel&#039;s success with 1 million sales in its first month alone.&lt;br /&gt;
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The game became truly playable after a patch was released on April 12, 2018 to which [https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30503110/c2428ecfc6ae3dbbb902a008f702bcf510ebb399.png brought back Saltzpyre&#039;s signature voiceline] (&#039;&#039;actual&#039;&#039; [https://steamcommunity.com/games/552500/announcements/detail/1654386143023879919 patch notes banner]). &lt;br /&gt;
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It is [[Awesome]].&lt;br /&gt;
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== Setting ==&lt;br /&gt;
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Vermintide 2 is set during the End Times, an indeterminate amount of time since the ending of the previous game. After falling into Rasknitt&#039;s trap (and thus letting Ubersreik fall), the Ubersreik Five (or Four, doesn&#039;t matter)  have ended up in their own castle and banded together again to face the Skaven forces of [[Clan Fester]], along with their new allies: a Chaos Warband dedicated to [[Nurgle]] known as The Rotbloods. Both forces came together as the Pactsworn, their eyes gazed on the fortress town of Helmgart (the border town Bretonnia always conquers within the first 10 turns of an Empire [[Total War: WARHAMMER]] campaign).&lt;br /&gt;
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Lohner has dialogue indicating [[Anal Circumference|the timeline is smack dab in the middle of the End Times as Louen Leoncouer is already dead]] (Please have mercy [[Matt Ward]])! Due to the presence of a Nurgle-aligned warband, it is possible that the game is set during/after the Fall of Marienburg. The Skaven are up to their usual hijinks (Pillaging, slaughter, slavery... You know, a normal day in Warhammer). Their main objective is trying to build something called the Skittergate [https://youtu.be/uOd7HQoKxcU?t=45| (it&#039;s different from that movie which they have never seen, so how would they copy it?)], a portal between Norsca and Helmgart, explaining how the Skaven and their new allies overran the region. The Rotbloods are here to help the Skaven with murder-fucking everyone in the Reikland and bringing great death-death to poor Helmgart. Clan Fester&#039;s also out for blood as payback for Ubersreik, even though Ubersreik apparently fell anyway. &lt;br /&gt;
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There are a total of thirteen maps in the base campaign. These span: the town of Helmgart itself, where the heroes create a diversion at the Temple of Sigmar before the Hammerman himself purges it of vikings and rats; an Elven temple ruin in the woods where the gang uses a slow-moving puzzle to raise a magic shield; Ussingen, a farming town where the heroes rescue prisoners and later blow up a Chaos supply cache; a Nurgle-blighted canyon with a fortified Chaos Lord&#039;s tomb, which the gang destroys to stop the Rotbloods from harvesting his energy; a dense swamp, where the heroes assault the Rotbloods&#039; main war camp and slay their leader, a Nurgle Champion; and quite a lot more besides, culminating in a double assault on the Skittergate and the Rotblood hometown in Norsca, obliterating both of them and saving Helmgart, or what&#039;s left of it. The gang is so badass that the shitty army left at Ubersreik was enough to take over while a Skaven-Rotblood alliance couldn&#039;t do jack to them. Such is life as a video game protagonist.&lt;br /&gt;
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The &#039;&#039;Shadows Over Bögenhafen&#039;&#039; DLC has the gang end up in the titular town where they wipe out the Pactsworn a second time and keep a scary daemon sword out of Nurgle&#039;s grubby hands over three more maps. &#039;&#039;Back To Ubersreik&#039;&#039; has them enter a magic simulation of Ubersreik being run by Olesya to try to locate some mysterious runes of power in the &#039;&#039;real&#039;&#039; Ubersreik, re-defeating the Skaven in it because she&#039;s trying to keep it as &amp;quot;believable&amp;quot; as possible (and also the Rotbloods, who either found a way to break into the simulation or are part of the simulation because Olesya likes messing with our heroes), with three levels from the previous game and a secret fourth you can try out after finding runes from the past levels through a series of tedious puzzles. In the Winds of Magic DLC the Beastmen get involved because the increasingly fucked Reikland now has a meteor crash onto it, and the angry goats surge out of the woods to make a herdstone out of it. Then there&#039;s the roguelike &#039;&#039;Chaos Wastes&#039;&#039;, given for free to everyone who got the game, wherein Saltzpyre sets up a pilgrimage through the wastes to assuage his waning faith.&lt;br /&gt;
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An event for the 1 year anniversary (March 2019) gave us &amp;quot;A Quiet Drink,&amp;quot; in which the party decides they&#039;ve done a very good job so far, and deserve a night on the town! Worth playing just for the many custom voice lines for the utterly sloshed characters. (&amp;quot;Queen Kerillian demands MORE ALE!&amp;quot;) (&amp;quot;It wouldn&#039;t be the same! It wouldn&#039;t have the whistle!&amp;quot;) While the map was only available on the official realm during the event, it can still be played [https://steamcommunity.com/sharedfiles/filedetails/?id=1694820325 through a mod].&lt;br /&gt;
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Where the storyline doesn&#039;t advance as much through the game, more details can be found on the main site&#039;s dev blogs by way of the &amp;quot;Franz Lohner Chronicles&amp;quot;, where the old bartender writes down his musings about current events.&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
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The good old Vermintide core gameplay remains intact, which means that the game still has a robust and surprisingly skill-based melee system at its core. Rather than fuck with anything that was already functional, Vermintide 2 focuses instead on adding more content to play around with. Light attacks, heavy attacks, blocking, dodging, pushing, etc., are all still here. All weapons also now have a &amp;quot;push attack&amp;quot; which is performed by holding down the attack button while blocking, causing an attack after you push. &lt;br /&gt;
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Aside from the new enemy types, there are a couple of other new features, such as specializations for the classes (referred to as &amp;quot;careers&amp;quot;), each representing different possible paths the heroes took after Ubersreik. For example, the Dwarf can be a Slayer or an Ironbreaker, or the Wood Elf can be a Shade or Handmaiden of Isha, each one with diffferent passive abilities and active &amp;quot;Career Skill&amp;quot;. This comes packaged along with a talent tree for each character and new weapons to go around for everyone. Each talent tree also comes with talents for granting temporary health (Health that&#039;s both easily lost and generated, basically allowing you to endure until the next heal) and stagger bonuses (damage bonuses against enemies you get off-balance). Alternatively, you can heal others when you use a potion on yourself, or gain more power to replace these talents.&lt;br /&gt;
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The loot system got an overhaul too, with the devs acknowledging the first game&#039;s system was kind of bullshit. We now have [[rage|lootboxes]] like every other dev under the sun, but entirely earned through gameplay and they come unlocked, so it&#039;s basically just normal random loot drops with a loot box skin slapped on. A &amp;quot;Heroic Deeds&amp;quot; system has also been implemented, consisting of consumable quests that mix gameplay up by dramatically changing objectives, mix of enemies faced or limiting your own tools (many combinations of which are pure [[Anal Circumference]]), along with a Challenge system that&#039;s basically an alternative achievements system, rewarding you when you finish missions or sets of missions with certain difficulties, different heroes and/or harder conditions, tracking other milestones and more. These give you more chests, skins, frames for your portraits, and other goodies.&lt;br /&gt;
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Aside from those additions,and quality of life improvements it seems to mostly be the same game, which is okay since most people just wanted it to be the first one with more stuff to begin with. For the cherry on top, the game also supports modding to the point that the devs maintain a list of &amp;quot;Sanctioned Mods&amp;quot; which can be safely used with the base game, a lot of which are pretty sweet. There&#039;s also entirely separate &amp;quot;Realms&amp;quot; for the base game and modded games. On the negative side, there&#039;s no dedicated server, instead relying on peer-to-peer connection. Better hope your host has good internet...&lt;br /&gt;
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Three DLC campaigns, and a free game mode, are currently out. The first one, &#039;&#039;&#039;Shadows over Bögenhafen&#039;&#039;&#039;, has the heroes searching for a runesword in the titular city, while &#039;&#039;&#039;Back to Ubersreik&#039;&#039;&#039; features remade versions of some of the original Vermintide missions along with new melee weapons as the Heroes of Ubersreik head off to an illusionary copy of the city to find a hidden set of runes for Olesya. The third DLC, &#039;&#039;&#039;Winds of Magic&#039;&#039;&#039;, added Beastmen, a higher level cap and difficulty level, and a set of endgame challenges in the &amp;quot;Winds of Magic&amp;quot; mode. The fourth, &#039;&#039;&#039;Chaos Wastes&#039;&#039;&#039; (released for free) added another game mode which has the Ubersreik &amp;lt;s&amp;gt;Five&amp;lt;/s&amp;gt;&amp;lt;s&amp;gt;Four&amp;lt;/s&amp;gt;It Doesn&#039;t Matter go on expedition into the titular wastes, choosing to go through a number of randomized locations with roguelike elements, allowing players to exchange or power up their equipment and get special boons while going through areas cursed with various dangers and debuffs. This will itself be further expanded by the fifth (also free) update, &#039;&#039;&#039;[[Be&#039;lakor]]&#039;&#039;&#039;, which will task players to find the Daemon Prince&#039;s Temple of Shadows to end his schemes in the Chaos Wastes, adding new areas and dangers as well as new rewards.&lt;br /&gt;
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==The Ubersreik Five and Careers==&lt;br /&gt;
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Each character now has three different Careers, which affect their weapon choices, abilities, and talent trees, allowing a great deal of customization for each one. Lore-wise, the three careers are based on how each of the heroes might have reacted to the fall of Ubersreik: Either they barely changed at all and simply became the elite version of their old jobs (the starter career, canonically their choice), were inspired for a higher calling, or became traumatized and jaded. The exception is Markus, whose three careers all end up being good for him.&lt;br /&gt;
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A fourth career, canonically advanced to from the starter career after the events of the previous DLC from when each is released, is on the way for each character, though it&#039;s locked behind DLC. So far, Markus, Bardin, Kerillian and Victor have their fourth class, with Sienna on the way.&lt;br /&gt;
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===Victor Saltzpyre (aka Grand Lector Saltzpyre)===&lt;br /&gt;
The Witch-Hunteriest Witch Hunter continues to hunt... More Skaven and Rotbloods than witches, but he hunts all the same. After the Ubersreik campaign, the Order of the Silver Hammer still [[Derp| stupidly tried to deny the existence of the ratmen]], spinning the invasion as a myth. How &amp;quot;Salty&amp;quot; he was in his reaction formed the crux of his future: Either he gained more political power in the chaos, allowing him to secretly fight the ratmen (The canonical choice), spoke out against the stupidity and abandoned the order to become a bounty hunter, or he lost faith in humanity entirely and relished in fanatical worship of Sigmar. As the events of the game go on however, even this faith in Sigmar is shaken, and he organizes a pilgrimage to the Chaos Wastes to assuage his fears. Journals reveal that he&#039;s coming on more to preaching and thinking on the Eternal Flame... After the Chaos Waste pilgrimage, he rededicated himself to Sigmar and became a Warrior Priest, somehow managing to become even more of a fanatic in the process.&lt;br /&gt;
*&#039;&#039;&#039;Witch Hunter Captain&#039;&#039;&#039;: The deaths of several Captains over the course of the End Times has allowed Victor to rise in rank, but he has had to accept that the Witch Hunters won’t recognize the fact that there’s an entire fucking empire of ratmen just below their cities; Saltzpyre now uses his new political position to fight the menace in secret. In addition to a fancier hat, Victor as a Witch Hunter Captain can do everything he could in the first game and also gets some abilities that help him support his allies.&lt;br /&gt;
**Base Health: 125&lt;br /&gt;
**Unique passive abilities:&lt;br /&gt;
***&#039;&#039;Witch Hunt&#039;&#039;- Enemies pinged by Victor take extra damage&lt;br /&gt;
***&#039;&#039;Eternal Guard&#039;&#039;- Blocking light frontal attacks does not consume stamina&lt;br /&gt;
***&#039;&#039;Killing Shot&#039;&#039;- Crit headshots, melee or ranged, instantly kill human-sized enemies (i.e. any non-boss enemy smaller than a Chaos Warrior)&lt;br /&gt;
**Unique active ability: &#039;&#039;Animosity&#039;&#039;- Victor screams lets out his [[RAGE]]. All nearby allies have their critical rate enhanced for 6 seconds, and nearby enemies are knocked back.  Can be upgraded to give yourself guaranteed crits, refund 40% cooldown if the shout hits ten enemies, or ping everyone hit by it with Witch Hunt.&lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;: When his order attempted to cover up what happened at Ubersreik, Salty removed his heraldry to fight the Skaven himself, taking odd-jobs on the side to pay for his endeavors. While officially he&#039;s still a witch hunter, he doesn&#039;t associate much with other witch hunters anymore after the threats they made in response to Saltzpyre snapping and speaking his mind about the Skaven. He&#039;s less of a religious fanatic and more pragmatic as a result. As a Bounty Hunter, Victor focuses on ranged weaponry to blast away Skaven and Chaos Warriors alike. He also dressed in a similar appearance with [[C.L.Werner|Brunner]], a canon bounty hunter. &lt;br /&gt;
** Base Health: 100&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Blessed Shots&#039;&#039;- Guaranteed ranged critical every 10 seconds&lt;br /&gt;
***&#039;&#039;Ammo Pouches&#039;&#039;- +50% ammo capacity&lt;br /&gt;
***&#039;&#039;Quick Release&#039;&#039;- Improved reload rate&lt;br /&gt;
**Unique active ability: &#039;&#039;Locked and Loaded&#039;&#039;- Fires a powerful shot that pierces multiple enemies...and potentially allies too, so everyone involved really should try to be careful with the Bounty Hunter around. Can be upgraded to have massive cooldown reduction on headshot, get more pellets on the next shot based on the number hit on the current shot, or have ranged crits reduce the cooldown by 20%.&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;: The horrors of Ubersreik and the Witch Hunters&#039; refusal to admit the threat the Skaven pose have caused Victor to give up on earthly organizations entirely and place his trust in Sigmar alone, with the rest of the world fit only to be cleansed in righteous fire. Victor as a Zealot favors vicious melee combat, and not only is his armor some of the best in the game even without the Flagellant talent (which is mandatory while playing the class), a heaping helping of faith and holy rage makes him even more dangerous as he loses health - after all, the end is upon us, why not shed as much blood as possible before it goes? As a nice bonus, picking up grimoires will count towards his health-based attack boosts. &lt;br /&gt;
** Base Health: 150&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Fiery Faith&#039;&#039;- Attack power increased by 5% for every 25 health lost (up to 20%)&lt;br /&gt;
***&#039;&#039;Unswerving Strikes&#039;&#039;- Heavy attacks cannot be interrupted by enemy attacks.&lt;br /&gt;
***&#039;&#039;Heart of Iron&#039;&#039;- Ignores death upon taking lethal damage (long cooldown)&lt;br /&gt;
**Unique active ability: &#039;&#039;Holy Fervor&#039;&#039;- Charge forward and gain 25% attack speed boost for 5 seconds. Can be upgraded to be unkillable during the skill, or gain stacks that either reduce cooldown or increase attack power.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Priest&#039;&#039;&#039;: His tenure as Witch Hunter Captain came only as a process of elimination to Victor. His faith was deeply shaken by the sheer depths of incompetence that his supposedly inviolable comrades in the Templar Witch Hunters, the officially sanctioned Witch Hunter Order of the Empire and the Cult of Sigmar, could show. After the risky pilgrimage he persuaded the others to go along to the Chaos Wastes, he found his faith again and became a Warrior Priest of Sigmar, divine power flowing through his veins. Nominally retaining his Witch Hunter Captaincy, he simply stopped bothering with the bureaucracy and found his true calling in applying hammers to heretic skulls while preaching. While he loses access to his ranged weapons, he does get exclusive access to the Flail and Shield, the Skull-Splitter and Shield, and the Skull-Splitter and Blessed Tome weapons.&lt;br /&gt;
**Base Health: 150&lt;br /&gt;
**Unique passive abilities:&lt;br /&gt;
***&#039;&#039;Righteous Fury&#039;&#039;- Gain Fury when nearby enemies die. When Fury reaches 100%, attacks Smite the enemy for 20% of weapon damage. Fury depletes outside of battle. &lt;br /&gt;
***&#039;&#039;Enemy of Chaos&#039;&#039;- 30% bonus power against Chaos Warriors and Beastmen Standard Bearers&lt;br /&gt;
***&#039;&#039;Incorruptible&#039;&#039;- 100% curse resistance &lt;br /&gt;
***&#039;&#039;Implacable&#039;&#039;- Damage taken is reduced by 20%, with a further 20% of incoming damage being dealt over 3 seconds (this damage cannot kill). &lt;br /&gt;
**Unique active ability: &#039;&#039;Shield of Faith&#039;&#039;- Saltzpyre generates a barrier on himself or his allies, making them invincible for 5 seconds. The shield explodes when it expires, dealing damage to nearby enemies. Can be upgraded to affect both Victor and someone else simultaneously, extend its duration to 8 seconds while granting the ability to trample weaker enemies, or provide a revival and healing effect.&lt;br /&gt;
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===Markus Kruber (aka Markus de Mandelot)===&lt;br /&gt;
[[This Guy|Faithful, dependable Markus]], always willing to help out, continues to serve against the Ratmen for both coin and conscience. The universe seems to have rewarded him for being a nice, simple guy because none of his careers turn out badly for him. Either he gets deeper into merc life (the canon choice), he takes some time off to breathe as a Huntsman, or he&#039;s recognized for his achievements and gets inducted into the Order of the Reikhammer as a Foot Knight. Later in the story, his ancient bloodline is revealed and he becomes an official Grail Knight of Bretonnia. This means he somehow made the journey to Bretonnia, fought all manner of beasts and monsters (while drunk) and even [[Awesome|proved himself to]] [[The Green Knight]] before finally sipping some &amp;lt;strike&amp;gt;[[Lileath|elven goddess]]&amp;lt;/strike&amp;gt;[[Lady of the Lake|Lake Lady]] bathwater, gaining the requisite powers, stupid French accent and... [[Troll|&amp;quot;chivalric&amp;quot; manner]]. Let&#039;s just hope his good luck continues to hold, eh?&lt;br /&gt;
*&#039;&#039;&#039;Mercenary&#039;&#039;&#039;: The life of a mercenary has suited Markus well, in no small part due to not having to answer to incompetent leaders like he used to. Being a Mercenary allows Markus a good degree of versatility, with medium armor that grants protection without losing maneuverability and a focus on using sweeping attacks to clear out hordes.&lt;br /&gt;
**Base Health: 125&lt;br /&gt;
**Unique passive abilities:&lt;br /&gt;
***&#039;&#039;Paced Strikes&#039;&#039;- Hitting 3 enemies in 1 swing boosts attack speed by 10% for 6 seconds&lt;br /&gt;
***&#039;&#039;Hitting the Sweet Spot&#039;&#039;- 25% more cleave (attacks hit more enemies at once) &lt;br /&gt;
***&#039;&#039;No More Laughin&#039; Now&#039;&#039;- Critical hit rate improved by +5%&lt;br /&gt;
**Unique active ability: &#039;&#039;Morale Boost&#039;&#039;- Staggers nearby enemies and grants nearby allies temporary bonus health. Can be upgraded to give a defense buff for all alies, reduce the cooldown or immediately revive allies.&lt;br /&gt;
*&#039;&#039;&#039;Huntsman&#039;&#039;&#039;: After Ubersreik, Markus found a degree of inner peace by devoting himself to Taal and Rhya, the gods of nature (though not devoted enough such that gunpowder weaponry is disallowed on him). As a Huntsman, Markus trades away his access to heavier armor for greater proficiency with ranged weapons of all kinds. He also gets to use a bow, a ranged weapon unique to the Huntsman career that, while much slower than Kerillian&#039;s, holds a lot of ammunition and does considerable damage. Had a hilarious bug that [https://www.youtube.com/watch?v=XKoqArJjYIo pretty much gave him an AK-47] and absolutely melted bosses. &lt;br /&gt;
**Base Health: 100&lt;br /&gt;
**Unique passive abilities:&lt;br /&gt;
***&#039;&#039;Waste Not, Want Not&#039;&#039;- Ranged headshots return 1 ammo&lt;br /&gt;
***&#039;&#039;Poacher&#039;s Mark&#039;&#039;- Effective range for ranged weapons doubled&lt;br /&gt;
***&#039;&#039;Call Out Weakness&#039;&#039; - Aura that boosts critical rate by +5%&lt;br /&gt;
***&#039;&#039;Deep Pockets&#039;&#039; - +50% ammo capacity&lt;br /&gt;
**Unique active ability: &#039;&#039;Hunter&#039;s Prowl&#039;&#039;: Become invisible for a short time; automatically reloads ranged weapon for no ammo cost, improves reload speed, and adds 1.5x damage multiplier to ranged attacks while invisible. Can be upgraded to reduce the cooldown, increase the duration or have ranged attacks not break stealth.&lt;br /&gt;
*&#039;&#039;&#039;Foot Knight&#039;&#039;&#039;: For his part in the defense of Ubersreik, Markus was made a Knight of the Order of the Reikshammer. Markus may not have been aiming for the position, but his heavy armor, protective aura, and highly disruptive ultimate make him an excellent tank as a Foot Knight. &lt;br /&gt;
**Base Health: 150&lt;br /&gt;
**Unique passive ability: &lt;br /&gt;
***&#039;&#039;Protective Presence&#039;&#039;- Aura that reduces damage taken by 15%&lt;br /&gt;
***&#039;&#039;Taal&#039;s Fortitude&#039;&#039; - Extra stamina shield&lt;br /&gt;
***&#039;&#039;No Guts, No Glory&#039;&#039; - Reduces damage taken by 10%&lt;br /&gt;
**Unique active ability: &#039;&#039;Valiant Charge&#039;&#039;- Charges forward, knocking back any enemies hit by the charge. Also interrupts and stuns bosses and specials. Can be upgraded to make Kruber temporarily invincible, have increased size and the ability to knock over greater enemies, or grant increased attack speed for every enemy hit.&lt;br /&gt;
*&#039;&#039;&#039;Grail Knight&#039;&#039;&#039;: MOTHERFUCKING GRAIL KNIGHT!!! The first unique class introduced and locked behind a DLC wall. It was revealed one day Kruber found out his Bretonnian lineage after he received a mysterious letter that was addressed to him with the &#039;&#039;&#039;de Mandelot&#039;&#039;&#039; surname.  According to Lohner, he used his huge information network to traced back Kruber&#039;s bloodline and found out his father was actually a Bretonnian! but not just any Bretonnian: &#039;&#039;&#039;Foricarl de Mandelot&#039;&#039;&#039;! who used to be a well-known grail knight in Parravon after he saved the city from a dragon with style! He was widely worshiped since then with arts, music, and clothes referencing him. It wasn&#039;t until the duke&#039;s son, an arsehole by the name &#039;&#039;Willibald&#039;&#039; who is jealous of the hero&#039;s deed that he killed his father, the duke of Parravon, and framed Foricarl for it. The lady had to intervene herself and turned the fucktard into a frog but it was all too late, for Foricarl had already self-exiled in shame. Despite that, he continued to slay beasts and killing chaos shit like a badass until he finally settled at &#039;&#039;&#039;Ubersreik Hills&#039;&#039;&#039; and impregnated Kruber&#039;s mama, only to leave her before Kruber was even born. With the lady&#039;s blessing, Kruber is now &#039;&#039;&#039;Markus de Mandelot&#039;&#039;&#039;! And he now has [[troll|the privilege call his teammates peasants, acting cockier and mightier than even Kerilian, while Bretonnian dancing all the way to the waystone, one-shotting any foe he came across with his magical sword ability]] (a voiceline while waiting to start on a Chaos Wastes expedition &#039;&#039;really&#039;&#039; has him imply he&#039;s been talking down to Saltzpyre after becoming a Grail Knight just to be a troll). Just like Slayer Bardin Markus can&#039;t use ranged weapons in this career (because peasant weapon dislike and chivalry bullshit), and he doesn&#039;t even have the option of throwing axes like Slayer Bardin does (again, see above), but his special buffs, move speed and ability make him a fantastic boss killer and crowd controller.&lt;br /&gt;
**Base Health: 150&lt;br /&gt;
**Unique passive ability: &lt;br /&gt;
***&#039;&#039;The Lady&#039;s Duty&#039;&#039;- Get 2 random quests that grant buffs to the party when completed, lasting until the mission is over. Can be upgraded to have a third quest, stronger buffs, or a repeatable quest that grants a potion of strength each time.&lt;br /&gt;
***&#039;&#039;Knight&#039;s Challenge&#039;&#039; - 25% extra damage to the first enemy hit.&lt;br /&gt;
***&#039;&#039;Thirst for Glory&#039;&#039; - 10% move speed increase&lt;br /&gt;
***&#039;&#039;Bastion of Bretonnia&#039;&#039; - Your shields can now block Warpfire&lt;br /&gt;
**Unique active ability: &#039;&#039;Blessed Blade&#039;&#039;- Smite a target with a holy blade. Can be upgraded to deal even more single target damage with a slash and stab, change into a horizontal crowd cleaver or stay the same and increase movement speed upon kill.&lt;br /&gt;
&lt;br /&gt;
===Kerillian===&lt;br /&gt;
The elf continues to be a standoffish, if slightly nicer, jerk, though her sensitivity masks hidden scars. Her faith forms the crux of her careers, whether remaining a faithful, if conflicted, Waywatcher promoted to Waystalker (This is canon), a Handmaiden more devoted to Isha and protecting others, or losing herself to bloodlust and becoming a Shade of [[Khaine]]. The Drachenfels DLC reveals that Kerillian basically has the biggest impact on the story out of the whole party, with consequences reaching to the rest of Warhammer. She received a vision about how Ubersreik MIGHT have to do with the fall of Athel Loren. With pride and without any thought, she ambushed two regiments of soldiers from Nuln meant to reinforce the city, leaving it undefended... From the Skaven. That&#039;s right, [[Fail|because of her pride, she&#039;s responsible for ALL of the slaughter and death caused by the Vermintide, and contributed more than a fair bit to bringing about the End Times]].This explains her biting behavior, a shield to her own failures. The pilgrimage to the Chaos Wastes broke her resolve and caused her to question her faith, giving up her regrets to Isha and becoming a Sister of the Thorn, losing part of herself and becoming more cynical than ever.&lt;br /&gt;
*&#039;&#039;&#039;Waystalker&#039;&#039;&#039;: Frustrated with the clumsiness of her companions, Kerillian has resolved to further hone her skills to compensate further for the &amp;quot;lumberfoots&amp;quot;. As a Waystalker, Kerillian further specializes in her longbow, both for precision sniping and for raining arrows on enemies.&lt;br /&gt;
**Base Health: 100&lt;br /&gt;
**Unique passive abilities:&lt;br /&gt;
***&#039;&#039;Amaranthe&#039;&#039;- Automatically regenerate health (3 health per 10 seconds, up to a maximum of half your total hit points)&lt;br /&gt;
***&#039;&#039;Arrow-Storm&#039;&#039;- +50% ammo capacity&lt;br /&gt;
***&#039;&#039;Waywatcher&#039;s Bow&#039;&#039;- Effective range for ranged weapons is doubled&lt;br /&gt;
**Unique active ability: &#039;&#039;Trueflight Volley&#039;&#039;- Fires a volley of homing arrows. Can be upgraded to fire one more arrow, refund ammunition when killing specials, or turn into a single piercing arrow that deals massive damage and has no cooldown when you get a headshot.&lt;br /&gt;
*&#039;&#039;&#039;Handmaiden&#039;&#039;&#039;: Through the subtle guidance of the Everqueen, Kerillian came across a long-lost shrine to Isha and gave herself up to serve her. Kerillian&#039;s Handmaiden Career focuses primarily on dancing around enemies in direct melee combat, and is her most durable career option through both maximum health, stamina, and mobility. The career for players that are allergic to standing still.&lt;br /&gt;
**Base Health: 125&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;The Dance of Seasons&#039;&#039;- 15% longer dodge distance&lt;br /&gt;
***&#039;&#039;Aura of Renewal&#039;&#039;- Aura that increases stamina regeneration speed by 100%&lt;br /&gt;
***&#039;&#039;Ariel&#039;s Benison&#039;&#039;- Cannot be interrupted when reviving allies&lt;br /&gt;
**Unique active ability: &#039;&#039;Dash&#039;&#039;- Quickly dash forward through enemies, stunning enemies that are hit and causing them to bleed. Has a hilariously low cooldown, the lowest of all of the game&#039;s abilities. Can be upgraded to become invisible after the dash, make anyone you hit bleed or gain crit chance based on how many enemies you hit.&lt;br /&gt;
*&#039;&#039;&#039;Shade&#039;&#039;&#039;: One of Kerillian&#039;s dreams spoke of an ancestor of hers who dwelled in Clar Karond, and with it came the voice of [[Khaine]] urging her to reclaim the mantle of her ancestor. Kerillian as a Shade is an assassin, focused on rapidly killing elite, special, and boss enemies. She also gains access to the volley crossbow in this career. This is the class to play if you really like killing the absolute shit out of Chaos Warriors and bosses.&lt;br /&gt;
**Base Health: 100&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Murderous Prowess&#039;&#039;- 50% damage bonus when attacking enemies from behind&lt;br /&gt;
***&#039;&#039;Assassin&#039;s Blade&#039;&#039;- Critical hit backstabs instantly kill man-sized enemies&lt;br /&gt;
**Unique active ability: &#039;&#039;Infiltrate&#039;&#039;- Become invisible and intangible for 10 seconds, or until performing an attack. Also has a unlisted effect where any melee  attack that ends Infiltrate gets a massive damage boost; depending on the weapon this can increase the power of Kerillian&#039;s melee attacks to the point where they 1-hit kill a Chaos Warrior on Legendary difficulty, and can even reach the maximum damage value possible for a single attack. Can be upgraded to have less cooldown and grant more crit chance after it ends at the cost of losing the damage bonus, cause her to blink forward while damaging enemies, or allowing her to attack without breaking stealth exactly one time.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of the Thorn&#039;&#039;&#039;: The 3rd microtransaction DLC career. In truth, Kerillian has been losing faith in her goddess Lileath for some times, and it finally reached a critical point after the &#039;&#039;&#039;Citadel of Eternity&#039;&#039;&#039; shenanigan where the said goddess did not answer her. Hoping to rededicate herself to the weaves once more, she began courting other goddesses (even [[Ereth Khial]], the kind of goddess only the mentally ill elf would worship). She ended up going back to Athel Loran to seek answers, and offered up her uncertainty and regrets to the forest. Doing so allowed her to become a &#039;&#039;&#039;Sister of the Thorn&#039;&#039;&#039; , a handmaiden of Isha who can raise up a thorn bush wall to block enemies (or just turn them into a deadly thorn spike that bleeds anyone it targets) as well as providing extra healing to her teammates, leeching extra temporary health from them in exchange. She now also calls her teammates &amp;quot;meat&amp;quot;, as if [[Ferrus Manus|flesh is weaker]] compared to her, a superior plant fused being. She also gains access to the Deepwood Staff, a weapon with similar mechanics to Sienna&#039;s staffs that can make enemies levitate, temporarily disabling them. &lt;br /&gt;
**Base Health: 125&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;A Cluster of Radiants&#039;&#039;- Gain a radiance charge that allows free use of your active every 60 seconds.&lt;br /&gt;
***&#039;&#039;A Murder of Sprites&#039;&#039;- Deals more damage to wounded units depending on their remaining health, up to 50%.&lt;br /&gt;
***&#039;&#039;A Sustenance of Leeches&#039;&#039;- Gain temp health if a party member gains temp health when they&#039;re at full health.&lt;br /&gt;
***&#039;&#039;An Attendance of Munificents&#039;&#039;- +25% healing for everyone.&lt;br /&gt;
**Unique active ability: &#039;&#039;Thornwake&#039;&#039;- Raise a thornwall that blocks movement. Can be upgraded to last longer, deal more damage and apply bleed at the cost of duration or explode with poison when it expires, increasing damage dealt to enemies caught.&lt;br /&gt;
&lt;br /&gt;
===Bardin Goreksson===&lt;br /&gt;
Short, stout and sure to stomp your arse, Bardin is here to help out his dawris and slaughter some rakis (and anything else that comes in the way). Either he continued his quest for Karak Zorn as a Ranger Veteran (Which is canon), returned to his roots as an Ironbreaker, or forsook life in pursuit of honorable death as a [[Slayer]]. After the trip to Drachenfels however, the regrets that surfaced made him look to his old passions of becoming an Engineer, and thus, became an Outcast Engineer. Life STILL isn&#039;t smooth sailing for him, as  Lohner&#039;s journals reveal that his daughter has gone missing. Whether she&#039;ll be found is anyone&#039;s guess...&lt;br /&gt;
*&#039;&#039;&#039;Ranger Veteran&#039;&#039;&#039;: Karak Zorn is yet to be found, but the defense of Reikland currently comes first for Bardin. Bardin the Ranger Veteran favors the use of ranged weaponry to punish foes from a distance, but he&#039;s more than able to hold his own in melee if a hail of crossbow bolts doesn&#039;t do the trick. Cousin Okri would be proud. While this used to be the least powerful of the range-focused careers due to lacking a consistent means of generating ammo for itself, recent balance updates have made it into an extremely versatile and powerful support class. Of particular note is a talent that gives a chance for every special enemy you kill to drop a bomb, which is just hilariously strong.&lt;br /&gt;
**Base Health: 100&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Survivalist&#039;&#039;- Special enemies drop ammo on death&lt;br /&gt;
***&#039;&#039;Loaded for Battle&#039;&#039;- +50% ammo capacity&lt;br /&gt;
***&#039;&#039;Fast Hands&#039;&#039;- Increased reload speed&lt;br /&gt;
***&#039;&#039;Ingenious Improvisation&#039;&#039; - 10% chance to not consume health items, potions, or bombs on use&lt;br /&gt;
**Unique active ability: &#039;&#039;Disengage&#039;&#039;- Drops a smoke bomb that staggers enemies and turns Bardin invisible as long as he remains within the cloud. Lasts ten seconds. While invisible, Bardin gains increased ranged attack power.  Can be upgraded to remain stealthed even outside the cloud, grant everyone attack speed and temp health while in it, or basically allowing you a free bomb throw.&lt;br /&gt;
*&#039;&#039;&#039;Ironbreaker&#039;&#039;&#039;: Bardin used to be an Ironbreaker in Kazak Norn, and following the defense of Ubersreik he took up his old oaths and gromril armor once more. The heavy armor and shield of the Ironbreaker makes Bardin a superb tank that can take whatever the enemy can dish out, and then return it in kind. In addition, he gains access to a drakegun and drakefire pistols, which let him spew out gouts of flame. Like in the first game, they do not use ammo and instead use a heat meter, like Sienna. Be mindful that this also means that they&#039;ll kill you if the heat gauge maxes out.&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
** Base Health: 150&lt;br /&gt;
***&#039;&#039;Gromril Armor&#039;&#039;- Negates all damage from 1 hit every 20 seconds.&lt;br /&gt;
***&#039;&#039;Dwarf-Forged&#039;&#039;- Reduces damage taken by 30%&lt;br /&gt;
***&#039;&#039;Doughty&#039;&#039;- Grants an extra stamina shield&lt;br /&gt;
***&#039;&#039;Resilient&#039;&#039;- Decreases stun duration after getting hit by an attack by 50% &lt;br /&gt;
**Unique active ability: &#039;&#039;Impenetrable&#039;&#039;- Briefly staggers nearby enemies, then forces all man-sized enemies among them to attack Bardin exclusively. Bardin also takes no stamina damage while blocking for the duration, and can block normally unblockable attacks. Can be upgraded to give everyone a power increase, increase its range and duration, or the ability to affect even monsters.&lt;br /&gt;
*&#039;&#039;&#039;[[Slayer]]&#039;&#039;&#039;: Bardin had been carrying a secret burden in his heart even before Ubersreik, and by the time the Skaven came to Helmgart he had taken up the Slayer&#039;s Oath in the hopes of an honorable death. As a Slayer, Bardin can&#039;t use ranged weapons at all but becomes a melee powerhouse, with exclusive access to the Dual Axes weapon and the ability to take a second melee weapon to replace his ranged weapon slot. Despite his deceptively low base health, he&#039;s one of the tankiest things in the game due to his Oblivious to Pain talent, which is practically mandatory while playing the class. He even has another talent that can increase his base health, as if this weren&#039;t enough. With the addition of the generally-superior Grail Knight and Warrior Priest classes and the comparatively situational nature of the classes&#039; key abilities however, Slayer is often considered the most underpowered class in the game - hopefully a rework will bring it back into the light. &lt;br /&gt;
**Base Health: 125&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Trophy Hunter&#039;&#039;- Stacking damage buff gained upon hitting an enemy&lt;br /&gt;
***&#039;&#039;Path of Carnage&#039;&#039;- +7.5% attack speed&lt;br /&gt;
**Unique active ability: &#039;&#039;Leap&#039;&#039;- Leap forward, stunning enemies and gaining a temporary boost to attack speed.&lt;br /&gt;
*&#039;&#039;&#039;Outcast Engineer&#039;&#039;&#039;: Bardin&#039;s fourth unique DLC locked class (chronologically the 2nd paid class DLC). Ever since he returned from castle [[Drachenfels]], Bardin has been busy locking himself alone studying machinery. According to Lohner, his uncle &#039;&#039;&#039;Drakki Dagsson&#039;&#039;&#039; used to be an engineer whom Bardin looked up to, much to the dismay of his traditionalist dad &#039;&#039;&#039;Gorrek Dagsson&#039;&#039;&#039; who shuns technology and often came to disagreements with his brother Drakki. Upon learning Bardin was going to become an apprentice engineer, Dagsson went to disengage pneumatic supports at the mine out of anger and caused an earthquake, which also happened at the same time when Bardin was about to receive his apprenticeship. Dagsson managed to get most of the Dwarf to safety before the debris and stones swallowed him alive with the remaining Dwarfs. This forced Bardin to quit his passion to follow in his father&#039;s footsteps, becoming an Ironbreaker, and good ol&#039; Drakki took the blame for the mining accident and became a slayer out of guilt (because of how heroic Dagsson was) and died in a troll cave. Still, tragedy did not end there for Bardin for he would later fail to defend his home, his family and his beardling son just because he wasn&#039;t strong enough to fight off a gutter runner, even led his entire team of sentry died saving him in the process. Filled with grief, Bardin decided to leave his hold and search for Karak Zorn as an excuse to exile himself (because seeker sounds better than exile) but ended up joining Victor&#039;s anti-ratman crusade at Ubersreik instead. The demon living in castle [[Drachenfels]] read everyone like an open book, including a magic resistant Dwarf, and it sarcastically mocked Bardin of his old shame. Having realized maybe he should never have followed his father&#039;s path and perhapes he was never suited for being an Ironbreaker, he went back to his old tinkering passion. With Lohner&#039;s help, Bardin acquired materials, minerals needed for his various tools of destruction like his signature crank gun (read: [[Awesome|handheld Gatling gun, or handheld super repeater handgun because Richard Jordan Gatling doesn&#039;t exist in the Warhammer world]]) and is now out to destroy all those Thaggrakis and Dumals with it!... Unfortunately, despite the sheer and undeniable cool factor of the class, the Outcast Engineer often stands rock-bottom of Vermintide career tier lists; he is very squishy (despite his appearance) and has no options to buy himself some space so he will go down quickly if he&#039;s in the hands of a player who doesn&#039;t know exactly what they are doing, nor does he have any abilities that synergize with and support his teammates (unlike the Ranger Veteran). Outcast Engineer can be a decent boss killer and do OK in support of a ranged-focused party if the player behind him is good, but there are better options out there.&lt;br /&gt;
**Base Health: 100&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Build Pressure&#039;&#039;- Holding reload with the crank gun equipped builds pressure, gradually restoring the ability bar. Stacks are lost when you fire.&lt;br /&gt;
***&#039;&#039;Gunsmith&#039;&#039;- +50% Max ammo.&lt;br /&gt;
***&#039;&#039;Spotter&#039;&#039;- +10% Ranged Power to nearby allies.&lt;br /&gt;
***&#039;&#039;Utility Belt&#039;&#039;- Allows you to carry three different bombs, cycling through them with the bomb key.&lt;br /&gt;
**Unique active ability: &#039;&#039;Steam-Assisted Crank Gun (mk2)&#039;&#039;- An interesting active ability that&#039;s more like a third weapon, activating Bardin&#039;s special gun. Switching to the gun doesn&#039;t use up the bar, nor does it build up automatically. You &amp;quot;Reload&amp;quot; the gun in order to fill up your ability bar over time, and you can fire it as long as you have &amp;quot;ammo&amp;quot; in it. Can be upgraded to fire slower but stronger slugs, immediately start out firing at full speed, or have a longer ability bar that temporarily isn&#039;t used when you kill a special.&lt;br /&gt;
&lt;br /&gt;
===Sienna Fuegonasus===&lt;br /&gt;
As fiery and feisty as ever, the U5&#039;s witch is here to blaze a trail through rat and rot alike. How she does it forms the basis of her paths in life: She either made an attempt to discipline herself as a Battle Wizard (Canon), split between freedom and control as a Pyromancer or lost herself to the flame as an Unchained. It&#039;s eventually revealed in Lohner&#039;s journals that Sienna &amp;quot;had&amp;quot; a sister named Sofia. They weren&#039;t on the best terms, but they were family, so when Sofia was accused of being a [[Necromancer]], Sienna burned the town responsible for accusing her. [[Fail|And then it turns out she WAS a necromancer, so Sienna burned her too]]. Note the quotation marks, as Lohner recently got a letter from someone claiming to be Sofia, blackmailing him to do her a favor or else some of his unsavory secrets would be revealed. This fiasco looks to blow up in everyone&#039;s faces, which, really, fits anything to do with Sienna.&lt;br /&gt;
*&#039;&#039;&#039;Battle Wizard&#039;&#039;&#039;: Ubersreik taught Sienna the value of self-control, and while she was reluctant to do so she has learned to control the flame for the first time. The greater degree of self-discipline Sienna has as a Battle Wizard allows her to focus on perfecting her spellcasting, letting her cast spells more quickly, more often, and for more damage.&lt;br /&gt;
** Base Health: 100&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Tranquility&#039;&#039;- Passively vents overcharge after 6 seconds of not casting spells&lt;br /&gt;
***&#039;&#039;Reckless Haste&#039;&#039;- Overcharge increases spell charge rate&lt;br /&gt;
***&#039;&#039;Pyromantic Surge&#039;&#039;- 10% increased ranged damage&lt;br /&gt;
**Unique active ability: &#039;&#039;Fire Walk&#039;&#039;- Quickly teleport forward, leaving a trail of fire behind you. Can be upgraded to have lower cooldown, a bigger and stronger explosion with no more fire trail, or the ability to double-cast within 10 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Pyromancer&#039;&#039;&#039;: While far from having the control of a proper Battle Wizard, Sienna has enough self-awareness to restrain herself from the most ostentatious of fire magic. Sienna the Pyromancer trades in the consistency of her Battle Wizard career for more explosive moments of burst damage. Of special note is a talent which lets her activated ability also instantly clear all overcharge.&lt;br /&gt;
**Base Health: 100&lt;br /&gt;
**Unique passive abilities:&lt;br /&gt;
***&#039;&#039;Critical Mass&#039;&#039;- Critical chance increases based on overcharge level&lt;br /&gt;
***&#039;&#039;Searing Focus&#039;&#039;- 10% increased ranged damage&lt;br /&gt;
**Unique active ability: &#039;&#039;The Burning Head&#039;&#039;- A powerful fire blast that initially travels directly forward, but after a short time it will attempt to home in on the closest enemy; holding the active ability key down allows the user to designate a target for the fire blast to home in on instead. It will jump from foe to foe, killing until it runs out of power. Anything not killed by the blast is staggered, including bosses. Can be upgraded to refund cooldown on crit, vent her overcharge on cast or give her temporary health.&lt;br /&gt;
*&#039;&#039;&#039;Unchained&#039;&#039;&#039;: Sienna&#039;s addiction to magic has finally overwhelmed her, and now she lives only from one magical high to the next. As an Unchained, Sienna favors magically-boosted melee, with a focus on generating as much overcharge as possible before moving in for the kill.&lt;br /&gt;
**Base Health: 150&lt;br /&gt;
**Unique passive abilities: &lt;br /&gt;
***&#039;&#039;Blood Magic&#039;&#039;- 50% of damage received is converted to overcharge. Do not get hit while at high levels of overcharge, lest you accidentally [[Fail|explode yourself like a dunce]].&lt;br /&gt;
***&#039;&#039;Slave to Aqshy&#039;&#039;- No overcharge slowdown&lt;br /&gt;
***&#039;&#039;Unstable Strength&#039;&#039;- High overcharge increases melee attack power up to 60%&lt;br /&gt;
**Unique active ability: &#039;&#039;Living Bomb&#039;&#039;- Expends all overcharge to produce a massive explosion centered on Sienna, dealing heavy damage to all nearby enemies. Fortunately, this can be done even while beginning to explode from too much overcharge. Can be upgraded to increase power based on how many you hit, gain a scorching aura after it&#039;s finished or give everyone temp health.&lt;br /&gt;
&lt;br /&gt;
== Other Characters ==&lt;br /&gt;
*&#039;&#039;&#039;Franz Lohner&#039;&#039;&#039;: The bartender of the Red Moon Inn, transferring over to the Taal&#039;s Horn Keep. You guys do the heavy lifting, he does most of the behind the scenes stuff: Keeping your home nice and cozy, getting intel, stocking up on supplies, you get the drill. Unfortunately, he also runs the Emporium of Wonders, aka, [[Rage|the microtransaction shop]]. Seemingly knows everything and everyone, including any secrets your own characters have. Talking to him has him rattle off various nods to the lore of Warhammer and more specifically, [[The End Times]]. The devs also use him to write journals and story bits about the game through the &amp;quot;Franz Lohner Chronicles&amp;quot;, which are tidbits for his journal. Journal entries and random conversations heavily imply that he&#039;s [[Warhammer: Shadow of the Horned Rat|Morgan Bernhardt from Shadow of the Horned Rat and Dark Omen.]]&lt;br /&gt;
*&#039;&#039;&#039;Olesya Pimenova&#039;&#039;&#039;: The carriage handler from the first game turned out to be a Gray Witch. Whod&#039;ve thunk? As usual, your ride in and out of your jobs, this time using a Bridge of Shadows teleporter instead of horses. Helps make plans along with Lohner while occasionally working alongside you on your missions, secretly doing magic stuff while you not-so-secretly kill everything. Heavily implied to be the true form of the Grey Wizard Christoph Engel from the first game. She also has the hots for Kruber, a fact which he&#039;s unfortunately aware of.&lt;br /&gt;
*&#039;&#039;&#039;Catrinne of Aldenstein&#039;&#039;&#039;: The artist making all the paintings you can decorate the keep with once you find three pieces of Ravaged Art in a mission. You never see her, but you can sometimes hear her. She&#039;s haunted by visions which inspire her paintings, but Lohner&#039;s wary of how ominous she describes them. She apparently has a crush on Saltzpyre (A fact which Salty himself doesn&#039;t know, but hilariously enough, Kruber does), and she sometimes has to fight off Bardin from eating her brushes because he finds them delicious.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bosses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grey Seer Rasknitt:&#039;&#039;&#039; The same asshole in charge of invading Ubersreik is back, and he&#039;s the final boss of the main campaign. Having captured the heroes in the first game, he attempts to sacrifice them to fuel the Skittergate, a portal contraption capable of bringing in huge armies in a flash. With it, he and the Rotbloods swarmed Helmgart and the countryside, though as is typical of technology made by mice, it breaks in the prologue. It&#039;s fixed soon after though, and much of the game is dedicated to destroying it. During the final showdown, he sent his precious Stormfiend called Deathrattler (who uses dual-ratling guns instead of the flamethrowers) against you, only to call it a worthless piece of junk after the heroes killed it. He then attacks the heroes with his Skaven magic, teleports around at lightning speed while summoning special Skaven of all types, then is blown the fuck up once the rat bastard&#039;s health is at its end. You then get his helmet as a trophy for the Keep, and the fact that it has voices whispering into it explains MUCH about how insane this rat-bastard is.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Champion B&amp;amp;ouml;dvarr Ribspreader:&#039;&#039;&#039; Here to spread ribs and smiles in Papa Nurgle&#039;s name, Ribspreader is a Champion of Chaos and the scary dude on the box cover. The leader of the Rotbloods, who are said to be insane even by Chaos Warbands&#039; standards, he&#039;s here to slaughter and destroy, and has allied himself with Rasknitt for that purpose. He berates the Grey Seer for the portal&#039;s failure, but interestingly enough &#039;&#039;doesn&#039;t&#039;&#039; spread&#039;s his ribs for it, though it&#039;s probably because Rasknitt is more powerful than he is. Figures mainly into Act 3, where the gang messes with everything he has. After hitting a breaking point as the heroes foil his plans and kill his men and free his slaves, he sends out most of his army to scout for and attack the Keep, but thanks to Olesya reading the script, they learn about this, attack his under-staffed camp, and kill him in his own arena. Despite claiming that he can take care of the heroes all by himself, he displays cowardice, [[Carron|ranting and bawwing about the precious slaves and loots he lost to the Ubersreik Five/Four/Doesn&#039;t Matter]] when he starts losing and calls his warriors for aid, with a horde attacking as he loses health. Interesting to note that despite being a Nurgle worshipper, he has a magic axe (which the axe itself is alive, noted by the growing eye skull on the axe) that he can call back to him if he ever throws it out against the players. Saltzpyre would often refer to it as &amp;quot;flying axe witch&amp;quot; whenever it was thrown. You gain this axe as a trophy for the keep, and study of it reveals that Ribby is just one of many, many Chaos Warriors who wielded the thing.&lt;br /&gt;
* &#039;&#039;&#039;Burblespue Halescourge:&#039;&#039;&#039; The Nurgle sorcerer lord that the Skaven met back at Stromdorf, and the boss of Act 1. Has a good manner like papa Nurgle himself and he can do everything that the Nurgle sorcerer can do in the game (AKA life drain &amp;amp; Nurgle Vortex) only tougher and more AOE green plague in the oxygen, with a couple of unique abilities like summoning a swarm of flies to chase and stun one of the players, summon green images of himself to attack the players as well as erect an even bigger green vortex in the center of the battlefield.  He will absolutely make you fucking rage with his lack of visual cues for his attacks, his billion and one hit points, and his habit of teleporting around like a fucking asshole whenever someone so much as sneezes on the fucker. Has a large number of very angry nicknames from the fandom, several of which have even made it into official patch notes (e.g. &amp;quot;Bunglesnatch Humbledink&amp;quot;, &amp;quot;Vorpalblade Noobhurl&amp;quot;, &amp;quot;Hailstorm Barbeque&amp;quot;, &amp;quot;Bubbly-Spurge&amp;quot; and &amp;quot;Bubblespit Halleberry&amp;quot;, among many others). You get his staff and tome from killing him, and you find out the latter was made from human skin and inked in blood. Lovely.&lt;br /&gt;
* &#039;&#039;&#039;Skarrik Spinemanglr:&#039;&#039;&#039; The &amp;quot;Scary&amp;quot; Skaven Warlord in charge, and the boss of Act 2. Seem to be heavily inspired by Queek Headtaker in both his looks, size, and unskavenly bravery, although he uses a more traditional halberd alongside dual shortswords. Just like Queek, he is the largest non-monster Skaven of them all, towering over the players. He will regularly summon Stormvermin and Skavenslaves, if you don&#039;t take care of them quickly it can snowball into a horde no player could ever hope to kill. He is also fully armored like Ribspreader, but unlike him, Skarrik is much faster, forcing the player to have a frustrating time of chipping his health away with their seemly ineffective charge attack. Also, he calls you [[What|cat fondlers]] and is responsible for Saltzpyre&#039;s lost eye. After he dies, civil war and general chaos erupts throughout the Skaven underground, decreasing the amount of forces guarding the Skittergate. You also get his armor and spears for the keep.&lt;br /&gt;
* &#039;&#039;&#039;Nurgloth the Eternal:&#039;&#039;&#039; A new boss for the new Drachenfels DLC map and another one of Nurgle&#039;s stinky boy. He used to be the chief rival of shitstorm sorcerer from above, and has been trying to take over his rival&#039;s throne. Like every dumbass heretical sorcerer, he went after old Drachenfels&#039; castle in search of his old research about demons and other crazy shit to make himself even more powerful, which he did and was possessed or at least is in contract with a demon, but was driven mad after he glimpsed the realm of chaos. Still, it allows him to see a bit of future sight as well as gaining much higher power than before. After our heroes defeated the two walking-toilets above, he began his no-good operation in Drachenfels&#039; castle and started to sacrifice captured villagers from nearby for his ritual. His little scheme didn&#039;t go unnoticed under Lohner&#039;s ear and was dealt with by our heroes after a trilogy of missions. In combat, he wields a giant scythe for slicing while he hovers (only the last phase), shoots flies that explode and snare the player, summons his rotblood minions, and using a magic attack that resembles an AoE ability from a typical MOBA game. Currently the hardest boss due to the amount of health he has and the bullshit last phase where he seeks out players and knocks them to his magic fart zone with his rotblood minions still roaming around him. He also explodes when you kill him, and you acquire his scythe and armor for your victory.&lt;br /&gt;
* &#039;&#039;&#039;Gatekeeper Nagfahr:&#039;&#039;&#039; A Ribspreader look-alike, even shares the same axe design....until the recent patch came and changed its entire outlook. He now only uses a normal axe with his head exposed: [[Eliphas the Inheritor| pale bald head]], probably the only chaos warriors that showed his face in the game. Responsible for guarding the skittergate key staff. Was [[chaos|blessed]] during the battle and turned into...[[Chaos Spawn|It-Which-Must-Not-Be-Named]]. Far easier than Ribspreader, being a level&#039;s mid-boss to build up to the final battle with Rasknitt.&lt;br /&gt;
* &#039;&#039;&#039;Baron Justus Francke:&#039;&#039;&#039; Not an enemy you fight but nonetheless important to the plot. Besides the Skaven having a portal underneath Helmgart, Fucko Francke is the other reason Ussingen and the countryside were overrun so quickly. It&#039;s revealed he made some kind of deal with the Rotbloods and Clan Fester, and like a lot of shitty nobles, might&#039;ve been in league with the Chaos Gods even before the invasion. His fortified mansion, the only undamaged building in Ussingen, is blown up accordingly by the heroes. His fate is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skaven&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Clan Fester&#039;s back, and they&#039;re pissed. Sore after getting thwarted at Ubersreik, they want revenge. They almost managed to get it by capturing the heroes and finally managing to capture Ubersreik, and with the Rotblood alliance for constructing a Skittergate portal to Norsca, things seem to be in the bag... Until [[Fail|it malfunctions and frees Kruber, leading him to free everyone else]]. Still, they&#039;re stronger now, with Clan Pestilens rats joining their ranks and being just as determined as ever to spread the power of the warp and stave off their extinction.&lt;br /&gt;
* &#039;&#039;&#039;Skavenslaves:&#039;&#039;&#039; Still the most piss-poor enemies in the game. Even though they come in huge swarms they&#039;re only dangerous if they blindside you or if you&#039;re too busy dealing with actual threats.&lt;br /&gt;
* &#039;&#039;&#039;Clanrats:&#039;&#039;&#039; Rank and file of clan Fester, only slightly better than slaves. Now come with a shield and hand weapon variant that could hopefully block one or two hits from the front and make dealing with the horde slightly more difficult.&lt;br /&gt;
* &#039;&#039;&#039;Plague Monks:&#039;&#039;&#039; A more durable Skaven with fast attacks designed to exhaust the player&#039;s stamina. Weak to ranged fire but hit like a freight train and knock you back. They let out a loud howl when they charge, but can be hard to spot in a swarm. Usually, spawn in triplets and tend to focus a single target just to make sure even 7+ stamina would not be enough to withstand their attack.&lt;br /&gt;
* &#039;&#039;&#039;Stormvermin&#039;&#039;&#039; - The most common breed of Special Skaven, Stormvermin will spawn at random among the crowds of Clanrats seeded throughout the various levels. Unlike the rest of their ratty brethren, the Stormvermin have actual armor, actual weapons, and actual training, making them a serious threat. Their halberds do more damage than the standard Clanrat improvised weaponry, and hits against them that don&#039;t aim for the head (or have the Armor Piercing trait) will glance off their armor. Even blocking their attacks is difficult, since they do significant Stamina damage and therefore have a high chance of breaking your block and putting you into stun, making you an easy kill. At higher difficulties, they become one of the most significant threats in the game, and require careful combat to take down safely or make ranged weapons good at taking them down quick very desirable.&lt;br /&gt;
* &#039;&#039;&#039;Stormvermin&#039;&#039;&#039; (Sword &amp;amp; Shield): Elite troops who still sound vaguely like Bane, except some of them now have swords and shields that give them multiple attacks and near-immunity to frontal hits (but mercifully deals less damage than the halberd wielders), plus their shields are metal and can&#039;t be broken. All around assholes, and a definite reason to consider having a handgun on the team since it&#039;s one of the only ranged weapons capable of easily handling them from the front.&lt;br /&gt;
* &#039;&#039;&#039;The Stormvermin Patrol&#039;&#039;&#039; - Once or twice per map, if you&#039;re listening carefully, you&#039;ll hear the sound of rats shouting out a ratty little marching drill. And if you&#039;re smart, you&#039;ll hide. If you&#039;re not smart, you&#039;ll die, because the Patrol is a massive mob of Stormvermin that all aggro at once if they spot any of the heroes, and will never back down from a fight. Their numbers are slightly randomized, but rule of thumb is for +5 rats for each difficulty level, so at Legendary difficulty you&#039;re facing patrol sizes that wouldn&#039;t be out of place in an actual game of Warhammer Fantasy Battles. Yeah. [[Anal Circumference|Have fun with that]].&lt;br /&gt;
* &#039;&#039;&#039;Gutter Runner&#039;&#039;&#039; - Representing Clan Eshin, we have these stabby little ninja rats with warp-dust coated knives strapped to their hands. They lurk in the shadows, trying to find a hero that&#039;s cut off from the rest of the group or waiting for you to be otherwise distracted, then pounce and pin one hero to the ground while they stab and stab and stab until the puny man-thing stops moving. Once you&#039;re pinned (but you &#039;&#039;can&#039;&#039; hope to dodge their jumps at you by dodging to a side), you&#039;re helpless. It&#039;s up to the rest of the team to save you. So if you hear that strange whispering in the distance, make sure to stay close to your team.&lt;br /&gt;
* &#039;&#039;&#039;Packmaster&#039;&#039;&#039; - Clan Moulder&#039;s representatives, the Packmasters have taken up capturing humans for slaving. To this end, they cart around giant spiked collars on poles; if they get close enough, they&#039;ll snap that collar shut around your neck, disabling you like the Gutter Runner. The good news is that the collar doesn&#039;t hurt nearly as much as the knives and you can dodge it if you time it right. The &#039;&#039;bad&#039;&#039; news is that the Packmaster will drag you off into the distance, probably through a mob of Clanrats, and then hang you up to die - or at least for the rest of their companions to stab while you wriggle helplessly.&lt;br /&gt;
* &#039;&#039;&#039;Poison Wind Globadier&#039;&#039;&#039; - A Skryre-rat in a gas mask, with a miniature plague factory on its back. At a distance, it will constantly lob spheres full of gas so poisonous that it eats into the skin like acid, covering the battlefield in green clouds of death. The good news is that these are as poisonous to the other Skaven as they are to our heroes. The bad news is that you&#039;ll still die like a bitch if you stand in one. And if you get too close, they&#039;ll rig the tanks on their backs to explode, taking you with them in one final kamikaze assault.&lt;br /&gt;
* &#039;&#039;&#039;Ratling Gunner&#039;&#039;&#039; - Clan Skryre is pulling overtime here. This rat&#039;s got a miniaturized, one-man version of the tabletop Ratling Gun strapped to its back, and the rest of its body is covered in heavy armor. When it finds a good firing line, it&#039;ll wind up that gun and then unleash a hellstorm of warp-shot onto one of the heroes, tracking them as best as it can. The good news is that it&#039;s not very accurate, kills Skaven who enter its firing line, and tends to jam after a while. The bad news is that it&#039;s firing so many bullets that it&#039;s probably going to hit you anyway, and while it&#039;s not as powerful as a full-sized &amp;quot;kill both knight and his horse with a single bullet&amp;quot; ratling gun it still hurts a lot. Got a significant buff compared to the original game by taking body amour and revving up his gun quite a bit faster.&lt;br /&gt;
* &#039;&#039;&#039;Warpfire Thrower:&#039;&#039;&#039; Another Skryre-rat, now with a flamethrower strapped to its back, which it uses to spew out gouts of green fire at anything in range. The good news is that it has a shorter range compared to the Ratling Gunner and gives even less fucks about torching other Skaven and Rotbloods in its path. Bad news is it hurts even more than the Ratling Gunner, knocks you back, and blocks your vision as well - not a Special you&#039;d want to see while you&#039;re out of ammo. The warpstone crystal on its back is its weak spot, but it violently explodes if said weak spot is hit, leaving a sizeable puddle of the flaming warpstone on the ground. While it can take out a lot of enemies with the explosion, it also makes engaging it in melee even more suicidal, especially if you use wide-sweeping weapons.&lt;br /&gt;
* &#039;&#039;&#039;Barrel Rat:&#039;&#039;&#039; Special Skaven enemy type that exists only in special game modes like the Weave or in Weekly Events. Their role is simple: SUICIDE BOMBER! Try to shoot them down before they reach you! A bane to melee only characters like Bardin&#039;s Slayer (without the throwing axe) and Kruber&#039;s Grail Knight.&lt;br /&gt;
* &#039;&#039;&#039;Rat Ogre&#039;&#039;&#039; - The triumph of Clan Moulder&#039;s scientific prowess. The Rat Ogre, like the Stormvermin Patrol, is a once-a-map event, barring special mission rules, and is always announced by a throat-peeling bellow of rage. It&#039;s a giant, hulking brute that rampages across the battlefield, pummeling and punching its way through any heroes it can find. It &#039;&#039;is&#039;&#039; possible to kite the Ogre, but the problem is that it&#039;s rarely alone; the true difficulty arises in managing the Ogre and the accompanying Clanrats at the same time, since they limit your mobility just by existing.&lt;br /&gt;
* &#039;&#039;&#039;Stormfiend:&#039;&#039;&#039; If you thought the Rat Ogres were a huge pain in the ass, say hello to their upgraded cousins, the masterwork of Clan Moulder and Clan Skyre! They are clad in heavy armor from the front and wield twin warp-fire throwers attached to their arms. Unlike the warpfire throwers on regular Skaven, these ones leave a burning trail on the ground for quite a time, turning a battlefield into a maze of green fire if you let it disengage and rain fire on you from distance - it&#039;s worth it to backtrack to more open areas if you come across a Stormfield because of this. Their major weakness is the smaller Skaven acting as a second brain that&#039;s stuck on their backs.&lt;br /&gt;
*&#039;&#039;&#039;Sack Rat&#039;&#039;&#039; - A Skaven with a big sack full of loot. Pretty rare to spawn. It doesn&#039;t attack on its own, [[Fail|but kills teams anyway as the people in it tunnel vision on it before being killed by all the other enemies in the level]] (seriously, a loading screen tip jokingly tells you to do this). If you can kill it before it runs off you&#039;ll get to claim its stuff. One of its notable dialogues is &#039;&#039;&#039;MINE! MINE! MINE!&#039;&#039;&#039; whenever it walks, so it&#039;s easy to spot it from such obvious dialogue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;The Rotbloods, a Nurgle Warband so fanatical to the Rot-Father that they make typical fanatics look tame. They&#039;re in league with Clan Fester to work on the Skittergate while plundering Reikland&#039;s countryside. They&#039;re generally tougher and hit harder compared to Skaven, but come in smaller groups, are slower on flat ground, even slower at climbing vertical obstacles, and most importantly spawn from the same points rather than crawling out from every nook and cranny including those on the ceiling.&lt;br /&gt;
* &#039;&#039;&#039;Nurgle Cultists:&#039;&#039;&#039; Your typical cannon fodder of Nurgle about as tough as a Clanrat. Fill the same role as Skaven slaves in the Chaos horde, though they might last an extra hit compared to slaves.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Marauders:&#039;&#039;&#039; Plague-ridden warriors that come in four flavors:&lt;br /&gt;
**&#039;&#039;&#039;Raiders&#039;&#039;&#039; (hand weapon) and &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; (hand weapon and shield) are the basic units for the Chaos Forces and fulfill a similar role to Clanrats, but they are significantly more durable than the former.&lt;br /&gt;
**&#039;&#039;&#039;Savages(Frothers)&#039;&#039;&#039; (dual-wielding weapons) are pretty much carbon copies of Plague Monks and work exactly the same except its attacks aren&#039;t as fast.&lt;br /&gt;
**&#039;&#039;&#039;Maulers&#039;&#039;&#039; (great weapons) huge guys with huge axes and huge horned helmets. Fill the niche of a Stormvermin in the Chaos horde, leading packs of marauders and acting as a primary threat in them, except they hit even harder, depleting all the stamina in one hit, are only armored on the head and &#039;&#039;heavily so&#039;&#039; (seriously, it&#039;s not worth shooting them there with non-guns), and have more health.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Warriors:&#039;&#039;&#039; ASININE MORTALS!! The great axe variant. The toughest non-boss enemy in the game. Has nearly three times as much health as a Stormvermin, and their armor is so thick that even headshots from guns hardly faze them. They can down you in a hit or two from full health but are very slow targets, and they&#039;ll trash talk one of you to let you know who they&#039;re aiming for. For extra fun, they sometimes spawn two or three at a time.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Patrol:&#039;&#039;&#039; when you thought Stormvermin patrol was bad, these guys come in with their chaosy march song... Include at least &#039;&#039;&#039;SIX&#039;&#039;&#039; Warriors and Maulers even at the lowest difficulty with the rest filled with Raiders and Bulwarks. A tougher patrol by far compared to the Stormvermin&#039;s.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Sorcerers of Nurgle:&#039;&#039;&#039; Come in two variants - the Lifeleech (also known as &amp;quot;[[/d/|Chester the molester]]&amp;quot; by many players), who teleports around and attempt to bind a character to leech their health, and the Blightstormer, who casts a Nurgle-flavored green vortex spell that sucks in both the enemies and player characters, damaging and preventing them from moving. (The Blightstormer also likes to talk about how Papa blessed them with sniffles and brings forth much joy.)&lt;br /&gt;
* &#039;&#039;&#039;Bile Trolls:&#039;&#039;&#039; Chaos Trolls of Nurgle. Wield huge blunt weapons and spew acidic bile that slows you and drains your stamina as long as you&#039;re exposed to it, much like Stormfields it&#039;s absolutely worth turning around to a more open part of the map to be able to better avoid the puke. They can also attempt to heal themselves over time, both as a passive effect and as an ability they channel when their health is low. When this happens, they fall to their knees and gain a temp health bar. You and everyone else better start [[Rape|dogpiling the FUCK out of it]] to empty it and prevent full health regen, or life will only suck harder.&lt;br /&gt;
* &#039;&#039;&#039;[[Chaos Spawn|The Unnameable Beasts]]:&#039;&#039;&#039; Tough boss monsters that like to chew you to regain their health. They are also probably the worst thing to face with pubbies, as they devour you, smack you into other players damaging and potentially downing them, and each snack they grab heals them. You will definitely want to use your bombs and any other knockback abilities you have to stop their chow time. Oh and they are about one of the fastest boss enemies just like the rat ogres with the exception being their head isn&#039;t as noticeable, therefore harder to deal big damage with headshots. Have fun with that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;The Cloven Ones are an enemy faction that premiered in the &amp;quot;Winds of Magic&amp;quot; expansion pack. They are the true children of Chaos, born amidst the collapse of the Polar Warp Gates and the subsequent release of Chaos energy into the world. As such, they serve the Chaos Gods without question, as their souls are forfeit to Chaos at the moment of their conception. Although the Beastmen vary in appearance, as true to their Chaos heritage, they are mainly comprised of humanoid mutants and abominations with bestial features such as cloven hooves, horns, and goatlike heads. Warpstone meteor falling into Reikland got their attention, and now they seek to claim it as a Herdstone. Afterwards, they have a chance to appear in any mission.&lt;br /&gt;
* &#039;&#039;&#039;Ungors:&#039;&#039;&#039; Ungors are the weakest and most humanlike of the Beastmen, with most possessing diminutive horns or no horns at all. However, they are no less hateful and repulsive than their larger cousins. They use spears and bows, making them the first common enemy type to have a ranged attack.&lt;br /&gt;
* &#039;&#039;&#039; Ungor Raiders:&#039;&#039;&#039; The weakest specials in the game, they look similar to regular Ungors but have much darker skin and white body paint across their upper body. Despite falling over in a stiff breeze, their arrows do lowish damage and they have an average rate of fire. The real threat is when you&#039;re caught out of cover by large packs of 8~10+ Ungor Raiders who will sustain fire their arrows so there&#039;s no safe opening to close the gap, and being exposed leads to a lot of damage quickly. Since they often shoot from far away at an area where melee can&#039;t reach them like a balcony or a cliff, they must be taken out with ranged weapons, which is a required waste of ammunition for some characters, unless the player is an Ironbreaker armed with a drakepistol, Bardin with a throwing axe, a Huntsman Kruber with a knack for headshots, or Sienna.&lt;br /&gt;
* &#039;&#039;&#039;Gors:&#039;&#039;&#039; The most common of the Beastmen, Gors form the backbone of the Beastmen Brayherd. Each Gor is recognized for their resplendent rack of horns, with larger horns denoting higher status within the Beastmen hierarchy. Prerelease screenshots and artwork show Gors wielding Man-cleavers and two-handed axes, although more variations are possible.&lt;br /&gt;
* &#039;&#039;&#039;Bestigors:&#039;&#039;&#039; Bestigors are the elite of the Brayherd as their name would imply. They can use a charge attack to knock down players and are heavily armored (not as much as chaos warriors despite being chaos and is more akin to Stormvermin armor), though this charge attack can be interrupted by a good hit/shot to them while charging to trip them or dodged.&lt;br /&gt;
* &#039;&#039;&#039;Standard Bearers:&#039;&#039;&#039; Beastmen who carry foul standards into battle to increase the Brayherds morale. They can place their magical standards to buff their comrades with a buffer of temporary health on top of their max health, and regeneration of their base health which can make fights take longer if players don&#039;t finish off enemies. Best to fight your way to the flag and smash it before things get harder.&lt;br /&gt;
* &#039;&#039;&#039;Beastmen Patrol&#039;&#039;&#039; - The patrol for the Beastmen. Unlike the previous two patrols, it contains some Ungor Raiders for ranged fire support and two standard-bearers with the rest filled with Bestigors.&lt;br /&gt;
* &#039;&#039;&#039;Minotaurs:&#039;&#039;&#039; A new monster-boss enemy, Minotaurs are the most Beastmen-like of Beastmen: extremely strong, extremely ferocious, and extremely dumb. Minotaurs are more aggressive than any other boss type, beelining for the nearest hero and attacking them relentlessly. They have a charge ability like the Stormfiend and can deal serious damage to players and enemies alike in their path. One of the nastier differences is that Minotaurs get the healing benefits of Battle Standards, but not the bonus health. This isn&#039;t too noticeable on Recruit or Veteran, but Champion and above the health regeneration makes it the hardest boss when both enemies are present together. Oh, and they&#039;re bigger than the other regular bosses, meaning more reach and having to aim higher for the head. Have fun.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Tips (aka How To Avoid Dying Like An Asshole) ==&lt;br /&gt;
&lt;br /&gt;
1. Don&#039;t be That Guy who wanders off alone and dies due to getting incapacitated due to the half-dozen or so methods an enemy can do such a thing.  I don&#039;t care how badass you think you are, nothing actually makes you immune to being pounced by a Gutter Runner, hooked by a Packmaster, yote by a Blightstormer, et cetera.  Seriously, wandering off alone is one of the certain ways you can get kicked from a match, along with going AFK during horde or boss attacks.&lt;br /&gt;
&lt;br /&gt;
2. If someone starts grabbing Tomes and Grimoires, fucking follow them and hope they know where to show you where the others are.  Because if you are not grabbing them, you&#039;re not optimizing your loot and XP gain, thus you are shit and should uninstall this game (and/or kill  yourself). Or don&#039;t, whatever, I&#039;m not [[Asmodai]]. &lt;br /&gt;
&lt;br /&gt;
3. If you play Sienna and overheat more than twice in a match, don&#039;t be butthurt when you get kicked.  Learn to manage your overheat, or learn to play anything else.  (Same goes for playing an Ironbreaker with drakefire guns.)&lt;br /&gt;
&lt;br /&gt;
4. The game is actually really great about audio clues for your enemies; if you hear something suspicious, start looking around for the source of the sound.  Nine times out of ten, you can spot a Gutter Runner or other special enemy fast enough to kill it.  The other tenth time?  Hope your buddies didn&#039;t rush forward and leave you for dead.&lt;br /&gt;
&lt;br /&gt;
5. Consider taking weapons with Shield Breaking and/or Armor Piercing if you&#039;re consistently getting fucked up by the heavier enemies.  Instead of having to charge up a heavy attack, you just make regular attacks as fast as you can and watch enemies like Stormvermin and Chaos Warriors get fucked up.&lt;br /&gt;
&lt;br /&gt;
6. Mix in side-dodges and pushes with your melee swings in order to defend yourself. The different weapons each have optimal attack/push/dodge patterns unique to them. Learn yours. Blind offense is a good way to get yourself killed by stray hits from trash mobs. Side-dodging repeatedly also has the benefit of helping you not get surrounded as the hordes have to relocate to you.&lt;br /&gt;
&lt;br /&gt;
8. Trying to outrace other players for DPS is only going to get everyone killed, which means nobody gets loot and very little XP.  Don&#039;t be that asshole who tries to &amp;quot;prove&amp;quot; something to the others by trying to outperform them. The only stat that matters is how much damage you took. Kills will happen eventually. Focus on keeping yourself alive and healthy first and foremost.&lt;br /&gt;
&lt;br /&gt;
9. This is a fucking co-op game.  Heal other people, leave stuff they need behind, try to watch their backs.  If you can&#039;t handle this concept, then you really need to try a different game; &amp;quot;lone wolf&amp;quot; types are wasting both their time and everyone else&#039;s.&lt;br /&gt;
&lt;br /&gt;
10. When the coast isn&#039;t clear, don&#039;t make forward progress in the map. You don&#039;t want to trigger a boss fight while knee deep in a horde. While dealing with shit and you have to move around, go backwards, not forwards.&lt;br /&gt;
&lt;br /&gt;
11. Don&#039;t be afraid to use those bombs and potions the moment things are beginning to look dicey. One thing (horde, patrol, special) can be handled without too much trouble, but the multiples are what kills teams. Also, Strength potions oddly enough do affect ranged weapons and bombs.&lt;br /&gt;
&lt;br /&gt;
12. Dash abilities (such as Foot Knight&#039;s or Zealot&#039;s abilities) can be canceled part of the way by blocking, allowing you to gain value from them while not charging away from your group if you&#039;re already with them.&lt;br /&gt;
&lt;br /&gt;
13. You can block-cancel other things too, depending on your weapon. Attacks, pushes and other actions can be stopped with a block either for defense or speeding up your combos.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ranger Veteran.png&lt;br /&gt;
File:Ironbreaker.png&lt;br /&gt;
File:Slayer.png&lt;br /&gt;
File:Vermintide 2 fat nurgle worshipper.png|[[Glottkin|HELLO I&#039;M FUCKING FAT TOO]]&lt;br /&gt;
File:Vermintide 2 fat nurgle worshipper2.png|[[Ogre|WHAT ARE YOU DOING IN MY SWAMP???]]&lt;br /&gt;
File:Lumberfoots only by a20t43c.png|How Kerillian came to live in a tent.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.vermintide.com/ Website]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AovSuioMM2w&amp;amp;t=105s Announcement Trailer plus a little bit of gameplay]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Valkia_the_Bloody&amp;diff=519982</id>
		<title>Valkia the Bloody</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Valkia_the_Bloody&amp;diff=519982"/>
		<updated>2022-08-11T07:36:51Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* Total War: Warhammer III */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Valkya2.png|400px|thumb|right|The original Valkyrie of Chaos.]]&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
{{topquote|I tell you that neither eating, drinking, nor sleep has as much savor for me as to hear the cry &#039;Forwards!&#039; from both sides, and horses without riders shying and whinnying, and the cry &#039;Help! Help!&#039;, and to see the small and great fall to the grass at the ditches and the dead pierced by the wood of the lances decked with banners.|Bertran de Born}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkia the Bloody&#039;&#039;&#039; is a character from [[Warhammer]] who happens to be the single most badass [[Rule 63|female]] [[Viking]] [[Warriors of Chaos|ever]]. Badass enough that even [[Khorne]]&#039;s got a hard-on for her. Literally. And anyone with a muscle fetish. Difference is that the latter people will just have to put up with being plowed by an angry demon-woman with wings in hot, sweaty hatesex.&lt;br /&gt;
&lt;br /&gt;
She also happens to be the closest thing the Warhammer world has to a Valkyrie, which is a big thing in Norse mythology. They&#039;re the one ones who pick out who gets to die and join the Blood God in the halls of the afterlife where they can fight for eternity. And yes, we already know how unsubtle it is about Khorne being Odin.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
&lt;br /&gt;
See, once she was just a badass viking chick. And considering that vikings here are already, like, 40% Testosterone at birth, that&#039;s a serious lot of manly.  She got her first taste of battle being a shield-maiden as a child and found she liked it.  As she grew up, she found herself liking war and hating her father&#039;s increasing willingness for peace, eventually killing him and taking over the tribe, with one of Valkia&#039;s two childhood friends (willingly) taking the fall for her father&#039;s death.  So this accounted, she killed a bunch of other chaos champions, which is the closest thing the Norse have to [[Heterosexual Sex in the Missionary Position|consenting, heterosexual sex in the missionary position for the sole purpose of procreation]].  &lt;br /&gt;
&lt;br /&gt;
She later met the leader of another tribe who worshiped Khorne and he introduced Valkia to his faith.  She really liked the Khornate faith and the god behind it while also respecting the man, so after awhile the two married.  Soon he made it clear that he wanted to be the boss of the tribes and their relationship (yes, the &amp;quot;stay in the kitchen&amp;quot; argument).  While butting heads with him over this, Valkia one day felt like becoming a mother so she got him drunk, banged him (apparently whiskey dick isn&#039;t a thing in the Warhammer world) and got pregnant, later giving birth to two daughters.  &lt;br /&gt;
&lt;br /&gt;
Shortly after their children were born, he revealed that he wanted sons and didn&#039;t think much of his daughters (that&#039;s right, we&#039;re also doing the &amp;quot;heir club for men&amp;quot; trope).  Valkia decided this was a prime subject to troll him about and did so often - especially in front of his bros, which eventually got him so mad he tried to kill her.  She offed the unfortunate fool and ruled his tribe as a single mother and a warqueen (somehow doing a good job of both at the same time) while her girls became women.  Though neither served Khorne like their mother did, one of them got smitten with an up-and-coming young warrior in the tribe while the other decided to remain single (between her and Valkia, we know what you&#039;re thinking; something something &amp;quot;don&#039;t need no man&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
After this, Valkia&#039;s tribe was visited by Locephax, a [[Daemon Prince]] of [[Slaanesh]] who sought to plunder him some ass; Valkia&#039;s and her daughters&#039; to be precise.  While her daughters started to succumb to the daemon&#039;s beguilement, Valkia&#039;s Khornate faith enabled her to resist Locephax&#039;s powers.  She responded by killing him in a duel, cutting his head off, and mounting it on her shield. LIKE A BOSS. Oh, and the head&#039;s still alive and trash-talks her regularly.  &lt;br /&gt;
&lt;br /&gt;
[[File:Valkia.jpg|300px|thumb|right|Don&#039;t fap to her, she&#039;ll cut your dick off. &amp;lt;strike&amp;gt;Probably use it as a spear, also. &amp;lt;/strike&amp;gt; Lol you wish it was that long]]&lt;br /&gt;
So Valkia decided to go up north with some of her warriors to see Khorne and present the shield with Locephax&#039;s head to him, leaving her daughters to rule the tribe in her absence.  Despite being a badass, she trips at the finish line and dies after she is crushed by the weight of her muscles because lolchaos.  And this made Khorne blow his load (both figuratively AND literally), so explosively that it literally brought her back to life and then turned her into a demonic valkyrie (this provides a counter example to assertions that Chaos gods never reward a failure... then again, Valkia lost due to some of her followers betraying her) who judges who shall live and who shall die while reducing Locephax to a hypnotic shield that Valkia can use in battle to disorient her enemies.  Oh, and be Khorne&#039;s personal stress management resource when Slaanesh starts laughing about Khorne&#039;s killhatemurder homosex club.&lt;br /&gt;
&lt;br /&gt;
When she left Khorne&#039;s realm and returned to the world, she turned her last living loyal soldier (who&#039;d gotten got his arm torn off by a lion) into a Chaos Lord of Khorne, fixing his physical handicaps while hooking him up with an awesome axe, Chaos armor and a Juggernaut mount.  On the way back home, she learned that things had gone to pot in her absence.  Her tribe was fractured due to the scheming of other tribes and traitors within her own.  Those loyal to Valkia were getting killed or annexed into other tribes.  Worst of all, her married daughter [[Grimdark|was murdered in her sleep while pregnant with the killer cutting the baby out of her body]] and the surviving daughter now hated Valkia.  After killing some Dwarfs in a gruesome ritual called the Blood Raven (another viking reference, this one just a grimdark in real-life as it is in Warhammer), she returned to her tribe to try and fix things.  Naturally, this involved Valkia killing a lot of people, sadly including [[Grimdark|her surviving daughter, who challenged Valkia to a duel because she now considered her mother an Abbadon-tier screw-up]].  &lt;br /&gt;
&lt;br /&gt;
Over time Valkia regained control of her tribe and threw away anything other than serving Khorne as a leader, consort and Chaos Valkyrie.  She also appeared to Archaon in his quest to become Everchosen after he got the ultimate Mark of Chaos, where she killed a black dragon and the Dark Elf Sorceress riding it.     &lt;br /&gt;
&lt;br /&gt;
In the End Times she led a Khornate army alongside Skarbrand to attack Naggaroth, smashing through the watchtowers and Ghrond&#039;s army, making it to the gates of the capital city Naggarond.  She and Kouran, who led the defense of Naggarond in Malekith&#039;s absence, dueled twice.  The first ended in a stalemate and the second she forfeited to duel the newly arrived Malekith and his dragon in combat.  After a lengthy fight she lost, blasted by Malekith&#039;s magic and his dragon&#039;s breath weapon, but Khorne made her fighting fit again to do more in The End Times.  Sadly, she goes out like a chump in End Times: Archaon, accidentally impaling herself on Ludwig Schwarzhelm&#039;s standard pole as she runs him through with her spear (there&#039;s a sex joke in there somewhere).&lt;br /&gt;
&lt;br /&gt;
A lot of people that died in The World That Was during the End Times are alive and active in Age of Sigmar and  Valkia is one such case. She came back complete with ruling her own version of Valhalla in [[Age of Sigmar]].  I guess this makes her Chaos Freya or something.  When not busy with either killing or with her husband, she is known to accept [[Gorechosen|challenges to mortal combat]] from worthy mortals trying to prove their mettle to the boss.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
[[File:ValkiaMini.jpg|300px|thumb|right|If her mini doesn&#039;t give you a [[Necromunda|massive metal boner]], you&#039;re a [[Khorne|lost cause.]]]]&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Half-way between a [[Chaos Lord]] and a [[Daemon Prince]], Valkia is a Duelling/Character killing machine even by the Warriors of Chaos standards. She has a Strength and Toughness of 5, 9WS and 6 attacks, which increases to 7 thanks to her having the Mark of Khorne giving her &#039;&#039;Frenzy&#039;&#039; and she comes with both &#039;&#039;Fear&#039;&#039; and &#039;&#039;Fly&#039;&#039; (those wings aren&#039;t just for show). Her Daemonic spear &#039;&#039;&#039;Slaupnir&#039;&#039;&#039; increases her Strength by +2 and inflicts &#039;&#039;killing blow&#039;&#039; when she successfully charges and it also has the &#039;&#039;Armour Piercing&#039;&#039; rule, giving her an Armour Penetration of at least 3 at all times. While having &#039;&#039;Eye of the Gods&#039;&#039; meaning she must always Challenge any time she is required to make a roll on the EOTG table, as she automatically gets &#039;&#039;Slaughters Strength&#039;&#039; (+1S) result each time instead of rolling, meaning her Strength and Armour Piercing will snowball after each challenge. &#039;&#039;&#039;The Scarlet Armour&#039;&#039;&#039; gives her a 3+ armour save and reduces the Strength of attacks against her by models in contact with her by 1, and paired with her &#039;&#039;&#039;Daemonshield&#039;&#039;&#039; in increases her Armour save to a 2+, giver her the standard 6+ parry save and also decreases the number of attacks of enemy models in contact with her, which gives her further survivability during challenges. Finally &#039;&#039;Gaze of the Blood God&#039;&#039; allows all friendly units with 12&amp;quot; of her to re-roll Break tests, but with the caveat that if any unit near her flees, she inflicts D6 S6 hits against the unit that broke, because Daddy Khorne hates cowardly little bitches.&lt;br /&gt;
&lt;br /&gt;
She does have a few downsides, mainly the fact that she lacks &#039;&#039;Daemonic&#039;&#039; or any Ward save [[Fail|despite being repeatedly named as a &amp;quot;Daemon Prince/Princess]]. Khorne clearly doesn&#039;t care from if the Blood flows from Valkia or her opponent. This also makes her vulnerable if she decides to go it alone and &#039;&#039;Fly&#039;&#039; around the battlefield, since while the Dwarfs and Empire don&#039;t have their own flying Daemon girls, they have Cannons instead, and she will disappear in a spray of red mist is she&#039;s hit by one. And if she joins a unit of Chaos Warriors to keep her safe, she&#039;s stuck marching along side them with their Movement of 4&amp;quot; (nothing else apart from monsters has &#039;&#039;Fly&#039;&#039;), making it less likely she&#039;ll get into the combats you want her to get into. Still despite being High risk, she can give very high rewards if you keep her out of ranged fire and get her into challenges with pathetic mortal Lords and Heroes so she can bring their skulls to her [[Khorne|beloved]].&lt;br /&gt;
&lt;br /&gt;
==[[Total War: Warhammer]] III==&lt;br /&gt;
She shows up in the third game&#039;s &amp;quot;Champions of Chaos&amp;quot; DLC, alongside [[Azazel]], [[Festus the Leechlord]] and [[Vilitch the Curseling]], where all four champions are trying to make their ways to Zanbaijin, to claim all the souls absorbed by the city over the centuries.  Even accounting for the fact that her unit card was displayed on turn 70+ on the campaign map, Valkia&#039;s stats are monstrous and easily make her a contender with Skarbrand and Nkari as the best duelist lord in the game.  Unfortunately she comes off as a bit of a chump in her trailer where she gets beat down by a bunch of Slaanesh marauders and flies away. The idea is it&#039;s suppose to show off how she can become invulnerable for a short time, which fair would always mean she had to get hit to show it off, but their had to have been better ways to do that! Have her tank a cannonball, WITH HER FACE!&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Chaos-Champions}}&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Daemons]]&lt;br /&gt;
[[Category: Blades of Khorne]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rifle_Platoon&amp;diff=404707</id>
		<title>Rifle Platoon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rifle_Platoon&amp;diff=404707"/>
		<updated>2022-08-10T07:59:41Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{America}}&lt;br /&gt;
{{Topquote|People sleep soundly in their beds at night because rough men stand ready to do violence on their behalf.|Richard Grenier}}&lt;br /&gt;
[[File:US Rifles.png|thumb|&amp;quot;And rifles go marching along.&amp;quot;]]&lt;br /&gt;
The American Rifle Platoon was an organizational unit used during WWII and is a unit available in Flames of War. American Rifle Platoons typically had anywhere from 16-50 men, including a Lieutenant.&lt;br /&gt;
==Flames of War==&lt;br /&gt;
[[File:US Rifles Statcard.jpg|thumb|left|The stats]]&lt;br /&gt;
==IRL==&lt;br /&gt;
The Platoon as an organizational unit can trace its roots back to the early era of gunpowder and derives from the French word &amp;quot;peloton&amp;quot; which meant a small detachment of soldiers. Gustavus Adolphus of Sweden organized his firing unit Platoon in the early 1600s, and by the latter part of the century, the French had adopted the system as well.&lt;br /&gt;
&lt;br /&gt;
In WWII, the American Rifle Platoon consisted of the aforementioned number of men, mostly armed with M1 Garands, due to the American infantry philosophy built around the Rifle Doctrine. In the early war, officers, sergeants, and messengers would be equipped with the Thompson Submachinegun, but post-1942 this weapon was phased out by the more accurate but controversial M1 Carbine. A single B.A.R was present for each platoon, as well as a single M1903A4 Sniper rifle to be given to a man at the unit leader&#039;s discretion. M7 Rifle Grenade Launchers were intermittently passed through the unit to add long-range indirect fire against fortified positions or to get shots over obstacles such as walls or hills.  &lt;br /&gt;
&lt;br /&gt;
On paper, every US infantry regiment had some trucks to haul their supplies, and roughly 150 jeeps, enough for each platoon to have a few for courier and medevac tasks, although as the war progressed many were [[Trukk|field modified to increase capacity or mount weapons]]. In practice: The US was basically the only army in WW2 to not use horses in Europe, the jungles and rough terrain of the pacific were a slightly different matter but even so they were used comparatively rarely. This make sense if you consider two things: 1 the US had to bring all there logistical support across and ocean and 2: the US factory&#039;s were not bombed and so they were free to spit out over 200,000 Studebaker trucks. Not: 200,000 trucks, 200,000 of ONE kind of truck. While the German&#039;&#039;&#039;s &amp;quot;Armored Fist of the Fatherland&amp;quot;&#039;&#039; still had to use a shit ton of horses, and ended up eating most of them once it got a bit nippy in Russia.&lt;br /&gt;
&lt;br /&gt;
As for a brief rundown of every weapon:&lt;br /&gt;
&lt;br /&gt;
*The M1 Garand was the best rifle in the whole damn war, not having the janky problems of emergency build SVTs, the bolt action inferiority of pretty much everything else, and the logistics line complicating STG with its separate caliber at a time with no fuel to go around.&lt;br /&gt;
&lt;br /&gt;
*The Johnson 1941 Rifle, while adopted concurrently with the Garand, was used almost exclusively by US Marine paratroopers. On the whole it operated almost the same as the M1 Garand, with a few notable differences; it has a ten round capacity and it takes stripper clips instead of en-blocs. The army refused to adopt it fully due to the inability to mount a bayonet and that the Garand was more mechanically reliable.&lt;br /&gt;
&lt;br /&gt;
*The B.A.R was probably the worst LMG outside the Type 99 or Breda. Not necessarily because the BAR was bad mechanically like the Breda or 99, (it was created by John Browning after all), but more so of its implementation as a squad LMG. When it was introduced in WWI it was ahead of its time, but by WWII it was very outdated, and military thinkers failed to give it even basic design upgrades like a pistol grip, muzzle brake, or interchangeable barrel - features that plenty of foreign copies and non-military versions of the BAR all had. This was in large part because the Army spent most of its small arms budget on the Garand; since they couldn&#039;t make many BARs, any changes to the design had to fit the many 1918A2 pattern BARs in inventory. Mid-war it started to be replaced by the M1919 that had previously been issued to weapons platoons. However, as purely an automatic rifle to boost raw fire output rather than an LMG providing sustained support, the BAR was still highly sought after by servicemen. So much so that many infantry platoons often had the uncanny ability to make their allotted arsenal of BARs multiply, as well as changes to the Army&#039;s Tables of Organization and Equipment in the later war (Spring-Summer 1944) saw changes that allowed company commanders to equip most of their squads with two BARs instead of previously just one. &lt;br /&gt;
&lt;br /&gt;
*The M1 Thompson was heavy, but a reliable weapon provided it wasn&#039;t equipped with a drum magazine (the M1, which also substituted the vertical foregrip of the original &amp;quot;Tommy Gun&amp;quot; with a simple plank, couldn&#039;t fit drum mags anyway). Not the match of the sheer firepower of the PPSh, but manufacturing and magazines were significantly superior. Not quite as controllable as the MP40, but fired faster. The replacement M3 Grease Gun was a cheap and simple gun used by tankers and other crew-served far longer than it.&lt;br /&gt;
&lt;br /&gt;
*The M1903 was and still is a solid bolt action rifle, but it was clearly on the way out of the line of battle. Did well in the early war at the Pacific before the Garands got sent out at numbers and after that served as an excellent sniper rifle.&lt;br /&gt;
&lt;br /&gt;
*The M1 Carbine was not terrible, but the marines often complained it had insufficient stopping power, though the M1 Carbine had always been intended as a backup weapon for support troops, not a frontline weapon. It worked best in close combat for units that were not expecting infantry combat but still needed something better than a pistol. M2 Carbine with automatic fire and M3 with night vision paved the way for assault rifles.&lt;br /&gt;
&lt;br /&gt;
*The Bazooka was mediocre AT weapon and one of the first rocket launchers. While it performed well against bunkers and tanks, it struggled against the heavier armor that was deployed later in the war. Ironically, the Germans reverse engineered Bazookas and developed the Panzershreck as a result.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
In the Modern day, the US Rifle platoon officially consists of 42 men, including the Lieutenant in charge of the unit.&lt;br /&gt;
&lt;br /&gt;
{{Template:US Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=US_155mm&amp;diff=516007</id>
		<title>US 155mm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=US_155mm&amp;diff=516007"/>
		<updated>2022-08-10T04:42:05Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 155mm cannon, commonly known as the &amp;quot;&amp;quot;Long Tom&amp;quot; was a Howitzer in use during the Second World War. It was also the primary armament of the M12 Gun Motor Carriage.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The 155 mm gun M1 howitzer, also known as the Long Tom started as a post World War I project in an attempt to add extra firepower to the US arsenal in preparation for a future conflict. Primarily, it was to be based on the French Canon de 155mm GPF, an effective weapon that saw service primarily as a coastal defence gun for allied forces across the world. It especially saw use in the Pacific, where they were expected to hold off [[Orks|melee oriented maniacs]] wielding shitty Katannas.&lt;br /&gt;
&lt;br /&gt;
However, the Great Depression, combined with a general lack of caring about what the hell the Europeons did to each other resulted in a carriage for the weapon being delayed until 1938, when Roosevelt decided to act on his hate boner for Fascists and funded the military. In 1942, the M4 Tractor was introduced in order to ease transport of the weapon, along with transport of other US field guns.&lt;br /&gt;
&lt;br /&gt;
The gun served across all theaters against all enemies of the United States, earning particular distinction in Europe, where 155mm of death weas plenty enough to deal with the Tigers and Panthers that Infantry were too afraid to fight. The gun was even mounted to a M3 Lee Chassis and designated the M12 in order to provide a highly mobile critical existence destroying platform.&lt;br /&gt;
&lt;br /&gt;
Based off experiments with the M12, a new version using the M4 Chassis was created post war and saw service in Korea, called the M40.&lt;br /&gt;
&lt;br /&gt;
The original 155 mm gun M1 stopped being used around . . .well fuck if we know. Wiki says the 155 mm gun M1/Long Tom stopped being used in 1938  but the 155 mm howitzer M1/M114 is still in use by some country&#039;s. What were saying is the US army loves the 155mm shell and naming howitzer M1 and has made too many gun&#039;s using that caliber and number. The latest generation of the Long Tom&#039;s grand children are (at time of writing) currently seeing action in Ukraine to great effect.&lt;br /&gt;
&lt;br /&gt;
{{Template:US Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=US_155mm&amp;diff=516006</id>
		<title>US 155mm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=US_155mm&amp;diff=516006"/>
		<updated>2022-08-10T04:41:53Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 155mm cannon, commonly known as the &amp;quot;&amp;quot;Long Tom&amp;quot; was a Howitzer in use during the Second World War. It was also the primary armament of the M12 Gun Motor Carriage.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The 155 mm gun M1 howitzer, also known as the Long Tom started as a post World War I project in an attempt to add extra firepower to the US arsenal in preparation for a future conflict. Primarily, it was to be based on the French Canon de 155mm GPF, an effective weapon that saw service primarily as a coastal defence gun for allied forces across the world. It especially saw use in the Pacific, where they were expected to hold off [[Orks|melee oriented maniacs]] wielding shitty Katannas.&lt;br /&gt;
&lt;br /&gt;
However, the Great Depression, combined with a general lack of caring about what the hell the Europeons did to each other resulted in a carriage for the weapon being delayed until 1938, when Roosevelt decided to act on his hate boner for Fascists and funded the military. In 1942, the M4 Tractor was introduced in order to ease transport of the weapon, along with transport of other US field guns.&lt;br /&gt;
&lt;br /&gt;
The gun served across all theaters against all enemies of the United States, earning particular distinction in Europe, where 155mm of death weas plenty enough to deal with the Tigers and Panthers that Infantry were too afraid to fight. The gun was even mounted to a M3 Lee Chassis and designated the M12 in order to provide a highly mobile critical existence destroying platform.&lt;br /&gt;
&lt;br /&gt;
Based off experiments with the M12, a new version using the M4 Chassis was created post war and saw service in Korea, called the M40.&lt;br /&gt;
&lt;br /&gt;
The original 155 mm gun M1 stopped around . . .well fuck if we know. Wiki says the 155 mm gun M1/Long Tom stopped being used in 1938  but the 155 mm howitzer M1/M114 is still in use by some country&#039;s. What were saying is the US army loves the 155mm shell and naming howitzer M1 and has made too many gun&#039;s using that caliber and number. The latest generation of the Long Tom&#039;s grand children are (at time of writing) currently seeing action in Ukraine to great effect.&lt;br /&gt;
&lt;br /&gt;
{{Template:US Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Girls_und_Panzer&amp;diff=231209</id>
		<title>Girls und Panzer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Girls_und_Panzer&amp;diff=231209"/>
		<updated>2022-08-10T04:06:02Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: /* In other words... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name = Girls und Panzer&lt;br /&gt;
|picture = [[ File:Girls_und_Panzer_-_OP1.5_-_Large_01.jpg|300px ]]&lt;br /&gt;
|type = [[ Anime ]]Series&lt;br /&gt;
|year = 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Girls und Panzer&#039;&#039;&#039; is a 2012 anime released by ACTAS studios as part of Japan&#039;s Prime Minister Shinzō Abe&#039;s propaganda campaign to make the JSDF seem sexy to young losers. Featuring the typical same-faced moe school girls and high-school setting, it might be mistakable for any other anime were it not for the addition of [[Awesome|MOTHERFUCKING TANKS.]] Due to the inclusion of said tanks this show has reached a unprecedented cult-fan following. See /ak/ for more details.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not about anime-crazy tanks either: each of the featured vehicles is a CGI/cellshade rendering of a WWII-era war machine. Though it&#039;s debatable as to its level of accuracy to the real vehicles, the performance of each vehicle is generally close enough to real that the show is essentially normal-ville with steel treads and high-caliber guns.&lt;br /&gt;
&lt;br /&gt;
Oh, also all the tanks move at 3x their normal speed. [https://m.youtube.com/watch?v=0f4dSrUnHi4&amp;amp;t=19s]&lt;br /&gt;
&lt;br /&gt;
The anime features 12 episodes and an OVA, with a further 6 OVA&#039;s of dubious value and a charming sub-series called Yukari&#039;s Tank Corner. In the summer of 2015 a sequel movie (with accompanying OVA) was released, and plans are in the works for a six-episode theatrical release of a second season. The series has additional manga accompaniment ranging from honest supplement materiel to barely concealed yuri-fests.&lt;br /&gt;
&lt;br /&gt;
It also doesn&#039;t hurt the popularity of the series that in Asia, it has blended together with World of Tanks. There are official model products with GuP characters depicted on the box art, with decals from the show, as well as various ingame GuP-related DLC items.&lt;br /&gt;
&lt;br /&gt;
==The World of Girls und Panzer==&lt;br /&gt;
&lt;br /&gt;
===The Setting ===&lt;br /&gt;
&lt;br /&gt;
GuP&#039;s alternate timeline is very similar to our own, with a few major exceptions; firstly, simulated tank combat is an extremely popular sport for girls of all ages, and second that most major high schools are built on to gigantic travelling city- ships. The justification for the first conceit is that, in the post-Versailles years of the 1920s, the German government reframed tank training as an educational activity for young women to throw international observers off the trail of their growing rearmaments program. The idea stuck and apparently persisted well though World War 2, which happened as it did in our world, and the sport of Sensha-dou (a somewhat untranslatable pun -- it literally means &amp;quot;the way of the tank&amp;quot;, analogous to e.g. &#039;&#039;kendo&#039;&#039; : &amp;quot;the way of the sword&amp;quot; -- officially translated as &amp;quot;tankery&amp;quot;, also called &amp;quot;Panzerkraft&amp;quot; in some fan translations) is common to this day. Sensha-dou is seen as a valuable sport teaching teamwork, honour, tactical and mechanical skills, and gentlewomanly professionalism. In practice, what this means is that grade schoolers get to drive tankettes around and by the time they&#039;ve hit university they&#039;re piloting 1950s-era heavy tanks like sportscars. Talk about a /k/ommando&#039;s dream world.  (Also, while everyone &#039;&#039;talks&#039;&#039; about sensha-dou teaching valuable character traits to young women, it&#039;s still a high-stakes high school sport, with all of the attendant pressures from overbearing parents, government interference, and high-school drama.)&lt;br /&gt;
&lt;br /&gt;
The second conceit, that all schools are built on city-sized aircraft carriers (large enough to have their own &#039;&#039;geography&#039;&#039;) is a little bit less well-explained. Apparently these ships are crewed primarily by students, with different students assigned to roles like engine maintenance, navigation, hydroponics, etc. Each school is functionally self-sufficient, though most have a home city where they have frequently dock, and they make regular trips around their home regions.&lt;br /&gt;
&lt;br /&gt;
===The Schools===&lt;br /&gt;
&lt;br /&gt;
Ooarai Girls Academy&lt;br /&gt;
&lt;br /&gt;
[[File:Ooaraiemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The school of our protagonists, in contrast to the other schools in the show; Ooarai does not theme itself after a specific country and fields a variety of vehicles. By the end of the show, the Sensha-dou club is made up of nine vehicles and crews:&lt;br /&gt;
*Anglerfish Team: the main characters, crewing a Panzer IV (initially an Ausf.D but later upgraded to an Ausf.F2 and finally to an Ausf.H by the end of the show)&lt;br /&gt;
*Turtle Team: the student council, crewing a Panzer 38 (t) and later on, a Jagdpanzer 38 Hetzer&lt;br /&gt;
*Duck Team: the volleyball team, crewing a Type 89 I-Go&lt;br /&gt;
*Hippo Team: the history club, crewing a Stug III Ausf.F&lt;br /&gt;
*Rabbit Team: the freshmen, crewing an M3 Lee, they hunt heavy tanks and ferris wheels&lt;br /&gt;
*Mallard Team: the public morals committee, crewing a Char B1 bis&lt;br /&gt;
*Anteater Team: hardcore gamers that met online, crewing a Type-3 Chi-Nu&lt;br /&gt;
*Leopon Team: the automotive club, crewing a VK 4501 Porsche Tiger, as only they can keep it running.&lt;br /&gt;
*Shark Team: some sailors that hang out at Bar Donzoko, crewing a Mark IV Tank Male&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
St. Gloriana Girls College&lt;br /&gt;
&lt;br /&gt;
[[File:Stgcemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The British school, its characters embody English stereotypes including lady like conduct and a love of tea. Unlike Ooarai, there are no specific “teams”, just a handful of characters and their vehicles, this will be the same for all other schools.&lt;br /&gt;
*Darjeeling and her leftenants: the command unit, crewing a Churchill Mark VII&lt;br /&gt;
*Rukuriri: face of the canon fodder, crewing an Matilda Mk.III&lt;br /&gt;
*Rosehip: the odd one out and resident speed freak, crewing a Crusader Mk.III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saunders University High School&lt;br /&gt;
&lt;br /&gt;
[[File:Saundersemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The American school, its characters embody American stereotypes ranging from love of food to being bombastic. They are also a very wealthy school, and as such field a very large number of tanks (reflecting American WW2 doctrine).&lt;br /&gt;
*Kay: team commander, crewing an M4 Sherman&lt;br /&gt;
*Alisa: dirty cheater, crewing an M4 Sherman&lt;br /&gt;
*Naomi: 1337 sniper, crewing a Sherman Firefly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anzio Girls High School&lt;br /&gt;
&lt;br /&gt;
[[File:Anzioemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Italian team, and butt of all jokes. They embody Italian stereotypes ranging from military incompetence to love of pasta and naps. They are a very poor school, and most of the team members don&#039;t take Sensha-dou seriously, much to the frustration of their commander.&lt;br /&gt;
*Anchovy: Il Duce, crewing a Carro Armato P40&lt;br /&gt;
*Carpaccio: quiet sweety pie, crewing a Semovente da 75/18&lt;br /&gt;
*Pepperoni: fiery and easy going and a good cook, crewing a Carro Veloce CV.33&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pravda Girls High School&lt;br /&gt;
&lt;br /&gt;
[[File:Pravdaemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Russian team, they embody Soviet stereotypes such as love of gulags and heavy armor. Their commander is the real star of the show with every other character being pretty underwhelming.&lt;br /&gt;
*Katyusha: [[loli]] Stalin, crewing a T-34-85&lt;br /&gt;
*Nonna: wants to be Katyusha&#039;s mommy, crewing an IS-2. The Manga revels that she has the opposite problem of Katyusha, she has looked 25 since she was twelve, and always had unrealistic expectations correspondingly.&lt;br /&gt;
*Nina: stronger than you (google her) crewing a KV-2&lt;br /&gt;
*Klara: introduced in the movie and pretends to only speak Russian, crewing a T-34-85, she takes over for Nona after she graduates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kuromorimine Girls Academy&lt;br /&gt;
&lt;br /&gt;
[[File:Kuroemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The German team, they embody German stereotypes such as being humorless and efficient. Seen as one of the strongest teams in all of Sensha-dou, and the final boss of the main anime.&lt;br /&gt;
*&amp;lt;s&amp;gt;Sigismund&amp;lt;/s&amp;gt; Maho: the leader/guide, crewing a Panzer VI Tiger Ausf.E Miho&#039;s Older Sister.&lt;br /&gt;
*Erika: a freakin dork who should be bullied lovingly, crewing a Tiger II Ausf.B&lt;br /&gt;
*Koume: introduced in the movie, crewing a Panzer V Panther Ausf.G&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chi-Ha-Tan Academy&lt;br /&gt;
&lt;br /&gt;
[[File:Chihatanemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Japanese team, they embody Japanese stereotypes such as honor and Banzai charges. Introduced in the movie, they will die with honor... 天皇陛下万歳!&lt;br /&gt;
*Kinuyo: commander who cannot conceive of any alternative to [[Imperial Guard|charging head first into the enemy]], crewing a Type 97 Chi-Ha&lt;br /&gt;
*Haru: quick to anger, crewing a Type 97 Chi-Ha&lt;br /&gt;
*Hosomi: has a weird hair style, crewing a Type 97 Chi-Ha&lt;br /&gt;
*Fukuda: tryhard who just wants to impress her senpais (seniors), crewing a Type 95 Ha-Go&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jatkosota High School&lt;br /&gt;
&lt;br /&gt;
[[File:Jatkosotaemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Finnish school, they embody Finnish stereotypes such as being weird and loving the sauna. Only have one vehicle and [[Blood Ravens|have a reputation of being thieves.]] Introduced in the movie.&lt;br /&gt;
*Mika, Akki, and Mikko: yeah that&#039;s it they&#039;re pretty bullshit overpowered actually, crewing a BT-42&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All-Stars University Team&lt;br /&gt;
&lt;br /&gt;
[[File:Selectionemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Cold War UN team, technically not in the same league as the other schools since they are university students, but compete against a coalition team made up of all the aforementioned high school teams during the Girls und Panzer movie.&lt;br /&gt;
*Alice: &amp;lt;s&amp;gt;[[Loli|is totally of college age trust me]],&amp;lt;/s&amp;gt; might be the youngest member of the cast depending on how many grades she skipped, crewing a Centurion Mk.I, provides her own music when charging in to battle&lt;br /&gt;
*The Bermuda Trio: three girls each commanding their own vehicle, those vehicles being M26 Pershings. They and Alice are all from one team the rest of the All Stars were pulled together form the other teams that would make up the new league&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BC Freedom High School&lt;br /&gt;
&lt;br /&gt;
[[File:Bcemblem.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The French school (there&#039;s technically another one called Maginot Girls Academy but we don’t talk about them). Embody French stereotypes such as arrogance and civil unrest. Introduced in the supposed finale of the series.&lt;br /&gt;
*Marie: aloof aristocratic commander likes cake, crewing a Renault FT-17&lt;br /&gt;
*Oshida: part of the elitist faction, crewing an ARL-44&lt;br /&gt;
*Andou: part of the proletariat faction, crewing SOMUA S35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Minor Schools&lt;br /&gt;
&lt;br /&gt;
There are several minor schools mentioned in some way or another in the show or the manga, unfortunately there isn&#039;t as much to talk about as the other teams, but we&#039;ll see what happens considering that Anzio used to be a minor school as well.&lt;br /&gt;
*Bellwall Academy: postwar Germany&lt;br /&gt;
*Bonple High School: Poland&lt;br /&gt;
*Blue Division High School: Spain&lt;br /&gt;
*Count High School: Romania&lt;br /&gt;
*Gregor High School: Czechoslovakia&lt;br /&gt;
*Koala Forest High School: Australia&lt;br /&gt;
*Maple High School: Canada&lt;br /&gt;
*Tategoto High School: Burma&lt;br /&gt;
*Viggen High School: Sweden&lt;br /&gt;
*Viking Fisheries High School: Norway&lt;br /&gt;
*Waffle Academy: Belgium&lt;br /&gt;
*Yogurt Academy: Bulgaria&lt;br /&gt;
*Kebab High School: Turkey&lt;br /&gt;
&lt;br /&gt;
==The Rules of Sensha-dou== &lt;br /&gt;
&lt;br /&gt;
As a (technical) martial art, Sensha-dou has a slate of wonderfully nonsensical rules that would make any cold-hearted neckbeard weep tears of weebish joy. It boils down to something like this;&lt;br /&gt;
&lt;br /&gt;
* All vehicles used shall be designs produced before the end of World War 2 (apparently more senior leagues like to push this)&lt;br /&gt;
* There are no restrictions on the weight class and armaments of tanks; in theory one team could field a team composed entirely of heavy tanks against a team composed entirely of scout vehicles.&lt;br /&gt;
* All vehicles used shall be closed-topped, and IFVs and support weapons are disallowed (no artillery platforms, though again, cheating is not unknown)&lt;br /&gt;
* All vehicles shall be equipped with reinforced carbon fibre armour, capable of protecting the crew from massive shocks and the impacts of enemy guns&lt;br /&gt;
* All guns shall be equipped with computerized shells that allow for hit detection and that somehow fail to injure crew- machine guns can be fitted with bullet versions of these&lt;br /&gt;
* All vehicles are equipped with a computerized scoring system which determines when the vehicle has received enough damage to be knocked out. &amp;quot;Enough Damage&amp;quot;, of course, varies as plot and dramatic requirements demand.&lt;br /&gt;
* There are two match types: last tank standing, which is self-explanatory, and capture the flag, which involves destroying a selected &#039;flag&#039; tank on each team.&lt;br /&gt;
* Teams are normally 10 tanks each, though matches later in tournaments allow for 15 to 20 tanks as well&lt;br /&gt;
* Teams aren&#039;t allowed to call on outside observers or intercept each others radio transmissions, though this rule is often circumvented. (though in episode 5 Yukarin states intercepting radio transmissions is not explicitly against the rules, so there seems to be a grey area here.)&lt;br /&gt;
&lt;br /&gt;
==Girls und Panzer and /tg/==&lt;br /&gt;
There are two official Japanese [[/tg/]] games: one is a paper-model game called Battle in Ooarai, which features the main characters vs. St. Gloriana. The other is Panzer Vor, a more detailed chit-based game much like [[ Advanced Squad Leader ]] except with action-cards and moe-schoolgirls.&lt;br /&gt;
&lt;br /&gt;
There is a [http://suptg.thisisnotatrueending.com/archive.html?tags=Girls%20Und%20Panzer:%20LGA%20Quest Lafayette Academy] quest thread, starring Gertrude Pool.&lt;br /&gt;
&lt;br /&gt;
Lastly, and most humbly, there is the [[Flames of War]] adaptation being worked on by a certain jackass that fell in love with the series. It features the ability to play more balanced games with alternate tank numbers as to what is seen in the show, and tries to be as true to the series as possible without just plain breaking the rules. It is badly in need of a second edition.&lt;br /&gt;
&lt;br /&gt;
==In other words...==&lt;br /&gt;
Lolis with [[Leman Russ Battle Tank|Leman Russes]]. Even [[Creed]] &amp;lt;s&amp;gt; would be amused&amp;lt;/s&amp;gt; approves of Young White sheild&#039;s to be participating in competitive armored warfare combat drills.&lt;br /&gt;
&lt;br /&gt;
==Girls und Panzer in [[Only War]]==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Homeworld&#039;&#039;&#039;: Academy Ships. The world of Terra Aquas consists of a large chains of islands separated by huge oceans. In on theses oceans float the Academy ships, Matriarchal training vessels designed to produce the finest soldiers in the Imperial Guard. &lt;br /&gt;
**Cost: 3 Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Strength, Toughness.&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: All Academy Ship characters start with Linguistics (Low Gothic), Operate (Surface), and Scholastic Lore (Beasts).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;An Army that Marches, Eats&#039;&#039;&#039;: The regiment was raised from a world steeped in martial tradition, raising crops and food animals on the march and in artificial environments. Women who grow up trained like this gain a deep understanding of both flora and fauna, and can use those skills on the field of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planet-bound campaigns.&lt;br /&gt;
Academy Ship characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Young and Sheltered:&#039;&#039;&#039; Those men and women raised on the structured society of the academies have little to no experience with Imperial society at large. Most have never left their ship let alone their home world, and those that have possess even less awareness of the wider realm of the Imperium than most of their counterparts. These innocents make easy marks for grifters, con-men, and others who take advantage of the confused and ignorant.&lt;br /&gt;
Academy Ship characters suffer a –10 penalty to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Academy Ships character gains Insanity Points, she gains twice the normal amount instead.&lt;br /&gt;
&lt;br /&gt;
*Starting Wounds: Academy Ship characters begin play with +2 starting Wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Choleric&#039;&#039;&#039; Boldness is rewarded on the Academy ships, and their many war games.&lt;br /&gt;
** Cost: 2 points&lt;br /&gt;
**Starting Talents: Rapid Reaction.&lt;br /&gt;
**The regiments commanders are decisive and lead from the front, taking charge of situations personally, and never afraid to do what she orders her tankers to do. However, she is quick to anger, and can often be drawn into foolish actions. her tankers are ever ready for action, and familiar with the rigours of battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armoured Regiment&#039;&#039;&#039; The Academy ships&#039; original goal and founding purpose was to train the finest tankers in the Imperium, and they remain the world&#039;s most common tieth.&lt;br /&gt;
**Alongside the serried ranks of infantry and the humble lasgun, little is as emblematic of the wars of the Imperial Guard as the armoured might of its tanks. Rugged, resilient, and capable of unleashing staggering amounts of firepower, there is little that can stand before the fury of companies of Leman Russ battle tanks, let alone the terrible and wondrous power of the Baneblade. The crews of these mighty behemoths are justifiably proud of their status, and the accomplishments of their steel charges.&lt;br /&gt;
**&#039;&#039;&#039;Cost&#039;&#039;&#039;: 4 points&lt;br /&gt;
**&#039;&#039;&#039;Characteristics:&#039;&#039;&#039; –3 Weapon Skill, +3 Intelligence&lt;br /&gt;
**&#039;&#039;&#039;Starting Skills&#039;&#039;&#039;: Operate (Surface)&lt;br /&gt;
**&#039;&#039;&#039;Starting Talents&#039;&#039;&#039;: Technical Knock&lt;br /&gt;
**&#039;&#039;&#039;Standard Kit&#039;&#039;&#039;: One Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Armour&#039;&#039;&#039;&lt;br /&gt;
This regiment specialises in disabling and destroying enemy armoured vehicles. The competitive nature of the academies as well as frequent non lethal  tournaments has ensured every tank crew is an expert in fighting other armored vehicles. &lt;br /&gt;
Cost: 4 points&lt;br /&gt;
**&#039;&#039;&#039;Starting Skill&#039;&#039;&#039;: Common Lore (Tech)&lt;br /&gt;
**&#039;&#039;&#039;Starting Talent&#039;&#039;&#039;: Tank Hunter&lt;br /&gt;
**&#039;&#039;&#039;Special&#039;&#039;&#039;: Due to their special training and their encyclopedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tank killers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well-Provisioned&#039;&#039;&#039;&lt;br /&gt;
The Mutiorium knows to expect Armored regiments when recruiting from Terra Aquas and makes extra effort to provide them with the required supplies. The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Well Provisioned regiments tend to be those expected to face the worst of the fighting, with regular resupply to allow them to remain at fighting strength for far longer.&lt;br /&gt;
**&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3 points&lt;br /&gt;
**&#039;&#039;&#039;Standard Regimental Kit:&#039;&#039;&#039; The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Honour Bound&#039;&#039;&#039;&lt;br /&gt;
**A woman’s honour is every bit as important to the members of this regiment as food, water, and oxygen—perhaps even more so. Duelling among the officers and enlisted women is common, and their members often earn a deserved reputation as hot-headed and quick to anger.&lt;br /&gt;
**&#039;&#039;&#039;Regiment Points&#039;&#039;&#039;: 4&lt;br /&gt;
**&#039;&#039;&#039;Pride Over Life&#039;&#039;&#039;: Members of this regiment must pass a Difficult (–10) Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a character from this regiment succeeds on the Test, she sees the bigger picture and ignores the challenge or attempt to goad her into action. If she fails on the Test, however, she must engage the individual in question (either in a duel to settle matters in a formal and stylised fashion or simply in a brawl to express herself with his fists) or suffer a –10 penalty to Willpower Tests for the remainder of the session. This penalty is cumulative should she refuse multiple challenges to her dignity over the course of a single session. The Game Master can modify the difficulty of the Test—and the scale of the effects of failing it—as they deems appropriate to the situation&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+ Kit Items&#039;&#039;&#039;: Chrono, Magnoculars, Dress Uniform, Advanced Med-kit.&lt;br /&gt;
&lt;br /&gt;
Favored Weapons: Grenade Launcher, Heavy Stubber.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Total Kit&#039;&#039;&#039;:  1 set of field gear (poor weather gear, rucksack, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations) Chrono, Magnoculars, Dress Uniform, anointed maintenance toolkit, [[Lasgun|Las Pistol]], [[Flak_Armor|Flak]] vest per Player Character; &lt;br /&gt;
One [[Leman_Russ_Battle_Tank|Leman Russ battle tank]] (or variant, at GM’s discretion), One Advanced Med-Kit per Squad.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
===Panzer Vor!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:panzerfield.jpg|Example of a game in progress&lt;br /&gt;
Image:panzerchits.png|Example of the chits used&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anime===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Model building.jpg|The girls of Anglerfish Team indulging in model building in a room full of WW2 collectibles&lt;br /&gt;
Image:Teamcommanders.jpg|The commanders of all the major high school teams, clockwise starting from the far left: Katyusha, Darjeeling, Miho, Maho, Kinuyo, Mika, Kay, Anchovy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category: Approved Media]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Blam&amp;diff=90501</id>
		<title>Blam</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Blam&amp;diff=90501"/>
		<updated>2022-08-10T04:04:08Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C01:EAA0:0:0:0:A272: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Meme]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Commissar_NO.jpg|center]]&lt;br /&gt;
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The &#039;&#039;&#039;BLAM&#039;&#039;&#039; Technique is an onomatopoeia for a gunshot, and is what /tg/ calls the ability of an Imperial Guard [[Commissar]] to execute anyone he ([[Severina Raine|or]] [[Commissar Raege|she]]) finds guilty of &#039;&#039;&#039;[[HERESY]]&#039;&#039;&#039; (and GW had to specifically say in errata that he will not [[Just as Planned|execute himself]]).  It is most often used by editors who search Imperium-related pages for &amp;quot;heretical&amp;quot; edits, cross them out, and edit in &#039;&#039;&#039;BLAM!!&#039;&#039;&#039;.  It is also used as shorthand for said executions (as a verb), or for similar executions in a non-40k context. Also acceptable is &#039;&#039;&#039;FWIP&#039;&#039;&#039;, the onomatopoeia for firing an arrow for settings without guns, or where they are a rarity. Occasionally, you will see Orks perform a  &#039;&#039;&#039;BLAM&#039;&#039;&#039; with green text afterwards explaining why they did so, all such blams should be assumed to have actually been [[MOAR DAKKA|multiple blams]], in the spirit of [[Dakka]] (or they&#039;ll &#039;&#039;&#039;KRUMP&#039;&#039;&#039; instead), and on rarer occasions, Kroot will as well. T&#039;au pages sometimes utilize it as well, but with substantially lower amounts of blam, and a case of Eldar blam exists on the [[Warhammer_40,000/Tactics/Eldar(8E)|8th edition Eldar tactics page]].&lt;br /&gt;
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[[File:Empire Archer.jpg|300px|thumb|center| &amp;lt;s&amp;gt;The vulture cult is no more!&amp;lt;/s&amp;gt; {{FWIP}} {{FWIP|that&#039;s a pheasant you Poacher!}}]]&lt;br /&gt;
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&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;s&amp;gt;[[Pauldron|PAULDRONS ARE STUPID]]&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|Heresy!}}&lt;br /&gt;
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&amp;lt;s&amp;gt;[[Empire|MUSTACHES ARE FOR PUSSIES]]&amp;lt;/s&amp;gt; {{FWIP}} {{FWIP|Heresy!}}&lt;br /&gt;
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&amp;lt;s&amp;gt;[[Dakka|DAKKA IS DUMB]]&amp;lt;/s&amp;gt; {{BLAM}}{{BLAM}}{{BLAM}}{{BLAM}}{{BLAM}} &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;OI! I DON&#039;T KNOW WOT YA GITZ ARE ON ABOUT BUT YA HATE THE DAKKA YA GET THE DAKKA!!!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;s&amp;gt;[[Choppy|CHOPPAS ARE ALSO DUMB]]&amp;lt;/s&amp;gt; {{KRUMP}} {{KRUMP|ZOGGIN&#039; AGAIN? YA GITZ OUGHTA SHADDUP!}}&lt;br /&gt;
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&amp;lt;s&amp;gt;&amp;lt;span style=&#039;color:yellow;font-size:115%&#039;&amp;gt;The Kroot will clean this mess! &#039;&#039;&#039;*Snarl*&#039;&#039;&#039; &amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM*&#039;&#039;&#039;Alright, who let the damn Kroot fanboys in here!?}}&lt;br /&gt;
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&amp;lt;s&amp;gt;&amp;lt;span style=&#039;color:blue;font-size:115%;font-family:serif&#039;&amp;gt; Stupid Mon&#039;keigh. You wonder why we think so little of you&amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM*&#039;&#039;&#039; What the hell is this, 7th edition?! Fuck you xenos!}}&lt;br /&gt;
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&amp;lt;s&amp;gt;HERESY IS SHIT!&amp;lt;/s&amp;gt; {{BLAM}} {{bLAM|Here-}} &amp;lt;s&amp;gt;Oh shit. Probably shouldn&#039;t have shot him.&amp;lt;/s&amp;gt; {{BLAM}} {{bLAM|Excecuting loyal commissars is HERESY!}} {{BLAM}} {{BLAM|Executing even [[Commissar#Traitor_Commissars|traitor Commissars]] is HERESY!}} {{BLAM}} {{BLAM|What did we just say about excecuting Commissars!}}{{BLAM}} -[https://www.youtube.com/watch?v=IEGo41443iI ad infinitum] &lt;br /&gt;
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==See Also==&lt;br /&gt;
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[[:Template:BLAM]]&lt;br /&gt;
[[:Template:FWIP]]&lt;br /&gt;
[[:Template:KRUMP]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C01:EAA0:0:0:0:A272</name></author>
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