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		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
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		<summary type="html">&lt;p&gt;2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B: /* Taker Tribe */&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. Note that Gatebreakers can also benefit from this relic.&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 6 models at first health bracket, but decreasedfrom there ). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. 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;
** You can almost think of a Mancrusher as a single, 12 model unit with 1 wound, 1 attack 5+ save and a champion with a few mortals wound tricks, since a gargant has 12 attacks making the comparison relatively clean. Points wise it&#039;s hard to find a exact comparison, bloodletters come close only Hitt on a 4 instead of 3 and also have some mortal wound inflicting abilitys, while only being slightly cheaper. &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>2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Pyrovore&amp;diff=392618</id>
		<title>Pyrovore</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Pyrovore&amp;diff=392618"/>
		<updated>2022-09-07T18:50:51Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B: /* Why are they so bad? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fail}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
[[Image:Pyrovore.jpg|right|thumb|350px|Oh god, the horror...]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyrovores&#039;&#039;&#039; are a [[Tyranid]] unit that were once widely considered to be the worst unit in all of [[Warhammer 40,000]]. In D&amp;amp;D terms it&#039;s the True Strike of Wargaming. Introduced in [[Warhammer 40,000 5th Edition|5th Edition]], they were representative of [[Robin Cruddace]]&#039;s awful, [[ Heresy|&#039;&#039;&#039;awful&#039;&#039;&#039; Tyranids codex,]] in which at least half of the units had absolutely no idea what they&#039;re supposed to be doing or were so abysmally awful at what they &#039;&#039;were&#039;&#039; supposed to be doing that no one ever took them.&lt;br /&gt;
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Also, put it in TF2 context for a bad time.&lt;br /&gt;
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[[FAIL|And then]] [[Warhammer 40,000 6th Edition|the 6th edition book]] [[FAIL|came out, and, somehow, Pyrovores got even &#039;&#039;worse.&#039;&#039;]]&lt;br /&gt;
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But by some miraculous act of the Emperor, GW isn&#039;t shit anymore and has recognized the uselessness of the Pyrovore. The 8th edition changes finally made the Pyrovore into a &#039;&#039;surprisingly decent enough murder machine&#039;&#039;.&lt;br /&gt;
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==Fluff==&lt;br /&gt;
Pyrovores are living fuel refineries for the Hive Fleet. They gain said fuel by eating. They can pretty much eat anything, from organics to inorganic material like rocks or metal, which they&#039;re able to digest thanks to the corrosive acids inside their stomachs, which explode if they get bumped too hard. Or, if you enjoy the taste of brain bleach, they&#039;re [[Biovore|giant walking prematurely-ejaculating penises with fire instead of spunk]].&lt;br /&gt;
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A Pyrovore has two brains: one for that [[Fail|lumbering hunk of fail]] that eats like an [[Neckbeard|obese kid,]] and another for the giant [[Flamespurt Cannon]] on its back. This allows the Pyrovore to devour everything like a neckbeard eating [[meatbread]] while the cannon keeps watch. The funny thing about this is that its [[Derp|cannon is much smarter than the beast itself]]; the Pyrovore is only driven by its need to eat while the cannon&#039;s smart enough to target enemies on its own. This might very well explain why the Pyrovore&#039;s terrible in melee combat.&lt;br /&gt;
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Why the Hive Fleet thought it was a good idea to put a derp-grade brain into a beast that needs a modicum of intelligence to handle itself in combat, especially given its ability to explode, while putting the smart brain on a gun, which really isn&#039;t that powerful compared to the other morphs, and make them incapable of working together, begs the question: [http://www.youtube.com/watch?v=TIjipFoAd_s why?]. Sure, it can be vaguely likened to how a tank is naught but a giant moving hunk of metal without the operator&#039;s driving acumen, but even that proves flimsier than one would like.&lt;br /&gt;
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==How Bad Is it?==&lt;br /&gt;
[[File:Sad_Pyrovore.png|300px|thumb|left|If only they worked this way...]]&lt;br /&gt;
5th Pyrovores are &#039;&#039;&#039;worse&#039;&#039;&#039; than Old One Eye, a [[DISTRACTION CARNIFEX]] special character in a codex that &#039;&#039;&#039;hates&#039;&#039;&#039; DISTRACTION CARNIFEXES, who is renowned for costing MORE than a [[Land Raider]] and dying to a stiff breeze... but at least he has a general idea of what the fuck he&#039;s supposed to be doing and would be tolerable if he was cheaper.&lt;br /&gt;
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Pyrovores are &#039;&#039;&#039;worse&#039;&#039;&#039; than [[Chaos Spawn|Chaos Sp... uh, that one Chaos unit that was terrible in 5th ed]]... but they got a proper [[Phil Kelly]]-granted buff in the newest Chaos Space Marine codex, and before that they could occasionally win assaults in large area terrain.&lt;br /&gt;
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Pyrovores are &#039;&#039;&#039;worse&#039;&#039;&#039; than [[Mandrake]]s, the worst infiltrators in the game... yet at least Mandrakes have better fluff (thanks again, Kelly) and don&#039;t need a pain token to shoot anymore. They also traded a 5+ invul for Stealth and Shrouded in 7th; 8th made them truly great.&lt;br /&gt;
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Pyrovores are &#039;&#039;&#039;worse&#039;&#039;&#039; than [[Flayed Ones]], who are weak &amp;quot;assault specialists&amp;quot;... though they had cool, grimdark fluff and passable crunch prior to the 5th edition Necron codex, they don&#039;t harm their side when they die and there&#039;s a chance that they can come back via Reanimation Protocols and be used to contest objectives or support assaults. The 7th edition codex added Shred, AP5 in CC, and fear combined with a significant decrease in points; 8th gave them a shit-ton of attacks so they&#039;ve been viable for a bit, though 8th edition is also the first time Necrons as a whole aren&#039;t overpowered, which may make Flayers look better or worse than they actually are, depending on who you ask.&lt;br /&gt;
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Pyrovores are [[EPIC FAIL|&#039;&#039;&#039;worse&#039;&#039;&#039;]] than [[Tau|Fire Warriors]] in melee, who are unceremoniously chopped up in seconds... but at least that&#039;s funny, things have gone &#039;&#039;wrong&#039;&#039; when squads assault Firewarriors, they can do that [[Warhammer 40,000 6th edition|&amp;quot;Overwatch + Markerlights + other squads nearby can Overwatch for them + Markerlights&amp;quot;]], and can kill Land Raiders in melee with EMP Grenades.&lt;br /&gt;
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Pyrovores are so bad that fluff writers try to forget that they even exist. In fact they appear only in one BL book ([[Ciaphas Cain|The Last Ditch]]) and they are as terrible there as on tabletop.  Cain actually obliterates majority of incoming tyranid horde by shooting a few pyrovores, [[Fail|the resulting explosion wiping out most of the tyranid attack, including the Hive Tyrant and its guards]].  They&#039;re even being mocked by in-universe characters as terrible; which we choose to take as further proof of Sandy Mitchell&#039;s awesomeness by taking the now memetic godawfulness of the Pyrovore and making it &#039;&#039;canon.&#039;&#039;&lt;br /&gt;
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Pyrovores are so terrible that why they are even a thing remains a point of debate because holy shit, who in their right mind would think that this... this... thing... was a good idea? It serves no conceivable purpose, and there are much better platforms for a flamethrower in the Tyranid bestiary than the body of a fuel refinery that would otherwise be an unstatted noncombatant. I mean fuck, there&#039;s even one in the same motherfucking Codex, all you&#039;d need to do for the Tyrannofex is light its acid spray on fire and then BAM! You have a flamer on a non-shitty platform. Or Warriors or something, because they&#039;re basically crapsack Terminators and Terminators get a Heavy Flamer! Or just anything!&lt;br /&gt;
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Hey wait a minute... Come to think of it, what the hell would a civilization where every imaginable device is a living organism in it&#039;s own right need a &amp;quot;fuel refinery&amp;quot; for? Isn&#039;t &amp;quot;refining fuel&amp;quot; already a part of the digestion process? Are other morphs just unable to properly digest their own food for some reason? Does this thing Shit out the &#039;nid equivalent of baby formula?&lt;br /&gt;
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===&amp;quot;Saving Graces&amp;quot;===&lt;br /&gt;
[[Image:Biovore.jpg|right|thumb|350px| Oh god, the [[derp]]...]]&lt;br /&gt;
They look almost identical to Biovores (a unit that is a cheap source of assault pie plates that can also be used as a barrage, and has one of the derpiest faces around), but they have a much newer, much less [[derp]]y model (although their gun does look strangely like an [[Slipshine|erect throbbing penis]]). As such, pretty much everybody buys the Pyrovore models and uses them as Biovore. But this has the possible side effect of convincing GW that the Pyrovore is actually good...&lt;br /&gt;
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Also they make for great [http://www.wobblymodelsyndrome.com/comic-166.html new years eve fireworks.]&lt;br /&gt;
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==Why were they so bad?==&lt;br /&gt;
Alright, spleen&#039;s been vented enough, so let&#039;s get real for a moment.&lt;br /&gt;
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The biggest problem comes down to the fact they&#039;re in the Elites slot, which is &#039;&#039;easily&#039;&#039; the most jam-packed slot in Tyranids. They&#039;re competing with: &#039;&#039;&#039;[[Hive Guard]]&#039;&#039;&#039; (who are good at taking down transports and one of the best shooting units in the &#039;Dex); &#039;&#039;&#039;[[Zoanthrope]]s&#039;&#039;&#039; and their &#039;&#039;&#039;[[Neurothrope]]&#039;&#039;&#039; brood leaders (incredibly powerful [[psyker]]s that can throw down an ABSURD amount of mental [[dakka]] each turn); &#039;&#039;&#039;[[Venomthrope]]s&#039;&#039;&#039; (an excellent support unit that provides mobile cover, defensive grenades, and hilarious 2+ Poisoned attacks); &#039;&#039;&#039;[[Malanthrope]]s&#039;&#039;&#039; (quite powerful in their own right but [[Forge World]] only); &#039;&#039;&#039;[[Lictor]]s&#039;&#039;&#039; (who, while not being particularly good, can at least claim their ability to not have Deep Strikers who land within 6&amp;quot; of them scatter); &#039;&#039;&#039;[[Haruspex]]es&#039;&#039;&#039; (while not particularly good, at least competent enough); and &#039;&#039;&#039;[[Maleceptor]]s&#039;&#039;&#039; (who... well alright, they&#039;re pretty shitty but not as bad as Pyrovores).&lt;br /&gt;
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Additionally, they have one of the most schizophrenic loadouts in the game. It can ignore armor saves (and hit at S5) by dropping its attack stat to 1... but with only one attack per model, and the rest of their stats make them absolutely &#039;&#039;awful&#039;&#039; in close combat, including I2 and WS3. They&#039;re too slow to keep up with an assault-based army, and largely pointless there anyway since once the rest of your army gets in close, there&#039;s nothing left to flame; in a shooting army they compete with Hive Guard (which are basically the only way &#039;Nids can take down light vehicles efficiently). Their Flamespurt ability is AP 4, meaning you can&#039;t take out [[MEQ]] with it. They can explode, which could see them used as a suicide unit... except that affects &#039;&#039;your&#039;&#039; units as well. Your pitifully weak, vulnerable-to-AoE-explosions units, Plus it&#039;s only when Instant Death is inflicted, which means melta or krak missiles... but it dies much easier to massed bolter shots. On top of that, good luck just getting the damn thing in close enough to actually have it affected. Not to mention that wasting an extremely valuable Elite slot on a expensive-for-its-cost suicide unit is just stupid.&lt;br /&gt;
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The wording of its exploding ability is so poorly written that when the rules are applied exactly as written, whenever one suffers Instant Death, ALL UNITS ON THE BOARD suffer a number of hits equal to all non-Pyrovores within D6&amp;quot; of it. This means that the Pyrovore is so bad its abject shittyness transcended its rules and altered the minds of its writers to make it even worse. Exact text:&lt;br /&gt;
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&amp;quot;Volatile: If a Pyrovore is slain by a Wound that inflicted Instant Death, every unit suffers a Strength 3 AP- hit for each model (excluding Pyrovores) within D6&amp;quot; of the slain Pyrovore (resolve damage before removing the Pyrovore as a casualty).&amp;quot;  &lt;br /&gt;
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Presumably what they wanted to write was that each model within D6&amp;quot; suffers a S3 AP- hit. Meaning that for a squad of 10 Guardsmen next to the Pyrovore, they suffer 10 hits. What they instead wrote means that &#039;&#039;every unit on the board&#039;&#039; suffers 10 hits. Theoretically hilarious if you had a way to detonate it intentionally and brought nothing but T6 - but you don&#039;t.&lt;br /&gt;
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So, all in all, the worst fucking unit in the game. Completely pointless, no idea where it wants to be, competes with &#039;&#039;&#039;good&#039;&#039;&#039; units (units that are basically compulsory if you want Tyranids to win). The other thing is that it had &#039;&#039;&#039;never&#039;&#039;&#039; been good: it was bad in the previous Codex (where it debuted) and it was bad in 6th, too. Countless ideas are thrown about to unfuck the unit, and you can almost see how it&#039;s suppose to work: Tyranids have trouble dealing with things in cover, and this thing is made to deal with things in cover -- so perhaps if they were beasts, had higher WS, BS, and Initiative and were allowed to fire the flamespurt in close combat like a [[lizardmen|stegadon?]] But the cocksucking piece of shit is fundamentally contrary to the basis of the entire army. To make it fit, [[homebrew]]ers have pretty much had to make the pile of fail unrecognizable from its origins. It is &#039;&#039;that&#039;&#039; bad.&lt;br /&gt;
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==Or is it?!==&lt;br /&gt;
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[[Image:Tyrannocyte.jpg|right|thumb|200px|YOU&#039;RE NOTHING WITHOUT ME!]]&lt;br /&gt;
With the return of our beautiful Mycetic Spore (now called the Tyranocyte) in the Leviathan Supplement, Pyrovores now actually stand a chance in filling a niche in your army as an effective stealth and shrouded eradicator! A very specific niche, but a niche nonetheless!&lt;br /&gt;
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&amp;quot;But wait, PyrovorefanXX1!&amp;quot; you ask. &amp;quot;Pyrovores could do this in the old codex but were still classified as &#039;cess, what&#039;s changed now&amp;quot;? Well firstly, Pyrovores did get buffed! They went down 5 points, gained an extra wound (acid blood, yay), initiative, attack and [[Tyranid_Bio-Weapons#Acid Maw|Acid Maw]] and Volatile did realistically get better if you do the math. However, their form of accurate deepstrike got lost, forcing them to trudge across the board and retain the reputation they had.&lt;br /&gt;
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But now that they have that deep strike option back combined with their 6th ed improvements, paying 220 points isn&#039;t that bad for 9 wounds worth of reasonably durable heavy flamers (which people will hesitate to try and ID that close to their troops) backed up with an effective gun platform in the Tyranocyte. With the default pressure from very common standard stuff like flying Hive Tyrants, Mawlocs, more Tyranocytes filled with Devilgaunts or other Monstrous Creatures, they stand a very high chance of being left alone to wreak havoc multiple turns.&lt;br /&gt;
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But in saying that, they really can&#039;t do much without the Tyranocyte, so those games you would rather have your Tervigon getting all intimate with some tanks because your opponent lacks infantry basically leaves your Pyrovores on fat, lazy, old guard dog duty for some objective in the middle of the board.&lt;br /&gt;
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=== HOLD THE PRESS! ===&lt;br /&gt;
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... cause 8th edition came out (for good or ill) and everything changed, including Pyrovores! That&#039;s right, proud winner of &amp;quot;41st millennium&#039;s worst unit&amp;quot; for years is now much more viable, with the stats of an heavy flamer mounted on a melee fighter that hurts ENEMY units when taking damage in close combat and packs rather nasty CC attacks as well, and has a range that&#039;s coincidentally just long enough for it to attack as soon as it gets out of a Tyrannocyte. Here is the statline from the book of Xenos 2 from 8th edition:&lt;br /&gt;
[[Image:Pyrovore 8th edition.PNG|center|thumb|500px|]]&lt;br /&gt;
As of Chapter Approved 2018, the cost has been reduced to &#039;&#039;less than 30 points per model&#039;&#039;. Let&#039;s recap - heavy flamer on a mini-monster, a CC weapon with AP-3 that is quite effective against MEQs, LOTS of wounds, taking wounds causes its victim to get hit &#039;&#039;&#039;and&#039;&#039;&#039; can hit a squad with nastiness if it dies. It&#039;s over lads, [[JUST AS PLANNED|the meme is finally dead]]! Pyrovores aren&#039;t utter shit anymore.&lt;br /&gt;
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==9th Edition. Thou has atoned for ones sins. Risen from the ashes, purified, devout and holy. What fate shall befall the rest of us, when the profited one ascends. ==&lt;br /&gt;
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It finally happened, a day that many never thought would happen. Pyrovores in 9th edition aren&#039;t only considered good, the actually received a nerf. &lt;br /&gt;
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Toughness 5, 5 Wounds, 3+ Save, A decent ranged flamer weapon with 2 strong damage profiles for both MEQ and hoards, access to two decent stratagems that allow you do deal a surprising amount of mortal wounds, all for only 30 points each. &lt;br /&gt;
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As a result, Pyrovores are considered one of the strongest objective holders in the game. Having enough toughness and a small enough profile to shrug off most ranged attacks, and Overwatch with flamers + Corrosive Viscera stratagems basically guaranteeing to fuck up any unit that dares charge a unit of 3 of them. &lt;br /&gt;
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Fair to say, a single unit of Pyrovores contains a disgusting amount of value for only 90 points, and is considered a good investment in almost any list. &lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Tyranid]]&lt;br /&gt;
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[[Category: FAIL]]&lt;br /&gt;
{{Template:Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics&amp;diff=18650</id>
		<title>Age of Sigmar/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics&amp;diff=18650"/>
		<updated>2022-09-07T00:43:53Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B: /* Enhancements */&lt;/p&gt;
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&lt;div&gt;Hello, this is the general Tactica dump for the [[Age of Sigmar]] armies, units and rules. &#039;&#039;&#039;Please consider that we are transitioning to the 3rd edition. Some reworking is required&#039;&#039;&#039;&lt;br /&gt;
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==Basics==&lt;br /&gt;
AOS is a very different beast compared to that which it replaces, Warhammer Fantasy Battles. AOS is streamlined, faster, and easier to get into. Just don&#039;t mention the dark early days of rage, pain and suffering.&lt;br /&gt;
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All games consist of multiple (usually two) &#039;&#039;Armies&#039;&#039;, playing out the narrative given in a &#039;&#039;Battleplan&#039;&#039;.&lt;br /&gt;
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Each unit in an army will have a &#039;&#039;Warscroll&#039;&#039; describing its own abilities and special rules. Additional abilities are given for grouping certain units which are usually found in &#039;&#039;Battletomes&#039;&#039;. As of AOS 3E, variable unit sizes have been scrapped and now every unit only has one set model count - however, you instead have the option to &#039;&#039;&#039;Reinforce&#039;&#039;&#039; a unit, allowing you to buy two or three units and consolidate them into one bigger blob.&lt;br /&gt;
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A Battleplan will state which set of &#039;&#039;Battle Rules&#039;&#039; to use in addition to setup, objectives, victory conditions and any special rules.&lt;br /&gt;
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There are various &#039;&#039;Play Types&#039;&#039; each with their own style (tournament, narrative, league etc) and set of Battleplans.&lt;br /&gt;
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&#039;&#039;Battle Rules&#039;&#039; are simply the &#039;&#039;Core Rules&#039;&#039; with additional restrictions.&lt;br /&gt;
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===Priority Targets &amp;amp; Prime Hunters===&lt;br /&gt;
Introduced in the [https://www.warhammer-community.com/wp-content/uploads/2022/03/SeAPQtAryX4qcLM9.pdf March 2022 Battleslate] are the &#039;&#039;&#039;Priority Target&#039;&#039;&#039; and &#039;&#039;&#039;Prime Hunters&#039;&#039;&#039; keywords. The former tends to be assigned to certain high-wound units, though not all setpiece characters. (e.g. Mega-Gargants, Be&#039;lakor, Morathi, [[WAT|Pink Horrors]]) Each of these targets also has a number of VP they give the enemy should they kill it, incentivizing you to focus on those particular enemies.&lt;br /&gt;
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Following onto this is the &#039;&#039;&#039;Prime Hunters&#039;&#039;&#039; rule. Unlike the previous rule, this is assigned to entire armies and gives you an additional VP if you kill a &#039;&#039;&#039;Priority Target&#039;&#039;&#039;. The armies with this keyword are as follows:&lt;br /&gt;
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*Sylvaneth&lt;br /&gt;
*Gloomspite Gitz&lt;br /&gt;
*Orruk Warclans (If they focus on Bonesplittaz, not for any other factions or for a Great Waaagh)&lt;br /&gt;
*Hedonites of Slaanesh&lt;br /&gt;
*Skaven&lt;br /&gt;
*Nighthaunt&lt;br /&gt;
*Ossiarch Bonereapers&lt;br /&gt;
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==Core Rules ==&lt;br /&gt;
Either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
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===Battalions===&lt;br /&gt;
Seeing as how 40k managed to finally make a way for specialized detachments using its more stratified roles, it now fell upon GW to rein in their more free-rein child where everything was pretty much either troops or monsters. As per usual, all units in your army must share a faction keyword or be unaligned.&lt;br /&gt;
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&#039;&#039;&#039;Leaders&#039;&#039;&#039; is a wide category, but &#039;&#039;&#039;Sub-commanders&#039;&#039;&#039;, aka 9&amp;gt; Wounds heroes, can count as &#039;&#039;&#039;Leaders&#039;&#039;&#039; depending on the Battalion.&lt;br /&gt;
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Note that, even if a &#039;&#039;&#039;Behemoth&#039;&#039;&#039; or &#039;&#039;&#039;War Machine&#039;&#039;&#039; count as &#039;&#039;&#039;Battleline&#039;&#039;&#039; under certain conditions, they still won&#039;t count as &#039;&#039;&#039;Battleline&#039;&#039;&#039; for Battalions.&lt;br /&gt;
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====Warlord Battalion====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Likely the one you&#039;ll use for infantry-heavy armies. You&#039;ll be relying more on HQs here, which is going to mean you&#039;ll also be relying more upon Commands. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Leader, 2 Leaders with less than 10 wounds, 1 unit without the Leader, Artillery, or Monster role&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1 Leader, +1-3 Leaders with less than 10 wounds, +1 unit without the Leader, Artillery, or Monster role&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Strategists:&#039;&#039; Once per game, you can gain an additional Command Point during your hero phase. With all the heroes you have, you&#039;ll need as many CP as you can get your mitts on.&lt;br /&gt;
**&#039;&#039;Magnificent:&#039;&#039; Your army gets an additional enhancement. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Battle Regiment Battalion====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Probably the most common and powerful type of detachment, striking a good balance between reasonable requirements and options unless someone skews their list towards a more specialist role.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Leader, 2 units without the Leader, Artillery, or Monster role&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1-2 Leaders with less than 10 wounds, +1-3 unit without the Leader, Artillery, or Monster role, +1 Behemoth/Artillery&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Unified:&#039;&#039; Your entire battalion has to be set up at the same time. Can prove to be an inconvenience if your opponent isn&#039;t also using this, as they can build around your deployment. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Grand Battery Battalion====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Pretty much here for when you need to add in some additional artillery. Considering that there are no Battleline Artillery units, do not expect this to your lone detachment unless you plan on losing. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Sub-commander, 2 Artillery&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1 Artillery&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Slayers:&#039;&#039; Once per game, you can have a unit use the All-Out Attack or Unleash Hell commands without a leader issuing it or spending CP. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Vanguard Battalion====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The bare-bones battalion, only granting you one leader and some troops. Pretty much your choice for beginner and low-point games.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Leader with less than 10 wounds, 1 unit without the Leader, Artillery, or Monster role&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1-2 units without the Leader, Artillery, or Monster role&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Swift:&#039;&#039; Once per game, you can have a unit use the At the Double or Forward to Victory commands without a leader issuing it or spending CP. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Linebreaker Battalion====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The monster-focused detachment. Building an army based entirely around monsters and vehicles can make for a hard-hitting and survivable force, but it will usually lack in other areas, such as board control which can be difficult with a smaller number of units and a lack of screening units will hurt you, especially if your Heavy Support units cannot FLY.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Leader, 1 Behemoths without the Leader role&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1-2 Behemoths without the Leader role&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Expert:&#039;&#039; Once per game, you can have a unit use the All-Out Offense or All-Out Defense commands without a leader issuing it or spending CP. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Command Entourage Battalion====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The HQ-focused battalion, making this the most niche option. It&#039;s definitely not something to be considered for a full army, but if you need to throw in some additional leaders and couldn&#039;t them in elsewhere. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Leader, 2 Sub-commanders&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1 Sub-commander&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039; Select from the following:&lt;br /&gt;
**&#039;&#039;Strategists:&#039;&#039; Once per game, you can gain an additional Command Point during your hero phase. With all the heroes you have, you&#039;ll need as many CP as you can get your mitts on.&lt;br /&gt;
**&#039;&#039;Magnificent:&#039;&#039; Your army gets an additional enhancement.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hunters of the Heartlands====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The battalion for ensuring you don&#039;t get stomped to death by monsters or otherwise bullied by monsters. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 2 Troops&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1 Troop&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039; Your units are immune against enemy monsterous rampages, units in this battalion cannot be picked as the target of a monstrous rampage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alpha-Beast Pack====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;A little nifty pre-move battalion to get your monsters just a tad closer to the enemy. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 2 Monsters&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1 Monster&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039; After enemies are set up but before the battle begins, you can make a normal move of D6&amp;quot; with each unit in this battalion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thondia Book&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Monstrous Kill-Pack====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;A cool battalion focused on ganging up on other monsters. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 2 Monsters&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +1 Monster&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039; Once per game at the end of the charge phase, allows all the monsters in this battalion to carry out the Titanic Duel monstrous action, and blocks your other monsters not in this battalion from using the Titanic Duel monstrous rampage. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Incarnate Masters of Ghur====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Dialling up your Incarnate to 11 by protecting it and gives you one drop capabilities. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Incarnate, 1 Commander, 1 Troops.&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +2 Troops&lt;br /&gt;
*&#039;&#039;&#039;Benefits&#039;&#039;&#039; The incarnate must be bonded with the commander in this battalion, while any of the others units in this battalion are alive the Incarnate cannot revert back to it&#039;s Wild Form. Also turns this battalion into a one-drop.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
So in battletomes you have a vast array of traits, spells, and other deals. In an attempt to rein that shit in, you&#039;re now limited to being able to pick one of each table for your army (by default), and you can pick up options from the CRB as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Traits&amp;quot;&amp;gt;&lt;br /&gt;
Seeing as these were only given to generals, there&#039;s not much way to double-dip anyways. As with before, if your army has a subfaction with a command trait, then your general automatically takes it.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Battle-lust:&#039;&#039;&#039; Re-roll all run and charge rolls.&lt;br /&gt;
#&#039;&#039;&#039;Skilled Leader:&#039;&#039;&#039; While your general&#039;s on the field, you gain an additional CP on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;High Priest:&#039;&#039;&#039; You can re-roll prayer rolls. Considering how swingy prayers are, you&#039;ll probably be picking this even if you have other Priest traits.&lt;br /&gt;
#&#039;&#039;&#039;Heroic Stature:&#039;&#039;&#039; +1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Master of Magic:&#039;&#039;&#039; Your general can re-roll one casting, unbinding, or dispel roll. It&#039;s harder to have wizards be boned, so you aren&#039;t very necessary.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Artefacts&amp;quot;&amp;gt;&lt;br /&gt;
Again, these are usually given to one hero (not always the general). Double-dipping is reserved for certain detachments. As with before, if your army has a subfaction with an artefact, then your have to take it before being allowed to take any others.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Destiny:&#039;&#039;&#039; 6+ Ward save.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Manticore Venom:&#039;&#039;&#039; One of the bearer&#039;s melee weapons add +1 to wound rolls. Mostly worth it on a 5+ or 4+.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Tome:&#039;&#039;&#039; The bearer becomes a wizard, capable of only casting the base spells. However, if the bearer&#039;s already a wizard, then they can cast another spell each turn. Yeah, that second one&#039;s the one you want more.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; The bearer can re-roll heroic recovery rolls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spell Lore&amp;quot;&amp;gt;&lt;br /&gt;
Each wizard now knows only ONE additional spell from any of the available lores (meaning this and the battletome usually). &amp;lt;s&amp;gt;Curious how this will work for folks like Teclis who know every spell in their lores&amp;lt;/s&amp;gt; Named characters follow their rules instead.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword:&#039;&#039;&#039; Casts on 4+. One melee weapon adds +1 to damage until your next hero phase, which matters more for a wizard meant to be up-close and personal.&lt;br /&gt;
#*Alternate Take: Combine this with the Arcane Tome which makes any unit a Wizard and you can pull off some silly shit, like a Gatebreaker Mega-Gargant with a flaming flail.&lt;br /&gt;
#&#039;&#039;&#039;Levitate:&#039;&#039;&#039; Casts on 8+. One friendly unit within 18&amp;quot; can fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ghost Mist:&#039;&#039;&#039; Casts on 6+. Pick a setpiece within 18&amp;quot; of the caster. A unit within 3&amp;quot; of this setpiece and with models that have less than 10 wounds are now counted as being hidden from units outside it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Prayer Scripture&amp;quot;&amp;gt;&lt;br /&gt;
Same as wizards, each priest now knows an additional prayer from what&#039;s available.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Guidance:&#039;&#039;&#039; Casts on 5+. Gain 1 CP in case you really need it.&lt;br /&gt;
#&#039;&#039;&#039;Heal:&#039;&#039;&#039; Casts on 3+. One friendly model within 12&amp;quot; heals d3 wounds. Ultimately only worth it on heroes and other single-model units as this will be near-meaningless for Stormcast and other multi-wound troops and totally wasted on average goons, Ogors like units might like it.&lt;br /&gt;
#&#039;&#039;&#039;Curse:&#039;&#039;&#039; Casts on 4+. Pick an enemy unit within 9&amp;quot; of the priest, now any attacks that roll a 6 to hit this unit now deal a mortal wound on top of anything else that procs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Triumphs&amp;quot;&amp;gt;&lt;br /&gt;
A new development, Triumphs are once per game buffs you can trigger for a turn where the points total for your army is less than that of your opponent. If you ever get to pick another Triumph, you can totally double-dip from one you already used.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Bloodthirsty:&#039;&#039;&#039; Once per game you can re-roll one charge roll for a unit. Mostly for when you seriously need that one unit stuck in.&lt;br /&gt;
#&#039;&#039;&#039;Inspired:&#039;&#039;&#039; Once per game when a unit is chosen to shoot or fight, you can use this to add +1 to their wound rolls.&lt;br /&gt;
#&#039;&#039;&#039;Indomitable:&#039;&#039;&#039; Once per game you can outright declare that one unit automatically passes battleshock and loses no models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grand Strategies===&lt;br /&gt;
These are chosen as part of your army, at the end of the battle you may score additional victory points if you achieve these goals. All of these require the units to be from your starting army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Master&#039;&#039;&#039; - &#039;&#039;Have any Monsters remaining on the table.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dominating Presence&#039;&#039;&#039; - &#039;&#039;Have more units remaining on the table then your enemy.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line&#039;&#039;&#039; - &#039;&#039;Have any Battleline units remaining on the table.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pillars of Belief&#039;&#039;&#039; - &#039;&#039;Have any Priests remaining on the table.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Predator&#039;s Domain&#039;&#039;&#039; - &#039;&#039;Control more terrain features then your enemy.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Prized Sorcery&#039;&#039;&#039; - &#039;&#039;Have any Wizards remaining on the table.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sever the Head&#039;&#039;&#039; - &#039;&#039;Have no enemy Hero&#039;s remaining on the table.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vendetta&#039;&#039;&#039; - &#039;&#039;Have your General alive on the table, and your enemy&#039;s General must be dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thondia Book&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Incarnate&#039;&#039;&#039; - &#039;&#039;Have any Incarnate left on the table and not in their Wild Form.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rulers of Mysteries&#039;&#039;&#039; - &#039;&#039;Control more terrain features with a &amp;quot;Thondia Mysterious Terrain&amp;quot; scenery rule then your opponent.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Presence&#039;&#039;&#039; - &#039;&#039;Have more Monsters remaining on the table then your opponent.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pillars of Magic and Believe&#039;&#039;&#039; - &#039;&#039;Have any Wizards or Priests left on the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Battle Rounds===&lt;br /&gt;
After the first initial round where either yourself or the Opponent takes the first turn subsequent rounds are randomized on who will take the initiative for that new battle phase. How it is randomize is by both players roll a dice each and the highest one can pick to start the next round or let the opponent start, so in other words you have a 50/50 chance of going first again if are lucky enough so a good general will always keep that in mind when positioning units on the board for those &#039;just in case&#039; situations.    &lt;br /&gt;
&lt;br /&gt;
===Battle Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Broken Ranks&#039;&#039;&#039; - &#039;&#039;When you reveal this battle tactic, pick 1 Battleline unit from your opponent’s starting army on the battlefield. You complete this battle tactic if that unit is destroyed during this turn. If that unit is destroyed by an attack made by a friendly MONSTER or an ability of a friendly MONSTER, score 1 additional victory point.&#039;&#039;&lt;br /&gt;
**Before picking this tactic try to ensure that your chosen battleline unit is sufficiently weakened. Can be used later in the game if you&#039;ve been focusing on the more elite, non-battleline units thus far&lt;br /&gt;
*&#039;&#039;&#039;Conquer&#039;&#039;&#039; - &#039;&#039;When you reveal this battle tactic, pick 1 objective marker on the battlefield that your opponent controls. You complete this battle tactic if you control that objective marker at the end of this turn.&#039;&#039;&lt;br /&gt;
**Best saved until you&#039;re sure you can take an objective, or when you&#039;ve run out of better options&lt;br /&gt;
*&#039;&#039;&#039;Slay the Warlord&#039;&#039;&#039; - &#039;&#039;You complete this battle tactic if the model chosen to be your opponent’s general is slain during this turn. If that model was destroyed by a friendly MONSTER or an ability of a friendly MONSTER, score 1 additional victory point.&#039;&#039;&lt;br /&gt;
**Generally saved until later in the game when you have eliminated your opponents main forces. To counter this tactic try to keep your general out of harms way or protected with a bodyguard unit&lt;br /&gt;
*&#039;&#039;&#039;Ferocious Advance&#039;&#039;&#039; - &#039;&#039;When you reveal this battle tactic, pick 3 different units from your starting army on the battlefield. You complete this battle tactic if all of the units you picked run in the following movement phase and finish that run within 3″ of each other. If all 3 of those units are MONSTERS, score 1 additional victory point.&#039;&#039;&lt;br /&gt;
**Best used early in the game. A good deployment can really help with this tactic&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down!&#039;&#039;&#039; - &#039;&#039;When you reveal this battle tactic, pick 1 enemy MONSTER on the battlefield. You complete this battle tactic if that unit is destroyed during this turn. If that enemy MONSTER was destroyed by an attack made by a friendly MONSTER or an ability off a friendly MONSTER, score 1 additional victory point.&#039;&#039;&lt;br /&gt;
**Like Slay the Warlord, best saved until you have a clear opportunity to kill a monster. The only counter to this is to not take any monsters&lt;br /&gt;
*&#039;&#039;&#039;Aggressive Expansion&#039;&#039;&#039; - &#039;&#039;When you reveal this battle tactic, pick 2 objective markers on the battlefield that are not wholly within your territory. You complete this battle tactic if you control both objective markers at the end of this turn.&#039;&#039;&lt;br /&gt;
**Due to the wording of this it can often be used in the first round for battle plans where the objectives are on the boundary of your territory&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Takeover&#039;&#039;&#039; - &#039;&#039;When you reveal this battle tactic, pick 1 MONSTER from your starting army on the battlefield. You complete this battle tactic if that MONSTER is contesting an objective marker that you control at the end of this turn, and that objective marker is not contested by an enemy MONSTER.&#039;&#039;&lt;br /&gt;
**Another tactic that can be used in the first round if you deploy a monster on an objective that is in your own territory. Also worth noting that you don&#039;t have to capture the objective, just be contesting it&lt;br /&gt;
*&#039;&#039;&#039;Savage Spearhead&#039;&#039;&#039; - &#039;&#039;You complete this battle tactic if there are 2 or more units from your starting army wholly within your opponent’s territory at the end of this turn. If 2 or more of those units are MONSTERS, score 1 additional victory point.&#039;&#039;&lt;br /&gt;
**Great if you have a deep strike or teleport option. Often used late in the game when your opponent has left his rear flank open&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thondia Book&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Has a special rule which allows you to score 2 Battle Tactics&#039; worth of points if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savaged Ranks&#039;&#039;&#039; - &#039;&#039;Pick 1 enemy battleline and kill it, if you killed it with a Krondspine Incarnate using any of it&#039;s abilities or attacks it scores the Battle Tactic twice instead of once.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thondia Conquer&#039;&#039;&#039; - &#039;&#039;Pick 1 terrain feature controlled by your enemy and has the &amp;quot;Thondia Mysterious Terrain&amp;quot; scenery rule, and take it over by the end of your turn.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Destroy the Bonded&#039;&#039;&#039; - &#039;&#039;Kill the enemy Hero that is bonded to an Incarnate, Score the Battle Tactic twice if you destroy the Hero with an Incarnate.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Predatory Advance&#039;&#039;&#039; - &#039;&#039;Pick 3 different units from your starting army, you have to run with all 3 units and they have to finish their movement within 3&amp;quot; of each other. If 1 of them is a Krondspine Incarnate and 1 is the Hero bound to it you score the Battle Tactic twice instead of once.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Abolish It!&#039;&#039;&#039; - &#039;&#039;Pick an enemy Krondspine Incarnate and abolish it by the end of the turn, if it was abolished by a friendly Incarnate you score the Battle Tactic twice instead of once.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Dominance&#039;&#039;&#039; - &#039;&#039;You have to have 2 or more friendly Monsters then your enemy remaining at the end of the turn, if 1 or more of these friendly Monsters are an Incarnate you score this Battle Tactic twice instead of once.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Amber Spearhead&#039;&#039;&#039; - &#039;&#039;Have more units in your enemy&#039;s territory then your enemy, score this Battle Tactice twice if one of these units is a Krondspine Incarnate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Phases===&lt;br /&gt;
The game is split into multiple phases, like Fantasy, but these splits are a bit different. Also take note that modifiers are now applied AFTER re-rolls are made.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hero Phase&#039;&#039;&#039;: Here&#039;s where your wizards can do wizardy shit and heroes do leadery shit. Its also worth noting that many other abilities can also take effect or expire during this phase.&lt;br /&gt;
**&#039;&#039;&#039;Spell Casting&#039;&#039;&#039; - Every wizard can cast at least one spell per turn dependent on their warscroll. Each spell has a casting cost which you must roll or beat with 2d6. Each spell can only be attempted to be cast once per phase (regardless of whether it&#039;s successful or not). Wizard&#039;s usually have at least one spell on their warscroll, plus they know the following:&lt;br /&gt;
***&#039;&#039;&#039;Arcane Bolt&#039;&#039;&#039; - Cast on a 5+. At the start of a phase this turn, One enemy unit within 12&amp;quot; takes 1 Mortal (Read: Unsaveable) wound, 1d3 if they are within 3&amp;quot;.&lt;br /&gt;
***&#039;&#039;&#039;Mystic Shield&#039;&#039;&#039; - Cast on a 5+.  A friendly unit within 12&amp;quot; of the caster adds 1 to save rolls until your next hero phase.&lt;br /&gt;
****&#039;&#039;&#039;Miscasting&#039;&#039;&#039; - Rolling snake eyes (two 1s) inflicts d3 mortal wounds to the wizard, automatically counts as a fail and bars the wizard from casting anymore for the phase. Simply put, RE-ROLL THAT SHIT when you can.&lt;br /&gt;
**&#039;&#039;&#039;Unbinding&#039;&#039;&#039; - If you have a wizard within 30&amp;quot; of another wizard that&#039;s casting, you can roll 2d6 to cancel it.  All you need to do is beat the casting roll by rolling an equal amount of dice (2d6), which can be laughably impossible if the other guy managed to roll really high; both sides apply modifiers before comparing. &lt;br /&gt;
**&#039;&#039;&#039;Prayers&#039;&#039;&#039; - 3E has decided to pay some more attention to priests. now they can invoke prayers dependent on their warscroll. Like spells, prayers can only be used once a turn and each prayer has you rolling a d6 to cast a prayer. Priests have access to whatever is on their warscroll as well as the following:&lt;br /&gt;
***&#039;&#039;&#039;Bless&#039;&#039;&#039; - Cast on a 4+. One unit wholly within 12&amp;quot; of the priest gains a 6+ ward save.&lt;br /&gt;
***&#039;&#039;&#039;Smite&#039;&#039;&#039; - Cast on a 2+. One enemy Priest within 48&amp;quot; of your priest eats a mortal wound, upped to d3 mortal wounds if you rolled a 6+ on the casting roll.&lt;br /&gt;
****&#039;&#039;&#039;Divine Wrath&#039;&#039;&#039; - As with wizards, you also have a miscast. On a natural 1, your priest eats a mortal wound and can&#039;t pray any more for the phase. It&#039;s way easier than spells, but it&#039;s also a lot less likely to fuck you over.&lt;br /&gt;
**&#039;&#039;&#039;Command Abilities&#039;&#039;&#039; - These are abilities that Heroes AND UNIT LEADERS can use in the Hero Phase (unless said otherwise) that give buffs that cannot be stopped. They cost 1 command point each, which you start the battle turn with 1 for each battalion warscroll plus, if you bought it for 50 points, one an additional CP. You also gain 1 point at the start of each of your hero phases (including the first turn) Each of them can only target a unit wholly within 12&amp;quot; of a Hero or within 18&amp;quot; of your general or a unit with the {{AOSKeyword|Totem}} keyword. You can use as many different Command Abilities you want as many times as you want - or the same one multiple times a turn (unless otherwise specified) - as long as you have the command points to do. Some models have Command abilities that they can only use if they are the general so plan accordingly. Everyone has the following, which affect a single unit for a single phase:&lt;br /&gt;
***&#039;&#039;&#039;Rally&#039;&#039;&#039; - Pick one unit in the hero phase that is more than 3&amp;quot; away from any enemy units. Roll a D6 for each model in the unit that has been removed from play. For each unmodified roll of 6, bring a model back with full wounds. Do I hear fully-reviving Kurnoth Hunters or Stormfiends..? Yes. Yes I do. Rise up, dead man!&lt;br /&gt;
***&#039;&#039;&#039;All-out Attack&#039;&#039;&#039; - One unit can add 1 to hits during combat or shooting phase.&lt;br /&gt;
***&#039;&#039;&#039;All-out Defense&#039;&#039;&#039; - One unit can add 1 to saves during combat or shoting phase.&lt;br /&gt;
***&#039;&#039;&#039;At the Double&#039;&#039;&#039; - One unit within range chosen to run treats the run roll as a 6. No more fishing for the six first and then deciding to use this, so be careful!&lt;br /&gt;
***&#039;&#039;&#039;Forward to Victory&#039;&#039;&#039; - One unit within range can reroll a charge.&lt;br /&gt;
***&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039; - One unit within range can ignore battleshock.&lt;br /&gt;
***&#039;&#039;&#039;Unleash Hell&#039;&#039;&#039; - One unit within range can fire on a charging enemy unit within 6&amp;quot;, but suffer a -1 penalty to hit them.&lt;br /&gt;
***&#039;&#039;&#039;Redeploy&#039;&#039;&#039; - One unit within range can move d6&amp;quot; after an enemy approaches but doesn&#039;t charge them.&lt;br /&gt;
**&#039;&#039;&#039;Heroic Actions&#039;&#039;&#039; - Introduced in AoS 3E, these are new actions that each hero can be triggered at the start of the phase. All of these are focused on supplementing a hero that triggers them, especially if that hero&#039;s getting in the thick of it.&lt;br /&gt;
***&#039;&#039;&#039;Heroic Leadership&#039;&#039;&#039; - Pick a hero and roll a d6, adding +2 if your general is dead. On a 4+, you gain a CP you can use to make that hero use on a command action for that phase. Pretty much emergency CP calls here, as it&#039;s not quite as baked-in as 40k.&lt;br /&gt;
***&#039;&#039;&#039;Heroic Willpower&#039;&#039;&#039; - Pick a hero that isn&#039;t a wizard. During the enemy&#039;s hero phase you can let this hero dispel an enemy spell, but during your hero phase you can make this hero unbind an endless spell. Helpful to at least grant a minor measure of anti-magic for your Khorneboys and giants.&lt;br /&gt;
***&#039;&#039;&#039;Their Finest Hour&#039;&#039;&#039; - Pick a hero, they get +1 to all wound rolls and to their saves, ideal for taking on big menaces. Because of how powerful this is, you can only use this once for each hero.&lt;br /&gt;
***&#039;&#039;&#039;Heroic Recovery&#039;&#039;&#039; - Pick a hero that is more than 3&amp;quot; away from an enemy and roll 2d6; if this roll is below or equal to the hero&#039;s Bravery, you heal 1d3 wounds. For big heroes like the centerpiece ones and monsters, this isn&#039;t going to really do much but it&#039;ll equal to hiding behind a corner and regenerating if you get like two turns to patch yourself up.&lt;br /&gt;
*&#039;&#039;&#039;Movement Phase&#039;&#039;&#039; - Each unit still has a movement range described in their profile/warscroll, which they can walk.  Running adds d6 to that result (but can&#039;t shoot or charge afterwards) and can&#039;t move within 3&amp;quot; of an enemy unit. Flying units can move within 3&amp;quot; of enemies as they ignore intervening models and terrain but cannot end within 3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Shooting Phase&#039;&#039;&#039;&lt;br /&gt;
**Pick a unit to shoot.&lt;br /&gt;
**Roll to-hit, which means seeing if you roll over your chosen weapon&#039;s To-Hit score on a d6.  This isn&#039;t modified based on any armor or other factors, meaning that if you have a weapon that hits on a 3+, ANYTHING will get hit. Unit positioning and cover should be taken into consideration during this phase after turn 1 or during setup. &lt;br /&gt;
**Roll to-wound, which means using a d6 to roll over the chosen weapon&#039;s To-Wound Score. People complain about there being no modifiers to the roll due to how tough a creature is now, don&#039;t worry about that as it is reflected by how many wounds each model has in a unit now.&lt;br /&gt;
**Roll to save, which are now all covered in one stat. After all hit and wound rolls are resolved then armor saves needs to be taken. Roll as normal then apply modifiers such as rending, cover saves etc. and see if you passed or failed the roll.&lt;br /&gt;
*&#039;&#039;&#039;Charge  Phase&#039;&#039;&#039; -  For each unit within 12&amp;quot; of the enemy, roll 2d6 and if you can get a model with 1/2&amp;quot; of another unit with that roll, you can charge that unit. Means if you have 2 targets in range, you can pick which one you hit, positioning is key for successful charges.&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Rampages&#039;&#039;&#039; - So AoS 3.0 looks to establish the forces of Destruction as the central adversaries of this edition. Destruction means lots of big, scary monsters so all those {{AOSKeyword|Monster}} units have new actions to use after the charge phase. Each of these can only be used once per phase, so it&#039;ll be more inconvenient on a monster-heavy army like the Avengorii Soulblights or the Sons of Behemat.&lt;br /&gt;
***&#039;&#039;&#039;Roar&#039;&#039;&#039; - Pick an enemy within 3&amp;quot; of your monster and roll a d6; on a 3+, this unit can&#039;t use issue or receive commands for the following combat phase. Especially the one to pick you you&#039;re planning to hit a unit hiding next to a hero.&lt;br /&gt;
***&#039;&#039;&#039;Stomp&#039;&#039;&#039; - Pick a non-{{AOSKeyword|Monster}} enemy unit within 3&amp;quot; and roll a d6; on a 2+ this unit eats d3 MWs right off the bat, which especially bites for small and medium-sized gangs like Stormcast and Slaves.&lt;br /&gt;
***&#039;&#039;&#039;Titanic Duel&#039;&#039;&#039; - Pick an enemy {{AOSKeyword|Monster}} unit within 3&amp;quot;. Your monster now gets +1 to hit theirs for the following combat phase, and you might well need it.&lt;br /&gt;
***&#039;&#039;&#039;Smash to Rubble&#039;&#039;&#039; - Find some defensible terrain or an enemy setpiece within 3&amp;quot; and roll a d6; on a 2+, that setpiece is now useless, unable to be hidden in and no longer able to benefit your enemy.&lt;br /&gt;
*&#039;&#039;&#039;Attack Phase&#039;&#039;&#039; - Combat phase. Now this is where things are a little different. For hitting and wounding it is the same thing as shooting however the main differences is which unit shall you pick to attack first. So if it is your turn you pick 1 unit in a combat, they attack, then your opponent picks 1 unit in combat, they attack, and you continue until all units attack. You have to be tactical if you have multiple combats as you have to try and maximise the amount of attacks your guys get before your opponent maximises his. Also two other differences is that 1) each weapon has a range (normally 1&amp;quot;) so you actually have to pay attention to the positioning of your guys. And 2) your units can only use the selected weapons they have equipped on them (monsters can bite and swipe in the same attack) so read the units warscroll first and decide what they are going to have BEFORE the game starts but generally the model would show what they are wielding anyway.&lt;br /&gt;
*&#039;&#039;&#039;Battleshock Phase&#039;&#039;&#039; - This is the panic phase.  Any unit who lost models during &#039;&#039;&#039;ANY&#039;&#039;&#039; phases has to test &#039;&#039;Bravery&#039;&#039; on d6, adding 1 for every model that has slain from the unit &#039;&#039;&#039;during that turn&#039;&#039;&#039;.  Failing this test means a model leaves for each degree it fails by. An example would be a basic unit of 10 model count Blood reavers with a bravery of 5 suffers (no upgrades for example sake) 3 casualties and made a Battle shock roll which ended up being an 4. Now you add the amount suffered in the combat phase(3) and add it to the roll you just made during the bravery phase(4) which equals to a total of (7). Compare this to the bravery profile (5) and you failed by 2 so the result is two more models running away leaving 5 left out of the original 10.&lt;br /&gt;
&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
Generally, people play using the points system introduced in the &#039;&#039;Generals Handbook&#039;&#039;. This limits you to choosing your army from either a single faction (plus optionally some allies from a restricted set) or one of the Grand Alliances (Order, Chaos, Death or Destruction). By choosing a faction that has a Battletome you&#039;ll receive additional bonuses. The official [https://www.warhammer-community.com/warscroll-builder/ Warscroll Builder] can be an easy and effective way of building a roster.&lt;br /&gt;
&lt;br /&gt;
Technically, nothing in the core rules limit your model choices and thus can field anything from any army alongside each other. While this can create interesting thematics, such as oldschool [[Morathi]] armies using Dark Elves and Daemons or Chaos Magic Sigmarines, if you play this way you should expect players to be grizzled sex pests, and prepare to fight fire with fire (if you know what I mean). Early editions of AOS played entirely this way until points were added to give the illusion of balance.&lt;br /&gt;
&lt;br /&gt;
Anyone with old WHFB minis that aren&#039;t listed in any of the factions find them in [[Age_of_Sigmar/Tactics/Legends|Legends]]. Whilst anyone wanting to play AOS rules that have been superseded by newer editions should mosey on down to the [[:Category:Age_of_Sigmar/Tactics/Old|Old]] section. Neither of these will be valid in either tournaments or many local groups.&lt;br /&gt;
&lt;br /&gt;
In the table below, Factions with Battletomes are listed on a row above the unloved factions. Factions in &#039;&#039;italics&#039;&#039; either don&#039;t have a battletome or do not have the correct units to field a full army.&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
&lt;br /&gt;
==General Rule sources==&lt;br /&gt;
You&#039;ll need a battletome for your faction(s).&lt;br /&gt;
&lt;br /&gt;
Core rules: [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules here].&lt;br /&gt;
&lt;br /&gt;
Matched play rules, battleplans and expansions: General&#039;s Handbook 2021, plus the battleplans from the Core Book.&lt;br /&gt;
&lt;br /&gt;
Supplement all the above with any Errata and Designers&#039; Commentary from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Play Types==&lt;br /&gt;
The various GW books outline different ways of playing, often in an attempt to mix things up and get people playing something other than Matched Play.&lt;br /&gt;
&lt;br /&gt;
===Open Play===&lt;br /&gt;
&#039;&#039;Core Book&#039;&#039; and &#039;&#039;General&#039;s Handbook 2020&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Play with whatever models you want. Go nuts. Have fun.&lt;br /&gt;
&lt;br /&gt;
===Narrative Play===&lt;br /&gt;
&#039;&#039;Core Book&#039;&#039; and &#039;&#039;General&#039;s Handbook 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Play using restrictions generated by fluff and optionally narrated by a GM.&lt;br /&gt;
&lt;br /&gt;
Specific narrative play books include&lt;br /&gt;
*Realmgate Wars: Quest for Ghal Maraz&lt;br /&gt;
*Realmgate Wars: Balance Of Power&lt;br /&gt;
&lt;br /&gt;
===Matched Play===&lt;br /&gt;
&#039;&#039;Core Book&#039;&#039; and &#039;&#039;General&#039;s Handbook 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as tournament rules. Make sure you have all the latest rules and FAQs to hand and be ready to defend every move you make (I&#039;ll be watching you).&lt;br /&gt;
&lt;br /&gt;
===Matched Play: Meeting Engagements===&lt;br /&gt;
&#039;&#039;General&#039;s Handbook 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A different way to play 1000pts.&lt;br /&gt;
&lt;br /&gt;
===Matched Play: Coalition Of Death===&lt;br /&gt;
&#039;&#039;Generals Handbook 2020&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 vs 2 games of 1000points per player.&lt;br /&gt;
&lt;br /&gt;
===[[Age of Sigmar/Tactics/Skirmish|Skirmish]]===&lt;br /&gt;
&#039;&#039;White Dwarf Jan 2019/Feb 2019&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You know how [[Kill Team]] took the smaller units from [[40k]] and wrote an awesome new set of rules around them? &amp;lt;strike&amp;gt;Well this is the same, except GW didn&#039;t make any effort. Points are divided by 10 and every model is now a unit.&amp;lt;/strike&amp;gt; Updated set of rules for AoS 2.0 published in White Dwarf Jan 2019 and Feb 2019. Most other rules remain the same. Expect some stuff to be just broken (Branchwych!).&lt;br /&gt;
&lt;br /&gt;
Technically, this should be good for introducing noobs to AOS. However, just make sure you explain it&#039;s missing all the really cool stuff as you point them to the warscoll for Nagash.&lt;br /&gt;
&lt;br /&gt;
===Season Of War: Firestorm===&lt;br /&gt;
Still usable in tournaments, apparently.&lt;br /&gt;
&lt;br /&gt;
===[[Age of Sigmar/Tactics/Path to Glory|Path To Glory]]===&lt;br /&gt;
An on-going campaign using a subset of the AOS minis, with a self-set goal depending on which armies are used.&lt;br /&gt;
&lt;br /&gt;
==[[Age of Sigmar/Tactics/Realm Of Battle|Realm Of Battle]]==&lt;br /&gt;
As per the Core Book, battles may be fought in a Realm. This a set of additional rules providing additional benefits, penalties and often spells. They are not restricted to any particular game mode, so can be used in Open, Narrative, or Matched Play games. They have been rewritten in GHB2020, and are listed as mandatory for matched play.&lt;br /&gt;
&lt;br /&gt;
See [[Age of Sigmar/Tactics/Realm Of Battle|Realm Of Battle]].&lt;br /&gt;
&lt;br /&gt;
==[[Age of Sigmar/Tactics/Malign Sorcery|Malign Sorcery]]==&lt;br /&gt;
&lt;br /&gt;
Malign Sorcery is an optional expansion for Age Of Sigmar which introduces Endless Spells - persistent spells with models that can be used by wizards in any army.&lt;br /&gt;
&lt;br /&gt;
Other rules introduced, such as realm specific spells and additional play types and battleplans have been replaced as of GHB2020.&lt;br /&gt;
&lt;br /&gt;
See [[Age of Sigmar/Tactics/Malign Sorcery|Malign Sorcery]].&lt;br /&gt;
&lt;br /&gt;
==[[Age of Sigmar/Tactics/Old/Mercenary Companies|Mercenary Companies]]==&lt;br /&gt;
A flash in the pan, Mercenary Companies was a GHB2019 addition, but then dropped for GHB2020.&lt;br /&gt;
&lt;br /&gt;
[[Dogs of War]] in Age of Sigmar but not really. For starters, the units offered are not unique models at all [[GW|but instead existing units cherry-picked from their respective faction]]. On one hand, it opened up to some interesting combinations in army building which could end up being either hilariously bad or hilariously good. On the other hand, you&#039;d be spending your starting command point on these guys and the whole concept of it can easily become a narrative clusterfuck. Probably why it was dropped.&lt;br /&gt;
&lt;br /&gt;
See [[Age of Sigmar/Tactics/Old/Mercenary Companies|Mercenary Companies]] if you still want to play using them.&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Terrain rules have recently been simplified, and you should be looking at the &#039;&#039;Generals Handbook&#039;&#039;. However, many people don&#039;t bother with any of these rules and just consider all scenery as obstacles to move over/around.&lt;br /&gt;
&lt;br /&gt;
Most generic terrain rolls off the following list, which you roll for before the game begins.&lt;br /&gt;
#&#039;&#039;&#039;Damned:&#039;&#039;&#039; Suckers within 3&amp;quot; can opt to take d3 Mortal Wounds in exchange for adding +1 to all hit rolls until the next Hero Phase.  Mobs can especially benefit from this since the damage won&#039;t mean so much to them and they get more guaranteed hits.&lt;br /&gt;
#&#039;&#039;&#039;Arcane:&#039;&#039;&#039; Wizards within 3&amp;quot; of this piece add +1 to all casting and unbinding rules.  The use is pretty obvious.&lt;br /&gt;
#&#039;&#039;&#039;Inspiring:&#039;&#039;&#039; All within 3&amp;quot; add +1 Bravery.  While wasted on Duardin and Stormcasts, this can mean the difference between a pack of Orruks holding on or breaking for the hills.&lt;br /&gt;
#&#039;&#039;&#039;Mystical:&#039;&#039;&#039; Now here&#039;s a wildcard.  All units within 3&amp;quot; have to roll d6; on a 1, the unit becomes stupefied and can&#039;t do shit until your next Hero Phase, but on any other result, you can re-roll wound rolls.&lt;br /&gt;
#&#039;&#039;&#039;Sinister:&#039;&#039;&#039; The units within 3&amp;quot; now trigger fear (Inflict -1 Bravery against any other enemies) until your next Hero Phase.  Pretty much your go-to for deleting mobs with the fist of a spiteful god.&lt;br /&gt;
#&#039;&#039;this list is out of date... there are more rules than this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whereas most of the official scenery kits are restricted to a single effect:&lt;br /&gt;
*&#039;&#039;&#039;Arcane Ruins:&#039;&#039;&#039; Use Arcane rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Azyrite Ruin:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baleful Realmgate:&#039;&#039;&#039; A unit within 6&amp;quot; of the gate and 6&amp;quot; of a friendly wizard can teleport to another gate instead of moving.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barbed Venomgorse:&#039;&#039;&#039; Consists of exactly 3 Barbed Venomgorse models. Use Deadly rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Citadel Wood:&#039;&#039;&#039; Blocks line of sight. If you are Sylvaneth you can use these as &#039;&#039;&#039;Sylvaneth Wyldwoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dragonfate Dais:&#039;&#039;&#039; Use Damned rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magewrath Throne:&#039;&#039;&#039; It&#039;s a giant command throne. If your general is within 3&amp;quot; and the enemy general isn&#039;t then +1 command points in your hero phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Numinous Occulum:&#039;&#039;&#039; Use Mystical rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ophidian Archway:&#039;&#039;&#039; Use Sinister rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shardwrack Spines:&#039;&#039;&#039; Consists of 2-5 Shardwrack Spine models. Use Deadly rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sigmarite Mausoleum:&#039;&#039;&#039; A catch all for everything you can get in the Mausoleum kit. Counts as a garrison for up to 30 wounds worth of models. And counts as a Legions Of Nagash gravesite. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Walls and Fences:&#039;&#039;&#039; This is pretty stupidly obvious.  No specific rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warscryer Citadel:&#039;&#039;&#039; Counts as a garrison for up to 30 wounds worth of models plus a flying monster if you&#039;ve built it right. Once inside Heroes inside can roll a dice and on 2+ get one command point in your hero phase and Heroes can unbind one spell per turn, whilst Wizards get an additional unbind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27172</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=27172"/>
		<updated>2022-09-06T19:31:10Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B: /* Warscrolls */&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 6 models at first health bracket, but decreasedfrom there ). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. 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;
** You can almost think of a Mancrusher as a single, 12 model unit with 1 wound, 1 attack 5+ save and a champion with a few mortals wound tricks, since a gargant has 12 attacks making the comparison relatively clean. Points wise it&#039;s hard to find a exact comparison, bloodletters come close only Hitt on a 4 instead of 3 and also have some mortal wound inflicting abilitys, while only being slightly cheaper. &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>2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=27171</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=27171"/>
		<updated>2022-09-06T18:42:45Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B: /* Warscrolls */&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 6 models at first health bracket, but decreasedfrom there ). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. 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>2607:FB90:339B:1BD7:AC39:65F7:4E5F:763B</name></author>
	</entry>
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