Age of Sigmar/Tactics/Destruction/Sons of Behemat
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Grand Alliance Destruction
Sons of Behemat |
Three new, MASSIVE THICC BOIS, the biggest plastic GW kit so far, able to stare Archaon in the eye while he's on Dorghar; plus some regular gargants; are ready stomp on your face.
Up for pre-order this weekend, more information has been trickling out, and there's plenty to go with.
Why Play Sons Of Behemat?
- 'Cuz they are fucken GIANTS. Chicks dig drunken giants.
- Ultra elite army. In 2000pts min six models, max ten.
- No need to bother with that other faff other factions have to think about: No allies, no wizards, no endless spells, no battalions, no faction scenery, no special dice.
- In 40k your favorite army are Imperial Knights
Pros:
- Getting your army built and painted will be really quick. Given they are basically oversized fa/tg/uys, they are ripe for customization too.
- Rending attacks everywhere.
- Single model units are immune to bravery checks. Nagash's boney boys aren't the only faction to ignore bravery anymore.
- If you thought Nurgle was EXTRA THICC...
- 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.
- Your faction acronym is SoB.
Cons:
- You're the AoS equivalent of Knight players.
- Just two kits. (Okay, one of those is amazing, and the other is ok)
- Everyone is a MONSTER, so good luck surviving specialist monster hunters. Other Destruction factions, especially Bonesplitterz and Beastclaw Raiders, will be your bane.
- Being ultra elite, you’re bringing only single digit models.
- No battalions means no one drop options.
- Your faction acronym is SoB. Could have been a lot worse...
Allegiance Abilities
Battle Traits
- Mightier Makes Rightier
- *Ability: Get Rid of 'Em!: For objectives,MEGA-GARGANTS count as 20 models, MANCRUSHER GARGANTS count as 10.
Command Abilities
Tribes
Each SoB gets access to a tribe, dependant on choice of general.
Stomper Tribes
General: Warstomper
- Ability: Getting Stuck In: Add 1 damage to any attacks inflicted by a MANCRUSHER GARGANT against an enemy unit with 10 or more models. Add 2 damage if it's 20 or more models.
- Command Ability: Get a move on, you slackers!:
- Command Ability: Grab those rocks and chuck 'em at somethin'!:
- Command Traits:
- Artefacts:
Breaker Tribe
General: Gatebreaker
- Ability: Fierce Loathings: Gatebreakers and Mancrushers add 1 to their hit rolls against enemy units in one of the following categories:
- Bossy Pants and Clever Clogs: HERO or WIZARD .
- Idiots with Flags: TOTEM or any unit with command models.
- Shiny 'Uns: save characteristic better than 5+ that aren't a HERO or monster .
- Crowds: units with 20 or more models.
- Wannabes: monster or war machine .
- Piggybackers: units with a mount that are not a monster .
- Command Ability:
- Command Traits:
- Artefacts:
Taker Tribe
General: Kraken-eater
- Ability: Get Rid of 'Em!: For objectives,MEGA-GARGANTS count as 30 models, MANCRUSHER GARGANTS count as 15.
- Command Ability:
- Command Traits:
- Artefacts: Net of the Beast-Reaver:
Warscrolls
Leaders
- Warstomper Mega-Gargant (480)
- Gatebreaker Mega-Gargant (490)
- Kraken-eater Mega-Gargant (490)
Battleline
Battleline in Sons of Behemat army and not counted as Behemoth. Maximum sized units count as 3 battleline units.
- Mancrusher Gargants (180/480, min 1, max 3)
Behemoth
- Bonegrinder Gargant? (400pts) (Forgeworld)
Only if sons of behemat keyword gets added to his warscroll. Even then he'll be a difficult option to recommend. At 80 points lower than the poster boys (and he's not going to get a points change until the December FAQs), you won't be able to squeeze anything into that gap, except for a CP. Take two and you can get one extra Mancrusher, so maybe there's something there. And three Bonegrinders is impossible (as you need at least three Mancrushers for Batteline and a Mega-Gargant for your leader).
Battalions
None.
Allies
None.
Mercenaries
Mercenaries allow you to take a special named Sons of Behemat hero in a non Sons of Behemat army. One model per allegiance, with destruction able to take any. They are named, meaning only destruction gets to take more than one Mega-Gargant.
Named Leaders
- Bundo Whalebiter Order or Destruction
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.
- One-Eyed Grunnok Chaos or Destruction
A Warstomper mercenary. Reroll jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.
- Big Drogg Fort-Kicka Death or Destruction
A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3" at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.
Tactics
List Building
With SoB alliance you don't have much choice
2000 points
- Exactly 4 choices to make (one for each 500 point "slot")
- Min 6 models; max 10 models.
- Realistically, 4 or 6 drops - although you can get more.
- Realistically min 1920 points (or 1970 if you buy a CP) - although you can get down to 1860; max 2000 points.
Possible lists:
# | Slot1 | Slot2 | Slot3 | Slot4 | #Points | #Models (with MMR) | #Drops | #Wounds | Buy CP? |
---|---|---|---|---|---|---|---|---|---|
1 | 3x 1 Mancrusher | Mega-Gargant | Mega-Gargant | Mega-Gargant | 1980, 1990, or 2000 | 6 (90) | 6 | 141 | |
2 | 3 Mancrushers | Mega-Gargant | Mega-Gargant | Mega-Gargant | 1920, 1930, 1940, or 1950 | 6 (90) | 4 | 141 | Y |
3 | 3x 1 Mancrusher | 3 Mancrushers | Mega-Gargant | Mega-Gargant | 1980, 1990, or 2000 | 8 (100) | 6 | 142 | |
4 | 3 Mancrushers | 3 Mancrushers | Mega-Gargant | Mega-Gargant | 1920, 1930 or 1940 | 8 (100) | 4 | 142 | Y |
5 | 3x 1 Mancrusher | 3 Mancrushers | 3 Mancrushers | Mega-Gargant | 1980 or 1990 | 10 (110) | 6 | 143 | |
6 | 3 Mancrushers | 3 Mancrushers | 3 Mancrushers | Mega-Gargant | 1920 or 1930 | 10 (110) | 4 | 143 | Y |
7 | 5x 1 Mancrusher | Mega-Gargant | Mega-Gargant | 1860, 1870 or 1880 | 7 (90) | 7 | 130 | Y | |
8 | 5x 1 Mancrusher | 3 Mancrushers | Mega-Gargant | 1860 or 1870 | 9 (100) | 7 | 131 | Y | |
9 | 8x 1 Mancrusher | Mega-Gargant | 1920 or 1930 | 9 (100) | 9 | 131 | Y |
- Mancrushers: One set of three can be split however you like, but due to needing the group discount, the rest must be taken in threes.
- Alternatively, if you really want all your Mancrushers to be solo you could drop one. Generally not worth it, but might be feasible with 8, as that might give you some extra board control. With 5 you've got a lot of wasted points left over. Also, you're maximising number of drops.
- This assumes the Bonegrinder isn't a SoB unit. If we assume it is:
# | Slot1 | Slot2 | Slot3 | Slot4 | #Points | #Models | #Drops | Buy CP? |
---|---|---|---|---|---|---|---|---|
1 | 3x 1 Mancrusher | Bonegrinder | Mega-Gargant | Mega-Gargant | 1900 or 1910 | 6 | 6 | Y |
2 | 3 Mancrushers | Bonegrinder | Mega-Gargant | Mega-Gargant | 1860 or 1870 | 6 | 4 | Y |
3 | 3x 1 Mancrusher | Bonegrinder | Bonegrinder | Mega-Gargant | 1830 | 6 | 6 | Y |
4 | 3 Mancrushers and 1 Mancrusher | Bonegrinder | Bonegrinder | Mega-Gargant | 1940 or 1950 | 7 | 5 | Y |
5 | 4x 1 Mancrusher | Bonegrinder | Bonegrinder | Mega-Gargant | 2000 | 7 | 7 | |
6 | 6x 1 Mancrusher | Bonegrinder | Mega-Gargant | 1960 or 1970 | 8 | 8 | ||
7 | 3 Mancrushers | 3x 1 Mancrusher | Bonegrinder | Mega-Gargant | 1900 or 1910 | 8 | 6 | Y |
8 | 3 Mancrushers | 3 Mancrushers | Bonegrinder | Mega-Gargant | 1840 or 1850 | 8 | 4 | Y |
1000 points
For 1000 points you just have two slots, and a very limited choice. And, unless you really want to drop a mancrusher to get that extra CP, realistically you're limited to a single load out. Additionally, you can't take a Bonegrinder, even if it gains the keyword.
# | Slot1 | Slot2 | #Points | #Models (with MMR) | #Drops | #Wounds | Buy CP? |
---|---|---|---|---|---|---|---|
1 | 3 Mancrushers | Mega-Gargant | 960 or 970 | 4 (50) | 2 | 71 | |
2 | 2x 1 Mancrusher | Mega-Gargant | 840 or 850 | 3 (40) | 3 | 59 | Y |
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |