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.
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 (unless you take an item from the Takers Tribe), no endless spells, no battalions, no faction scenery, no special dice.
- In 40k your favorite army are Imperial Knights.
- You watched Attack on Titan and sympathized more with the naked monsters than the humans (can’t say I blame you).
Pros:
- 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.
- Rending attacks everywhere.
- Decent shooting attacks (including Drogg's halitosis).
- Single model units are immune to bravery checks. Nagash's boney boys aren't the only faction to ignore bravery anymore by technicallity.
- 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.
- Shit-ton of tidbits to share with your gaming group: shields, bones, debri, even animal pieces! this all makes for fantastic scenery, terrains,and all kinds of kitbashes.
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 Warclans and Beastclaw Raiders Mawtribes, will be your bane.
- Max one spell unbind makes you vulnerable to debuff spells and unable to stop your opponent buffing their troops. Not to mention said unbinding is limited to a single artifact for the Taker Tribe.
- Being ultra elite, you’re almost always bringing single digit models.
- No battalions means no one drop options and limited artifacts.
- +4 Save is by no way bad. But that's all you have to defend yourself without taking the FnP artifact (keyword: Artifact). So don't think you can sponge MW all day long.
- Your faction acronym is SoB. Could have been a lot worse...
Rulebooks
Faction rules and abilities: Battletome Sons of Behemat
Latest Matched play points: Battletome Sons of Behemat or Generals Handbook 2020
Core rules: here
Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Allegiance Abilities
- Mightier Makes Rightier
- For objectives,one MEGA-GARGANTS model counts as 20 models, and each MANCRUSHER GARGANTS count as 10.
- Chuck Rocks
- During your Shooting phase, your MEGA-GARGANTS Warlord can command all mancrusher gargant model in a single unit wholly within 18" unit to chuck rocks (18" d3 attacks 4+/3+/-1/D3)
- Quite effective in with units of 3. Will soften lots of enemies.
Tribes
Each SoB army belongs to a tribe, dependant on choice of general.
Stomper Tribes
General: Warstomper
- Getting Stuck In: All MANCRUSHER GARGANT s attacks get +1 damage against units of 10+ models, or +2 against 20+
- Bawling Bellowing Lunks You gain all of:
- Command Abilities that affect all MANCRUSHER GARGANT s within 18" of your general (they can't use other Command Abilities).
- Get a Move On, You Slackers!: at the start of the movement phase a unit Runs 6" instead of rolling.
- Grab Those Rocks and Chuck 'em at Somethin'!: at the start of the shooting phase All MANCRUSHERs in range chuck rocks
- Oi You, Yes! Charge!: at the start of the charge phase, a unit Rerolls charge rolls for all MANCRUSHERs in range.
- Stop Muckin' About and Hit 'em!: at the start of the combat phase, Reroll hits of 1 for all MANCRUSHERs in range.
- Watch Your Backs You Gormless Lot!: at the start of the combat phase, Reroll saves of 1 for all MANCRUSHERs in range.
- Where Do You Think You're Going!: at the start of the battleshock phase, Don't take battleshock for all MANCRUSHERs in range.
Command Traits - Veterans of One-Sided Battle Choose one of:
- Monstrously Tough: You have 40 wounds instead of 35.
- Old and Gnarly: You can re-roll save rolls of 1.
- Louder than Words: 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.
- Inescapable Grip: Re-roll the dice roll for Hurled Body ability. Greatly increases the likely hood of picking up that 3 to 4 wound model and then dealing that much MW to another unit.
- Very Shouty: D3 extra CP's at the start of the first battle round. The Stompers use Command Abilities to milk a lot out of MANCRUSHERs.
- Eager for a Fight: Roll 3D6" for your charge and you can charge 18". gets the big guy into combat as fast as possible.
Artefacts of Power - Trappings of the Titan Warstomper Only. Choose one of:
- Ironweld Cestus: 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.
- Club of the First Oak: 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't break so you can keep using this. 1 wound likely won’t matter much on these guys, but that death saving roll can be useful. one wound can mean the difference between which bracket your stats are at. Get a 50% to not die, Ok in a clutch moment were wining and losing is based on if the enemy can widdle down about 30-20 wounds to zero in a round, less so if you had about 10 left.
- Mantle of the Destroyer: Friendly gargant units within 12" 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.
Breaker Tribe
General: Gatebreaker
- Fierce Loathings: All Gatebreaker mega-garagants and mancrusher garnants get +1 to all hits against one of (Flexable agenst any army, pick what ever you need to kill the most):
- 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 .
- Breaking Down The Houses: mancrusher garnants gain the Gatebreaker Smash Down ability (+1 Damage on attacks against enemies on terrain or Garrisoned and ability to destroy terrain). Will Greatly boost their attack power especially on boards that force the enemy to move onto the terrain.
Command Traits - Unstoppable Besiegers: Choose one of:
- Monstrously Tough: 40 wounds instead of 35.
- Old and Gnarly: Re-roll save rolls of 1.
- Louder than Words: +2 to flail attacks. At full health, a Gatebreaker gets 12 Rend-3 D3 attacks...
- Extremely Bitter: Pick an additional Fierce Loathing, but only applies to the General. situational as the most army will have one trait that applies to all units.
- Smasher: Re-roll Smash-Down ability. Your very likely to get the roll and only a problem at low health. Waste?
- Sees Red: When within 9" of a terrain that can have a garrison, attack as if it hasn't suffered any wounds. The situation with it depends on if your games will include garrison-able terrain pieces
Artefacts of Power - Legacy of Demolition: Gatebreaker only. Choose one of:
- Enchanted Portcullis: 6+ FNP.
- The Great Wrecka: Unmodified hit rolls of 6 with Fortcrusha Flail does an MW in addition, in addition, +1 to Smash Down ability.
- Kingslaughter Cowl: Reroll wound rolls of 1 that target a Hero (or all wound rolls for the enemy General).
Taker Tribe
General: Kraken-eater
- Get Rid of 'Em!: For objectives, MEGA-GARGANTS count as 30 models, MANCRUSHER GARGANTS count as 15. If you're having trouble with the objectives game, then maybe this is for you. Center a Mega on a 6" objective, and it's going to be tricky for your opponent to get 31 models into that circle.
- More Stuff For Me Collection: Roll a triumph every time you kill an enemy wielding an artefact. You're going trigger this once, maybe twice per battle, so not the best. However, if your opponent really doesn't want you to gain these, then it's going to force them to play defensively with their artefact wielders (or even cause them to bring non-optimal lists).
Command Traits - Irascible Old Bullies Choose one of:
- Monstrously Tough: You have 40 wounds instead of 35. be harder to kill and stats take longer to degrade.
- Old and Gnarly: You can re-roll save rolls of 1. An alternative to more wound for durability but no protection from Armor save ignore attacks and MWs.
- Louder than Words: Add 1 to your attacks for the club. Get more damage out of him.
- Strong Right Foot: Get off my land allows you to roll 3d6 instead of 2d6 (objective marker kick).
- Very Acquisitive: You get 2 artefacts instead of 1 and your general can carry 2 artefacts.
- Extremely Intimidating: -1 to hit rolls for every enemy model within 3". If you always melee with him, malice to hitting is better protection be not from ranged attacks
Artefacts of Power - Trophies Taken By Force Kraken-eater only. Choose one of:
- Jaws of Mogaladon: Once per phase, re-roll one save, hit, or wound roll. You do have a lot of big damage attacks, so saves on CP, especially to get off that Death Grip attack.
- Walloping Tentacles: At the start of the combat phase, pick an enemy hero within 3". 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 a Jar of Burning Grog especially if they are back campers or have big bubble-wraps.
- Jar of Burning Grog: Once per battle at the start of the combat phase, pick 1 enemy unit within 3" of the bearer, on a 2+ it takes D3 MW's and re-roll wounds for gargants that target the unit, on a 1 you take D3 MW's. With all your attacks, mass rerolls are good.
- Net of the Beast-Reaver: Start of the combat phase, on a 4+ roll, for one enemy monster, they get -1 to hit, you get +1 to hit
- Glowy Lantern: Your Gargant is now a Wizard. He can cast Mystic Shield or Arcane Bolt in your Hero phase and unbind 1 enemy spell in their phase. There's a little confusion about this, but it seems that this allows you to cast endless spells too - those leftover points are suddenly useful
- Krakenskin Sandals: Almighty Stomp has 3 attacks, rend -3 and damage 3.
Warscrolls
Leaders
All Mega-gargants have the following:
- 35 wounds, with 12 wounds needed to drop from the top entry on warscroll, and even then they don'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't have many models for screens.
- Death Grip: 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't underestimate it. Plus, using Death Grip you can reroll hits of 1 against MONSTERs - GW is hinting about the best way to use it.
- Almighty Stomp/jump: get atleast 2 less powerful Death Grip but get a reroll hits of 1 against non-MONSTERs.
- All our other attacks are at least rend -1 or -2.
- Son of Behemat: Auto kill abilities and spells instead just deal D6 mortals. Whilst it'd be hilarious to see an SoB fall wiped out this way, it's quite an essential auto-lose preventer.
- Crushing Charge: After making a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+ they suffer D3 wounds if they're a MONSTER or D6 wounds if they aren't.
- Terror: Enemies within 3" get -1 bravery. Given the ways to avoid battleshock, this isn't really going to make any difference most of the time.
- TIMBERRRR!: When it dies, the winner of a roll-off chooses a point 5" away. Every unit within 3", except Mega garagants , gets D3 mortals. Essentially it's a 50% chance of sending a few mortals at the guy that just killed you. If your enemy is fully within 2", then this isn't going to do anything (assume they were stood between his legs). Also potentially deadly for your single unit Mancrushers.
- LONGSHANKS: Basically, limited flying, or hovering? Let me explain: you can walk over models with up to 10 wounds and terrain up to 4" tall.
- Warstomper Mega-Gargant (480)
- For those who just want to hit stuff the hardest. 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" and his current wounds (Monster count as 4, min:1, Max: 10 attacks) (get max attack when near 8 models at first health bracket). they can also roll to instant slay a single model(best against 3 wounds or lower) and then on a 4+ inflict MW on another enemy. The reliance on being caught in deep combat to maximize attacks can see himself eventually cut down by those numbers.
- Gatebreaker Mega-Gargant (490)
- Do you hate faction terrain like the OBR Tithe Nexus or the constant sprouting Wyldwoods? Then brother, say hello to your new best friend! Deal less attack than a Warstomper but don't have to sacrifice DPS to stay away from the fry. He is most effective at attacking enemies that try to hide in cover for that +1sv. 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.
- A single shooting attack with -3 rend. That's 18" on 3/2/-3/4 damage Youch.
- Kraken-eater Mega-Gargant (490)
- You now get to play football with the objectives. The least damaging potential of the Mega-Gargant outside of a Hurl range attack that will inflict casualties to low armour saves the unit and chance to instant slay D3 models in combat(good to selectively remove command models with strong buffs). The ability to move each objective 2D6" Is a Very useful utility as you could move it to a place where more of your claiming units are situated or toss it to somewhere the enemy is unlikely to reach.
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)
- Your main troops though you can just take a group of 3 and fill the rest with mega-Gargants.
Other
- Bonegrinder Mega-Gargant: (500pts)
- Foreword exclusive that's a strange water-downed amalgam of other Mega-Gargant and probably a few points overpriced. Generally 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+).
- No death grip, but gets the Gatebreaker's shooting attack.
- Not a hero but doesn't matter too much since they don't get any hero benefits from the tribe and does let them avoid some situational enemy abilities.
Battalions
None. We don't need them, but it does bring the some restrictions:
- With 4 or 6 drops for 2000pts, that's going to be higher than opponents trying to minimise their drops using battalions, and lower than anyone who isn't. Plan assuming you're not getting the first turn choice.
- No extra artefact, which means you're stuck with just the one (two with a Taker Tribe if you choose the right Command Trait), which has to be from your tribe. No realm artefacts for you.
Allies
None. But the Mega Gargants can join other armies using the Mercenary rules.
Mercenaries
Mercenaries allow you to take a special named Sons of Behemat hero in a non Sons of Behemat army for the cost of one CP on top of it's points. One mercenary per list, with no other allies and restrictions depending on your allegiance - only destruction get a choice. Remember you're not getting any of those juicy SoB alliance abilities or tribe bonuses.
- 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 within 6" get -1 to hit if the giant used his jump attacks earlier in the combat phase.
- 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+.
- Brawlsmasha: Destruction
A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12" +1 Bravery.
Tactics
Tribe Playstyle
Stomper
- Has a preference for multiple Mancrusher Gargants units.
List Building
With SoB allignment 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.
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.
# | 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 | ||
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