Age of Sigmar: How to Play Sons of Behemat
Today we take a look at the basics of Sons of Behemat. You’d better hope that rumble getting closer is just thunder.
Towering over the battlefield, the cantankerous forces of the Sons of Behemat stomp across the battlefield, smashing and crushing everything unfortunate enough to be in their path. They love nothing more than Destruction and can draw their lineage back to one of the earliest monsters to cross the Mortal Realms, the dreaded God-Beasts. If you want to play a small model count army that can still hold its own against the smaller factions, you’ll want to check out these massive warriors.
Who are the Sons of Behemat?
The Sons of Behemat are gargants who found their purpose and became more unified after the death of Behemat. They are growing so strong and large that some speculate that one may grow so large as to become a new World Titan.
The many types of gargants found throughout the Mortal Realms are rightfully feared for their sheer gigantic size and colossal strength. Having no natural predators, the gargants hunt, sleep, eat people whole, drink captured ale, sleep again, belch, break wind at one another, and smash settlements because they can.
The Sons of Behemat are no longer simple-minded behemoths easily outwitted by the smaller races, however. Following the death of Behemat, they formed near-unstoppable war parties that crushed anything opposing them.
Why Play Sons of Behemat?
The big boys are a lot of fun and simultaneously, the Sons of Behemat excel at covering ground, destroying enemies, and being an immovable object on battlefield objectives. You’ll have few unit types, so you can really focus on play over learning lots of complicated Warscroll rules. When it comes to presence, no army looks better than the big boys.
Strengths
- All your units have high wounds and mid-level saves.
- Conversely, you have a relatively low number of high damage attacks that all hit on 4+ base- this means your damage is highly variable.
- It can be easy to steal and hold objectives, due to high objective score.
Weaknesses
- Since your model count is low, battleplans with four plus objectives can be tough.
- An army list with limited Warscroll types (ie all monsters) can be highly susceptible to variable battlepacks, which can sometimes limit or exclude them from bonuses.
Sons of Behemat Rules
Battle Traits
- Timberrrrr!– slain gargants fall and do mortal wounds
- Gargant Charge– charging gargants can do mortal wounds
- Earthshaking Roar/Colossal Slam/Jump Up and Down– This trio of gargant Rampages are thematic and powerful in the new edition, considering generic monstrous rampages are gone.
Battle Formations
- Taker Tribe– pick an extra artefact during Deployment
- Boss Tribe– chain fight from a Mega-gargant to Mancrushers
- Breaker Tribe– Mega-gargants have a 6+ ward while within combat range of another mega.
- Stomper Tribe– you can use Jump Up and Down twice per turn.
Heroic Traits
- Furious Temper– Once per battle get +2 attacks to all profiles and -1 save.
- Monstrously Tough– A smooth extra five wounds
- Rabble Rouser– A plus one to charge aura.
Artefacts
- Amberbone Totem– good ol’ run and charge.
- Extra-calloused Feet– enhances the attacks, rend, and damage of the models stomp attacks.
- Glowy Lantern– get a Manifestation lore – hello free Krondspine!
- Glowy Shield of Protectiness– reflect mortal wounds on save rolls of ‘6’.
- Mantle of Tusks and Horns– once per game +1 to hit aura.
- Kingslaughter Cowl– Get an extra attack when in combat with a Hero.
Key Sons of Behemat Units
There are only a few warscrolls in the faction, so here’s a quick rundown.
King Brodd
The King of the Gargants is an amazing, unique character available to the Sons of Behemat. The sole Priest in the faction has the very powerful Power of Behemat prayer, which has numerous effects to pick from, all of which impact every Gargant in your army. Extra wounds and a high-damage weapon complete the package and make him a very special boy.
Gatebreaker
As his name implies, this fellow despises buildings over all things, and he will do automatic damage to faction terrain in the combat phase. One of his most fun rules ist he Pulverising Strike ability which allows you to swap out all your attacks (because it is also a Core ability) for one 4+ chance at 4D6 Mortal Wounds!
Kraken-eater
The “smartest” of the big lads and most interested in your opponent’s shiny stuff, this monster loves nothing more than hoarding wealth, objectives…enemy heroes, anything he can get his giant fists on. He can kick objectives away or grab an unsuspecting model and stuff it into his net for some awful future purpose.
Warstomper
You can probably guess from his title, but a Warstomper loves nothing more than to get stuck in with as many enemies as possible and then turn them into toe jelly beneath his feet and massive club. His club gets stronger the more enemies in the unit and he can unleash a ton of punishment on both infantry and monsters alike. He is still the cheapest of the big boys.
Beast Smasher
The monster wrangling mega-gargant reduces the attacks of the monsters it fights. In addition, against an enemy monster, the Beastsmasher can swap out all it’s attacks for a devastating Beast-Breaking Strike, which on a 4+ does a massive 5D6 mortal wounds!
Mancrusher Mobs
Your (comparatively) small guys. They aren’t very tough, but they can soak a lot of damage and deal a decent amount back. Their special Stomp is pretty brutal. Just don’t expect them to hold up to any focused fire. You’ll only need to definitely field them if you take an odd pointed unit like Kragnos.
Sample Sons of Behemat Army
Faction: Sons of Behemat
– Battle Formation: Breaker Tribe
Regiment 1:
- Gatebreaker – Monstrously Tough
- Gatebreaker
Regiment 2:
- Kraken Eater – Glowy Lantern
- King Brodd
How to Play Sons of Behemat
In this edition Sons can no longer rely on sitting on circle and winning by bullying the primary objective, things do too much damage- you have to get in there and wreck them! Your first order of business should be starting to equalize the number of units between you and your opponent. However keep in mind that, since you mostly hit on 4s, completely whiffing when you need to convert attacks into damage is very feasible. The Power Through command will definitely be your friend.
~Fe, Fie, Fo, FUM!