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How to Play Sons of Behemat As Mercenary Allies

Age-of-sigmar-sons-of-behemat-title-wal-horGet out your cash and let’s learn how to play  Sons of Behemat as Mercenary Allies and which would be the best for you- check it out!

It’s been a while since we did an army visit, so today we are going to look into the Sons of Behemat battletome and see what they have to offer. Let’s first break down each Mega Gargant and see how they might play as mercenary allies for their respected factions, and then build an all Sons of Behemoth army.

How to Play Sons of Behemat As Mercenary Allies

First off though let us start with the mercenary for each faction. (Note destruction can use all of them)

Sons of behemat battletome collectors

Order: Kraken Eater

His special ability is that you can choose at the start of the turn to fight last in the combat phase but get to re-roll all failed hit rolls.

Stats: Move (Damage Table 11” down to 7”), 4+ Save, 7 Bravery, 35 Wounds

kraken eater gargantHe has one missile weapon with damage table range (24” down to 12”), 3 attacks, 4+ to hit, 3+ to wound, -1 rend, for D3 damage. Then three different melee attacks the first being a stomp: Range 2”, 2 attacks, 3+ to hit (re-rolling hit rolls of 1 against monsters), 3+ to wound, -2 Rend, for D3 damage. Then a death grip: range 3”, 1 attack, hitting on a 3+ (re-rolling hit rolls of 1 vs monsters), wounding on 2+, with -3 rend, for D6 damage. Finally, his club: Range 3” Damage table attacks (8 down to 5), hitting and wounding on a 3+, with -2 rend, for 2 damage.

He ignores models with wounds characteristic of 10 or less when moving and terrain under 4”. Auto kill only does D6 mortal wounds instead of instant death, subtracts 1 from bravery from enemy units within 3” and if killed has a chance of doing mortal wounds to any unit within 3”. Finally, he can hurl an enemy model within 3” in any combat phase if you roll over their wounds characteristic.

This is an interesting centerpiece model for Order but I am not sure if it is better than what most of the order armies already have available to them. Maybe the Kharadron Overlords can take it as a middle board presence or cannon fodder while they zip around the battlefield taking objectives. He might also work as a living wall for a shoot first army of Stormcast Eternals or Cities of Sigmar. He could deploy forward with the idea of holding a portion of the table while your archers soften up your opponent.

Chaos: Warstomper

The special ability of this mercenary is for the jump up and down attacks, he can re-roll hit rolls of 1. It then subtracts 1 from hit rolls of any units within 6” of him.

Stats: Move (Damage Table 10” down to 6”), 4+ Save, 7 Bravery, 35 Wounds

warstomper gargantHe has three melee attacks the first being a death grip: Range 3”, 1 Attack, Hitting on a 3+ (re-rolling 1s vs monsters), Wounding on a 2+, at -3 Rend, for D6 Damage. Then a Jump attack: Range 3”, 4 Attacks, 3+ to Hit (re-rolling 1s), 3+ to Wound, with -2 Rend, for D3 damage. Finally, a Boulderclub: Range 3”, Attacks (all enemy models within 3” + a damage table of bonus attacks (4 down to 0). Hitting and Wounding on a 3+, with -2 Rend, for 2 Damage. On a successful charge roll a dice for each unit within 1” at the end of the charge, on a 2+ it takes D3 wounds if it is a monster, otherwise, it takes D6 wounds.

He ignores models with wounds characteristic of 10 or less when moving and terrain under 4”. Auto kill only does D6 mortal wounds instead of instant death, subtracts 1 from bravery from enemy units within 3” and if killed has a chance of doing mortal wounds to any unit within 3”. Finally, he can hurl an enemy model within 3” in any combat phase if you roll over their wounds characteristic.

This is an interesting take on a chaos model as he is anti-horde units, which might work to benefit smaller model count armies like Everchosen of Tzeentch. With Tzeentch, you would have the magical support as well to help protect him against mortal wounds.

Death: Gatebreaker

The special ability of this mercenary is that you roll a dice for every model within 3” on him during the combat phase. On a 6+ they take a mortal wound.

gatebreaker gargantHe has a single missile weapon: Range (damage table 18’ down to 6”) with 1 attack, hitting on a 3+, wounding on a 2+, with -3 Rend, for 4 Damage. Then he has 3 different melee attacks: the first being a stomp: Range 2”, 2 attacks, 3+ t hit (re-rolling hit rolls of 1 against monsters), 3+ to wound, -2 Rend, for D3 damage. After that death grip: range 3”, 1 attack, hitting on a 3+ (re-rolling hit rolls of 1 vs monsters), wounding on 2+, with -3 rend, for D6 damage. Then his fail has a Range of 3”, with damage table attacks (10 down to 5) hitting on a 4+, wounding on a 3+ with -3 Rend, for 3 Damage.

Auto kill only does D6 mortal wounds instead of instant death, subtracts 1 from bravery from enemy units within 3” and if killed has a chance of doing mortal wounds to any unit within 3”. Finally, add 1 to damage when he attacks a garrisoned unit or one wholly within a terrain feature.

Legions of Nagash is all about bringing guys back via the graveyards and using Nagash and cheap troops to overwhelm your opponents, while the Bonereapers are all about their faction-specific rules. To me, this giant makes sense in a Nighthaunt army that lacks a powerhouse and something that is a board presence. If I were to add this to a death army, I would run it with a lot of magical support which Nighthaunt has. This might also work in a Flesh Eaters army in that you can run him and a bunch of dragons with him to alpha strike but losing the CP for taking a merc could cost you.

Final Thoughts on Sons of Behemat Mercenaries

I do not really love these guys as mercenaries, to be honest as a lot of time for 500 points you could take your army-specific centerpiece model. However, I can see them being a fun and cool model to play with your army as they are fantastic kits and huge so for fun or change of pace game, they fit the bill nicely. If I had to pick one though I think the Gatebreaker is the coolest of the bunch and would work well with the right Death army.

Next week we will focus on the building full Destruction lists taking the various tribes offered in the Sons of Behemat book.


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About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at perki116@msu.edu