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GW has released the latest Faction packs for Age of Sigmar 4.0. We’ve got the lowdown on the biggest changes for the massive manglers, the Sons of Behemat.

Welcome in, Generals of the Realms! Skaventide is out, the battle lines have been drawn, and we are firmly in the 4.0 season. If you’re anything like me, you’ve been chomping at the bit to see how your favorite faction fared in the update. Some are amazing, some are terrible, and most are a little bit of both. Whatever faction you play, there’s definitely been a massive shakeup in how you’re going to play.

Sometimes you don’t want to bring dozens of models to the table to take out your opponent. If you’re the sort of player that thinks bigger is better AND less is more, then the Sons of Behemat are the army for you. These massive maulers are the largest models in the GW range, and they have the punch to prove it. They’re like the Imperial Knights of AoS, but replace the metal with muscle and meanness.

In 4.0, the Sons of Behemat are still the powerhouse stompers they always were. You won’t be fielding a lot of guys, so you might run into trouble in take-and-hold scenarios, but you’re also hard to shift, so once you take something, you’ll hold it. Not a lot has changed for these big fellas, but as the old saying goes: if it ain’t broke, don’t fix it.

Sons of Behemat The Good: The Bigger They Are, the Better they Crush!

The Sons of Behemat have always been able to lay an unholy smackdown on the tabletop, and that certainly hasn’t changed. The Mega-Gargant variants are still the kings of the battlefield with a whopping 35 wounds (or 40 if you take the right command trait), and each variant can unleash a devastating hail of attacks. What’s more, with their unique Rampages, they can stomp enemy Infantry, body slam their monsters or war machines, or shut down their ability to use commands.

Regular Gargants are no slouch either, especially under the withering gaze of their larger kin. They can charge after running, trample charge targets underfoot, or stuff an unlucky enemy into their pouch. These will make up the bulk of your army, so treat them kindly.

Sons of Behemat The Bad: Not Many Bodies

The Sons of Behemat are walls of muscle, and they have the wounds to back it up. However, if your opponent does manage to bring one down, a massive section of your army is taken out. Plus, because of the low unit count of this army, your opponent is better able to focus down immediate threats. Against a shoot army that the Gargants have to slog towards, this could spell doom. Just be careful with your positioning and pick your charges well.

How did your favorite faction do?




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From North Carolina to Texas and back to North Carolina again, Clint lives the life of a traveling artist. An avid gamer, writer, actor, pyrotechnician, and general nerd, he has finally turned his love of EDH into a career. When not busy being a clueless cowboy, Winterfell Bannermen, or whatever else acting life throws at him, he enjoys reading folklore from around the world, writing narratives for his Wargaming armies, or running D&D 5e games as a professional DM. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at FeybornPhyrexian, where he produces MTG content.

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