How to Play Sons of Behemat in Warhammer Age of Sigmar (4th Edition)
A handful of colossal gargants and nothing else. Here are the five battle traits, the four tribe formations, and the Rampage rule that decides which of them you can actually use.
BySprue Sentry
ReviewedAug 28, 2026
SourceFaction Pack: Sons of Behemat (Games Workshop, free download)
Sprue Sentry strategy commentary for Age of Sigmar 4th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Sons of Behemat are the extreme end of Age of Sigmar army design. Instead of dozens of models you field a mere handful of enormous Mega-Gargants and their smaller Mancrusher cousins, so every model is a monster and every decision matters. This is SprueSentry strategy commentary for Age of Sigmar 4th edition, not official rules.
Sons of Behemat rules are free. This is one of only four Age of Sigmar factions whose complete rules, battle formations included, live in a free Games Workshop Faction Pack. There is no Sons of Behemat battletome to buy.
One note on the date. That faction pack is stamped February 2025, which is the same stamp the superseded Ogor Mawtribes pack carries, so we checked it rather than assuming. The Battle Profiles republished on 29 July 2026 still credits all four Sons of Behemat battle formations to this pack, and no battletome has replaced it. An old stamp here means a stable faction, not a stale document.
The current matched play season is the General's Handbook 2026-27, and its free companion rules layer is Scourge of Aqshy. Points live in the free Battle Profiles download, not in the General's Handbook.
What the battle traits do, and the Rampage rule that gates them
Sons of Behemat have five army-wide abilities, and understanding how three of them interact is most of the faction's skill ceiling.
- Timberrrrr! - when one of your gargants dies, both players roll off and the winner picks a point near the body. Everything smaller than the dead model within 3 inches of that point takes mortal damage, including your own units. It is a hazard, not a weapon.
- Gargant Charge - a gargant that charged inflicts mortal damage on an enemy it lands in combat with. Each enemy unit can only be picked once per turn.
- Earthshaking Roar - roll to lock an enemy in combat with the gargant out of using commands for the turn.
- Colossal Slam - a Mega-Gargant picks up a single-model enemy Monster or War Machine, drops it beside itself and hurts it.
- Jump Up and Down - roll a dice per model in an enemy Infantry unit in combat with the gargant. Mega-Gargants hurt them on a lower roll than Gargants do.
The last three all carry the Rampage keyword, and a unit can only use one Rampage ability per turn. So every turn, each gargant is choosing between shutting down commands, throwing a monster, and mulching infantry. That single restriction is why Stomper Tribe exists.
Choosing a battle formation
You pick exactly one battle formation for your army and it grants a single ability. There is no budget to spend and no way to combine two. Sons of Behemat have four tribes, all in the free faction pack and all confirmed in the free Battle Profiles:
- Taker Tribe - a second artefact of power, handed out in the deployment phase to a non-Unique Hero that does not already have one.
- Boss Tribe - when a Mega-Gargant fights, a nearby Gargant unit that has not fought yet fights immediately afterwards. An extra activation, out of order.
- Breaker Tribe - Mega-Gargants get a 6+ ward while they stay within combat range of another friendly Mega-Gargant.
- Stomper Tribe - two units can use Jump Up and Down in a turn instead of one.
The Scourge of Aqshy pack does not add a fifth, so this really is the whole list.
The Scourge of Aqshy seasonal layer
Alongside the General's Handbook 2026-27, Games Workshop published Scourge of Aqshy: a free per-faction rules layer. Every faction got one, and the contents vary. The Sons of Behemat pack, dated 3 July 2026, contains: - Cracked Heels, a special enhancement table that can only go on Mancrusher Gargants: That Boy's Not Right, Up For It and Always on Guard; - Brodd's Bellows, a prayer lore; - variant warscrolls for the Gatebreaker Mega-Gargant and the Mancrusher Gargant.
It contains no battle formations. For this faction the prayer lore is unusually significant, because the faction pack has no lore at all: this is the first magic the army has had in the free rules. The catch is that prayers need a Sons of Behemat Priest, and the only one in the free rules is King Brodd, unless you spend the That Boy's Not Right enhancement to let a Mancrusher chant instead.
As always, a Scourge of Aqshy table replaces the equivalent faction pack table rather than adding to it, and cards that key off the season's fury and rage rules only work in a General's Handbook 2026-27 game.
Key units and their roles
The roster is short enough to list in full.
- Gatebreaker Mega-Gargant - the terrain-smashing brawler, and the one with a Scourge of Aqshy variant warscroll.
- Kraken-eater Mega-Gargant - the objective-mover.
- Warstomper Mega-Gargant - the infantry-crusher.
- King Brodd - Unique, a Warmaster, and the faction's only Priest. He cannot receive the Taker Tribe artefact because he is Unique.
- Mancrusher Gargant - the cheap Gargant body, and the only unit that can take a Cracked Heel.
- Mancrusher Mob - three Mancrushers in one unit, and it cannot be reinforced.
All three Mega-Gargants are Heroes and Monsters at once, which is why heroic traits and artefacts do so much more work in this faction than in most.
Which units are strongest shifts with each Battle Profiles republish, so treat this as a map of roles rather than a tier list.
Playstyle and a general gameplan
You will usually field between four and eight models. That means no screens, no chaff and no mistakes you can absorb. Every gargant has to be doing a job every turn, and the job is usually a different one from the turn before.
A workable script: send the Kraken-eater at the objectives, park the Warstomper where the enemy infantry has to come to it, and hold the Gatebreaker back until there is a Monster or a piece of terrain worth breaking. Choose each gargant's Rampage separately every turn rather than defaulting to the same one, and keep them close enough together that Timberrrrr! is aimed at your opponent's models rather than sitting in the middle of your own.
Common mistakes and when Sons of Behemat struggle
- Forgetting Rampage abilities compete. Using Earthshaking Roar means not using Jump Up and Down with the same gargant this turn.
- Treating Timberrrrr! as a weapon. Both players roll off for who picks the point, and it damages friendly units too. Clustering your gargants makes it more dangerous to you, not less.
- Taking Breaker Tribe with a spread-out list. The ward only exists while Mega-Gargants are within combat range of each other, so a formation that wants them together does not fit a plan that sends them to three corners.
- Building around Brodd's Bellows without a Priest. In the free rules that is King Brodd, or a Mancrusher carrying That Boy's Not Right. Otherwise the lore does nothing.
- Giving Taker Tribe's free artefact to King Brodd. He is Unique, so he is not an eligible recipient.
Sons of Behemat struggle against armies that can score without fighting you, and against opponents who bring enough mortal-damage output to remove a gargant per turn. With so few models, losing one is losing a fifth of the army.
Common questions
Are Sons of Behemat rules free?
Yes. Sons of Behemat is one of only four Age of Sigmar factions with a complete free Faction Pack, which carries the battle traits, all four battle formations, heroic traits, six artefacts and every warscroll. There is no Sons of Behemat battletome.
Is the February 2025 Sons of Behemat faction pack still current?
Yes. It is worth asking, because the Ogor Mawtribes pack carries the same February 2025 stamp and has been superseded by a battletome. For Sons of Behemat the Battle Profiles republished on 29 July 2026 still credits all four battle formations to this pack, and no battletome exists to replace it.
How many Rampage abilities can one gargant use per turn?
One. Earthshaking Roar, Colossal Slam and Jump Up and Down all carry the Rampage keyword, and a unit that has used a Rampage ability this turn cannot use another. Stomper Tribe partly works around this by letting two units use Jump Up and Down instead of one.
Which Sons of Behemat battle formation is best for beginners?
Stomper Tribe. It is passive, it needs no positioning and it doubles the Rampage you will reach for most often. Boss Tribe is the strongest in a fight but needs a Mega-Gargant and a Gargant unit standing together, Breaker Tribe needs two Mega-Gargants in reach of each other, and Taker Tribe is a list-building bonus rather than a battlefield one.
Does Sons of Behemat have magic?
Only through the season. The faction pack carries no spell lore and no prayer lore. The Scourge of Aqshy pack adds the Brodd's Bellows prayer lore, which needs a Sons of Behemat Priest: in the free rules that is King Brodd, or a Mancrusher Gargant carrying the That Boy's Not Right Cracked Heel. The Glowy Lantern artefact also lets its bearer summon manifestations as if it were a Wizard.
Where do I find current Age of Sigmar points?
In the free Battle Profiles download on Warhammer Community, not in the General's Handbook. It was last republished on 29 July 2026 and a newer version always replaces an older one. Age of Sigmar has no equivalent of the 40K Munitorum Field Manual and there is no Battlescroll download in the current index.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.