Strategy guide

How to Play Sons of Behemat in Warhammer Age of Sigmar (4th Edition)

The ultimate monster-mash army: a tiny handful of colossal gargants that stomp, grab and smash their way across the board in AoS 4th edition.

Age of Sigmar 4th editionRules checked July 13, 2026

SprueSentry strategy commentary for Age of Sigmar 4th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Sons of Behemat are the extreme end of Age of Sigmar 4th edition army design. Instead of dozens of models you field a mere handful of enormous Mega-Gargants and their smaller Mancrusher cousins, so every single model is a monster and every decision matters. It is a Destruction faction built around raw size, brutal melee, and abilities that reward towering over the enemy.

This guide is written for AoS 4th edition (mid-2024 faction pack onward) and is a general how-to-play overview, not a rules reference. Ability names, wordings and points shift between updates and seasons, so always confirm the specifics against your current warscrolls, faction pack and the latest General's Handbook / Battlescroll before you play.

What the battle traits do

Sons of Behemat's identity comes from being made almost entirely of monsters, and their army rules lean into that theme in a few consistent ways:

  • Punishing everything nearby just for being big. Signature abilities like TIMBERRRRR! (a slain gargant crashing down and dealing mortal damage to smaller units around it) and Gargant Charge (a charging gargant flattening what it slams into) reward you for being the biggest thing on the table. Exact triggers and numbers vary, so check current text.
  • A toolkit of Rampage-style abilities. The faction is known for powerful stomping actions such as Jump Up and Down, Colossal Slam, and Earthshaking Roar, letting your monsters crush infantry, hurl or reposition enemies, and shut down enemy commands. Which are core battle traits versus per-turn Rampages can change between updates.
  • An anti-magic, anti-command feel. These are not casters. Their tricks are about sheer physical dominance rather than spells, so they interact with the enemy mostly through movement and melee.

Because the exact rule bundle is the sort of thing that gets tweaked, treat the above as the flavor and intent; verify precise names, ranges and dice against your current pack.

Choosing a battle formation

Sons of Behemat's battle formations are the classic gargant tribes. Four are commonly available in the 4th edition faction material:

  • Taker Tribe - the greedy grabbers. Grants access to a bonus artefact of power (the famous Titanic Trophies-style items), and is the one route by which this otherwise magic-less army can dabble in manifestations via a specific artefact. Good if you want an extra trophy and flexibility.
  • Breaker Tribe - the wrecking crew. Rewards clustering your Mega-Gargants together, granting a Ward while they support one another. Strong for a durable multi-Mega-Gargant core.
  • Stomper Tribe - the infantry-crushers. Lets you double up on stomping-style abilities, ideal against horde and chaff-heavy lists.
  • Boss Tribe - the pile-on. Lets a Mega-Gargant drag a friendly gargant into fighting alongside it, stacking melee output at the right moment.

Pick based on your list and your local meta: Breaker for a resilient monster wall, Stomper against swarms, Taker for artefacts and flexibility, Boss for concentrated melee spikes. Confirm current formation names and exact effects in your faction pack, as wordings get updated.

Key units and their roles

  • Mega-Gargants (the four flavors) - your centerpiece heroes-that-are-monsters. Broadly: the Warstomper excels at trampling infantry, the Gatebreaker hits hardest into tough targets and structures, the Kraken-eater is the mobile objective-grabber that can kick objectives and move fast, and the Beast-smasher is the dedicated monster-hunter. Roles are the established design intent; check warscrolls for current profiles.
  • King Brodd - the faction's named centerpiece and its rare source of prayer-style support; a hard-hitting linchpin hero.
  • Kragnos, the End of Empires - a monstrous Destruction centerpiece that can be fielded with the gargants for extra speed and smashing power.
  • Mancrusher Gargants / Mancrusher Mob - your only 'cheap', 'expendable' models. They screen, grab objectives, and add bodies (relatively speaking) to an army that otherwise fields very few models.

At 2000 points a typical Sons of Behemat army is only a handful of models - often somewhere around four to ten - which makes each unit's placement and survival critical. Confirm exact army-size limits and points in the current GHB.

Playstyle and a general gameplan

Sons of Behemat play unlike almost any other army because of their extreme low model count. Your gameplan revolves around a few principles:

  • Dominate objectives with control. Big monsters count heavily toward controlling objectives, so a gargant standing on a point can hold it against far more models than it looks like it should.
  • Pick your fights and win them fast. In 4th edition you generally cannot just sit passively and win on primaries; damage output across the game is high, so you need to get stuck in, kill priority targets, and use your Rampage-style abilities to tilt combats.
  • Protect the few models you have. Every casualty is a large chunk of your army. Screen with Mancrushers, position carefully, and use board terrain to avoid getting focused down or chip-damaged by shooting.
  • Use mobility and reach. Kraken-eaters and fast elements let you grab or contest far objectives while your bruisers hold the center.

Think of it as a small number of hammers that must each land where they matter most.

Common mistakes and when they struggle

  • Playing too passively. The old 'sit on a point and win' approach is much weaker in 4th edition. If you refuse to commit, high-damage opponents will grind you down. You usually have to attack.
  • Overextending single models. With so few models, one Mega-Gargant caught alone and focused can lose you a quarter (or more) of your army in a turn. Don't feed them piecemeal.
  • Ignoring board control. A tiny model count means you can be out-activated and out-maneuvered onto multiple objectives at once. Plan how you'll contest more points than you have big bodies.
  • Where they struggle: massed high-quality shooting, mortal-wound spam, and armies that can score without ever meeting you in melee. Debuff- and battleshock-heavy foes, and opponents who can simply out-position your small model count, are classic hard matchups.

As always, current points and any Battlescroll changes can shift which of these problems bite hardest - check the latest balance update.

Common questions

Is Sons of Behemat really just a handful of models?

Yes. It is the most extreme low-model-count army in AoS 4th edition - a typical 2000-point list is often only around four to ten models, since most of them are enormous Mega-Gargants. Confirm exact army-size limits and points in the current General's Handbook.

Do Sons of Behemat use magic or spells?

Essentially no. They are a melee-and-movement army with no general wizards and no faction endless spells. The main exception is a Taker Tribe artefact that lets one hero dabble in manifestations, plus King Brodd's own prayer-style support. Treat them as an anti-magic, physical-dominance army.

How many battle formations do they have?

The 4th edition faction material offers the classic gargant tribes - commonly Taker, Breaker, Stomper and Boss. Each rewards a different style (artefacts, durability, anti-infantry stomping, or concentrated melee). Verify the current list and effects in your faction pack, as names and rules can be updated.

Are Sons of Behemat good for beginners?

They are simple to learn (few models, straightforward turns) but positioning-punishing to master, because losing even one model is a big deal. Great if you want a fast-to-set-up, monster-mash army; less forgiving if you make a single bad placement. Points and balance shift seasonally, so check current rules.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.

Battle formations