The Sons of Behemat are coming and there is no use hiding under that rock to ignore their advance- they will smash it. Here is a look at the rules for the Gargant Tribes!

via WarCom


Gargant Tribes

Being composed entirely of huge monsters, the battleline troops of a Sons of Behemat army are nothing less than Mancrusher Gargants. Even these smaller gargants are powerful units in their own right. 

Add Mega-Gargants to the mix, and the whole becomes even stronger than the sum of its already incredibly strong parts. These biggest gargants command obedience from their followers, spurring them on to greater acts of violence. 

All Sons of Behemat armies benefit from a set of battle traits, including one that helps them seize objectives – which is important considering how few models you’ll have.

Of broader impact is the Lord and Master battle trait, which gives your army the rules from one of three different tribes depending on which of the Mega-Gargants you choose as your general.

Stomper Tribes

Led by bellicose Warstompers, these gargants charge headlong into battle, inspired by the bellowed commands of their leader. Not only does the army cause extra damage to large units…

… but the Big Shout command abilities make Mancrusher Gargants even more deadly and surprisingly versatile. For example: remember the Chuck Rocks battle trait we mentioned yesterday? Well, now you can apply it to more than one unit.

That’s a lot of damage to toss at an enemy that wants to keep you at a distance. Of course, gargants prefer getting up close and personal, and there are Big Shouts that will help you close the distance – like this one.

Stomper Tribes are the most straightforward to play. They have a range of command traits that make your general tougher, louder, or stronger, and their artefacts are equally unsubtle. If you want to demonstrate pure physical dominance, don’t bother looking elsewhere. If you like things a little more nuanced, though, consider this next option.

Breaker Tribes


Gargants love to break stuff. Under the leadership of a bitter Gatebreaker Mega-Gargant, this simple desire becomes an undeniable compulsion, represented by Fierce Loathings.


Mancrusher Gargants in a Breaker Tribe also inherit some of the disdain their leader feels towards the creations of the lesser races.

Breaker Tribes are absolutely devastating to defensive armies, especially those that would rely on hiding behind something big and sturdy. Finally, we have the Taker Tribes.

Taker Tribes


Kraken-eaters are considered the most cunning of the three, and the tribes they lead are a bit cannier than the others (although that’s all relative when it comes to gargants).

As befits their avaricious nature, Kraken-eaters have access to six artefacts of power instead of three, and they offer some fun situational benefits. This one’s useful for taking your enemy’s heaviest hitters down a peg, for example.

One of the most interesting battle traits is the ready access to triumphs, offering the occasional boost to your already-lethal army.

Each of the three tribes has a different feel and play style, but in any case, an army of gargants is going to be a force to be reckoned with!



 
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