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Sons of Behemat Expand Beyond Pure Stomping With New Age of Sigmar Models

Ma Maegran, Boss-stompers, and Rock-hurlers give the gargant faction magic, ranged attacks, and more list-building options.

Sons of Behemat Expand Beyond Pure Stomping With New Age of Sigmar Models

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Warhammer Age of Sigmar's Sons of Behemat have long made a very direct promise to players: field enormous gargants, walk toward the enemy, and flatten whatever gets in the way. There has always been room for smart positioning and careful target selection, of course, particularly when an army has so few models on the table. But the faction's identity has traditionally been built around brute force rather than a broad tactical toolset.

That is beginning to change with a new wave of Sons of Behemat releases for Age of Sigmar's fourth edition. Ma Maegran, alongside the multi-build Boss-stompers and Rock-hurlers kit, preserves the faction's love of oversized weapons and spectacular violence while opening up options the army has not previously enjoyed. Most notably, gargant players can now bring a dedicated spellcaster and a meaningful source of ranged pressure.

The result is not a reinvention that abandons the army's core fantasy. Sons of Behemat are still at their best when they are battering opponents in close quarters. Instead, the new models add support, disruption, and flexibility around that familiar plan. For an army often viewed as one-note, that extra nuance could be particularly significant.

Ma Maegran gives the faction its first magic specialist

Ma Maegran is immediately distinct from the rest of the range. Where most Sons of Behemat miniatures communicate physical power through clubs, rocks, and towering frames, she has the unsettling presence of a pagan witch. Even before paint is applied, the character stands apart visually, making her feel like a genuine departure from the usual gargant formula.

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Her battlefield role is equally unusual. Ma Maegran is the army's only magic-wielding model, a point that alone gives her a clear reason to be considered in a Sons of Behemat collection. She is not designed as a conventional offensive wizard throwing magical attacks across the board. Her value lies in making the gargants around her more dangerous and in using the faction's spell lore to interfere with an opponent's plans.

Her Creepy Cantrips ability can add 1 to rampage rolls and 1 to hit rolls for a nearby gargant. In practical terms, that makes a key combat piece more dependable at the moment it needs to break through an enemy line. Rampages are an important part of the faction's identity, and improving those rolls adds another layer of reliability to an army that wants its massive models to dictate the pace of a battle.

Ma Maegran can also use three spells from the Lore of Behemat in the new Battletome. Those spells can improve gargant performance, weaken enemy units, or grant Crit (Mortal) to fortunate units. It is a compact but useful package: players can lean into their existing strength by amplifying heavy hitters, or they can blunt opposing threats before the gargants commit to combat.

Her identity as a Chooser of the Mighty adds even more character to the rules. The theme is that she blesses "Little" gargants until they grow to a monstrous scale, and that idea is reflected in a pair of dramatic battlefield effects. One can allow gargants to deal mortal damage on rolls of 6. Another can return a slain Big gargant to play by removing a Little gargant model and replacing it with the defeated larger model. The exchange makes the narrative behind the ability easy to understand: one gargant is effectively elevated into the space left by another.

Her Ancient Gyrochs are not merely decorative companions, either. They regenerate three wounds in each turn, making them awkward for enemies to remove, and Ma Maegran can improve their damage, grant them additional movement that may carry them into combat, or draw on their life force to strengthen her spellcasting. Altogether, she looks positioned as a valuable rear-line support piece that still creates difficult choices for the opposing player.

A manageable character build

Despite her elaborate silhouette, Ma Maegran is reported to be a fairly accessible assembly project. The build is of moderate complexity and takes roughly an hour, with no major customization options. Most components fit together cleanly, though some details around the legs sit close to sprue connection points and may demand extra caution when cutting them free.

The Gyrochs add some smaller, more fiddly elements, especially one that uses several separate additions. Nevertheless, the overall experience appears much less troublesome than the model's intricate appearance might suggest. Hobbyists who want a centerpiece-like leader without an overwhelming construction process should find a lot to like here.

Boss-stompers bring dependable close-combat muscle

Boss-stompers may look at first like more standard gargants, but their place in the range is important. They are presented as giants with a degree of organization and better-maintained equipment, which by Sons of Behemat standards makes them close to rank-and-file troops. They are dependable all-rounders rather than wildly specialized oddities.

Their role is straightforward: reach the enemy and hit them exceptionally hard. A core club profile gives them seven attacks, hitting on a 4+ and wounding on a 2+, with 2 damage per successful hit. They have 12 health and can encourage Big gargants to use a fight ability immediately after the Boss-stompers have done so. That makes them useful not only as attackers in their own right, but also as part of a broader combat sequence where multiple giants are trying to overwhelm a target before it can respond.

They share some similarities with the older Mancrusher Gargants, though they offer more attacks and a more clearly defined place as reliable footsoldiers. The Mancrusher kit dates back to Warhammer Fantasy Battle in 2006, so the new trio naturally invites questions about whether it could become the more enduring option for this section of the range. No replacement has been confirmed, but the comparison is hard to avoid.

For players who want their Sons of Behemat force to remain focused on the faction's classic close-range game, Boss-stompers are the obvious fit. They are not trying to be complicated. They are there to make the charge, crush lighter opposition, and support the army's larger monsters in a decisive melee.

Rock-hurlers fill a long-standing ranged gap

Rock-hurlers use the same broad giant framework but solve a different problem. Sons of Behemat have rarely had much ability to threaten opponents before contact is made, leaving them vulnerable to enemies that can dictate distance, hide behind screens, or apply pressure from range. Rock-hurlers offer a way to make approaching the gargants less comfortable.

Their Hurlin' Rocks attack makes three shots, with each successful blow dealing D3 damage. It can then be enhanced through a selection of modifiers, including options to shoot while in combat or receive a +1 bonus to hit rolls. That gives the unit more adaptability than its uncomplicated theme initially implies.

Rock-hurlers are not helpless if forced into melee, either, as they retain a meaningful close-combat option. Still, their greatest appeal is the ability to provide covering fire while the rest of the army advances. In an army list already packed with melee-first gargants, they fill a hole rather than duplicate another unit's job.

A trio of Rock-hurlers also forms the Sons of Behemat Spearhead. That makes the build especially appealing for players interested in the streamlined Spearhead format, while also giving existing collectors a useful alternative to a wall of combat-only threats.

Choosing between the two builds depends largely on what a collection already contains. Boss-stompers look stronger for players who simply want another efficient melee unit. Rock-hurlers may be the smarter addition for anyone whose army already excels at smashing things once it arrives, but lacks a method to influence the battle from afar.

One kit, several hobby details

The giant trio is described as moderately complex, with an estimated build time of around 40 minutes. The kit offers alternate weapons and heads, creating more visual variety than Ma Maegran's fixed construction. Assembly is generally approachable despite the miniatures' large scale.

A small number of arm sections may require dry-fitting and rotating before their intended position becomes clear, as the instructions are not always perfectly obvious at those stages. These moments appear occasional rather than constant, however, and should not make the kit inaccessible to newer Age of Sigmar hobbyists.

The sculpted details are a major attraction. Like the classic Mancrushers, these gargants carry trophies and improvised equipment drawn from across the Mortal Realms. Stormcast Eternals armour, Soulblight Gravelords coffin lids, and Helsmiths of Hashut shields are among the recognizable pieces incorporated into their gear. They offer painters plenty of opportunities to add small narrative details and connect the models to the armies they have fought--or looted.

The main preparation warning is mold lines. The models have a great deal of exposed skin, and those lines can be particularly visible across large, open surfaces. Taking time to clean them up before priming will likely make a substantial difference to the finished result.

A broader future for the biggest army in the Mortal Realms

These releases matter because they address the central limitation of Sons of Behemat without diluting what makes the army memorable. Ma Maegran supplies buffs, debuffs, spellcasting, and a striking resurrection-style trick. Boss-stompers provide solid, direct melee output. Rock-hurlers let gargant armies finally exert credible pressure at range.

None of that changes the faction into a subtle combined-arms force. It should not. The appeal of Sons of Behemat is still the sight of colossal warriors stomping through a battlefield and turning a carefully arranged enemy formation into wreckage. But the new Battletome tools and miniatures make that spectacle easier to support with smarter decisions.

For established players, the strongest reason to look at the range is versatility. For newcomers, the kits appear to offer approachable builds, characterful sculpting, and enough tactical variety to ensure that playing the biggest models on the board does not have to mean making the same decisions every game.

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Aaron Chisea

Hey there, I'm Aaron Chisea! When I'm not pouring my heart into writing, you can catch me smashing baseballs at the batting cages or diving deep into the realms of World of Warcraft. From hitting home runs to questing in Azeroth, life's all about striking the perfect balance between the real and virtual worlds for me. Join me on this adventure, both on and off the page!

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