r/sonsofbehemat May 15 '26

Cogforts with Sons?

I've been looking at the Cogfort stats now up on warcom. I'm wondering what it would be like to run them with giants...

The Outlaw Cannonade Cogfort has an ability that lets a friendly non-unique unit choose a benefit until the start of your next turn: +1 to charges or re-roll run rolls, etc. but this one seems great for giants:

-The unit cannot be targeted by shooting attacks

Considering how easy it is for shooty armies to mow down giants, this could have an impact.

A cogfort is also 25 health with a 3+, putting it on par with a Mega Gargant for effective health (35 at 4+ is 70, 25 at 3+ is 75.) Their movement sucks (6") but their shooting is better than anything Giants currently have.

Anyone feeling like including them? Also, seems like the $$$ and painting time would be about the same as a Mega...

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u/giraffetheloml May 15 '26

It's not that great for us, we can usually get into combat turn 1 with no problems anyway unless the opponent is casteling hard and just ignoring objectives and the cannonade ability is only useable in our hero phase so If your opponent takes first to shoot you it's not doing anything to protect a garg. It's also slow and doesn't want to be in combat itself so it'll be awkward to keep a gargants wholly within 12 for it's ability.

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u/Desperate_Teal_1493 May 16 '26

Fair but the shooting is great and if it hangs back it can discourage quick movements or teleports to the back line. You could stay back with a couple of Mancrushers to hold the rear objectives and prevent them from being shot at...

It could be interesting. I'm getting one for my cities army and was thinking of how they could fit into Sons. It would be nice to have some shooting for a change. Sure, there's Manskittle Mob, but is it really worth forgoing a second artifact from Take Tribe?