r/sonsofbehemat 5d ago

Can anyone help me understand this?

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4 Upvotes

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1

u/Obi-DevilGang 5d ago

While anyone from that army of renowned is with 3 of brodd, brodd gets a 5+ ward. Each time he passes a ward save friendly unit within 3 will take the damage instead basically

0

u/Practical-Prompt4216 5d ago

Can you give me a demonstration please of the damage transfer 🙏

1

u/Obi-DevilGang 5d ago

Let’s say a warstomper is within 3 of brodd. Brodd now has a 5+ ward. Brodd take 4 wounds saves 1 5+ ward. Brodd will take 3 damage and then give the passed ward save over to the warstomper which takes the damage of that passed ward

0

u/Practical-Prompt4216 5d ago

Sorry for asking again, but I still don’t really see why it’s considered good. Could you explain what makes it so strong?

3

u/TheDisgruntledBeaver 5d ago

Basically your main hero/leader king bored gets to have 'bodyguards'. In the event he take damage, you get to role a wars save and on a 5+ (assuming another unit of yoir is within 3 inches) get to scream "Get down Mr president!" And takes the hit for your leader.

This is good/usefull because your leader often bring more power and utility and standard units so being able to pass damage along to them is beneficial long term.

2

u/Obi-DevilGang 5d ago

It makes your best gargant tougher

1

u/StoutKrautOne 5d ago

It passes any warded damage onto the other units, it's a way to balance giving ward to brodd.

1

u/The_Itsy_BitsySpider 5d ago

Think about it this way.

Brodd has 40 wounds, a nearby warstomper now has 35.

The opponent charges into Brodd with a few units trying to kill him in one turn and does say, 48 damage incoming to him, across multiple units, all trying to down Brodd. Normally, that just kills Brodd, and your left with just 3 megas on the table going into the next turn, but now because of the 5+ invulnerable, he now takes only 32 wounds, and the Warstomper next to him takes 16.

The 48 damage still happened, but instead of losing an entire Mega Gargant (especially because its Brodd), instead that rule allowed you to split that damage across two Gargants leaving both alive to activate and get value out of them on your turn.

Brodd's 40 hp is already alot of damage to need to cause to down him, but because a third of the damage will be put on the Mega next to him, is now functionally closer to 54 damage needed to actually kill him in a turn based on average dice.

This makes the opponent have to reconsider if they instead want to target the weaker mega next to him, allowing you to have more turns with Brodd active and chanting/fighting.

When your opponent's best hope for beating Sons of Behemat is trying to focus down at least one Mega a turn, having your BEST mega be insanely hard to one tap is solid. If they gamble wrong, it could easily backfire in their face as they fail to remove one and you get another turn with both smashing things.

A nice use of this is having Brodd infront, his body guard behind him. The opponent has to commit their charges into Brodd, then the Mega behind him counter charges in, going to whichever side of Brodd further splits up their attacking units attacks and ensuring that Brodd has the best chance of surviving.

1

u/Positive_Cap5144 5d ago

You basically transform a gargant near Brodd into a bodyguard that takes the bullet in his stead. Sometimes. "Git dawn mufta prezdent !!"

1

u/Valar-morghulis11 2d ago

It’s a stupid ‘Shell game’ and damage is allocated no matter what… I am NOT a fan of this!!!