Monsters have always been a scary proposition in Warhammer Age of Sigmar, but as we enter the Era of the Beast they’ve become positively terrifying under the new monstrous rampage rules. Gods, daemons, and gargants alike can root mortal troops to the spot and sweep them away in a colossal flurry of devastating blows. They can even level terrain if they are feeling particularly monstrous. They must be stopped.
Not every faction has access to a god-forged slayer like Yndrasta of the Stormcast Eternals, but there are many other Heroes, spells, and tactical approaches that can help you deal with troublesome Behemoths. We’ve gathered together a few tips to help your Monster-slaying, and remember – even if you can’t kill a beast completely, piling up wounds can seriously dent their effectiveness in battle.
Invest in Monster-hunters
Most factions have access to specialist Monster-hunting infantry, troops like Auric Hearthguard, Savage Orruk Arrowboys, or Idoneth Deepkin from the Dhom-hain enclave, all of which get bonuses against Monsters. So if your opponent is partial to bringing along a big beast or two, don’t overlook humble mobs of cheap infantry – but be prepared to lose more than a few warriors along the way.
Beat the Roar With Reinforcements
Monsters now have access to rampage abilities, four actions that can be used once per Monster at the end of the charge phase. They’re all pretty terrifying, but the one that will really ruin your day is Roar, which can prevent an enemy unit from issuing or receiving commands and blunt a crucial offensive. So what’s the solution? Simply charge that Monster with two or more units at the same time – they can’t all be roared at!
Hit ‘Em at Range
No Monster can roar at an enemy it can’t hit, so if you’re worried about losing most of a unit in melee, why not kite* your foe and whittle it down from range? Most monstrous units degrade as they take damage, so even if your Kurnoth Hunters or Freeguild Pistoliers aren’t likely to kill it outright, they could very well chip enough wounds away to allow an elite melee unit to barrel in and bring it down for good.
Duel Them to the Death
The best form of defence, as it is so often said, is attack. And the best form of attack against an enemy Monster is bashing it with a Monster of your own using Titanic Duel, which gives you +1 to your hit rolls for the following combat phase. Pick a beastie of your own with plenty of attacks and mince your foe before it can savage you back. And whatever you do, don’t let them charge your own big lad first.
Use Specialist Battalions
Don’t forget about battalion abilities. In particular, the Hunters of the Heartlands core battalion from the 2021 General’s Handbook prevents even the lowliest line units from being targeted by monstrous rampage abilities. It’s the perfect place to stash your dedicated Monster-hunters if you really don’t want them being roared at.
Know the Terrain
Monsters can now also smash terrain to smithereens. This will either oblige a cautious general to place vital faction terrain out of harm’s way – or encourage a cunning one to use it as bait. Tempt a key Monster out of position with a juicy target and blindside it with a big charge on your next turn.
If You Can’t Beat Them, Join Them…
Let’s face it, Monsters are the current kings of the battlefield in the Era of the Beast, and it might be wise to bring some of your own along. Luckily, pretty much every faction has a Monster or two in their locker – so why not fight fire with fire from a Lord-Celestant on Stardrake, or Kraken-eater Mega-Gargant? If you really want to see in the new edition in style, grab yourself a copy of the awesome Dominion launch box. Those Orruk Warclans have some particularly mean Monsters on the way.
* Keep moving to stay out of charge range while peppering the enemy with deadly ranged fire. You know, like kites do.