Minotaurs (Great Weapons)

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Minotaurs
Wh dlc03 bst minotaurs great weapons.png
Wh dlc03 minotaurs great weapon.png
Overview
FactionBeastmen
CategoryMonstrous Infantry Great Weapons
Unit size12
Recruitment
Icon treasury.png Cost (MP): 1400 (1400)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 350
Statistics
Icon stat health.png Health: 514
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 56
Icon stat attack.png Melee attack: 36
Icon stat defence.png Melee defence: 32
Icon stat charge bonus.png Charge Bonus: 44
Weapons
Melee
Icon stat damage.png Weapon Damage: 33
Modifier icon armour piercing.png Armour-Piercing Damage: 77
Icon stat speed.png Melee Interval: 4.1 s
Modifier icon bonus vs large.png Bonus vs. Large: 28
Icon stat range.png Range: 2
Protection
Icon stat armour.png
Armor:
26.25%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.

Minotaurs (Great Weapons) is a Beastmen monstrous infantry unit in the Beastmen Total War: Warhammer downloadable content. A Minotaur, with axe in hand, can hold its own against dozens of enemies with vicious, brutal fury.

Description[edit | edit source]

Minotaurs are massive bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Many have the cloven-hoofed hindquarters of a beast and other deformities of the body that the touch of Chaos brings. Though less intelligent than Beastmen, they are unnaturally strong and powerful, and make formidable warriors. To the Minotaurs, the battlefield is a place of maddening excess. The scent of gore in their flaring nostrils drives them wild and they bellow their hunger for all to hear. They charge with a thundering impact, horns lowered to impale, then strike blow after blow against their hapless enemy. Once their victims have been hacked apart, the Minotaurs slake their thirst by tearing at the raw flesh with their gore-encrusted nails and gulping down great hunks of steaming meat whilst the battle rages on around them.

Abilities[edit | edit source]

  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • No Forest Penalty: Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.

Strategy[edit | edit source]

The Minotaurs with great weapons are a situational, power-house unit that sacrifice raw killing power and defense in favor of a powerful anti-large bonus. Given the Beastmen's lack of ranged infantry and general anti-large options, the Minotaurs with great weapons utility is almost a necessity against factions that field lots of cavalry and monstrous units; particularly Norsca and The Warriors of Chaos. Their speed allows them to sandwich enemy horsemen who have already charged, or they can be used to augment your frontline by going toe-to-toe with dangerous monstrous infantry.