Minotaurs
A ferocious hunger drives axe-wielding Minotaurs into the melee - hunger for war and hunger for flesh.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.
Unit Name Minotaurs |
Main Unit Key wh_dlc03_bst_inf_minotaurs_0 |
Land Unit Key wh_dlc03_bst_inf_minotaurs_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Infantry |
Naval Unit Group Monstrous Infantry |
Soldiers 16 |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 1250 |
Recruitment Cost 1250 |
Upkeep Cost 287 |
Melee Attack 36 |
110 |
├ Melee Weapon wh_dlc03_bst_minotaur_dual_axe |
├ Melee Damage Base 33 |
├ Melee Damage Ap 77 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 18 |
Charge Bonus 38 |
32 |
├ Base Defence 32 |
├ Shield none |
└ Shield Defence 0 |
35 |
├ Armour wh2_main_body_35 |
├ Armour Defence 35 |
└ Shield Armour 0 |
514 |
├ Man Entity wh_dlc03_bst_mon_minotaur_blood |
├ Man Speed 62 |
├ Man Health 8 |
└ Bonus Hit Points 506 |
Leadership (Base Morale) 65 |
Abilities
- Bloodgreed
Minotaurs become more savage and frenzied the greater the scent and sight of blood.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Woodsman
This unit can pass through trees.
Strengths & Weaknesses
- 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. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area. - No Forest Penalty
Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Requires Buildings | |
---|---|
Lv. 0 |
Fire Pit
(wh_dlc03_horde_beastmen_minotaurs_1) Level 0
Meat Larder
(wh_dlc03_horde_beastmen_minotaurs_2) Level 1
Raging Pyre
(wh_dlc03_horde_beastmen_minotaurs_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |