Minotaurs (Great Weapons)

ID: wh_dlc03_bst_inf_minotaurs_2

Unit

Minotaurs (Great Weapons)
Monstrous Infantry Great Weapons
16 1350 337
Armour-Piercing
Anti-Large
No Forest Penalty
8,224
Armour 35
Leadership 65
Speed 62
Melee Attack 36
Melee Defence 32
Weapon Strength 110
Charge Bonus 44

About

Unit Description

A Minotaur, with axe in hand, can hold its own against dozens of enemies with vicious, brutal fury.

Historical Description

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

Bloodgreed

Minotaurs become more savage and frenzied the greater the scent and sight of blood.

Attributes

Can Cause 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

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.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.30
Run Speed 6.20
Acceleration 5.00
Deceleration 5.00
Charge Speed 8.60
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 90
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 36
Melee Defence 32
Charge Bonus 44
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 65
Bonus Hit Points 506
Unit Stats
Unit Caste Monstrous Infantry
Unit Weight Heavy
Unit Group Monstrous Infantry Great Weapons
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1350
Upkeep Cost 337
Unit Size 16
Melee CP 1350
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large 28
Bonus vs Infantry
Weapon Damage 33
Weapon AP Damage 77
Building Damage 150
Armour
Armour Value 35
Shield
Missile Block Chance 0