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HomeHome / Total War: WARHAMMER II / Jagged-Horn Tribe Brayherd (Mortal Empires) / Units / Minotaurs (Great Weapons)
Minotaurs (Great Weapons) Jagged-Horn Tribe Brayherd (Mortal Empires)Jagged-Horn Tribe Brayherd (Mortal Empires) Melee Infantry

Minotaurs (Great Weapons)

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

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.

Minotaurs (Great Weapons)

Unit Name

Minotaurs (Great Weapons)

Main Unit Key

wh_dlc03_bst_inf_minotaurs_2

Land Unit Key

wh_dlc03_bst_inf_minotaurs_2

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

1350

Recruitment Cost

1350

Upkeep Cost

337

Melee Attack

36

Weapon Strength (Weapon Damage)

110

├ Melee Weapon

wh_dlc03_bst_minotaur_great_axe

├ Melee Damage Base

33

├ Melee Damage Ap

77

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

28

└ Bonus vs Infantry

0

Charge Bonus

44

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

35

├ Armour

wh2_main_body_35

├ Armour Defence

35

└ Shield Armour

0

Health

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-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.
  • No Forest Penalty
    Large units do not suffer penalties when moving through forest, simply smashing through the undergrowth instead.
Requires Buildings
Minotaurs (Great Weapons) Lv. 0 Raging Pyre
Raging Pyre
(wh_dlc03_horde_beastmen_minotaurs_3)
Level 2