Minotaurs of Khorne

are a and monstrous infantry unit introduced in Total War: Warhammer III.
== Recruitment ==
*
** Unlocked with: Hunting Fields
*
** Unlocked with: Bastion of Khorne
** Khorne Glory: 2420
== Description ==
To the Khornataurs, a 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 Khornataurs slake their thirst by tearing at raw flesh with their gore-encrusted nails and gulping down great hunks of steaming meat even whilst the battle rages on around them.
== Attributes ==
== Strategy ==
Minotaurs of Khorne are among the best anti-infantry monsters in the game, and arguably the strongest anti-infantry unit in Khorne's already impressive anti-infantry, melee-focused roster. 
The Minotaurs of Khorne are functionally similar to their Beastman variant, in that they should be used as a fast, flanking unit to hit the rear of already-engaged enemy units like a big, brass hammer. However, the Minotaurs of Khorne have +35 armour on their Beastman variant, making them a premium brawling unit as well. This allows them to smash the enemy's back line and then stay engaged there as they chew through any infantry without anti-large capabilities. 
Like all large or monstrous units, they shouldn't be used to engage anything with anti-large capabilities. This is especially important for this unit as their low unit count will see them sent to cow-hell within moments. 
It also should be noted that in Total War: Warhammer 3, and unlike previous Total War titles, this unit should not be used to rear-charge halberd/spear infantry units due to that fact that the AI will immediately "about-face" those units to prioritize any large/monstrous threat that engages them in the rear, even if they are already engaged by other infantry from the front. The "Hammer and Anvil" tactic that Minotaurs of Khorne excel at will not work as intended against these units in TW: WH3.
Minotaurs of Khorne only significant drawback is that they are are Tier IV unit, which means that their recruitment building can only be built within a Provincial Capital. Region growth for Khorne is tied directly to the "bloodletting" ability of Khorne's armies, which means that, unless you are marauding your way across the Southern Badlands, constantly winning battles and sacking every settlement you come across, it can be difficult to recruit these units before well into the late game. Therefore, an early-game Khorne army's movement direction as well as the type of enemies that should be prioritised requires carful planning by the player to maximise regional growth in order to recruit these units in a timely manner. Even then, don't expect this unit to become available in a timeframe that is comparable to other factions Tier IV units. 
However, once available, this unit, with its high damage and excellent animations, will be be among a Khorne army's most damaging and disruptive units.
Category:Daemons of Chaos units
Category:Daemons of Chaos monstrous infantry units