Butchers of Kalkengard (Minotaurs – Shields)
Monstrous infantry· Monstrous Infantry· Tier 4· 16 models at Ultra sizeRegiment of Renown
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Butchers of Kalkengard (Minotaurs – Shields) are Beastmen monstrous infantry: 8,704 HP across 16 models, armour 45, melee attack 43, melee defence 56, weapon strength 110. It costs 1,600 in multiplayer. Unit key wh_pro04_bst_inf_minotaurs_ror_0. Patch 9.0.4, from the game's data tables.
Health
544 per model
8,704
Armour
shield blocks 55% of small-arms missiles from the front (not artillery)
45
Leadership
85
Speed
62
Melee attack
43
Melee defence
56
Weapon strength
33 base + 77 armour-piercing
110
Charge bonus
32
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.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Woodsman
This unit can pass through trees.
Abilities
- BloodgreedAugment · +15% Charge Bonus, +16 Melee Attack…passiveBloodgreedAugment+15% Charge Bonus+16 Melee Attack+20% Armour-Piercing Weapon DamageEffect intensity increases with each kill made by the unit. (Maximum intensity at 200 kills)PassiveBecoming more savage and frenzied the greater the scent and sight of blood.
- RegenerationRegeneration · +20% Weakness to Fire Damage, Replenishes hit points of combatantspassiveRegenerationRegeneration+20% Weakness to Fire DamageReplenishes hit points of combatantsPassiveThere are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Counters
Good against
- Heavily armoured units — 77 of 110 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Beastmen: Razorgor Chariots
- Light infantry-sized units — large, mass 1,600e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Beastmen: Bestigor Herd, Gor Herd
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Beastmen: Ghorgon, Minotaurs (Great Weapons)
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Beats, at a similar price: Changebringers (46.44× faster), Stormfiends (Windlaunchers) (5.73× faster), Stormfiends (Ratling Cannons) (5.33× faster)
Loses to, at a similar price: Plague Ogres (Great Weapons) (2.52× slower), Maneaters (Great Weapons) (2.24× slower), Minotaurs (Great Weapons) (1.62× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,600 multiplayer gold. Beastmen units ranked.
Who can field it
- Beastmen · Warherd of the One-Eye
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.