“ | The unnatural fusion of Chaos Dwarf and ferocious bull manifests a monster that wields heavy weaponry with frightening ease. | „ |
Bull Centaur Renders (Great Weapons) are a Chaos Dwarfs melee cavalry unit introduced in Total War: Warhammer III with Forge of the Chaos Dwarfs.
Rercruitment[]
Unlocked with: Monster Pens
Description[]
Many centuries ago, during the Time of Chaos, a faction of Dwarfs that survived the onslaught became horrifically mutated, their stubborn resistance to the warping taint overwhelmed by the awful energies, and so the first Bull Centaurs were born. These twisted crossbreeds of Dwarf and beast have flesh that hardens and distorts over time, almost to the consistency of living metal. They are entrusted implicitly by their masters, who exploit their strength, endurance and swiftness in battle. Into each successive generation of Dawi-Zharr, a handful of new ‘blessed’ kin have been born, and given over in turn to the Sorcerers to serve.
Attributes[]
Monstrous Beasts
- ▲ Armoured: Armoured units can block damage from any source apart from
Armour-Piercing damage.
- ▲ Armour-Piercing Melee: 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: 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.
- ▲ Scaly Skin: Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
Strategy[]
This is the Chaos Dwarfs' only non-hero anti-large unit and accordingly is very valuable, much more so than the anti-infantry variant. Their relatively slow speed means they cannot go hunting cavalry and instead need to be deployed in a defensive role, ideally using your artillery to force your opponent to commit before sending them in to sweep up, or using them in a shielding role.
Be wary of pitting them against slower monsters deployed centrally, because while they're well capable of dealing with such targets this is a recipe for getting surrounded by spear troops, and because they're so slow and bulky it can be absolute nightmare getting them out of there in one piece.