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As creatures of flame and ash, the Red Bulls of Hashut cannot stray far from the Dark Lands save for when the Winds of Magic – and Aqshy specifically – are at their strongest.

Great Taurus is a Chaos Dwarfs monster unit introduced in Total War: Warhammer III with Forge of the Chaos Dwarfs.

Recruitment[]

Description[]

The Great Taurus is a huge and terrifying monster with the body of a massive bull and membranous wings like a Dragon. These creatures are stabled in great pens beneath the Temple of Hashut, the bull god of the Chaos Dwarfs. Powerful Chaos Dwarfs ride Great Tauruses into battle, the creatures burning with a terrific intensity, so that their whole bodies are wreathed in fire and smoke. Indeed, so angrily and hot does their skin burn, swords and axes become molten and blunt in the very process of striking it. When Great Tauruses move across the ground, sparks and lightning fly from their hooves. The beasts breathe fire in great snorting bursts, leading to the Chaos Dwarfs sometimes calling them the "Red Bulls of Hashut".

Attributes[]

  • Flying Monster
  • 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.
  • 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.
  • Flaming Attacks: This unit inflicts flaming attacks. Units hit by flaming attack heal at half the usual rate whilst 'on fire' and sustain additional damage if vulnurable to fire.

Unit Abilities[]

Passive Abilities[]

Strategy[]

A fairly average SEM whose main benefit is how early it can be accessed in campaign. The Great Taurus's stats are somewhat contradictory since the Blazing Body passive encourages you to keep it in melee as long as possible, but this is precisely something you should not be doing with a large entity with a relatively low melee defence, as it is a recipe for getting it surrounded by anti-large infantry units and quickly focused down. It is instead at its best attacking ranged units or artillery crews, against whom it has a strong chance of causing Terror breaks, and being cycle charged into the back of engaged infantry lines.

Gallery[]