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Proper Use of the Minotaur
Posted: Mon Jul 14, 2008 1:31 am
by falconeyed
So I've started a Chaos Pact team this season. Through the first four games, I'm liking the team's variety. My latest match was against a veteran orc team and our league's defending champion. The inducement amount was enough for me to induce a couple of star players, another marauder and a minotaur with Juggernaut. I didn't start with the minotaur on my roster and I'm probably not going to be a position to get one until and unless I have 13 healthy players and 150k in the bank.
This was my first ever match actually using a minotaur. I have a veteran Chaos Dwarf team, but I intentionally ignored getting a minotaur. I can't do this with a Pact team, so I figured I'd start this thread and pump you people for information before the day comes when I have the mino on the roster.
When I've played teams with a mino on the roster in the past, I've always sort of poo-pooed at the team overblitzing with the minotaur. I thought it was tactically foolish to blitz with a big guy. However, in my match today, I ended up blitzing with the minotaur like mad, because it just seemed like more of a risk to just move him around and run a 50% chance of him doing nothing. I'd say probably 30-40% of my blitzes in the match were from the minotaur. Thankfully, nothing catastrophic happened. I'm now not so sure that trying to occasionally blitz with the minotaur is a stupid thing, even moreso if the thing has Juggernaut.
How does everyone else use these things? It seems like it would be all but insanity to not take Juggernaut as the first skill (barring Block on doubles) and then either blitz with him or not move him at all, although failing the Wild Animal roll isn't as bad as failing it with the troll or the ogre.
Thoughts?
Posted: Mon Jul 14, 2008 2:42 am
by fen
There's actually some neat tricks you can pull with the Pact Minotaur as you can use the Troll and/or Ogre to Grab targets into range for him. Which reduces the number of Blitzes you need to take with the Mino per match.
My primary use for the Minotaur is always Crowd Surfing, I can usually surf someone from the LoS with a minotaur on the first turn of the drive. So I actually prioritise Stand Firm very highly on minos. Especially Pact ones.
Posted: Mon Jul 14, 2008 3:34 am
by Marlow
I have a Mino on my Chaos team and I usually try and push players into the Mino so he can then Block them without having to Blitz.
My Mino always seems to roll One when he could Crowd Surf anyone though...
Skill wise I would take Guard & Stand Firm before Jug as that gives a couple of chances to roll Doubles for Block.
Re: Proper Use of the Minotaur
Posted: Mon Jul 14, 2008 3:40 am
by landrover
falconeyed wrote:How does everyone else use these things?
Thoughts?
Kill! Maim! Wound! Shred! See also Harm, Destroy and Hurt!

Posted: Mon Jul 14, 2008 1:32 pm
by Jural
There's a few things about Minos in general:
1) They don't need block as much as other big guys. 3 Die Blocks and Juggernaut should suffice, honestly. I'd take Pro instead because of this (and make a few more move actions).
2) With AV 8, they seem like bad choices to put on the line, but it's not always a bad idea. If you pick up Prehensile Tail, Tentacles, or guard, they are AWESOME on the line against STR 3 teams. Wild Animal means you always have your tackle zones.
With Chaos Pact, I would also take the mino last, but I'd make him a backfield blitzer, specializing in taking out elves and gutter runners. Of course my Chaos Pact experience is 4 games less than yours, so take that for what it's worth.
Posted: Mon Jul 14, 2008 2:40 pm
by apothecary
I think the predominant use of any big'un is to attract the attention of the opposition, they want to see the big fella in the dirt, this can allow freedom in other areas of the pitch.
If you do roll doubles for a minotaur you have to seriously consider pro, make him a little more reliable with that pesky wild animal roll. Agree with the other comments, guard is very usefull.
Has anyone tried out multiple block ? I'm thinking ST6 (ST5 + horns) on the blitz against a couple of ST3 players could prove usefull.
Posted: Mon Jul 14, 2008 4:01 pm
by PubBowler
apothecary wrote:
Has anyone tried out multiple block ? I'm thinking ST6 (ST5 + horns) on the blitz against a couple of ST3 players could prove usefull.
Multiple Block can not be used on a Blitz.
Posted: Mon Jul 14, 2008 4:06 pm
by hoomin_erra
PubBowler wrote:apothecary wrote:
Has anyone tried out multiple block ? I'm thinking ST6 (ST5 + horns) on the blitz against a couple of ST3 players could prove usefull.
Multiple Block can not be used on a Blitz.
Sure about that? I've always taken it that it could be used on a blitz. Think of the physics, you have more momentum to flatten two players with a bit of a run up
Posted: Mon Jul 14, 2008 4:18 pm
by robsoma
The wording for multiple block is ..... At the start of a BLOCK action a player that is adjacent to at least Two opponents may choose to throw blocks at both of them.... its maybe a little sketchy but im guessing that means no blitz

as hoomin says seems a little silly not to use the momentum of a charge..
Posted: Mon Jul 14, 2008 7:36 pm
by apothecary
Shame it would have benn pretty cool to watch a lane get cleared by a mino
Posted: Tue Jul 15, 2008 12:48 am
by fen
The use for Multiple Block on a minotaur comes into play when you have Guard on the Troll and Ogre. You can then place it between the other two, which protects it while also allowing it to make two 2D Blocks. Of course, because you've Multi Blocked you can't use Frenzy, so you can avoid having the Minotaur get into bad positions this way.
Juggernaut and Stand Firm are still better choices mind you.
Posted: Tue Jul 15, 2008 4:26 pm
by PubBowler
hoomin_erra wrote:PubBowler wrote:apothecary wrote:
Has anyone tried out multiple block ? I'm thinking ST6 (ST5 + horns) on the blitz against a couple of ST3 players could prove usefull.
Multiple Block can not be used on a Blitz.
Sure about that? I've always taken it that it could be used on a blitz. Think of the physics, you have more momentum to flatten two players with a bit of a run up
Yes, I'm sure.
But I wouldn't mind it being changed.
I don't see the Death Roller as being that good and hardly anyone takes Multple Block otherwise.
But, as of right now, no Blitzing.
Posted: Sat Jul 19, 2008 4:13 am
by Storch
I got Multiple Block on the Mino for my Chaos team. It was skill 4 or so as he already had Block and Claws.
As I have a good bit of Guard he usually sets up on the line whenever I receive and he serves as a short safety or an oversized bulldozer when I kick.
When he is on the line, he can break open a huge hole. I am still waiting to pull off the double casualty though.
Posted: Tue Jul 22, 2008 1:40 am
by whitetiger
I put multiple block on my ogre on my human team. Loved it. Took out an extra player many times and freed up a lino or a blitzer for other things. Like more bodies at the point of attack.