The Daemonsmith's Handbook - Bull Centaur Taur'ruk
Jul 28, 2018 18:34:14 GMT
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Post by strutsagget on Jul 28, 2018 18:34:14 GMT
This post is an amalgamation of the thread of the same name from the Chaos Dwarf Online forum.
I have added the first impression of the comments I thought added value
Strutsagget
Background:
Bull Centaur Taur’uk
Possibly the toughest hero in the game who can hold up units single handily. As standard will have 4 wounds, toughness 5 and a 3+ armour save which can be upgraded to a 1+ easily with Blackshard armour and a shield leaving 50 points for a ward save or similar, a good choice is the dawn stone for a re-rollable 1+. With a great weapon, he has 4 strength 7 attacks making him very good at challenging enemy characters, especially if equipped with the other trickster's hard to negate enemy ward saves. As you have to take him with a unit of Bull Centaur Renders he can start off within the unit but move/charge out of it on his own if the situation dictates. This increases his protection against war machines if you have a unit of 5+ as he'll get a look out sir roll.
Advantages: Extremely tough, very hard-hitting, monster assassin
Disadvantages: Must include a unit of bull centaurs, expensive
The Daemonsmith's Handbook - Bull Centaur Taur'ruk
Thread creator: Nicodemus - Jan 2013
I've only used him once, but there are some great strengths to this guy.
Decent base strength, more wounds, can't be stomped.
The blackshard armour should be an auto-purchase. Couple that with the Dragon-helm (or any cheap helm) and you're looking at an armour save that can't be beaten.
* Dawnstone is quite good on him if you want him to survive.
* Other trickster's shard is great as a killer.
* Great weapon is almost too good to pass up. Though Sword of anti-heroes is keen for assassination.
He (or she) can hold up entire units by his/her lonesome self. Can kill monsters flat. (dragon helm makes him a hydra killer)
In a unit, he adds a LOT of punch. The unit gives him a nice LOS and static resolution.
The problem I see with running him in a unit is that it's a lot of eggs in one basket. Let's say it's 5 BCs w GW, no command. That's 300 points right there...then the Taruk? Yikes.
You can run him in the unit and charge him out.
My one game he served at flanking empire knights and shredding them to a pulp.
Conversion (as I've proxied): Juggernaut body and Shaggoth torso/head.
---
Despite my misgivings, I've forced myself to try him out and overall I haven't been disappointed. I generally run mine wearing Blackshard Armour, the Charmed Shield, the Dawnstone, the Other Trickster's Shard, and wielding a Great Weapon in a unit of 3-5 other Centaurs.
My Centaurs are always in combat on turn 2 because that's where they are safest. Centaurs are so durable that they seem to take fewer wounds from whatever they're beating down than missile weapons. But on turn 1, if there is a cannon or cannon-like spell on the table, it seems to invariably drift towards him; hence the charmed shield. He only has to survive one round of shooting and the charmed shield is 5 points of easy love that has saved him more times than I can count!
Blackshard armour and the Dawnstone give my hero a 1+ re-rollable save. Combined with his T5 and W4, he's pretty tough to get rid of.
And of course the Other Trickster's Shard - when he hits at ST7, it is really irritating to have that saved by something. It helps make him a much more efficient character killer.
And unless there is a character in the left-most corner of the enemy unit (or a character my hero wants to kill), my Champion will challenge. Ideally, this will take a few models out of the fight which is less combat resolution against me. That leaves the majority of the enemy to swing on my very durable (and hopefully giving up no combat resolution!) hero while all my rank and file still gets to swing. Or in the case of a really deadly enemy, they can only do a maximum of three wounds to the champion and mitigate some of the damage to the unit. Lastly thanks to the Other Trickster's Shard, for those irritating units that have ward saves, they'll have to reroll all of them because the entire unit can swing on the models touching the hero - very handy!
Definitely not the only way to run him but I can attest to the effectiveness of this character/unit setup!
Grimbold Blackhammer
---
My favourite build to date is the following:
Bull Centaur Taur'ruk
Blackshard Armor, Great Weapon
The Crown of Command, Charmed Shield, Seed of Rebirth
I like to use these guys in conjunction with K'daai of any type. Firstly, to keep them from unnecessary Frenzy Checks. Secondly, to hold up or clear chaff from re-directing them. Lastly, to hold up a juicy target long enough for my K'daai to get into a flank.
These guys are pricey, but add a good deal of punch to any army. With one of these guys and a unit of Bull Centaurs running around it will make target priority a bit harder for your opponents.
In a unit of Bull Centaurs with Great Weapons and the BoEF, you could effectively send them monster and tank hunting and wreck just about anything your opponent can throw at you.
---
I field my Taur'ruk with this set-up -
Bull Centaur Taur'ruk: Great Weapon, Blackshard Armour, Dragonhelm, Dawnstone
He is not cheap, about 2/3rd the cost of a K'daai Destroyer but with T5 and 1+ re-rollable armour save, he has the best non-WS protection in my army. I once had him rundown a DE dragon with a rear charge after making tons of 4+ saves with rerolls.
Against armies that can't deal with high armour, he is golden. Many armies that can't deal with armour tend to plug this gap by taking metal magic but with Dragon-helm on, the Taur'ruk is relatively safe from spells like Searing Doom.
I have added the first impression of the comments I thought added value

Strutsagget
Background:
Bull Centaur Taur’uk
Possibly the toughest hero in the game who can hold up units single handily. As standard will have 4 wounds, toughness 5 and a 3+ armour save which can be upgraded to a 1+ easily with Blackshard armour and a shield leaving 50 points for a ward save or similar, a good choice is the dawn stone for a re-rollable 1+. With a great weapon, he has 4 strength 7 attacks making him very good at challenging enemy characters, especially if equipped with the other trickster's hard to negate enemy ward saves. As you have to take him with a unit of Bull Centaur Renders he can start off within the unit but move/charge out of it on his own if the situation dictates. This increases his protection against war machines if you have a unit of 5+ as he'll get a look out sir roll.
Advantages: Extremely tough, very hard-hitting, monster assassin
Disadvantages: Must include a unit of bull centaurs, expensive
The Daemonsmith's Handbook - Bull Centaur Taur'ruk
Thread creator: Nicodemus - Jan 2013
I've only used him once, but there are some great strengths to this guy.
Decent base strength, more wounds, can't be stomped.
The blackshard armour should be an auto-purchase. Couple that with the Dragon-helm (or any cheap helm) and you're looking at an armour save that can't be beaten.
* Dawnstone is quite good on him if you want him to survive.
* Other trickster's shard is great as a killer.
* Great weapon is almost too good to pass up. Though Sword of anti-heroes is keen for assassination.
He (or she) can hold up entire units by his/her lonesome self. Can kill monsters flat. (dragon helm makes him a hydra killer)
In a unit, he adds a LOT of punch. The unit gives him a nice LOS and static resolution.
The problem I see with running him in a unit is that it's a lot of eggs in one basket. Let's say it's 5 BCs w GW, no command. That's 300 points right there...then the Taruk? Yikes.
You can run him in the unit and charge him out.
My one game he served at flanking empire knights and shredding them to a pulp.
Conversion (as I've proxied): Juggernaut body and Shaggoth torso/head.
---
Despite my misgivings, I've forced myself to try him out and overall I haven't been disappointed. I generally run mine wearing Blackshard Armour, the Charmed Shield, the Dawnstone, the Other Trickster's Shard, and wielding a Great Weapon in a unit of 3-5 other Centaurs.
My Centaurs are always in combat on turn 2 because that's where they are safest. Centaurs are so durable that they seem to take fewer wounds from whatever they're beating down than missile weapons. But on turn 1, if there is a cannon or cannon-like spell on the table, it seems to invariably drift towards him; hence the charmed shield. He only has to survive one round of shooting and the charmed shield is 5 points of easy love that has saved him more times than I can count!
Blackshard armour and the Dawnstone give my hero a 1+ re-rollable save. Combined with his T5 and W4, he's pretty tough to get rid of.
And of course the Other Trickster's Shard - when he hits at ST7, it is really irritating to have that saved by something. It helps make him a much more efficient character killer.
And unless there is a character in the left-most corner of the enemy unit (or a character my hero wants to kill), my Champion will challenge. Ideally, this will take a few models out of the fight which is less combat resolution against me. That leaves the majority of the enemy to swing on my very durable (and hopefully giving up no combat resolution!) hero while all my rank and file still gets to swing. Or in the case of a really deadly enemy, they can only do a maximum of three wounds to the champion and mitigate some of the damage to the unit. Lastly thanks to the Other Trickster's Shard, for those irritating units that have ward saves, they'll have to reroll all of them because the entire unit can swing on the models touching the hero - very handy!
Definitely not the only way to run him but I can attest to the effectiveness of this character/unit setup!
Grimbold Blackhammer
---
My favourite build to date is the following:
Bull Centaur Taur'ruk
Blackshard Armor, Great Weapon
The Crown of Command, Charmed Shield, Seed of Rebirth
I like to use these guys in conjunction with K'daai of any type. Firstly, to keep them from unnecessary Frenzy Checks. Secondly, to hold up or clear chaff from re-directing them. Lastly, to hold up a juicy target long enough for my K'daai to get into a flank.
These guys are pricey, but add a good deal of punch to any army. With one of these guys and a unit of Bull Centaurs running around it will make target priority a bit harder for your opponents.
In a unit of Bull Centaurs with Great Weapons and the BoEF, you could effectively send them monster and tank hunting and wreck just about anything your opponent can throw at you.
---
I field my Taur'ruk with this set-up -
Bull Centaur Taur'ruk: Great Weapon, Blackshard Armour, Dragonhelm, Dawnstone
He is not cheap, about 2/3rd the cost of a K'daai Destroyer but with T5 and 1+ re-rollable armour save, he has the best non-WS protection in my army. I once had him rundown a DE dragon with a rear charge after making tons of 4+ saves with rerolls.
Against armies that can't deal with high armour, he is golden. Many armies that can't deal with armour tend to plug this gap by taking metal magic but with Dragon-helm on, the Taur'ruk is relatively safe from spells like Searing Doom.