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Minotaur

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Minotaur
Minotaur_wows_main.jpg
Cruiser | U.K. | Tier X
Tech Tree Position
Neptune
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Minotaur_icon_small.png
General
Research price238000 exp
Purchase price20,000,000 Credits
Hit Points43,300 
Main Battery
152 mm/50 Mk XXVI5 х 2 pcs.
Rate of Fire18.75 shots/min.
Reload Time3.2 sec.
Rotation Speed38 deg./sec.
180 Degree Turn Time4.74 sec.
Firing Range15.76 km.
Maximum Dispersion141 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP Mk V 
Maximum AP Shell Damage3,200 
Initial AP Shell Velocity768 m./s.
AP Shell Weight58.85 kg.
Torpedo Tubes
533 mm QR Mk II4 х 4 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IXM 
Maximum Damage16,767 
Torpedo Speed62 knot
Torpedo Range9.99 km.
AA Defense
152 mm/50 Mk XXVI5 х 2 pcs.
. . . Average Damage per Second118 
. . . Firing Rangekm.
76.2 mm/70 Mk VI8 х 2 pcs.
. . . Average Damage per Second315.2 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk V10 х 2 pcs.
. . . Average Damage per Second61 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed33.5 knot
Turning Circle Radius660 m.
Rudder Shift Time10.4 sec.
Concealment
Surface Detectability Range11.52 km.
Air Detectability Range9.12 km.
Battle Levels
12345678910
Wows_anno_flag_uk.png
X
Ship_PBSC110_Minotaur.png
20,000,000

Minotaur — British Tier X cruiser.

A light cruiser design with a more powerful and sophisticated AA system. Developed after the end of World War II from the Neptune-class cruisers. She carried dual-purpose main guns placed in new turrets, allowing for a higher rate of fire.

Modules

Main Battery Rate of Fire
(shots/min)
180 Degree Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
152 mm/50 Mk XXVI18.84.741413,200 01,900,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Minotaur (A)43,300612758/10/540 02,450,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180 Degree Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk IXM0.6967.216,7666210 01,800,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk X mod. 1015.8 01,450,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 110,000 hp33.5 01,300,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Main Battery Modification 2 AA Guns Modification 2 Aiming Systems Modification 1
 Slot 3  Main Battery Modification 3 Torpedo Tubes Modification 3 Gun Fire Control System Modification 2 AA Guns Modification 3
 Slot 4  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Damage Control System Modification 2 Steering Gears Modification 2
 Slot 6  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3

Player Opinion

Performance

Atop the British cruiser line stands Tier X's Minotaur. She has a very different — and very unique — turret configuration compared to that of Neptune, and her main battery guns have a reload speed that gives Gearing a run for her money.

Minotaur’s main battery is comprised of five quick-turning turrets, each with a pair of Mk XXVI 152mm rifles. The Mk XXVI is a further upgrade over the Mk XXV deployed aboard Neptune, and the reload time drops to 3.2 seconds (or 2.8 seconds with Main Battery Modification 3 installed in Upgrade Slot 3). Minotaur spits out 152mm shells at a rate that has to be seen to be believed; as insane her rate of fire is, however, its impact is somewhat mitigated by the British light cruiser line lacking high-explosive shells. Like her immediate predecessor, her main battery guns are dual purpose and contribute to her anti-aircraft suite, but while Minotaur’s overall AA impact on the battlefield will be significant, it will be less than that of a Neptune whose commander has the Manual Fire Control for AA Armament skill. Most of Minotaur’s AA punch comes from her middle ring of 76.2mm guns, leaving her with only her dual-purpose main battery guns eligible for the bonus from Manual Fire Control for AA Armament.

Her torpedoes and torpedo launcher configuration remains identical to what was found on Neptune: two four-tube launchers per side equipped with 10.0 km range fish that reload relatively quickly (96 seconds). She is the stealthiest of all the Tier X cruisers, able to drop her detection radius down to 8.9 km when fully rigged for stealth. Minotaur’s armor remains roughly equivalent to that of Neptune — which is to say that there isn't very much of it — and she is further hampered by how high her citadel space rides amidships. Minotaur will be punished severely for exposing her broadside to enemy battleships and heavy cruisers. Fortunately, she handles slightly better Neptune in exchange for giving up a bit of maximum range on her main battery.

Just like all of her predecessors, playing Minotaur well comes down to efficient and timely use of her various consumables. She can equip Surveillance Radar or Smoke Generator; neither is a bad choice, depending on how individual captains wish to play the ship. She also has the over-sized Repair Party that Edinburgh and Neptune do, as well as carrying Hydroacoustic Search by default.

She's fragile and requires careful positioning and play, but Minotaur is deadly to enemy destroyers and a threat to enemy cruisers when helmed by a captain with their head in the game who doesn't expose their citadel unnecessarily.

Pros:

  • Unrivaled rate of fire amongst Tier X cruisers.
  • Exceptionally low detection radius.
  • Fast turret traverse.
  • Very powerful anti-aircraft suite; if kitted out for anti-aircraft duties, she has the largest AA bubble of any cruiser to go with potent damage output from her AA guns.
  • Jack of all trades; can shred destroyers, deal with her cruiser peers, give battleships something to fret about, and be another detriment to carriers.
  • Highest torpedo range and best torpedo reload of all Tier X cruisers.
  • Has access to an enhanced version of Repair Party that allows her to regenerate large amounts health.

Cons:

  • Initial shell velocity is the same as Neptune; however, at maximum range, her shells fall back to earth slowly.
  • Lightly-armored turrets that are disabled easily (if not outright destroyed).
  • Cannot equip the Defensive AA Fire consumable to increase the anti-aircraft suite's potency even further.
  • As with the rest of the British cruiser line, her reliance on armor piercing shells is at times frustrating, as they will either bounce or deal consistently low damage.
  • Torpedo tubes are somewhat exposed, and are disabled frequently when under fire.
  • Very weak armor; she can bounce 152mm rounds at certain angles, but will be easily penetrated by shells larger than that.
  • Cannot equip smoke and radar simultaneously; captains must choose their role before going into battle.

Research

As a Tier X ship, Minotaur has no additional modules to research.

Optimal Configuration

Upgrades

Several of Minotaur’s better upgrade options are fairly obvious: Main Armaments Modification 1 in Upgrade Slot 1, Damage Control System Modification 1 in Upgrade Slot 4, Steering Gears Modification 2 in Upgrade Slot 5, and Concealment System Modification 1 in Upgrade Slot 6 are easy choices. An argument can be made for Propulsion Modification 1 in Upgrade Slot 4 as well given how lightly armored her engine spaces are. The remaining slots are dependent upon how much — or how little — individual captains want to sink into improving her anti-aircraft suite.

Anti-Aircraft Build: As with Neptune, Minotaur can push her anti-aircraft bubble out to 8.6 km by stacking AA Guns Modification 2 in Upgrade Slot 2 with the Level 4 commander skill Advanced Firing Training. This sounds good in theory, but is inadvisable in practice. When rigged for maximum stealth, Minotaur’s air detection range drops to 7.2 km; when combined with the fact that she can't even spot planes until they're almost at that range, it doesn't make sense to invest in both simultaneously. The best configuration for maximum AA capability is to equip AA Guns Modification 2 and take Manual Fire Control for AA Armament as a Tier 4 commander skill. While her AA is less effective than Neptune’s is in this same configuration, it is still very good. The option to make it even nastier is always available by equipping AA Guns Modification 3 in Upgrade Slot 3, though most captains who go this route will still opt for Main Battery Modification 3.

Generalist Build: Captains who aren't overly concerned with buffing their anti-aircraft capabilities should invest in Aiming Systems Modification 1 in Upgrade Slot 2 and Main Battery Modification 3 in Upgrade Slot 3.

Commander Skills

Level 1's best pick is Priority Target. Level 2's default recommendation of Expert Marksman is not a good choice for Minotaur commanders given how quick her turret traverse already is; captains are recommended to invest points in Smoke Screen Expert or possibly Last Stand instead. Superintendent is still the best choice at Level 3, as is Concealment Expert at Level 4.

Other strong skill choices include Survivability Expert, Vigilance, Radio Position Finding, Manual Fire Control for AA Armament, and Advanced Firing Training. Generalist Build captains should strongly consider Survivability Expert. This skill is not ordinarily a good place to invest commander skill points for a ship that already has over 40,000 hit points, but as Minotaur’s health pool grows, so does the amount of healing she gets from her amazing Repair Party. Survivability Expert is a lot more attractive when Minotaur’s Repair Party goes from healing 866 health per second to 946 health per second. Anti-Aircraft Build captains will want to pick up Advanced Firing Training if they have elected to skip AA Guns Modification 2 in Upgrade Slot 2; otherwise, Manual Fire Control for AA Armament is clearly the better option.

Consumables

Players can equip the following consumables on this cruiser: Damage Control Party, Repair Party, Hydroacoustic Search, and a choice between Smoke Generator or Surveillance Radar.

Similar to Edinburgh, a captain who has fully-rigged their Minotaur for stealth by combining Concealment Expert with Concealment Systems Modification 1 has a difficult choice to make between Surveillance Radar and Smoke Generator. There's no wrong answer, and the choice is left to individual captains. Premium versions are recommended of ALL consumables, but priority should be given to Repair Party II, Hydroacoustic Search II, and Smoke Generator II, all of which directly impact her survivability.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Minotaur with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.

Signals

Similar to Edinburgh and Neptune, India Delta and November Foxtrot signals are highly recommended regardless of how her commander skills and upgrades are configured. Captains invested in the Anti-Aircraft Build will want to equip a November Echo Setteseven.

Gallery

Historical Info

Historical Gallery

References

Ships of U.K.
Destroyers  III CampbeltownDoubloons • VI GallantDoubloons 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII BelfastDoubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Battleships  III Bellerophon • IV Orion • V Iron Duke • VI WarspiteDoubloons • VI Queen Elizabeth • VII King George V • VII HoodDoubloons • VII Nelson • VIII Monarch • IX Lion • X Conqueror 
Aircraft Carriers
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryu • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • VI Aoba • VII Myoko • VII ARP Myoko • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII AtagoDoubloons • VIII ARP Takao • IX Ibuki • X Zao 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • VI Cleveland • VII AtlantaDoubloons • VII Pensacola • VII IndianapolisDoubloons • VII FlintDoubloons • VIII New Orleans • IX Baltimore • X Des Moines 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz EugenDoubloons • IX Roon • X Hindenburg 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • IV Svietlana • V MurmanskDoubloons • V Kirov • V Krasny KrymDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VIII Chapayev • VIII Mikhail KutuzovDoubloons • IX Dmitri Donskoi • X Moskva 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII BelfastDoubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Pan-Asia  I Chengan • VI Huanghe 
Italy  VI Duca d'AostaDoubloons • VII Duca degli Abruzzi 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VII Algérie • VIII Charles Martel • IX Saint-Louis • X Henri IV 
Commonwealth  VI PerthDoubloons 
Poland