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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  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  Main Battery Modification 3 Torpedo Tubes Modification 3 Gun Fire Control System Modification 2 AA Guns 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 6). 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 (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).) or Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.); neither is a bad choice, depending on how individual captains wish to play the ship. She also has the over-sized Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) that Edinburgh and Neptune do, as well as carrying Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) 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 (While active, restores a fixed percentage of a ship's hit points each second.) 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 (While active, damage per second of large caliber anti-aircraft guns increased.) 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 Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) and Surveillance Radar (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).) 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

The recommended upgrades for Minotaur are as follows:

Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 (+100% to secondary battery survivability. / +100% to AA mounts survivability.).

Captains with access to Hydroacoustic Search Modification 1 (+20% to duration of Hydroacoustic Search.) or Surveillance Radar Modification 1 (+40% to duration of Surveillance Radar.) are encouraged to install one or the other into Upgrade Slot 2, depending on the consumables selected.

Upgrade Slot 3 offers choices for specialization in different roles. Aiming Sytems Modification 1 should be equipped for ship to ship combat. AA Guns Modification 2 (+20% to AA mounts maximum firing range.) should be mounted when specializing for AA duties.

Upgrade Slot 6 provides choices for increased effectiveness of desired specializations. Main Battery Modification 3 reduces main battery reload time, which allows Minotaur to fire a devastating stream of AP shells at enemy ships. With the appropriate commander skills and upgrades, AA Guns Modification 3 (+25% to average damage per second of AA mounts.) is an easy choice for additional specialization in AA duties, turning the nearby skies above Minotaur into an effective no-fly zone.

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 (While active, restores a fixed percentage of a ship's hit points each second.). 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

Minotaur can equip the following consumables:

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 (While active, restores a fixed percentage of a ship's hit points each second.), Hydroacoustic Search II (Detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).), and Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.), 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 (+20% to the amount of HP recovered when the Repair Party consumable is used.) and November Foxtrot (-5% reload time on all consumables.) 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 (+10% average damage per second of all anti-aircraft mounts / +10% average damage per second of self-defense armament for aircraft with rear gunners.).

Gallery

Historical Info

Historical Gallery

References

Ships of U.K.
Destroyers  III Campbeltown Doubloons • VI Gallant Doubloons • VII Cossack 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Battleships  III Bellerophon • IV Orion • V Iron Duke • VI Warspite Doubloons • VI Queen Elizabeth • VII King George V • VII Hood Doubloons • VII Nelson • VII Duke of York Doubloons • VIII Monarch • IX Lion • X Conqueror 
Aircraft Carriers
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryu • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • 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 Atago Doubloons • VIII ARP Takao • IX Ibuki • X Zao 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Cleveland • VII Atlanta Doubloons • VII Pensacola • VII Indianapolis Doubloons • VII Flint Doubloons • VIII New Orleans • IX Baltimore • X Des Moines • X Salem 
Germany  I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • IX Roon • X Hindenburg 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • X Moskva 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Pan-Asia  I Chengan • VI Huanghe Doubloons 
Italy  VI Duca d'Aosta Doubloons • VII Duca degli Abruzzi Doubloons 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VII Algérie • VIII Charles Martel • IX Saint-Louis • X Henri IV 
Commonwealth  VI Perth Doubloons 
Poland