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 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
?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. +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 [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_6.29|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.+''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 [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_6.29|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 to function as long-range AA.
  
?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.+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 torpedo that reload relatively quickly (96 seconds). She is the stealthiest of all the Tier X cruisers, able to drop her detection radius down to 9.04 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. 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.
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 |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. -->
?* Unrivaled rate of fire amongst Tier X cruisers.+* Unrivaled rate of fire among Tier X cruisers.
 * Exceptionally low detection radius. * Exceptionally low detection radius.
 * Fast turret traverse.  * 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.+* Very powerful anti-aircraft suite; if kitted out for anti-aircraft duties, she has one of the most potent AA bubbles of any cruiser in the game.
?* Jack of all trades; can shred destroyers, deal with her cruiser peers, give battleships something to fret about, and be another detriment to carriers.+* A jack of all trades: she 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.+* Great torpedo range combined with the 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. * Has access to an enhanced version of {{Repair Party}} that allows her to regenerate large amounts health.
 +* Radar-equipped ''Minotaur'' can do stealth radar; she has 900-meter radar buffer from range to her surface detection.
 +* Can equip {{Surveillance Radar}} with a 9.9 km range and a long duration; combined with a high rate of fire, she is a nightmare to destroyers.
  
 |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. -->
 +* Large citadel size.
 * Initial shell velocity is the same as ''Neptune''; however, at maximum range, her shells fall back to earth slowly. * 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). * 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. * 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. * 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.+* 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. Even being hit in the citadel, when going bow on. +* Very weak armor; she can bounce 152mm, 203mm and 220mm rounds at certain angles, but will be easily penetrated by shells larger than that. A lack of internal vertical protection also means that overmatch hits through the bow are very likely to citadel her.
 * Cannot equip {{Smoke Generator}} and {{Surveillance Radar}} simultaneously; captains must choose their role before going into battle. * Cannot equip {{Smoke Generator}} and {{Surveillance Radar}} simultaneously; captains must choose their role before going into battle.
  
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 |Upgrades=<!-- write text about best upgrades below --> |Upgrades=<!-- write text about best upgrades below -->
 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?*'''Slot 1''': {{Main Armaments Modification 1}}<nowiki>*</nowiki>+* '''Slot 1''': {{Main Armaments Modification 1}}
?*'''Slot 2''': {{Damage Control System Modification 1}}<nowiki>*</nowiki>+* '''Slot 2''': {{Damage Control System Modification 1}}
?*'''Slot 3''': {{Aiming Systems Modification 1}}<nowiki>*</nowiki>+* '''Slot 3''': {{AA Guns Modification 1}}
?*'''Slot 4''': {{Steering Gears Modification 2}}+* '''Slot 4''': {{Steering Gears Modification 2}}
?*'''Slot 5''': {{Concealment System Modification 1}} +* '''Slot 5''': {{Concealment System Modification 1}} or {{Enhanced Smoke Generator}}
?*'''Slot 6''': {{Main Battery Modification 3}}<nowiki>*</nowiki>+* '''Slot 6''': {{Main Battery Modification 3}} '''or''' {{AA Guns Modification 2}}
  
?'''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}}.+The choice of what to plug into '''Upgrade Slot 6''' will heavily influence the subsequent mix of commander skills captains will choose and how their ''Minotaur'' will play.
  
?Captains with access to {{Hydroacoustic Search Modification 1}} or {{Surveillance Radar Modification 1}} are encouraged to install one or the other into '''Upgrade Slot 2''', depending on the consumables selected.+'''Generalist Build:''' Captains wishing to maintain their ''Minotaur'' in a very flexible built will likely opt to slot {{Main Battery Modification 3}} into '''Slot 6'''. This shortens her reload up to 2.8 seconds (possibly even lower with the Adrenaline Rush commander skill). ''{{#var:ship_name}}''’s AA is still fairly substantial even without {{AA Guns Modification 2}}, and she gains more offensive power with the faster gun reload.
  
?'''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}} should be mounted when specializing for AA duties.+'''Anti-Aircraft Build:''' Currently the most popular build for this ship. Captains wishing to focus their ''Minotaur'' to have better AA will opt for {{AA Guns Modification 2}} for the '''Slot 6''' to add more AA DPS. Although her AA is completely scary, her usefulness depends whether there is a carrier in the game. This build is great on divisioning with a Tier X carrier to make sure that the carrier division has AA as a cover.
  
?'''Upgrade Slot 6''' provides choices for increased effectiveness of desired specializations. '''Main Battery Modification 3''' reduces main battery reload time, which allows ''{{#var:ship_name}}'' to fire a devastating stream of AP shells at enemy ships. With the appropriate commander skills and upgrades, {{AA Guns Modification 3}} is an easy choice for additional specialization in AA duties, turning the nearby skies above ''{{#var:ship_name}}'' into an effective no-fly zone.+Keep in mind that ''{{#var:ship_name}}'' can also be equipped with {{Surveillance Radar Modification 1}} to extend her {{Surveillance Radar}} activation time up to 48 seconds. Similarly, she can also be equipped with {{Hydroacoustic Search Modification 1}} to extend her {{Hydroacoustic Search}} activation time up to 120 seconds, allowing captains to do a cycle between the two consumables if they choose to equip the radar consumable. Both of these are available options in '''Upgrade Slot 2'''.
  
?|CommanderSkills=<!-- write text about best set of Commander Skills below -->+Many captains will opt for {{Concealment System Modification 1}} in '''Upgrade Slot 5'''; however, the Unique upgrade {{Enhanced Smoke Generator}} offers another way to play ''{{#var:ship_name}}'' by changing her {{Smoke Generator}} style to a rolling smoke such as that found on ''[[Perth]], [[Haida]]'', and ''[[Huanghe]]''. A rolling smoke differs from normal smokes in that the smoke screen generation time is very long compared to other nations but the smoke duration is very short. Using this, a ''{{#var:ship_name}}'' moving at 1/4 speed is able to remain in smoke for the duration of the Smoke Generator.
?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.+
  
 +|CommanderSkills=<!-- write text about best set of Commander Skills below -->
 {{Commander Skills {{Commander Skills
 | Priority Target = 3 | Priority Target = 3
 | Preventative Maintenance = 1 | Preventative Maintenance = 1
 | Expert Loader =  | Expert Loader =
?| Aircraft Servicing Expert = +| Air Supremacy =
?| Direction Center for Catapult Aircraft = +| Direction Center for Fighters =
?| Dogfighting Expert = +| Improved Engine Boost =
 | Incoming Fire Alert = 1 | Incoming Fire Alert = 1
 | Evasive Maneuver =  | Evasive Maneuver =
  
 | High Alert = 1 | High Alert = 1
?| Jack of All Trades = 2+| Jack of All Trades = 3
 | Expert Marksman =  | Expert Marksman =
?| Torpedo Acceleration = 1+| Torpedo Acceleration =
?| Smoke Screen Expert = 3+| Smoke Screen Expert = 2
?| Expert Rear Gunner = +| Improved Engines =
?| Adrenaline Rush = 1+| Adrenaline Rush = 3
?| Last Stand = 1+| Last Stand =
  
?| Basics of Survivability = 1+| Basics of Survivability =
 | Survivability Expert = 2 | Survivability Expert = 2
?| Torpedo Armament Expertise = 1+| Torpedo Armament Expertise =
?| Emergency Takeoff = +| Aircraft Armor =
?| Basic Firing Training = +| Basic Firing Training = 2
 | Superintendent = 3 | Superintendent = 3
 | Demolition Expert =  | Demolition Expert =
?| Vigilance = 3+| Vigilance = 1
  
 | Manual Fire Control for Secondary Armament =  | Manual Fire Control for Secondary Armament =
 | Fire Prevention =  | Fire Prevention =
 | Inertia Fuse for HE Shells =  | Inertia Fuse for HE Shells =
?| Air Supremacy = +| Sight Stabilization =
?| Advanced Firing Training = +| Advanced Firing Training = 2
?| Manual Fire Control for AA Armament = 1+| Manual Fire Control for AA Armament = 3
?| Radio Position Finding = 2+| Radio Position Finding = 1
 | Concealment Expert = 3 | Concealment Expert = 3
 }} }}
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 * '''Slot 4:''' {{Smoke Generator}} '''or''' {{Surveillance Radar}} * '''Slot 4:''' {{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.+As a high-tier cruiser, captains are recommended to equip all consumables with the premium version, which can be bought with credits ({{Credits}}) or doubloons ({{Doubloons}}).
 + 
 +Most ''Minotaur'' captains will automatically equip {{Smoke Generator II}} for the '''Slot 2''' just like any other Royal Navy cruiser at lower tiers. This is good on solo playing or when divisioning with a carrier to utilize her AA from within the cover of smoke. {{Surveillance Radar II}} provides a different challenge and more utility as the radar has 9.9 km range and 9.04 km detection. Divisioning with a destroyer for a smoke generator is the easiest way to play a radar ''Minotaur'' setup. Playing radar ''Minotaur'' outside of a division is much more challenging, and is only recommended for captains with excellent situational awareness.
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
?[[Ship:Camouflage#Standard 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.+[[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detection range.
  
?Players who wish to spend doubloons can equip ''Minotaur'' with [[Ship:Camouflage#Permanent_Camouflage|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. +Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] that lowers her detection range, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.
  
 |Signals=<!-- write text about best set of signals below --> |Signals=<!-- write text about best set of signals below -->
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 <h2>"Minotaur Design ZA", 1947</h2> <h2>"Minotaur Design ZA", 1947</h2>
 ====Specifications==== ====Specifications====
?:13,870 tons displacement, standard+:14,090 tons displacement, standard
?:16,760 tons displacement, full load approximate+:17,030 tons displacement, full load approximate
?:187.8m (616ft) length+:187.8m (616ft) length, waterline
 +:189.5m (621.5ft) length, overall
 :22.3m (73ft) beam :22.3m (73ft) beam
 :6.1m (20ft) draft, standard :6.1m (20ft) draft, standard
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 ''Minotaur'' in World of Warships is not to be confused with the 1943 [https://en.wikipedia.org/wiki/Minotaur-class_cruiser_(1943) ''Minotaur''-class cruisers], which were a modified version of the Crown Colony cruisers. The same goes for the [https://en.wikipedia.org/wiki/Minotaur-class_cruiser_(1906) ''Minotaur''-class armoured cruisers] from 1906. ''Minotaur'' in World of Warships is not to be confused with the 1943 [https://en.wikipedia.org/wiki/Minotaur-class_cruiser_(1943) ''Minotaur''-class cruisers], which were a modified version of the Crown Colony cruisers. The same goes for the [https://en.wikipedia.org/wiki/Minotaur-class_cruiser_(1906) ''Minotaur''-class armoured cruisers] from 1906.
  
?The ''Minotaur'' in World of Warships is a representation of Design ZA from 1947, which was one of many design studies in the ''Minotaur'' series of light cruiser, following on from the earlier ''[[Neptune]]'' designs. The main feature of the ''Minotaur'' designs was the use of dual purpose 6-inch/50 Mk.V (152mm) and 3-inch/70 (76mm) guns of a new design. The 6-inch (152mm) gun was the same as proposed to be used on ''[[Neptune]]'', however a new twin turret was used, designated as the 152 mm Mk.XXVI. +The ''Minotaur'' in World of Warships is an interpretation by Wargaming of Design ZA from 1947, which was one of many design studies in the ''Minotaur'' series of light cruiser, following on from the earlier ''[[Neptune]]'' designs. The main feature of the ''Minotaur'' designs was the use of dual purpose 6-inch/50 Mk.V (152mm) and 3-inch/70 (76mm) guns of a new design. The 6-inch (152mm) gun was the same as proposed to be used on ''[[Neptune]]'', however a new twin turret was used, designated as the 152 mm Mk.XXVI.
 + 
 +====Design====
 + 
 +In 1946, in response to a request for improved habitability a new series of cruisers were designed, which utilised the new two-gun 6-inch Mk.XXVI turrets. These designs were designated as different versions of Design Z, and when compared with ''Neptune'' in June 1946, Sketch D, one of four versions of Design Z proposed was selected for further development. 'Sketch D' had five of the new Mk.XXVI turrets, three super-firing forward, and two aft, and a secondary dual purpose battery of Sixteen 3-inch/70 guns, which eliminated the need for any smaller anti-aircraft guns. The machinery of Sketch D was provided in 4 combined boiler and engine rooms, and the standard displacement was 15,530 tons, while being 10ft shorter than ''Neptune'', at 645ft (197 meters) long. Sketch D was further refined and became known as Design Z4C, and then ''Minotaur'', to avoid confusion with the previous designs.
 + 
 +Designs ZA and ZB appeared in 1947, as a smaller alternative to the earlier ''Minotaur'' designs, which only offered a small improvement in terms of size and cost over the ''Neptune'' designs. ZA kept the same armament of the earlier designs, 5 twin turrets housing the dual purpose 152mm guns and 8 twin 3 inch (76mm) /70 calibre dual purpose guns, but on a smaller hull. The most visual change was 'B' turret being lowered to the deck level, no longer super-firing over 'A' turret. She was 616ft long (187.8m), with a standard displacement of 13,870t and 16,760t at full load. She kept the machinery layout of the earlier design 'Sketch D'. Design ZA achieved 770t of weight savings in the hull over Sketch D/Design Z4C, courtesy of being smaller in length. A proposed compliment was 1090 crew members.
  
?Design ZA appeared in 1947, as a smaller alternative to some of the earlier ''Minotaur'' designs, which only offered a small improvement in terms of size and cost over the ''[[Neptune]]'' designs. ZA kept the same armament of the earlier designs, 5 twin turrets housing the dual purpose 152mm guns and 8 twin 3 inch (76mm) /70 calibre dual purpose guns, but on a smaller hull. She was 616ft long (187.8m), with a standard displacement of 13,870t and 16,760t at full load. She kept the machinery layout of the earlier design 'Sketch D'. Design ZA achieved 770t of weight savings in the hull over Sketch D, courtesy of being smaller in length. A proposed compliment was 1090 crew members.+Also first appearing in 1947 were versions of the design designated Design P, Q, R and S, with alternate versions called P1, Q1 and so on. These designs varied the armament and size of the proposed new cruisers, ranging between six and 10 6-inch guns, and up to 21,000 tons in displacement.
  
?Six cruisers were planned to be built, potentially to a Minotaur design like ZA, keeping the same names from the six planned ''[[Neptune]]'' cruisers; ''Minotaur'', ''Neptune'', ''Bellerophon'', ''Centurion'', ''Edgar'' and ''Mars''. However, due to the financial nature of the United Kingdom at the time, it became apparent that such cruisers wouldn't be completed for several years, and would be prohibitively expensive, so the cruisers were never laid down or ordered. The 6-inch (152mm) Mk.XXVI mount and 3 inch/70 (76mm) dual purpose guns proposed for the Minotaur designs were eventually used on the later [https://en.wikipedia.org/wiki/Tiger_class_cruiser ''Tiger'' class cruisers].+Six cruisers were planned to be built, potentially to a Minotaur design like ZA or Z4C, keeping the same names from the five planned ''[[Neptune]]'' cruisers; ''Neptune'', ''Minotaur'', ''Centurion'', ''Edgar'' and ''Mars'', while adding ''Bellerophon'' as a sixth ship. In mid-1947, it was projected that two cruisers could be laid down in 1951, 1952 and 1953. This was later revised to two cruisers by 1954, after a 5 year break in building ships larger than a frigate. However, due to the financial nature of the United Kingdom at the time, it became apparent that such cruisers wouldn't be completed for several years, and would be prohibitively expensive, so the cruisers were never laid down or ordered. The 6-inch (152mm) Mk.XXVI mount and 3 inch/70 (76mm) dual purpose guns proposed for the Minotaur designs were eventually used on the later [https://en.wikipedia.org/wiki/Tiger_class_cruiser ''Tiger'' class cruisers].
  
 ==== Historical Inaccuracies ==== ==== Historical Inaccuracies ====
?* ''Minotaur'' is a representation of Design ZA if completed, however it is unlikely that twin mount 20mm Mk.V Oerlikons would be fitted to a ship that would most likely be completed in the 1950s. A more realistic light AA weapon for the ship would be 40mm Bofors, possibly the twin RP50 Mk.V 'Utility' or heavier Mk.II'STAAG' mounts amidships in the superstructure, and single 40mm Bofors Mk.VII or "Boffin" mounts on the open fore and aft decks.+*It is unlikely that twin mount 20mm Mk.V Oerlikons would be fitted to a ship that would most likely be completed in the 1950s. A more realistic light AA weapon for the ship would be 40mm Bofors, possibly the twin RP50 Mk.V 'Utility' or heavier Mk.II'STAAG' mounts amidships in the superstructure, and single 40mm Bofors Mk.VII or "Boffin" mounts on the open fore and aft decks.
 * The design sketch for Design ZA features the early LRS-1 (Long Range Surface) fire director on the fore and aft superstructures, however in game a previous cruiser fire control director is present in both cases instead. * The design sketch for Design ZA features the early LRS-1 (Long Range Surface) fire director on the fore and aft superstructures, however in game a previous cruiser fire control director is present in both cases instead.
 * The armour model of ''Minotaur'' differs in some regards to the design sketches, most prominently, the main belt is 101mm thick in game compared to 89mm as designed. This could be explained by the inclusion of backing plate in the thickness of the armour belt.  * The armour model of ''Minotaur'' differs in some regards to the design sketches, most prominently, the main belt is 101mm thick in game compared to 89mm as designed. This could be explained by the inclusion of backing plate in the thickness of the armour belt.

Revision as of 17:49, 18 May 2019

Minotaur
Minotaur_wows_main.jpg
Cruiser | U.K. | Tier X
Tech Tree Position
Neptune
Arrow_down.png
Minotaur_icon_small.png
Arrow_down.png
Edgar
General
Research price238000 exp
Purchase price20,000,000 Credits
Hit Points43,300 
Main Battery
152 mm/50 QF Mk.V on a Mk.XXVI mount5 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 QF Mk.V on a Mk.XXVI mount5 х 2 pcs.
. . . Average Damage per Second118 
. . . Firing Rangekm.
20 mm Oerlikon Mk.II on a Mk.V mount10 х 2 pcs.
. . . Average Damage per Second61 
. . . Firing Range2.01 km.
76.2 mm/70 QF Mk.N1 on a Mk.6 mount8 х 2 pcs.
. . . Average Damage per Second315.2 
. . . Firing Range3.99 km.
Maneuverability
Maximum Speed33.5 knot
Turning Circle Radius750 m.
Rudder Shift Time10.4 sec.
Concealment
Surface Detectability Range11.17 km.
Air Detectability Range8.52 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 Guns Rate of Fire
(shots/min)
180° 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 QF Mk.V on a Mk.XXVI mount18.84.71413,200 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)
Minotaur43,30013102510/8/54 02,450,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° 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
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk X mod. 10 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
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Aerosol Smoke Curtain System
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

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 to function as long-range AA.

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 torpedo that reload relatively quickly (96 seconds). She is the stealthiest of all the Tier X cruisers, able to drop her detection radius down to 9.04 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 RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. or Smoke GeneratorWhile 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 PartyWhile active, restores a percentage of the ship's health points each second. that Edinburgh and Neptune do, as well as carrying Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. 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 among Tier X cruisers.
  • Exceptionally low detection radius.
  • Fast turret traverse.
  • Very powerful anti-aircraft suite; if kitted out for anti-aircraft duties, she has one of the most potent AA bubbles of any cruiser in the game.
  • A jack of all trades: she can shred destroyers, deal with her cruiser peers, give battleships something to fret about, and be another detriment to carriers.
  • Great torpedo range combined with the best torpedo reload of all Tier X cruisers.
  • Has access to an enhanced version of Repair PartyWhile active, restores a percentage of the ship's health points each second. that allows her to regenerate large amounts health.
  • Radar-equipped Minotaur can do stealth radar; she has 900-meter radar buffer from range to her surface detection.
  • Can equip Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. with a 9.9 km range and a long duration; combined with a high rate of fire, she is a nightmare to destroyers.

Cons:

  • Large citadel size.
  • 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 FireWhile active, the damage per second of large caliber anti-aircraft guns is 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, 203mm and 220mm rounds at certain angles, but will be easily penetrated by shells larger than that. A lack of internal vertical protection also means that overmatch hits through the bow are very likely to citadel her.
  • Cannot equip Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. and Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. 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:

The choice of what to plug into Upgrade Slot 6 will heavily influence the subsequent mix of commander skills captains will choose and how their Minotaur will play.

Generalist Build: Captains wishing to maintain their Minotaur in a very flexible built will likely opt to slot Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. into Slot 6. This shortens her reload up to 2.8 seconds (possibly even lower with the Adrenaline Rush commander skill). Minotaur’s AA is still fairly substantial even without AA Guns Modification 2 (OBSOLETE Replaced by Auxiliary Armaments Modification 2.), and she gains more offensive power with the faster gun reload.

Anti-Aircraft Build: Currently the most popular build for this ship. Captains wishing to focus their Minotaur to have better AA will opt for AA Guns Modification 2 (OBSOLETE Replaced by Auxiliary Armaments Modification 2.) for the Slot 6 to add more AA DPS. Although her AA is completely scary, her usefulness depends whether there is a carrier in the game. This build is great on divisioning with a Tier X carrier to make sure that the carrier division has AA as a cover.

Keep in mind that Minotaur can also be equipped with Surveillance Radar Modification 1 :  +20% action time. to extend her Surveillance RadarWhile active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain. activation time up to 48 seconds. Similarly, she can also be equipped with Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. to extend her Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. activation time up to 120 seconds, allowing captains to do a cycle between the two consumables if they choose to equip the radar consumable. Both of these are available options in Upgrade Slot 2.

Many captains will opt for Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. in Upgrade Slot 5; however, the Unique upgrade Aerosol Smoke Curtain System (+150% smoke emission time / -10% cooldown all consumables / –5% detectability range by sea / –15% smoke screen duration.) offers another way to play Minotaur by changing her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. style to a rolling smoke such as that found on Perth, Haida, and Huanghe. A rolling smoke differs from normal smokes in that the smoke screen generation time is very long compared to other nations but the smoke duration is very short. Using this, a Minotaur moving at 1/4 speed is able to remain in smoke for the duration of the Smoke Generator.

Commander Skills

Consumables

Minotaur can equip the following consumables:

As a high-tier cruiser, captains are recommended to equip all consumables with the premium version, which can be bought with credits (Credits) or doubloons (Doubloons).

Most Minotaur captains will automatically equip Smoke Generator II (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) for the Slot 2 just like any other Royal Navy cruiser at lower tiers. This is good on solo playing or when divisioning with a carrier to utilize her AA from within the cover of smoke. Surveillance Radar II (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) provides a different challenge and more utility as the radar has 9.9 km range and 9.04 km detection. Divisioning with a destroyer for a smoke generator is the easiest way to play a radar Minotaur setup. Playing radar Minotaur outside of a division is much more challenging, and is only recommended for captains with excellent situational awareness.

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detection range.

Players who wish to spend doubloons can equip Minotaur with Type 20 camouflage that lowers her detection range, 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 (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.).


Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References

Ships of U.K.
Destroyers  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • IX Jutland • IX SommeDoubloons • X Daring • X DruidDoubloons 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
Battleships  III Bellerophon • III Indefatigable • III DreadnoughtDoubloons • IV Orion • IV Queen Mary • V Iron Duke • V Tiger • V AgincourtDoubloons • VI WarspiteDoubloons • VI Queen Elizabeth • VI Renown • VI RepulseDoubloons • VI Repulse BDoubloons • VII King George V • VII Rooke • VII HoodDoubloons • VII NelsonDoubloons • VII Duke of YorkDoubloons • VII CollingwoodDoubloons • VII Renown '44Doubloons • VII Duke of BronteDoubloons • VIII Monarch • VIII Hawke • VIII VanguardDoubloons • IX Lion • IX Duncan • IX MarlboroughDoubloons • IX Scarlet ThunderDoubloons • X Conqueror • X St. Vincent • X ThundererDoubloons • X IncomparableDoubloons •  Devastation 
Aircraft Carriers  IV Hermes • VI Furious • VI Ark RoyalDoubloons • VIII Implacable • VIII IndomitableDoubloons • VIII ColossusDoubloons • X Audacious • X MaltaDoubloons •  Eagle
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X Monmouth • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X Defence •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons •  Condé 
U.S.S.R.  I Orlan • II DianaDoubloons • II Diana LimaDoubloons • II Novik • III AuroraDoubloons • III Bogatyr • III OlegDoubloons • III VaryagDoubloons • III AL AvroraDoubloons • IV Svietlana • V MurmanskDoubloons • V Kotovsky • V Krasny KrymDoubloons • V MikoyanDoubloons • V KirovDoubloons • VI Budyonny • VI MolotovDoubloons • VI Admiral MakarovDoubloons • VII Shchors • VII LazoDoubloons • VII Lazo BDoubloons • VIII Chapayev • VIII Tallinn • VIII Mikhail KutuzovDoubloons • VIII OchakovDoubloons • VIII Pyotr BagrationDoubloons • VIII Dmitry PozharskyDoubloons • IX Dmitri Donskoi • IX Riga • IX KronshtadtDoubloons • X MoskvaDoubloons • X Alexander Nevsky • X Petropavlovsk • X StalingradDoubloons • X Smolensk B • X SmolenskDoubloons • X SevastopolDoubloons • X Kommissar •  Novosibirsk 
U.S.A.  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín