Minotaur
Revision as of 01:12, 17 April 2018 | Revision as of 01:14, 22 April 2018 | |||
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<h2>"Minotaur Design ZA", 1947</h2> | <h2>"Minotaur Design ZA", 1947</h2> | |||
====Specifications==== | ====Specifications==== | |||
? | : | + | :14,090 tons displacement, standard | |
? | : | + | :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 | |||
Line 192: | Line 193: | |||
''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 | + | 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 | + | ====Design==== | |
? | 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]. | + | 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. | |||
+ | ||||
+ | 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 or Z4C, keeping the same names from the six planned ''[[Neptune]]'' cruisers; ''Minotaur'', ''Neptune'', ''Bellerophon'', ''Centurion'', ''Edgar'' and ''Mars''. 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 | + | * ''Minotaur'' is an interpretation of Design ZA if completed and shares many features with the sketch of 'Design ZA'. However, the hull length, size and shape of ''Minotaur'' in game is closer to that of ''[[Neptune]]'' and the earlier Minotaur design 'Scheme D'. Therefore ZA. | |
+ | *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 01:14, 22 April 2018
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 Shell0 % |
AP Shell152 mm AP Mk V |
Maximum AP Shell Damage3,200 |
Initial AP Shell Velocity768 m./s. |
AP Shell Weight58.85 kg. |
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. |
152 mm/50 QF Mk.V on a Mk.XXVI mount5 х 2 pcs. |
. . . Average Damage per Second118 |
. . . Firing Range6 km. |
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. |
Maximum Speed33.5 knot |
Turning Circle Radius750 m. |
Rudder Shift Time10.4 sec. |
Surface Detectability Range11.17 km. |
Air Detectability Range8.52 km. |
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
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
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 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. 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.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Minotaur are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1 *
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Steering Gears Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3 *
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 .
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.
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.
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, Template:AA Guns Modification 3 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 . 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.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
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★ |
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2 |
★ |
★★ |
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★ |
★★★ |
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★ |
★ |
3 |
★ |
★★ |
★ |
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|
★★★ |
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★★★ |
4 |
|
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|
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|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Minotaur can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Repair Party
- Slot 3: Hydroacoustic Search
- 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.
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 () 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 ().
Recommended Signal Flags | |||||
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Combat | |||||
★★ |
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★★★ |
★★★ |
★★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
After being spotted, Minotaur desperately charges an enemy Yamato and fires her torpedoes.
Historical Info
Historical Gallery
References
- British Cruisers, Two world wars and after by Norman Friedman
- Information on the 6-inch guns that were to be mounted on the Minotaur, and were later mounted on the post-war Tiger-class cruisers
- Rebuilding the Royal Navy: Warship design since 1945, by D.K.Brown and George Moore
- Discussion on the origin of the designs of the Minotaur