Minotaur
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
Refer to the in-game Port screens for more useful data.
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 so Minotaur’s overall AA impact on the battlefield will be significant. That said, 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. Her armor is so thin that sometimes even light cruisers can over-pen her armor.Minotaur will be punished severely for exposing her broadside to enemy battleships and heavy cruisers and can be citadeled from virtually any angle. It takes some practice to be able to deduce when it is safe to bring all guns to bear. Fortunately, she handles slightly better Neptune in exchange for giving up a bit of maximum range on her main battery. However ,the overwhelming machine-gun AP of Minotaur and her good torpedo armement coupled with the British torpedo launchers will make easy kills on any type of ship, even destroyers.
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 potent Specialized Repair Teams 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 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, note that the 6.9km air detect combined with the poor long range dps will get you spotted and you cant do anything against it.
- 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 Specialized Repair Teams that allow 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, combined with a high rate of fire, which makes it a very potent dd killer and hunter.
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 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, 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.
Research
As a Tier X ship, Minotaur has no additional modules to research.
Edgar is researched off Minotaur at a cost of 1 XP.Optimal Configuration
Upgrades
The recommended upgrades for Minotaur are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1 or Aerosol Smoke Curtain System () *
- Slot 6: Main Battery Modification 3 or Auxiliary Armaments Modification 2 *
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 build will likely opt to slot Main Battery Modification 3 into Slot 6. This shortens her reload to just 2.8 seconds (possibly even lower with the Adrenaline Rush commander skill). Minotaur’s AA is still fairly substantial even without Auxiliary Armaments Modification 2 , and she gains more offensive power with the faster gun reload.
Anti-Aircraft Build: As the cruiser with the highest combined AA DPS in the game, though under-performing flak, as well as being very stealth and providing her own smoke, an AA build is popular on Minotaur. Captains wishing to focus their Minotaur to have better AA will opt for Auxiliary Armaments Modification 2 for 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.
Many captains will opt for Concealment System Modification 1 in Upgrade Slot 5; however, the Unique upgrade Aerosol Smoke Curtain System () offers another way to play Minotaur 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 Minotaur moving at 1/4 speed is able to remain in smoke for the duration of the Smoke Generator.
Keep in mind that Minotaur 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.
Commander Skills
Consumables
Minotaur can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Specialized Repair Teams – 3 charges
- Slot 3: Hydroacoustic Search – 3 charges
- Slot 4: Smoke Generator – 3 charges or Surveillance Radar – 3 charges
Most Minotaur captains will automatically equip Smoke Generator for Slot 4, just like Royal Navy cruisers at lower tiers. This is good for solo play or when divisioning with a carrier to utilize her AA from within the cover of smoke.
Surveillance Radar 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 smoke is the easiest way to play a radar Minotaur setup. Playing radar Minotaur outside of a division is more challenging, and is only recommended for captains with excellent situational awareness.
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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★★★ |
★★★ |
★★★ |
★★★ |
★★★ |
★★ |
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
- Minotaur-class cruiser (1947) - Wikipedia
- Paper Ships: Cruiser Minotaur - News - World of Warships
- 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
Ship Change Log
See here for links to Update notes.
- Available to supertesters in the game starting from Update 0.5.11.
- Introduced into the game as a researchable ship in Update 0.5.13.
- Update 0.6.0:
- Added animation on the navigation radar antenna.
- Update 0.6.3:
- Sigma increased from 2 to 2.05.
- Update 0.6.4:
- Improved appearance.
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 5.4 km.
- Update 0.6.13:
- Fire extinguishing time now 30 s instead of 60 s.
- The Smoke Generator active time was increased from 7 to 15 s.
- Update 0.7.3:
- Added a special space camouflage. Until the release of Update 0.7.4, this camouflage could purchased in the game client for 8,000 doubloons.
- Update 0.7.6:
- "Enhanced Smoke Generator" unique upgrade added (5th slot):
- +150% to smoke generator action time.
- +10% to maximum dispersion of shells fired by the enemy.
- -5% to ship detectability.
- -15% to smoke screen duration.
- "Enhanced Smoke Generator" unique upgrade added (5th slot):
- Update 0.7.10:
- The range of the Hydroacoustic Search consumable was unified: 5 km for detecting ships, 3.5 km for detecting torpedoes.
- Update 0.8.1:
- Fixed a bug in the range of the AA defenses: The range of medium-range anti-aircraft guns was reduced from 5 to 4 km and brought in line with the AA range of other Tier X cruisers.
- Update 0.9.3:
- "Enhanced Smoke Generator" unique upgrade moved to the Research Bureau for 19,200 Research Points.
- Update 0.9.4:
- Minor fixes to textures and ship model.
- Update 0.9.5:
- Small changes to geometry and textures.
- Update 0.9.6:
- The value of the in-game turning circle radius was changed to 750 m to correct prior discrepancy.
- Update 0.9.7:
- Changes to the "Enhanced Smoke Generator" unique upgrade:
- Removed the bonus that increased dispersion of incoming shells.
- Added a bonus that reduces the reload time of ship consumables by 10%
- Changes to the "Enhanced Smoke Generator" unique upgrade:
- Update 0.10.2:
- Fixed errors in the armor protection values.
- Update 0.10.10:
- Minor fixes to geometry and textures of the ship.
- Update 0.11.1:
- The colors of icons for the color schemes of the permanent camouflage were fixed.
- Update 0.11.11:
- Updated the armor model.
- Update 12.1:
- Changes to the "Aerosol Smoke Curtain System" unique upgrade:
- Bonus to smoke generator action time increased from +150 to +300%.
- Penalty to smoke screen dispersion time increased from -15 to -20%.
- Changes to the "Aerosol Smoke Curtain System" unique upgrade: