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Minotaur

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Revision as of 00:33, 6 February 2019
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Revision as of 01:54, 5 April 2020
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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.<br />+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.<br />+''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 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.<br />+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.<br />+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. 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=<!-- 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.
 * 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. * 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. * 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. * Radar-equipped ''Minotaur'' can do stealth radar; she has 900-meter radar buffer from range to her surface detection.
?* Has a radar with 9.9 km range with long activation time; combined with a high rate of fire, she is a nightmare to destroyers.+* 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. -->
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 * 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. A lack of internal vertical protection also means that overmatch hits through the bow are very likely to citadel her.+* 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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 * '''Slot 1''': {{Main Armaments Modification 1}}  * '''Slot 1''': {{Main Armaments Modification 1}}
 * '''Slot 2''': {{Damage Control System Modification 1}}  * '''Slot 2''': {{Damage Control System Modification 1}}
?* '''Slot 3''': {{AA Guns Modification 2}} +* '''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}} '''or''' {{AA Guns Modification 3}}+* '''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. 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}} 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 3}}, and she gains more offensive power with the faster gun reload.+'''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 {{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. Captain wishing to focus their ''Minotaur'' to have better AA will opt for {{AA Guns Modification 3}} 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, however, is great on divisioning with a Tier 9 or Tier 10 carrier to make sure that the carrier division has AA as a cover.+'''Anti-Aircraft Build:''' Currently the most popular build for this ship. Captains wishing to focus their ''Minotaur'' to have better AA will opt for {{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 ''{{#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'''. 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'''.
 +
 +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.
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
?{{Commander Skills 
?| Priority Target = 3 
?| Preventative Maintenance = 1 
?| Expert Loader =  
?| Aircraft Servicing Expert =  
?| Direction Center for Catapult Aircraft =  
?| Dogfighting Expert =  
?| Incoming Fire Alert = 1 
?| Evasive Maneuver =  
  
?| High Alert = 1+{{Commander Skills 2
?| Jack of All Trades = 3+<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
?| Expert Marksman = +| rating11 = 3 <!-- Priority Target -->
?| Torpedo Acceleration = +| rating12 = 1 <!-- Preventive Maint -->
?| Smoke Screen Expert = 2+| rating13 = <!-- Expert Loader -->
?| Expert Rear Gunner = +| rating14 = 0 <!-- Air Supremacy -->
?| Adrenaline Rush = 3+| rating15 = 0 <!-- Direction Center for Fighters -->
?| Last Stand = +| rating16 = 0 <!-- Improved Engine Boost -->
 +| rating17 = 1 <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
 + 
 +| rating21 = 1 <!-- High Alert -->
 +| rating22 = 3 <!-- Jack of All Trades -->
 +| rating23 = <!-- Expert Marksman -->
 +| rating24 = <!-- Torpedo Acceleration -->
 +| rating25 = 2 <!-- Smoke Screen Expert -->
 +| rating26 = 0 <!-- Improved Engines -->
 +| rating27 = 3 <!-- Adrenaline Rush -->
 +| rating28 = <!-- Last Stand -->
  
?| Basics of Survivability = +| rating31 = <!-- Basics of Survivability -->
?| Survivability Expert = 2+| rating32 = 2 <!-- Survivability Expert-->
?| Torpedo Armament Expertise = +| rating33 = <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = +| rating34 = 0 <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = 2 <!-- Basic Firing Training -->
?| Superintendent = 3+| rating36 = 3 <!-- Superintendent -->
?| Demolition Expert = +| rating37 = <!-- Demolition Expert -->
?| Vigilance = 1+| rating38 = 1 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = +| rating43 = <!-- Inertia Fuse for HE Shells -->
?| Air Supremacy = +| rating44 = 0 <!-- Sight Stabilization -->
?| Advanced Firing Training = 3 +| rating45 = 2 <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = 1+| rating46 = 0 <!-- Massive AA Fire -->
?| Radio Position Finding = 1+| rating47 = 1 <!-- Radio Position Finding -->
?| Concealment Expert = 3+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
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 * '''Slot 3:''' {{Hydroacoustic Search}} * '''Slot 3:''' {{Hydroacoustic Search}}
 * '''Slot 4:''' {{Smoke Generator}} '''or''' {{Surveillance Radar}} * '''Slot 4:''' {{Smoke Generator}} '''or''' {{Surveillance Radar}}
?<br /> 
  
?'''As she is a high-tier cruiser, it is recommended to equip all consumables with the premium one, which can be bought with Credits{{Credits}} or Doubloons{{Doubloons}}.'''<br />+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 fire AA in smoke. {{Surveillance Radar II}} can give more challenge and better utility as she has 9.9 km range and 8.9 km detection. Divisioning with a destroyer for a smoke generator is the easiest way to do radar ''Minotaur'' setup. Solo playing radar ''Minotaur'' has a high skill floor and ceiling; thus, it is harder to do because captains need know absolute situational awareness.<br />+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{{Credits}}; Types 1 or 5 are recommended at a minimum to reduce detection range.<br />+[[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.
  
?Captains can also equip ''Minotaur'' with [[Ship:Camouflage#Permanent_Camouflage|Type 20 camouflage]] for 5000{{Doubloons}} 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.<br />+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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 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. 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 five planned ''[[Neptune]]'' cruisers; ''Neptune'', ''Bellerophon'', ''Centurion'', ''Edgar'' and ''Mars'', while adding ''Minotaur'' 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].+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 ====
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 |Ref= |Ref=
?* British Cruisers, Two world wars and after by Norman Friedman+# [https://en.wikipedia.org/wiki/Minotaur-class_cruiser_(1947) ''Minotaur''-class cruiser (1947) - Wikipedia]
?* [https://www.navweaps.com/Weapons/WNBR_6-50_mkN5.php 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]+# [https://worldofwarships.com/en/news/history/paper-ships-minotaur/ Paper Ships: Cruiser Minotaur - News - World of Warships]
?* Rebuilding the Royal Navy: Warship design since 1945, by D.K.Brown and George Moore+# British Cruisers, Two world wars and after by Norman Friedman
?* [https://forum.worldofwarships.com/index.php?/topic/106549-design-name-of-the-tier-ix-cl-neptune/ Discussion on the origin of the designs of the Minotaur]+# [https://www.navweaps.com/Weapons/WNBR_6-50_mkN5.php 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
 +# [https://forum.worldofwarships.com/index.php?/topic/106549-design-name-of-the-tier-ix-cl-neptune/ Discussion on the origin of the designs of the Minotaur]
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Revision as of 01:54, 5 April 2020

Minotaur
Minotaur_wows_main.jpg
Cruiser | U.K. | Tier X
Tech Tree Position
Neptune
Arrow_down.png
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.
20 mm Oerlikon Mk V10 х 2 pcs.
. . . Average Damage per Second61 
. . . Firing Range2.01 km.
76.2 mm/70 Mk VI8 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 Range11.52 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

link=Ship: 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 Mk XXVI18.84.741413,200 01,900,000
link=Ship: 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)43,3001312758/10/540 02,450,000
link=Ship: 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
link=Ship: Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
( Credits)
Mk X mod. 1015.8 01,450,000
link=Ship: 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 Engine Room Protection
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1 Torpedo Tubes Modification 1
 Slot 4  Damage Control System Modification 2 Steering Gears Modification 1
 Slot 5  Torpedo Lookout System Concealment System Modification 1 Steering Gears Modification 2 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 Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) 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 percentage of the ship's health 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, 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 Party (While 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 Radar (While 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 Fire (While 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 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, 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 (Reduces the reload time of the main battery guns: -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 Auxiliary Armaments Modification 2 (Improves the efficiency of the secondary battery and AA mounts: −20% secondary reload time / +15% continuous AA damage / +15% flak damage / +2 flak explosions when Defensive AA Fire is active.), 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 Auxiliary Armaments Modification 2 (Improves the efficiency of the secondary battery and AA mounts: −20% secondary reload time / +15% continuous AA damage / +15% flak damage / +2 flak explosions when Defensive AA Fire is active.) 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 (Increases the action time of the Surveillance Radar consumable.:  +20% action time.) to extend her Surveillance Radar (While 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 Search (While 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 (Reduces the detectability range of the ship and aircraft carrier's squadrons: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship.) in Upgrade Slot 5; however, the Unique upgrade Enhanced Smoke Generator (+150% smoke emission time. / +10% dispersion of enemy shells fired at your ship. / –5% detectability range by sea. / –15% smoke screen duration.) offers another way to play Minotaur by changing her Smoke Generator (While 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.).

Gallery

Historical Info

Historical Gallery

References

  1. Minotaur-class cruiser (1947) - Wikipedia
  2. Paper Ships: Cruiser Minotaur - News - World of Warships
  3. British Cruisers, Two world wars and after by Norman Friedman
  4. 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
  5. Rebuilding the Royal Navy: Warship design since 1945, by D.K.Brown and George Moore
  6. Discussion on the origin of the designs of the Minotaur
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