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Revision as of 05:36, 3 November 2016
Re-worded Performance, Upgrades, Consumables, and Pros/Cons sections. Added text to Commander Skills section. Added Signals section.
Revision as of 18:44, 6 November 2016
And again. Unless you can cite something concrete to prove a WG Community Contributor's videos are not approved for use on a WG website (good luck with that) then Jingles videos are 100% appropriate to include.
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 Just like all of her predecessors, playing ''Minotaur'' well comes down to efficient and timely use of her various consumables. She can equip [[Ship:Consumables#Surveillance Radar|Surveillance Radar]] or [[Ship:Consumables#Smoke Generator|Smoke Generator]]; neither is a bad choice, depending on how individual captains wish to play the ship. She also has the over-sized [[Ship:Consumables#Repair Party|Repair Party]] that ''[[Edinburgh]]'' and ''Neptune'' do, as well as carrying [[Ship:Consumables#Hydroacoustic Search|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 [[Ship:Consumables#Surveillance Radar|Surveillance Radar]] or [[Ship:Consumables#Smoke Generator|Smoke Generator]]; neither is a bad choice, depending on how individual captains wish to play the ship. She also has the over-sized [[Ship:Consumables#Repair Party|Repair Party]] that ''[[Edinburgh]]'' and ''Neptune'' do, as well as carrying [[Ship:Consumables#Hydroacoustic Search|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.
 + 
 +{{VideoYT|oxRcpEDxEl0|320}}
  
 |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. -->

Revision as of 18:44, 6 November 2016

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 Radius660 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

Main Battery 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
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Minotaur (A)43,300612758/10/540 02,450,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk IXM0.6967.216,7666210 01,800,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk X mod. 1015.8 01,450,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 110,000 hp33.5 01,300,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  AA Guns Modification 2 Main Battery Modification 3 Torpedo Tubes Modification 3 Gun Fire Control System 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 3). 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.
  • Good range on her main battery guns, with incredibly fast turret traverse. Minotaur can respond to targets on either side very rapidly.
  • 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 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; at maximum range, her shells fall back to earth so slowly that they do very little damage.
  • 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.

Research

As a Tier X ship, Minotaur has no additional modules to research.

Optimal Configuration

Upgrades

Several of Minotaur’s better upgrade options are fairly obvious: Main Armaments Modification 1 in Upgrade Slot 1, Damage Control System Modification 1 in Upgrade Slot 4, Steering Gears Modification 2 in Upgrade Slot 5, and Concealment System Modification 1 in Upgrade Slot 6 are easy choices. An argument can be made for Propulsion Modification 1 in Upgrade Slot 4 as well given how lightly armored her engine spaces are. The remaining slots are dependent upon how much — or how little — individual captains want to sink into improving her anti-aircraft suite.

Anti-Aircraft Build: As with Neptune, Minotaur can push her anti-aircraft bubble out to 8.6 km by stacking AA Guns Modification 2 in Upgrade Slot 2 with the Tier 4 commander skill Advanced Firing Training. This sounds good in theory, but is inadvisable in practice. When rigged for maximum stealth, Minotaur’s air detection range drops to 7.2 km; when combined with the fact that she can't even spot planes until they're almost at that range, it doesn't make sense to invest in both simultaneously. The best configuration for maximum AA capability is to equip AA Guns Modification 2 and take Manual Fire Control for AA Armament as a Tier 4 commander skill. While her AA is less effective than Neptune’s is in this same configuration, it is still very good. The option to make it even nastier is always available by equipping AA Guns Modification 3 in Upgrade Slot 3, though most captains who go this route will still opt for Main Battery Modification 3.

Generalist Build: Captains who aren't overly concerned with buffing their anti-aircraft capabilities should invest in Aiming Systems Modification 1 in Upgrade Slot 2 and Main Battery Modification 3 in Upgrade Slot 3.

Commander Skills

Tier 1 is a toss-up between Basic Firing Training and Basics of Survivability; Anti-Aircraft Build captains will want to opt for the former, Generalist Build captains can go either way. Tier 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 try Torpedo Armament Expertise or Incoming Fire Alert instead. Superintendent is still the best choice at Tier 3, as is Concealment Expert at Tier 5.

Tier 4 offers several compelling choices: Survivability Expert, Manual Fire Control for AA Armament, or 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.

Consumables

Similar to Edinburgh, a captain who has fully-rigged their Minotaur for stealth by combining Concealment Expert with Concealment Systems Modification 1 has a difficult choice to make between Surveillance Radar and Smoke Generator. There's no wrong answer, and the choice is left to individual captains. Premium versions are recommended of ALL consumables, but priority should be given to Damage Control Party II and Repair Party II which both 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.

Signals

Similar to Edinburgh and Neptune, India Delta and November Foxtrot signal flags 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 flag.

Gallery

Historical Gallery


Ships of U.K.
Destroyers  II Medea • III Valkyrie • III Campbeltown Doubloons • IV Wakeful • V Acasta • VI Icarus • VI Gallant Doubloons • VII Jervis • VIII Lightning • VIII Cossack Doubloons • IX Jutland • X Daring 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Exeter Doubloons • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Battleships  III Bellerophon • III Dreadnought Doubloons • IV Orion • V Iron Duke • VI Warspite Doubloons • VI Queen Elizabeth • VII King George V • VII Hood Doubloons • VII Nelson Doubloons • VII Duke of York Doubloons • VIII Monarch • VIII Vanguard Doubloons • IX Lion • X Conqueror • X Thunderer Doubloons 
Aircraft Carriers  IV Hermes • VI Furious • VI Ark Royal Doubloons • VIII Implacable • VIII Indomitable • X Audacious
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • V Yahagi Doubloons • VI Aoba • VII Myōkō • VII ARP Myōkō Doubloons • VII ARP Ashigara Doubloons • VII ARP Haguro Doubloons • VII Southern Dragon Doubloons • VII Eastern Dragon Doubloons • VII ARP Nachi Doubloons • VIII Mogami • VIII Atago Doubloons • VIII Atago B Doubloons • VIII ARP Takao Doubloons • IX Ibuki • IX Azuma Doubloons • X Zaō • X Yoshino Doubloons 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • III Charleston Doubloons • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Pensacola • VI Dallas • VII Atlanta Doubloons • VII New Orleans • VII Helena • VII Indianapolis Doubloons • VII Boise Doubloons • VII Flint Doubloons • VIII Baltimore • VIII Cleveland • VIII Wichita Doubloons • VIII AL Montpelier Doubloons • IX Buffalo • IX Seattle • IX Alaska Doubloons • X Des Moines • X Worcester • X Puerto Rico • X Salem Doubloons 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • III Varyag Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VII Lazo Doubloons • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • IX Kronshtadt Doubloons • X Moskva • X Stalingrad Doubloons • X Smolensk Doubloons 
Germany  I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • IX Roon • IX Siegfried • X Hindenburg 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Exeter Doubloons • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VII Algérie • VIII Charles Martel • VIII Bayard Doubloons • IX Saint-Louis • X Henri IV • X Colbert Doubloons 
Europe  
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V Genova • VI Trento • VI Duca d'Aosta Doubloons • VII Zara • VII Duca degli Abruzzi Doubloons • VIII Amalfi • IX Brindisi • X Venezia 
Pan-Asia  I Chengan • VI Huanghe Doubloons • VIII Irian Doubloons 
Commonwealth  VI Perth Doubloons 
Pan-America  VII Nueve de Julio Doubloons 
N/A  III Igor Doubloons • VII Scarab Doubloons • VII Octopus Doubloons • VIII Svyatozar Doubloons