Mainz
150 mm/60 SK C/25 on a Drh Tr C/25 mount4 х 3 pcs. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
Rotation Speed7.6 deg./sec. |
180 Degree Turn Time23.68 sec. |
Firing Range17.52 km. |
Maximum Dispersion153 m. |
HE Shell150 mm Spr.Gr. L/4.4 Kz. Ausf.B |
Maximum HE Shell Damage1,700 |
Chance of Fire on Target Caused by HE Shell8 % |
Initial HE Shell Velocity960 m./s. |
HE Shell Weight45.5 kg. |
AP Shell150 mm P.Spr.Gr. L/3.7 Ausf.B |
Maximum AP Shell Damage3,900 |
Initial AP Shell Velocity960 m./s. |
AP Shell Weight45.5 kg. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount6 х 2 pcs. |
Firing Range7.6 km. |
Rate of Fire17.91 shots/min. |
Reload Time3.35 sec. |
HE Shell105 mm Spr.Gr. Kz. |
Maximum HE Shell Damage1,200 |
Initial HE Shell Velocity900 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
533 mm Vierling4 х 4 pcs. |
Rate of Fire0.67 shots/min. |
Reload Time90 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoG7a T1 |
Maximum Damage13,700 |
Torpedo Speed64 knot |
Torpedo Range6 km. |
105 mm/65 SK C/33 on a Dop. L. C/31 mount6 х 2 pcs. |
. . . Average Damage per Second99.6 |
. . . Firing Range4.5 km. |
37 mm/69 Flak M42 on an LM/42 mount18 х 2 pcs. |
. . . Average Damage per Second185.4 |
. . . Firing Range3.51 km. |
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount12 х 4 pcs. |
. . . Average Damage per Second72 |
. . . Firing Range2.01 km. |
Maximum Speed32 knot |
Turning Circle Radius720 m. |
Rudder Shift Time10.5 sec. |
Surface Detectability Range14.84 km. |
Air Detectability Range7.5 km. |
Mainz — German special premium Tier VIII cruiser.
The project of a cruiser with 150 mm guns (cruiser K), which was developed in the mid-1930s on the basis of the Admiral Hipper-class ships, shortly after the construction of the latter began. She combined the rapid-fire battery of light cruisers with the survivability of heavy ones.
Mainz was first released on 1 April 2020.
Modules
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 () | ||
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Mainz | 42,500 | 13 | 150 | 4 | 6 | 12/18/6 | 4 | 0 | 0 |
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 () | ||
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G7a T1 | 0.7 | 90 | 7.2 | 13,700 | 64 | 6 | 0 | 0 |
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 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Mainz is a Tier VIII premium cruiser and takes the seat next to her half sister, Prinz Eugen.
Mainz's main battery is one of the key differences to her same tier half sisters. Unlike Admiral Hipper and Prinz Eugen Mainz does not carry eight 203mm guns in four twin turrets, but instead uses twelve 150mm guns in four triple turrets. The guns and turrets that she has equipped are identical to those found on Tier VI Nürnberg. As such they also benefit from the baked in 1/4 HE penetration, which helps Mainz penetrate the hull plating of Tier VIII to X battleships, whereas other light cruisers are required to equip IFHE to achieve similar results. This results in four captain skill points that don’t have to be spent on said captain skill as well as avoiding the -50% fire chance penalty that comes with IFHE, resulting in Mainz having an easier time setting fires on enemy warships when using that skill. A disadvantage to Mainz’s HE shells is a relatively low HE Alpha, resulting in her dpm being comparable to Chapayev.
The AP shells on Mainz compare a bit differently to other AP shells. While the HE shells offer a rather uninspiring damage output, the potential output of Mainz’s AP shells is outstanding. None of the Tier VIII light cruisers save for Bayard during the usage of Main Battery Reload Booster can match the AP dpm of Mainz. In terms of penetration these shells are average, sitting right in between Cleveland and Bayard. What this means however is that these shells are not capable of landing citadel hits unless at short range, but they do deal tremendous amounts of damage should a target reveal its side.
A formidable main battery firing range of 17.5km ensures that Mainz is able to apply her damage even on some of the less favorable high tier maps, but her firing angles are rather limiting. Towards the bow a full broadside is possible at 38°, towards the rear only at 40°, meaning that Mainz is open to penetrations against her hull while firing broadsides. A high muzzle velocity results in good shell flight times in comparison to other 152mm armed ships at her tier.
Where Mainz offers a rather nasty sting is in terms of torpedo armament. Her torpedo batteries match that of Tier X cruiser Hindenburg with two quadruple launchers on each side of the ship. While the potential damage that such a salvo can deliver is in theory enough to destroy most ships in the game with one broadside, the range is just as short as it is on the other heavy cruisers with only 6km range, limiting the usage.
While the Secondary battery also benefits from the 1/4 HE penetration rule, the 105mm guns are mostly useless due to the lacking range and lacking damage output. At best they will set a fire on a hostile vessel.
In terms of survivability Mainz sitson a similar level compared to her half sister Admiral Hipper. A large hitpool, far beyond that of other Tier VIII light cruisers, but also a large hull as well as a thin armor belt mean that while Mainz has the reserves to take hits, these are highly likely to deal damage. And unlike Prinz Eugen, Mainz has no Repair Party . She also does not have the 27mm hull plating that her half sisters can offer, only her midship deck is 27mm thick while the upper belt and upper bow are only 25mm thick. This does make Mainz vulnerable against 380/381mm AP shells that can overmatch through large sections of her hull. The turtleback, while offering additional protection for the vital areas, does not prevent painful normal penetrations. Some protection can be gained from the icebreaker bow, which covers roughly half of her bow with a thickness of 40mm. However outside of close range encounters it is difficult to capitalize on this plating, and it cannot be relied on. What comes on top is that Mainz shares the rather fragile turrets of Nürnberg, making her main battery prone to incapacitations against HE shells and most AP shells.
The maneuverability of Mainz leaves something to be desired. The rudder shift is rather long, the top speed among the lowest and the turning circle is nothing to write home about. In combination with the lack of armor on her hull this means that Mainz will struggle to consistently and effectively avoid incoming damage at medium ranges.
The AA protection of Mainz is rather decent compared to her half sisters. She shares the same 105mm dual purpose guns, but also carries a large array of 37mm guns which will throw out 319 damage per second against aircraft, almost on the same level as Baltimore. While this can make Mainz a costly target to drop, it does not grant her immunity against aircraft however, even when applying additional AA improvements such as Defensive AA Fire or captain skills.
One of Mainz’s major weaknesses is her surface detection. Even when fully investing into concealment she only reaches 12km, worse than any other Tier VIII light cruiser. This results in Mainz being unable to dictate the engagement, and should an opponent choose to keep her lit for the team to shoot at Mainz will struggle to evade this threat.
In regards to Mainz’s consumables she shares those of her half sister Admiral Hipper. Standard cruiser Damage Control Party , the choice between the improved, German Hydroacoustic Search or Defensive AA Fire and a Catapult Fighter .
What all this combines into is a medium to long range specialist. Decent ballistics and consistent damage output mean that Mainz can engage targets at range where she can evade returning fire. Should the late game make it possible, getting into brawling range where the AP shells can be effectively applied as well as the devastating torpedo salvos. Depending on what is deemed more important – defending herself against air attacks or being able to spot torpedoes and ships – the decision between Defensive AA Fire and Hydroacoustic Search is up to the player.Pros:
- Good main battery firing range
- One of the best cruiser AP DPM values in its tier spread
- For a German warship, Mainz's HE DPM is quite good
- High HE penetration (IFHE is not needed) and decent fire chance
- Comfortable long range gunnery thanks to high shell velocity and flat arcs
- Heavy torpedo armament of four quadruple launchers (two per side), great for close range combat
- Turtleback armor scheme improves citadel protection at close range
- Powerful AA suite
- Same excellent Hydroacoustic Search as Hindenburg
Cons:
- Unlike Prinz Eugen, Mainz lacks the Repair Party consumable
- Despite sharing the same hull, Mainz has thinner armor than Admiral Hipper
- Poor main battery firing angles
- Torpedoes are short-ranged
- Lightly armored turrets can be disabled/destroyed easily
- Sluggish handling for a light cruiser - average speed and slow rudder shift
- Concealment is among the worst for a Tier VIII cruiser
Research
Optimal Configuration
Upgrades
The recommended upgrades for Mainz are:
- 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
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
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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★★★ |
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4 |
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★ |
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★★★ |
★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Mainz can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Catapult Fighter
Camouflage
As a premium ship, Mainz comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Video
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 0.8.9.
Testing Changes
- Sept 13, 2019:
- Preliminary characteristics.
- Oct 14, 2019:
- Bow and aft armor decreased from 27 to 25 mm.
- Nov 1, 2019:
- Main battery reload time decreased from 7.5 to 6 s.
- Nov 7, 2019:
- Increased the armor thickness of the main battery turrets:
- Frontal armor plate from 30 to 80 mm.
- Top armor plate from 20 to 32 mm.
- Side armor plates from 20 to 35 mm.
- Air drag coefficient for AP and HE shells was decreased from 0.3307 to 0.29.
- Krupp value for AP shells was increased from 1852 to 2300.
- Increased the armor thickness of the main battery turrets:
- Nov 29, 2019:
- Main battery 180 degree turn time decreased from 30 to 23.7 s.
- First appeared on sale in Update 0.9.2.1.
- Update 0.9.4:
- Minor fixes to textures and ship model.
- Update 0.9.9:
- Added to the German tech tree for 11,000 Doubloons.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 7.6 km.
- Update 0.10.11:
- Fixed model and textures of the ship.
- Update 0.11.1:
- Minor corrections to geometry and textures of the ship.
- Update 0.11.4:
- Minor fixes to geometry and textures of the ship.
- Update 0.11.8:
- Fixed the picture of the ship in the carousel.
- Update 13.3:
- Depth Charge damage increased from 2,200 to 2,400.