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Revision as of 13:15, 5 April 2020Latest revision as of 19:08, 6 July 2020 
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 What all this combines into is a medium to long range specialist. Decent ballistics and consistent damage output mean that ''{{#var:ship_name}}'' 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.  What all this combines into is a medium to long range specialist. Decent ballistics and consistent damage output mean that ''{{#var:ship_name}}'' 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.
 +
 +{{AnnoWiki|content=
 +'''[https://forum.worldofwarships.com/topic/215036-premium-ship-review-142-mainz/ LittleWhiteMouse's Premium Ship Review: Mainz] from the NA forums'''}}
  
  
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 |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable -->
  
?<!--The recommended upgrades for ''{{#var:ship_name}}'' are as follows:+The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
?* '''Slot 1''': +* '''Slot 1''': {{Main Armaments Modification 1}}
?* '''Slot 2''': +* '''Slot 2''': {{Engine Room Protection}}
?* '''Slot 3''': +* '''Slot 3''': {{Aiming Systems Modification 1}}
?* '''Slot 4''': +* '''Slot 4''': {{Steering Gears Modification 2}}
?* '''Slot 5''': +* '''Slot 5''': {{Concealment System Modification 1}}
?* '''Slot 6''': +
?-->+
  
 |CommanderSkills=<!-- write text about best set of Commander Skills below --> |CommanderSkills=<!-- write text about best set of Commander Skills below -->
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 {{Commander Skills 2 {{Commander Skills 2
 <!-- 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 generally should mirror what appears in the game client. --> <!-- 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 generally should mirror what appears in the game client. -->
?| rating11 = <!-- Priority Target -->+| rating11 = 2 <!-- Priority Target -->
?| rating12 = <!-- Preventive Maint -->+| rating12 = 2 <!-- Preventive Maint -->
?| rating13 = <!-- Expert Loader -->+| rating13 = 1 <!-- Expert Loader -->
 | rating14 = 0 <!-- Air Supremacy --> | rating14 = 0 <!-- Air Supremacy -->
 | rating15 = <!-- Direction Center for Fighters --> | rating15 = <!-- Direction Center for Fighters -->
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 | rating21 = <!-- High Alert --> | rating21 = <!-- High Alert -->
 | rating22 = <!-- Jack of All Trades --> | rating22 = <!-- Jack of All Trades -->
?| rating23 = <!-- Expert Marksman -->+| rating23 = 2 <!-- Expert Marksman -->
 | rating24 = <!-- Torpedo Acceleration --> | rating24 = <!-- Torpedo Acceleration -->
 | rating25 = 0 <!-- Smoke Screen Expert --> | rating25 = 0 <!-- Smoke Screen Expert -->
 | rating26 = 0 <!-- Improved Engines --> | rating26 = 0 <!-- Improved Engines -->
?| rating27 = <!-- Adrenaline Rush -->+| rating27 = 3 <!-- Adrenaline Rush -->
 | rating28 = <!-- Last Stand --> | rating28 = <!-- Last Stand -->
  
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 | rating34 = 0 <!-- Aircraft Armor --> | rating34 = 0 <!-- Aircraft Armor -->
 | rating35 = <!-- Basic Firing Training --> | rating35 = <!-- Basic Firing Training -->
?| rating36 = <!-- Superintendent -->+| rating36 = 2 <!-- Superintendent -->
?| rating37 = <!-- Demolition Expert -->+| rating37 = 3 <!-- Demolition Expert -->
 | rating38 = <!-- Vigilance --> | rating38 = <!-- Vigilance -->
  
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 | rating45 = <!-- Advanced Firing Training --> | rating45 = <!-- Advanced Firing Training -->
 | rating46 = <!-- Massive AA Fire --> | rating46 = <!-- Massive AA Fire -->
?| rating47 = <!-- Radio Position Finding -->+| rating47 = 2 <!-- Radio Position Finding -->
?| rating48 = <!-- Concealment Expert -->+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?<!--''{{#var:ship_name}}'' can equip the following consumables:+''{{#var:ship_name}}'' can equip the following consumables:
?* '''Slot 1:''' {{Damage Control Party}}+* '''Slot 1''': {{Damage Control Party}}
?* {{Repair Party}}+* '''Slot 2''': {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}}
?* {{Smoke Generator}}+* '''Slot 3''': {{Catapult Fighter}}
?* {{Defensive AA Fire}} '''or''' {{Hydroacoustic Search}}+ 
?* {{Surveillance Radar}}+
?* {{Torpedo Reload Booster}}+
?* {{Main Battery Reload Booster}}+
?* {{Engine Boost}}+
?* {{Spotting Aircraft}} '''or''' {{Catapult Fighter}}+
?-->+
  
 |Camouflage=<!-- write text about useful camouflage below --> |Camouflage=<!-- write text about useful camouflage below -->
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 * The in-game ship carries the same turrets and guns from the light cruiser Nürnberg. However, the Kriegsmarine intended to develop new turrets that were to match the weight and barbette diameter of the larger 203mm twin, using the newer 150mm L/55 C/28 gun, not the older 150mm L/60 C/25 one. Nürnberg’s turrets as they are are more than 100 tons too light. * The in-game ship carries the same turrets and guns from the light cruiser Nürnberg. However, the Kriegsmarine intended to develop new turrets that were to match the weight and barbette diameter of the larger 203mm twin, using the newer 150mm L/55 C/28 gun, not the older 150mm L/60 C/25 one. Nürnberg’s turrets as they are are more than 100 tons too light.
 * The turtleback was identical in thickness to the Admiral-Hipper class, with a thickness of 30mm. In-game Mainz has a 40mm turtleback. Furthermore, the 40mm belt extension thins down at the bow to half its thickness. This is absent on the in-game model. * The turtleback was identical in thickness to the Admiral-Hipper class, with a thickness of 30mm. In-game Mainz has a 40mm turtleback. Furthermore, the 40mm belt extension thins down at the bow to half its thickness. This is absent on the in-game model.
 +* The superstructure on the last two ships of the Admiral-Hipper class underwent a redesign. Initially it was intended to carry two catapults at the rear with one in front of the main mast and one behind. This was revised to one catapult, and there was a significant redesign of the forward superstructure that made it more akin to that on the ''Bismarck''-class. The in-game model shows only one catapult while having the non revised forward superstructure.
 * Mainz carries the 105mm dp guns in the older C/31 mountings, when the design saw them to be mounted in the newer C/37 mountings.  * Mainz carries the 105mm dp guns in the older C/31 mountings, when the design saw them to be mounted in the newer C/37 mountings.
 * The design called for 12 torpedo tubes in four triple launchers, not 16 torpedo tubes in four quadruple launchers. * The design called for 12 torpedo tubes in four triple launchers, not 16 torpedo tubes in four quadruple launchers.
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 |Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. --> |Video=<!-- put below video clips with using template VideoYT. You can use html-tags for formatting. -->
? +{{VideoYT|rKiGYcpA5rs}}
 |Ref= <!-- write below --> |Ref= <!-- write below -->
 +# [https://worldofwarships.com/en/news/history/armada-mainz/ Armada: Mainz - News - World of Warships]
  
 }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE -->

Latest revision as of 19:08, 6 July 2020

Mainz
Mainz_wows_main.jpg
Cruiser | Germany | Tier VIII
Tech Tree Position
Mainz_icon_small.png
General
Purchase pricepromo Doubloons
Hit Points42,500 
Main Battery
150 mm L/60 SK C/254 х 3 pcs.
Rate of Fire10 shots/min.
Reload Timesec.
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. Mod.1 
Maximum HE Shell Damage1,700 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity960 m./s.
HE Shell Weight45.5 kg.
AP Shell150 mm P.Spr.Gr. L/3.7 Mod.1 
Maximum AP Shell Damage3,900 
Initial AP Shell Velocity960 m./s.
AP Shell Weight45.5 kg.
Secondary Armament #1
105 mm L/65 Dop. L. C/316 х 2 pcs.
Firing Rangekm.
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 Shel%
Torpedo Tubes
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 Rangekm.
AA Defense
20 mm Flakvierling 3812 х 4 pcs.
. . . Average Damage per Second72 
. . . Firing Range2.01 km.
37 mm Flak LM/4218 х 2 pcs.
. . . Average Damage per Second185.4 
. . . Firing Range3.51 km.
105 mm L/65 Dop. L. C/316 х 2 pcs.
. . . Average Damage per Second99.6 
. . . Firing Range4.5 km.
Maneuverability
Maximum Speed32 knot
Turning Circle Radius720 m.
Rudder Shift Time10.5 sec.
Concealment
Surface Detectability Range15.3 km.
Air Detectability Range7.5 km.
Battle Levels
12345678910
Wows_anno_flag_germany.png
VIII
Ship_PGSC518_Mainz.png
promo

Mainz — German promo 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.

Modules

Main Battery Guns 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)
150 mm/60 SK C/25 on a Drh Tr C/25 mount1023.681531,70083,900 00
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)
Mainz42,50013150466/18/1240 00
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)
G7a T10.7907.213,700646 00
Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
( Credits)
FKS Typ 8 Mod. 1017.5 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
( Credits)
Propulsion: 132,000 hp32 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Defensive AA Fire Modification 1 Hydroacoustic Search Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1 Torpedo Tubes Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Torpedo Lookout System Concealment System Modification 1 Steering Gears Modification 2 Ship Consumables Modification 1

Player Opinion

Performance

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 (When used, main battery reload time is significantly reduced.) 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 (While active, restores a percentage of the ship's health points each second.). 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 (While active, the damage per second of large caliber anti-aircraft guns is increased.) 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 (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.), the choice between the improved, German Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) or Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) and a Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.).

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:

  • Outstanding AP DPM, and very good HE DPM for a German cruiser
  • High HE penetration and decent fire chance, can forgo IFHE
  • Excellent shell velocity and flat arcs allow for comfortable long range gunnery
  • Heavy torpedo armament of four quadruple launchers (two per side)
  • Powerful AA suite
  • Same excellent Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) as Hindenburg
  • Turtleback armor scheme prevents citadel penetrations at close range

Cons:

  • Bad concealment for a cruiser
  • Low top speed and sluggish rudder shift
  • Unlike Prinz Eugen, Mainz has no access to Repair Party (While active, restores a percentage of the ship's health points each second.)
  • Inferior armor profile compared to Prinz Eugen and Admiral Hipper
  • Torpedoes are short ranged
  • Lightly armored turrets can be knocked out easily

Research

As a premium ship, Mainz doesn't have any upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades for Mainz are as follows:

Commander Skills

Consumables

Mainz can equip the following consumables:

Camouflage

As a premium ship, Mainz comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Gallery

Historical Info

Historical Gallery

Video

References

  1. Armada: Mainz - News - World of Warships
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