World of Warships: Legends ship guide

Mackensen

Also called: 马肯森 Beta
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (6 km)Improved HE penStealthy (14.0 km)Lobs over islandsSonarLow HE DPM
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Playstyle

Overview

Mackensen is a Tier V German secondary battleship with top-decile secondary reach out to 5.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best turret traverse rate in T5 BBs (6) and best punch-through secondaries in T5 BBs (38 mm).

Positioning

Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/25 T5 BBs.

ELITE MAIN BATTERY
  • Fast turret traverse · 6.0°
  • Tight dispersion · 165.7 m
ELITE SECONDARIES
  • Punch-through · 38.0 mm
  • Burny · 10.0%
Hardened superstructure

26.0 mm superstructure, best of T5 BBs. HE farms less.

Low HE DPM

71111 HE DPM, bottom decile of T5 BBs. Don't bank on burn pressure.

Short AA reach

3.0 km AA reach, bottom decile of T5 BBs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Mackensen

Mackensen is available in the Breakthrough Battlecruisers branch of the Germany Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show Germany tech-tree branch diagram
Germany Tech Tree

Mackensen sits in the Breakthrough Battlecruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Mackensen sits among Tier V BBs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTraverse-to-turn ratio5.67 × (1/25) BestMain dispersion165.7 m (1/25) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary HE pen38 mm (1 of 3 tied) BestSecondary range5.5 km (1 of 2 tied) Top 10%Stealth profile13.97 km / 11.18 km (3/25 / 3/25) Top 10%Main battery reload27 s (3/25) Top 25%Max speed28 kt (7/25) Top 25%Secondary fire chance10% (4/24) Top 25%Engine power90,000 hp (5/25) Top 25%Displacement35,300 t (7/25) Top 25%Power-to-weight2.55 hp/t (6/25) Bottom 25%Main battery caliber350 mm (21/25) Bottom 25%Main battery range15.42 km (23/25) Bottom 25%Fires per minute4.8 (21/25) Bottom 25%Secondary DPM (per side)154,881 (20/25) Bottom 25%AA DPS146 (21/25) Bottom 25%Max armor300 mm (21/25) Bottom 10%HE DPM71,111 (24/25) Bottom 10%AA threat204 (24/25) Bottom 10%Citadel belt225 mm (24/25) WorstAA range3 km (1 of 2 tied)
See 20 mid-pack stats

Not standouts for Mackensen -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points52,300 HP(19/25) Rudder shift14 s(11/25) Sigma1.6(19/25) HE fire chance27%(19/25) AP shell damage10,500(12/25) AP DPM186,667(17/25) HE alpha1,800(15/24) AP velocity815 m/s(9/25) HE velocity815 m/s(9/25) Acceleration35.9 s(13/25) AP arming threshold59 mm(11/25) Turn-speed retention115.4 hp/m(10/25) Repair charges3(13/25) Bow armor25 mm(16/25) Stern armor25 mm(15/25) Deck armor50 mm(13/22) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit PointsInitial: 45,500 → 52,300
Displacement35,300 t
Armor range6–300 mm
Plate armor thicknesses6, 16, 21, 25, 26, 30, 32, 40, 50, 60, 80, 100, 110, 120, 150, 200, 225, 250, 270, 300 mm
Armor material/layer entries78
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction19%
Main Battery
ModuleArtillery: 350 mm L/42 SK C/14
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse6 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1401530·101.61000+1.6)·30=165.7m
165.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =165.7·0.6=99.4m
99.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =165.7·0.369(σ=1.6)=61.2m
61.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =99.4·0.369(σ=1.6)=36.7m
36.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 27 s base reload = 17.8.
17.8
HE shells
HE Damage4,000
HE Velocity815 m/s
Fire Chance27%
HE penetration
ƒ88 mm ≈ 350 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
88 mm
HE full-salvo alpha
ƒ4,000 HE damage x 8 broadside guns = 32,000.
32,000
Base HE DPM
ƒ32,000 HE full-salvo alpha x 60 / 27 s base reload = 71,111.
71,111
Base fires/min
ƒ17.8 shells/min x 27% fire chance = 4.8.
4.8
AP shells
AP Damage10,500
AP Velocity815 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(350 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2460·6000.69·0.3561.07·8151.38=638.6mm. Matches the in-game spec card.
638.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 410.6 m/s: P=107·2460·6000.69·0.3561.07·410.61.38=247.9mm.
247.9 mm
AP full-salvo alpha
ƒ10,500 AP damage x 8 broadside guns = 84,000.
84,000
Base AP DPM
ƒ84,000 AP full-salvo alpha x 60 / 27 s base reload = 186,667.
186,667
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
75
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.7) + (11×3.5×0.75) = 146. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
146
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
7.92 mm MG 0820×1 8mm
88 mm L/45 MPL C/13 (DP)8×1 88mm
Far aura
DPS
ƒIncludes 11 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
11
Range3 km
Near aura
DPS48
Range1 km
Total DPS in Aura
ƒFar 11 + Near 48 = 59
59
S
Secondary Battery
Mounts22
Firing range5.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 33 + 30 = 211.5 m.
211.5 m
150 mm L/45 MPL C/13 (×14)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm L/45 MPL C/13 (×8)
Caliber88 mm
Reload time3.6 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed28 kt
Turning circle radius780 m
Rudder shift time14 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28 kt), from our in-house acceleration model.
35.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
58.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·28.0·0.5144780=1.06°/s, so ratio=ωturretωhull=61.06=5.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.7× slow
Concealment
Detectability by sea13.97 km
Detectability by air11.18 km
Smoke firing penalty11.93 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.97 km
Detect Fire Sea15.97 km
Detect Fire Air14.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,322 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 21,966 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 262 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (52,300 HP) per second = 262 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 114 s active · 5.28 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 176×301000=5.28 km
· 3.66 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 122×301000=3.66 km
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points45,500 → 52,300
  • Rudder shift23.7 → 18.2 s
Fire controlUpgrade
  • Main battery range14,015 → 15416.5 m

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.6
Max Horiz Disp165.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14015}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 165.7\,\text{m}$
Shell scatter width @ 10 km132 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp99.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 165.7 \cdot 0.6 = 99.4\,\text{m}$
Shell scatter height @ 10 km71.6 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp61.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 165.7 \cdot 0.369\;(\sigma = 1.6) = 61.2\,\text{m}$
Med Vert Disp36.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 99.4 \cdot 0.369\;(\sigma = 1.6) = 36.7\,\text{m}$
AP Pen Close638.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2460 \cdot 600^{0.69} \cdot 0.356^{-1.07} \cdot 815^{1.38} = 638.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far247.9 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 410.6 m/s: $P = 10^{-7}\cdot 2460 \cdot 600^{0.69} \cdot 0.356^{-1.07} \cdot 410.6^{1.38} = 247.9\,\text{mm}$.
HE penetration88 mm
88 mm ≈ 350 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~87mm armor instead of ~58mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(350 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius75
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha32,000
4,000 HE damage x 8 broadside guns = 32,000.
AP full-salvo alpha84,000
10,500 AP damage x 8 broadside guns = 84,000.
Base HE DPM71,111
32,000 HE full-salvo alpha x 60 / 27 s base reload = 71,111.
Base AP DPM186,667
84,000 AP full-salvo alpha x 60 / 27 s base reload = 186,667.
Base shells/min17.8
8 broadside guns x 60 / 27 s base reload = 17.8.
Base fires/min4.8
17.8 shells/min x 27% fire chance = 4.8.

AA defense

Close-range AA DPS146
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.7) + (11×3.5×0.75) = 146. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index204
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1 km

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km211.5 m
5.5 km × 33 + 30 = 211.5 m.

Secondary battery firepower

Secondary DPM (per side)154,881
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 14×1 150 mm (7/side) × 60/8.57 × 1800 = 88,215 + 8×1 88 mm (4/side) × 60/3.6 × 1000 = 66,667. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 38 mm from the 150 mm family.

Armor Beta

Hull HP 45,50052,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–120 mm)3,000 (6% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)150 mm primary (range 21–300 mm)39,200 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–110 mm)3,000 (6% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 6–225 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure26 mm primary (range 26–300 mm)2,100 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP26,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (150 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (8 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP15,700 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Mackensen can equip, from in-game data.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.