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Cruiser | U.S.A. | Tier IX
Tech Tree Position
New Orleans
Des Moines
Research price165000 exp
Purchase price13,600,000 Credits
Hit Points37,400 
Main Battery
203 mm/55 Mk153 х 3 pcs.
Rate of Fireshots/min.
Reload Time15 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range14.39 km.
Maximum Dispersion142 m.
HE Shell203 mm HE/HC Mk25 
Maximum HE Shell Damage2,800 
Chance of Fire on Target Caused by HE Shell14 %
Initial HE Shell Velocity823 m./s.
HE Shell Weight118 kg.
AP Shell203 mm AP Mk19 
Maximum AP Shell Damage4,600 
Initial AP Shell Velocity853 m./s.
AP Shell Weight118 kg.
Secondary Armament #1
127 mm/38 Mk326 х 2 pcs.
Firing Rangekm.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Initial HE Shell Velocity792 m./s.
Chance of Fire on Target Caused by HE Shel%
AA Defense
127 mm/38 Mk326 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk423 х 1 pcs.
. . . Average Damage per Second82.8 
. . . Firing Range2.01 km.
40 mm Bofors Mk112 х 2 pcs.
. . . Average Damage per Second135.6 
. . . Firing Range3.51 km.
Maximum Speed32.5 knot
Turning Circle Radius730 m.
Rudder Shift Time10.2 sec.
Surface Detectability Range12.6 km.
Air Detectability Range9.06 km.
Battle Levels

Baltimore — American Tier IX cruiser.

Designed after the treaty limitations had been lifted and built using the experience gained in World War II. Greater dimensions of the cruiser improved her survivability owing to a reinforced armor deck and enhanced protection for the propulsion. In addition to the main battery guns, the ship received dual-purpose artillery mounts.


Main Battery Rate of Fire
180 Degree Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
203 mm/55 Mk154301422,800144,600 01,100,000
203 mm/55 Mk156301422,800145,000 27,5002,400,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Baltimore (A)37,40062033612/23/60 01,450,000
Baltimore (B)42,70062033612/23/60 40,5003,020,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk9 mod. 1014.4 0985,000
Mk9 mod. 21015.8 24,0002,000,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 120,000 hp32.5 0875,000

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 2 Secondary Battery Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3
 Slot 6  Main Battery Modification 3 Gun Fire Control System Modification 2 AA Guns Modification 3 Secondary Battery Modification 3

Player Opinion


Baltimore can be a difficult cruiser to play well, especially at first, but becomes a powerful playmaker in the right hands.

The stock grind is nothing short of punishing. Unupgraded, she has worse guns than a stock (!) New Orleans, and the increased armor and hit points have a difficult time offsetting her larger size and stock maneuverability. Happily, her upgrades more than solve these problems.

The upgraded guns are the most noticeable, in more than one respect. The upgraded guns offer a 50% increase in rate of fire over the stock guns, or 20% over an upgraded New Orleans (36% if the rate of fire upgrade is taken in the new upgrade slot)---very welcome, especially when trying to sink enemy destroyers within the window of her Surveillance Radar (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).). In addition, the upgraded guns come with the famed "super-heavy" AP shells. While quite slow, and thus requiring extra lead, their penetration and damage will crush enemy cruisers from even significant angles. Unless the range upgrade is taken over the rate of fire upgrade in the new upgrade slot, Baltimore's range leaves something to be desired, especially considering her sedate shell velocity and the long-range environment typically found in high-tier games. Effectively deploying her firepower without being shot to pieces requires the utmost care in positioning... or a very skilled hand on the throttle and rudder.

The upgraded hull offers a solid boost in hit points over New Orleans. Combined with a quite thick belt for a cruiser (152 mm), thicker plating, and most critically, access to Repair Party (While active, restores a fixed percentage of a ship's hit points each second.), this makes her a more durable ship even with the larger size and the decrease in manueverability. She is still a cruiser, however, and care must still be taken to not give the enemy an easy shot at her broadside. She has the same relatively slow speed as New Orleans, and her concealment does become worse, but is still more than competitive at 9.7 km with a full stealth build.

New Orleans's AA suite is solid. Baltimore's is outright fearsome. With over half again as much long-range and fully twice the mid-range DPS as her predecessor, most carriers will not even dare to approach.


  • Decently armored - very similar armor scheme as its Tier X successor Des Moines
  • Good main batteries - good reload time, decent firing range, decent turret traverse, and great AP shell penetration (same as Des Moines)
  • Powerful anti-aircraft armament - very high DPS similar to Des Moines
  • Good maneuverability - good rudder shift, decent turning radius, and decently fast
  • Good concealment - almost as low as the range for Surveillance Radar (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).)
  • Medium ranged and long-lasting Surveillance Radar (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).)


  • Easily damaged by HE shells as it can deal damage with it
  • Low main battery survivability - easily incapacitated / destroyed by other 203mm HE shells after sufficient time
  • Slow shell velocity and high arc - allows enemies time to maneuver and evade the shells.
  • High citadel - plunging fire from other ships will easily penetrate the citadel
  • Low base fire chance compared to most other Tier IX cruisers
  • Anti-aircraft armament very easily destroyed - can quickly be rendered useless against aerial attacks
  • 27mm bow armor can be overmatched by Battleships


This is a suggested research path:

  1. Baltimore (B) Hull
  2. 203 mm/55 Mk15 main battery mod.2
  3. Mk9 GFCS mod. 2

Optimal Configuration


The recommended upgrades for Baltimore are as follows:

Anti-air Build: A popular build for this ship, captains focusing on making Baltimore have better AA will opt for Auxiliary Armaments Modification 1 (+100% to secondary battery survivability. / +100% to AA mounts survivability.) for Slot 1 to increase the anti-aircraft armament durability, AA Guns Modification 2 (+20% to AA mounts maximum firing range.) for the Slot 3 to add more range for her AA up to 6.0km (7.2km with Advanced Firing Training skill), and AA Guns Modification 3 (+25% to average damage per second of AA mounts.) for the Slot 6 to add more AA DPS. Although her AA is a powerful enough deterrent, her usefulness is depends whether there is a carrier in the game. This build, however, is great in divisions with a Tier IX or X carrier to make sure that the carrier division has AA as a cover. If not for divisions, the lack of high-tier carriers make players tend to replace AA Guns Modification 3 for Gun Fire Control System Modification 2 (+16% to main battery maximum firing range.) or Main Battery Modification 3 (-12% to main battery loading time. / -13% to the main battery traverse speed.) as it has more in-game impact compared to AA Guns Modification 3.

Gun Build: Captains focusing on making Baltimore have better main batteries will opt for Main Armaments Modification 1 (-20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.) for Slot 1, Aiming Systems Modification 1 (-7% to maximum dispersion of main battery shells. / +20% to torpedo tubes traverse speed. / +5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary shells.) for the Slot 3 to increase her accuracy, and Main Battery Modification 3 for the Slot 6 to shorten her reload down to 4.8s or even lower with Adrenaline Rush skill, which would be especially useful when firing at destroyers detected while Surveillance Radar (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).) is active. Gun Fire Control System Modification 2 for the Slot 6 is also useful, as it increase her range up to 18.4km, on par withMoskva’s and Hindenburg’s. Again, this is depends on captain's choice whether better reload or better range is what he pursue. Her base AA is still powerful enough.

Commander Skills


Baltimore can equip the following consumables:

Captains focusing Baltimore on AA build will equip Defensive AA Fire II (While active, damage per second of large caliber anti-aircraft guns increased.) for the Slot 2, especially when in a division with a carrier. Although for solo playing, Hydroacoustic Search II (Detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) is more recommended if there is no carrier around.

Baltimore captains should use Surveillance Radar II (While active, detects all enemy ships within the specified radius, regardless of obstacles (such as smoke screens or islands).) on Slot 3 to increase their in-game impact (hunting the extremely stealthy destroyers of Tier VIII - X), as Catapult Fighter (While active, a fighter plane circles the ship providing additional protection from enemy aircraft by engaging incoming fighters and bombers.) and Spotting Aircraft (While active, a spotter plane circles the ship providing enhanced main battery firing range.) are not at all useful in hunting / detecting stealthy or smoke-covered enemy ships.


Type 1, 2, or 5 camouflage can be equipped for CreditsCredits; Types 1 or 5 are recommended at a minimum to reduce detection range.

Players who wish to spend doubloons can equip Baltimore with Type 19 camouflage that lowers her detection range, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.



Historical Info

Historical Gallery

Ships of U.S.A.
Destroyers  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • VI Farragut • VI Monaghan • VII Mahan • VII Sims Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Black Doubloons • X Gearing 
Cruisers  I Erie • II Chester • II Albany Doubloons • III St. Louis • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Cleveland • VII Atlanta Doubloons • VII Pensacola • VII Indianapolis Doubloons • VII Flint Doubloons • VIII New Orleans • IX Baltimore • X Des Moines • X Salem 
Battleships  III South Carolina • IV Wyoming • IV Arkansas Beta Doubloons • V New York • V Texas Doubloons • VI New Mexico • VI Arizona Doubloons • VII Colorado • VIII North Carolina • VIII Alabama Doubloons • VIII Massachusetts Doubloons • VIII Alabama ST • IX Iowa • IX Missouri • X Montana 
Aircraft Carriers  IV Langley • V Bogue • VI Independence • VII Ranger • VII Saipan Doubloons • VIII Lexington • VIII Enterprise Doubloons • IX Essex • X Midway
Japan  I Hashidate • II Chikuma • III Tenryu • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • VI Aoba • VII Myoko • VII ARP Myoko • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Atago Doubloons • VIII ARP Takao • IX Ibuki • X Zao 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Cleveland • VII Atlanta Doubloons • VII Pensacola • VII Indianapolis Doubloons • VII Flint Doubloons • VIII New Orleans • IX Baltimore • X Des Moines • X Salem 
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 • X Hindenburg 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • X Moskva 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Pan-Asia  I Chengan • VI Huanghe Doubloons 
Italy  VI Duca d'Aosta Doubloons • VII Duca degli Abruzzi Doubloons 
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 • IX Saint-Louis • X Henri IV 
Commonwealth  VI Perth Doubloons