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Cruiser | U.S.A. | Tier VIII
Tech Tree Position
New Orleans
Research price110000 exp
Purchase price8,900,000 Credits
Hit Points36,600 
Main Battery
203 mm/55 Mk153 х 3 pcs.
Rate of Fireshots/min.
Reload Time10 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range14.39 km.
Maximum Dispersion132 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 Mk21 
Maximum AP Shell Damage5,000 
Initial AP Shell Velocity762 m./s.
AP Shell Weight152 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
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.
127 mm/38 Mk326 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
Maximum Speed32.5 knot
Turning Circle Radius730 m.
Rudder Shift Time10.2 sec.
Surface Detectability Range12.6 km.
Air Detectability Range7.25 km.
Battle Levels

Baltimore — American Tier VIII 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° 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 Mk156301322,800145,000 0730,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Baltimore (A)36,60062033612/23/60 01,000,000
Baltimore (B)42,40062033612/23/60 28,0002,100,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk8 mod. 1014.4 0550,000
Mk8 mod. 21015.8 15,0001,200,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 120,000 hp32.5 0620,000

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 Secondary Battery Modification 1 AA Guns Modification 1 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

Player Opinion


Following on the heels of New Orleans at Tier VII, Tier VIII's Baltimore represents the new era of cruisers from the United States Navy. Not only was the firepower and protection improved, but in-game she also gets access to the Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) which makes her a strong team player. Baltimore cannot, however, single handedly deal with destroyers lit up by her radar due to a 10 second reload. Team play and focusing targets is a must. The armor-piercing shells get a very special taste, as she is the first cruiser in the branch to have the famous super-heavy AP shells that retain great penetration even at range. As a trade-off these shells are slower however, and require more lead than the shells used on preceding 203mm armed ships.

Her play style focuses around the objectives and island cover. Captains should stay close behind an island and be a threat to anyone approaching their position thanks to Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.), Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.), and Baltimore’s shell arcs. It is important that a central position is chosen in order to maximize her impact on the match; captains should avoid long range, open-water combat under most circumstances, as her low shell velocity will make it easy for opponents to evade incoming fire while Baltimore is unlikely to do the same. Played effectively, Baltimore can be an excellent cruiser and destroyer killer.


  • Strong main battery firepower in an AB-X layout that allows her to use the majority of her firepower while remaining heavily angled.
  • Excellent AP shells combined with 10 second reload time on her main battery. Very potent against broadside battleships and cruisers at medium ranges.
  • Shells actually do not have quite as high of an arc as her sister ship Cleveland, making aiming at range a bit easier.
  • Among the best in terms of AA firepower at Tier VIII.
  • Excellent support ship with utility tools like Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) and Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.).
  • High shell arcs allow Baltimore to use islands as cover.
  • Added resistance against 380/381mm AP shells thanks to her 27mm plating, a common caliber for many same-tier battleships.
  • Armor belt of 152mm is the thickest of any Tier VIII cruiser.
  • Effectively no citadel under turrets, plus its low positioning and unusual shape, make Baltimore quite difficult to citadel when angled.
  • With a full concealment build, the detection range of Baltimore becomes a touch smaller than the range of her Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.).


  • Relatively high shell arcs, plus slower shells, mean Baltimore still has to lead targets almost as much as Cleveland, and makes island cover very important.
  • Ship has a high freeboard, which makes Baltimore a much bigger target for incoming fire compared to Japanese cruisers, for example. Extremely vulnerable against high-DPM HE spam, heavy HE, or overmatching battleship AP.
  • Has no torpedoes nor other means of high burst damage against battleships at close range, making Baltimore susceptible to battleship rushes if position isn't supported by teammates.
  • Arguably tied for second slowest of all tier 8 cruisers with her CL cousin Cleveland. Charles Martel, while also having a top speed of 32.5 knots, has Engine Boost (While active, increases a ship's speed by a fixed percentage.).


Availability of researchable upgrades for Baltimore is as follows:

  • Hull: Upgrade to Hull (B) for a big boost in hit points, an upgraded AA suite, and improved rudder shift time. Research of this module unlocks progression to Buffalo.
  • Gun Fire Control System: Upgrade to Mk8 mod. 2 for an extra 10% range on the main battery.
The Gun Fire Control System is recommended for the first upgrade for most captains. While 14.3km of range is sufficient for tier 8 battles if used correctly, 15.8km is necessary if up-tiered. In a very skilled player's hand however, the Hull upgrade may be more useful if he is able to only pick favorable, close range fights. Get the other upgrade once you have accumulated enough XP.

Optimal Configuration


The recommended upgrades for Baltimore are as follows:

Anti-Aircraft Build: A popular build for this ship, captains focusing on improving Baltimore’s AA will opt for Auxiliary Armaments Modification 1 (+100% to secondary battery survivability. / +100% to AA mounts survivability.) in Slot 1 to increase her anti-aircraft armament durability, and AA Guns Modification 1 (+2 to number of explosions produced by salvos from medium- and long-range AA defenses.) in Slot 3 to increase her medium- and long-range AA power. Although her AA is a powerful deterrent, its usefulness depends on whether there is a carrier in the game. To ensure these upgrades aren't wasted, consider divisioning with a Tier VIII carrier.

Generalist Build: Captains focusing on making Baltimore a more well-rounded ship 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.) in Slot 1 and 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.) in Slot 3 to increase her accuracy. This is especially useful when firing at destroyers detected during the short period that Surveillance Radar (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) is active. Baltimore’s base AA is still quite powerful without any AA-specific upgrades.

Commander Skills


Baltimore can equip the following consumables:

Captains focusing Baltimore on AA build will equip Defensive AA Fire II (While active, the damage per second of large caliber anti-aircraft guns is increased.) for Slot 2, especially when in a division with a carrier. For play outside of divisions, Hydroacoustic Search II (Detects all enemy ships and torpedoes within the specified radius, disregarding obstacles such as smoke and terrain.) is recommended as the odds of seeing an aircraft carrier are slim.

Baltimore captains should use Surveillance Radar II (While active, detects all enemy ships within the specified radius, disregarding obstacles such as smoke and terrain.) on Slot 3 to increase their in-game impact (hunting the extremely stealthy destroyers of Tiers VIII-X), as Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.) is not always useful in 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 18 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 • V Hill Doubloons • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VII Sims B Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Benham Doubloons • IX Black Doubloons • X Gearing • X Somers Doubloons 
Cruisers  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 • IX Alaska B Doubloons • X Des Moines • X Worcester • X Puerto Rico • X Salem Doubloons 
Battleships  III South Carolina • IV Wyoming • IV Arkansas Beta Doubloons • V New York • V Texas Doubloons • VI New Mexico • VI Arizona Doubloons • VI W. Virginia 1941 Doubloons • VII Colorado • VII California Doubloons • VIII North Carolina • VIII Alabama Doubloons • VIII Massachusetts Doubloons • VIII Massachusetts B Doubloons • VIII Alabama ST Doubloons • IX Iowa • IX Missouri Doubloons • IX Georgia Doubloons • X Montana • X Ohio Doubloons 
Aircraft Carriers  IV Langley • VI Ranger • VIII Lexington • VIII Enterprise Doubloons • VIII Saipan Doubloons • X Midway
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 • IX Alaska B 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 • VIII Mainz • IX Roon • IX Siegfried • X Hindenburg 
Europe  I Gryf 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V Genova Doubloons • VI Trento • VI Duca d'Aosta Doubloons • VII Zara • VII Duca degli Abruzzi Doubloons • VII Gorizia Doubloons • VIII Amalfi • IX Brindisi • X Venezia 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V Exeter Doubloons • VI Leander • VI Devonshire • VI London • VII Fiji • VII Surrey • VII Belfast Doubloons • VIII Edinburgh • VIII Albemarle • VIII Cheshire • IX Neptune • IX Drake • X Minotaur • X Goliath 
Pan-Asia  I Chengan • VI Huanghe Doubloons • VIII Irian Doubloons • VIII Wukong 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 • VIII Bayard Doubloons • IX Saint-Louis • X Henri IV • X Colbert Doubloons 
Commonwealth  VI Perth Doubloons 
Pan-America  VII Nueve de Julio Doubloons