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Revision as of 23:45, 5 November 2019
Created page with "{{Legends_Ship|ship= |tier= VII |class= Cruiser |nation= USA |predecessor= New Orleans |successor1= |successor2= |ispremium= |cost= 18,000,000 |xp= 210,000 |description= D..."
 
Revision as of 23:49, 5 November 2019
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 Equipped with the right upgrade s and skills it is easy to mistake a firing Baltimore for a battleship, the AP shells will quickly destroy enemy battleships and cruisers, when targeted Baltimore is an easy target to send back to port. Target selection, careful positioning and team support is vital to lead the fight when playing the Baltimore  Equipped with the right upgrade s and skills it is easy to mistake a firing Baltimore for a battleship, the AP shells will quickly destroy enemy battleships and cruisers, when targeted Baltimore is an easy target to send back to port. Target selection, careful positioning and team support is vital to lead the fight when playing the Baltimore
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Revision as of 23:49, 5 November 2019

Legends_Baltimore_splash.png
Tier VII | Type: Cruiser
Preceded bySucceeded by
New Orleansnone
Cost 18,000,000
XP Required210,000
Stock Stats
Upgraded Stats
Legends_Baltimore.png

Baltimore — Tech Tree Tier VII 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 addtion to the main battery guns, the ship received dual-purpose artillery mounts.

Entered Service: 1943
Ships in a series: 16


Ship Traits
Legends_Sticky_Shot_trait.png Legends_Tough_trait.png Legends_Low_Velocity_trait.png
Sticky Shot:
Reduced ricochet change - greater chance of penetrating enemy ship armour at sharper angles.
Tough:
Above average base HP rating.
Sluggish Shot:
Difficult to aim at long distances, but the trajectory allows for effective fire from cover.


Modules

Legends_Hull.png Hit Points Min Armor (mm) Max Armor (mm) Torpedo Damage Reduction (%) Main Battery Turrets Secondary Armament Rudder Shift (s) Purchase Price
Stock 36600 6 203 4 3x3
  • 6x2 127mm
10.2
Hull B 42400 6 203 4 3x3
  • 6x2 127mm
7.8 3600000
Legends_Artillery.png Turret Arrangement Reload Time (s) 180° Turn Time (s) Max HE Damage HE Fire Chance (%) Max AP Damage Purchase Price
203mm Mk15 3x3 13 30 2800 14 4600
203mm Mk15 3x3 12 30 2800 14 5000 450000
Legends_Fire_Control.png Firing Range Increase (%) Main Battery Firing Range Purchase Price
Stock 0 % 14 km
Targeting System Mk7 mod 2 10 % 15.5 km 450000
Legends_Engine.png Maximum Speed
Stock 32.5 kn

Modifications

SLOT 1
Legends_Main_Battery_Mod_2.png
Main Battery Mod 2
  • Main Battery traverse speed +20%
Legends_Aiming_System_Mod_1.png
Aiming Systems Mod 1
  • Dispersion of Main Battery -7%
  • Torpedo tubes traverse speed +20%
  • Secondary Battery firing range +5%
  • Dispersion of secondary batter -5%
Legends_Secondary_Battery_Mod_2.png
Secondary Battery Mod 2
  • Secondary Battery firing +20%
  • Dispersion of Secondary Battery -20%
SLOT 2
Legends_Damage_Control_System_Mod_2.png
Damage Control System Mod 2
  • Fire duration -15%
  • Flood duration -15%
Legends_Steering_Gears_Mod_2.png
Steering Gears Mod 2
  • Rudder shift time -20%
Legends_Propulsion_Mod_2.png
Propulsion Mod 2
  • Time taken to reach full power when accelerating -50%
SLOT 3
Legends_Concealment_System_Mod_1.png
Concealment System Mod 1
  • Detectability range -10%
  • Incoming fire dispersion +5%
Legends_Target_Acquisition_System_Mod_1.png
Target Acquisition System Mod 1
  • Spotting Range +20%
  • Torpedo visibility range +20%
  • Range of Guaranteed Acquisition of ships +50%
Legends_Steering_Gears_Mod_3.png
Steering Gears Mod 3
  • Rudder shift time -40%
  • Steering gear repair time -80%
SLOT 4
Legends_Main_Battery_Mod_3.png
Main Battery Mod 3
  • Main battery reload time -10%
  • Main battery traverse speed -15%
Legends_Secondary_Battery_Mod_3.png
Secondary Battery Mod 3
  • Secondary battery reload time -20%
Legends_Gun_Fire_Control_System_Mod_2.png
Gun Fire Control System Mod 2
  • Dispersion of Main Battery -3%
  • Range of main guns +5%

Consumables

Legends_Damage_Control_Party.png
Damage Control Party
Legends_dpadleft.png
Accelerates repairs to damage modules, firefighting efforts and recovery from flooding.
  • Consumable duration: 5s
  • Reload time: 60s
  • Number of consumables is unlimited
Legends_Sonar.png
Sonar
Legends_dpadup.png
Increases the range of guaranteed acquisition of enemy ships and torpedoes, including those within smoke screens.
  • Detection of torpedoes: 3.1km
  • Detection of ships: 4.4km
  • Consumable duration: 96s
  • Reload time: 180s
  • Number of consumables: 2
Legends_Surveillance_Radar.png
Surveillance Radar
Legends_dpadright.png
Significantly increases the range of guaranteed acquisition of enemy ships, including those within a smoke screen.
  • Detection of ships: 9km
  • Consumable duration: 30s
  • Reload time: 180s
  • Number of consumables: 2

Player Opinion


Pros:

  • Best in Class AP penetration combined with reasonable damage and fire rate makes it a threat to all ships she faces
  • Only tech tree cruiser equipped with surveillance radar
  • Belt armour is capable of bouncing battleship volleys, only if properly angled



Cons:

  • Whilst the belt armour is strong, the bow and stern armour can be easily penetrated by battleship AP.
  • Low HE alpha compared to IJN counterparts making HE a less consistent choice
  • Average concealment values combined with the threat it possesses, makes Baltimore a priority target


Performance

The pinnacle of the US cruiser line, at Tier VII Baltimore is a sheer force to be reckoned with. The 3x3 203mm guns come with special AP shells that has increased penetration over sharper angles, these guns can deliver huge amounts of damage to broadside battleships, the damage is comparable to top tier battleship salvos. HE shells, may lack HE alpha that of IJN cruisers still have a decent fire chance, but AP shells are more consistent.

Slow shell velocity makes for floaty arcs, out in the open this is a disadvantage but can be quickly converted to an advantage by using islands to lob shells over, minimizing concealment and maximizing firepower.

Survivability of the ship is a mixed bag, the belt armour is capable of bouncing shells of battleship caliber, though stray shells can easily overmatch your bow dealing massive penetration damage, positioning is vital, using island cover to hit the enemy and only coming out when the threat is diminished. Baltimore is the only tech tree ship in game equipped with surveillance radar, which can easily deny enemy caps and help your team advance.

Equipped with the right upgrade s and skills it is easy to mistake a firing Baltimore for a battleship, the AP shells will quickly destroy enemy battleships and cruisers, when targeted Baltimore is an easy target to send back to port. Target selection, careful positioning and team support is vital to lead the fight when playing the Baltimore



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