Baltimore
203 mm/55 Mk.15 in a turret3 х 3 pcs. |
Rate of Fire6 shots/min. |
Reload Time10 sec. |
Rotation Speed6 deg./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. |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
Firing Range6.6 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity792 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
. . . Average Damage per Second90.6 |
. . . Firing Range5.01 km. |
20 mm Oerlikon on a Mk.4 mount23 х 1 pcs. |
. . . Average Damage per Second82.8 |
. . . Firing Range2.01 km. |
40 mm/56 Bofors on a Mk.1 mount12 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 Range12.22 km. |
Air Detectability Range7.26 km. |
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.
Modules
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
|||||
Slot 5 |
Player Opinion
Performance
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 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 , Defensive AA Fire , 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.Pros:
- 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.
- Among the best in terms of AA firepower at Tier VIII.
- Excellent support ship with utility tools like Surveillance Radar and Defensive AA Fire .
- 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, making Baltimore quite difficult to citadel.
Cons:
- High shell arcs result in difficult long range gunnery, and if Baltimore doesn't have an island to hide behind she's at a disadvantage.
- Surveillance Radar has a 700m shorter range than maximum concealment, which can cause difficulties against heads-up destroyers.
- 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 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.
Research
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.
Optimal Configuration
Upgrades
The recommended upgrades for Baltimore are as follows:
- Slot 1: Main Armaments Modification 1 keeps her guns active and firing.
- Slot 2: Damage Control System Modification 1 lessens the fire damage taken.
- Slot 3: AA Guns Modification 2 () improves her AA coverage. If carriers are not deemed a threat, Aiming Systems Modification 1 improves her accuracy.
- Slot 4: Propulsion Modification 1 () improves her acceleration performance.
- Slot 5: Concealment System Modification 1 reduces her surface detectablilty.
Anti-Aircraft Build: A popular build for this ship, captains focusing on improving Baltimore’s AA will opt for Auxiliary Armaments Modification 1 in Slot 1 to increase her anti-aircraft armament durability and AA Guns Modification 2 () in Slot 3 to add more range for her AA up to 6.0km (7.2km with Advanced Firing Training skill). 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 in Slot 1 and Aiming Systems Modification 1 in Slot 3 to increase her accuracy. This is especially useful when firing at destroyers detected during the short period that Surveillance Radar is active. Baltimore’s base AA is still quite powerful without any AA-specific upgrades.
Commander Skills
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★★ |
★★ |
|
|
|
★ |
|
2 |
★ |
★★ |
★★ |
|
|
|
★★★ |
|
3 |
★ |
★ |
|
|
★★ |
★★ |
★★★ |
★ |
4 |
|
★ |
|
|
★★★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Baltimore can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Catapult Fighter or Surveillance Radar
Captains focusing Baltimore on AA build will equip Defensive AA Fire II () for Slot 2, especially when in a division with a carrier. For play outside of divisions, Hydroacoustic Search II () is recommended as the odds of seeing an aircraft carrier are slim.
Baltimore captains should use Surveillance Radar II () on Slot 3 to increase their in-game impact (hunting the extremely stealthy destroyers of Tiers VIII-X), as Catapult Fighter is not always useful in detecting stealthy or smoke-covered enemy ships.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for Credits; 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.
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★ |
★ |
★★ |
★ |
★★★ |
★★★ |
|
|
★★★ |
★★ |
★★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery