World of Warships: Legends ship guide

AL Baltimore

Beta
U.S.A. · Tier VII · Cruiser · Premium
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Strong secondaries (5 km)Strong AARadar (10 km)Defensive AALoose grouping

Variant of Baltimore

AL Baltimore is the Azur Lane variant of Baltimore. It is not a cosmetic reskin: its main battery is retuned, trading shell damage, accuracy, velocity and turret traverse for a faster reload.

Show all differences

Artillery

  • Main battery reload 11 s (was 12 s)
  • Sigma 1.8 (was 1.9)
  • HE shell damage 2,800 (was 3,000)
  • AP shell damage 5,000 (was 5,300)
  • Shell velocity 762 m/s (was 782 m/s)
  • Turret traverse 6 °/s (was 7 °/s)
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Community Data

AL Baltimore Community Stats

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Playstyle

Overview

AL Baltimore is a Tier VII American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (10 km, 30 s active) is the cap-control consumable on top, so she sets fights as well as winning them. AA (540 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T7 CAs (60°).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

10 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Wide always-pen zone

60.0° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.

Thick end plates

27.0 mm bow and stern plating, both in the top bracket of T7 CAs. Same-tier guns can't overmatch the ends.

Top-tier AA

540.0 AA DPS, top decile of T7 CAs (median 373.5).

Thick bow plate

27.0 mm bow, top decile of T7 CAs. Harder for same-tier guns to overmatch.

Loose grouping

Sigma 1.8, bottom decile of T7 CAs. Shells scatter more; bracketing matters.

Acquisition

How to get AL Baltimore

AL Baltimore is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

Best listed chance for this ship

Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: USS Somers Ship feature / release Start: 2022-03-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Rochester Ship feature / release Start: 2023-01-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Tulsa Ship feature / release Start: 2023-06-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Anchorage Ship feature / release Start: 2023-10-03 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for AP performance, reload, radar utility, concealment, and survivability.

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Cohort position

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Where AL Baltimore sits among Tier VII CAs (54 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.

BestAP fuse timer0.03 s (1 of 22 tied) BestAP ricochet start60° (1 of 13 tied) Top 10%AA DPS540 (5/54) Top 25%Rudder shift7.1 s (12/54) Top 25%AP shell damage5,000 (13/54) Top 25%HE alpha1,800 (11/47) Top 25%AP auto-bounce angle67.5° (11/54) Top 25%AA threat1,816 (9/54) Top 25%Max armor160 mm (13/54) Top 25%Citadel belt160 mm (7/45) Top 25%End plates27 mm (8/45 / 8/45) Bottom 25%Traverse-to-turn ratio4.57 × (49/54) Bottom 25%Deck armor38 mm (34/44) WorstSigma1.8 (1 of 2 tied) WorstSecondary fire chance5% (1 of 20 tied) WorstAP velocity762 m/s (1 of 4 tied) WorstNo torpedoes (14 of 54 in cohort)
See 27 mid-pack stats

Not standouts for AL Baltimore -- 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 points42,400 HP(15/54) Max speed32.5 kt(39/54) Concealment12.64 km(31/54) Air detection7.58 km(30/54) Main battery caliber203 mm(17/54) Main battery range15.47 km(31/54) Main battery reload9.9 s(33/54) HE shell damage2,800(21/47) HE fire chance14%(20/47) Fires per minute7.64(27/47) HE DPM152,727(29/47) AP DPM272,727(27/54) Main dispersion139.7 m(31/54) Secondary DPM (per side)108,000(31/47) Secondary HE pen21 mm(13/47) HE velocity823 m/s(36/47) Acceleration26.5 s(27/48) AP arming threshold34 mm(39/54) Engine power120,000 hp(29/53) Turn-speed retention164.4 hp/m(21/53) Displacement17,344 t(38/54) Power-to-weight6.92 hp/t(31/53) AA range5 km(28/54) Repair heal rate0.6 %/s(22/53) NormSecondary dispersion bracket57(44 of 47 tied at this value) NormSecondary range5 km(43 of 47 tied at this value) NormRepair charges2(47 of 53 tied at this value)
Survivability
Hit Points42,400
Displacement17,344 t
Armor range6–160 mm
Plate armor thicknesses6, 13, 27, 38, 40, 51, 65, 76, 102, 127, 140, 152, 160 mm
Armor material/layer entries58
Fire resistance36.6%
Fire duration30 s
Torp Reduction4%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
21,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
12,700
Main Battery
ModuleArtillery: 203 mm Mk15
Mounts / barrels3 mounts / 9 barrels
Reload time11 s
Firing range15.5 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1547030·81.11000+1.1)·30=139.7m
139.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.7·0.6=83.8m
83.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =139.7·0.344(σ=1.8)=48.1m
48.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83.8·0.344(σ=1.8)=28.8m
28.8 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 11 s base reload = 49.1.
49.1
HE shells
HE Damage2,800
HE Velocity823 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 9 broadside guns = 25,200.
25,200
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 11 s base reload = 137,455.
137,455
Installed HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 152,727.
152,727
Base fires/min
ƒ9 HE shells x 60 / 11 s reload x 14% fire chance = 6.87.
6.87
AP shells
AP Damage5,000
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2919·1520.69·0.2031.07·7621.38=488.4mm. Matches the in-game spec card.
488.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 368.3 m/s: P=107·2919·1520.69·0.2031.07·368.31.38=179.1mm.
179.1 mm
AP full-salvo alpha
ƒ5,000 AP damage x 9 broadside guns = 45,000.
45,000
Base AP DPM
ƒ45,000 AP full-salvo alpha x 60 / 11 s base reload = 245,455.
245,455
Installed AP DPM
ƒ45,000 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 272,727.
272,727
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.
45
AA Defense
AA mount points35
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (94×3.5×0.9) + (49×3.5×0.85) + (31×3.5×0.9) = 540. 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.
540
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk212×4 40mm
20 mm Oerlikon Mk423×1 20mm
127 mm Mk32 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
31
Range5 km
Medium aura
DPS94
Range3.5 km
Total DPS in Aura
ƒFar 31 + Medium 94 = 125
125
Near aura
DPS49
Range2 km
Total DPS in Aura
ƒFar 31 + Medium 94 + Near 49 = 174
174
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 120,000 hp
Engine power120,000 hp
Maximum speed32.5 kt
Turning circle radius730 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.2 kt of 32.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(120,00017,344)0.42=2.2533; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=26.5s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
26.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.2 kt of 32.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=43.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
43.4 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·32.5·0.5144730=1.31°/s, so ratio=ωturretωhull=61.31=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea12.64 km
Detectability by air7.58 km
Smoke firing penalty7.21 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.64 km
Detect Fire Sea14.64 km
Detect Fire Air10.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal

See all derived stats

Show

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp139.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15470}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 139.7\,\text{m}$
Max Vert Disp83.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 139.7 \cdot 0.6 = 83.8\,\text{m}$
Med Horiz Disp48.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 139.7 \cdot 0.344\;(\sigma = 1.8) = 48.1\,\text{m}$
Med Vert Disp28.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.8 \cdot 0.344\;(\sigma = 1.8) = 28.8\,\text{m}$
AP Pen Close488.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2919 \cdot 152^{0.69} \cdot 0.203^{-1.07} \cdot 762^{1.38} = 488.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far179.1 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 368.3 m/s: $P = 10^{-7}\cdot 2919 \cdot 152^{0.69} \cdot 0.203^{-1.07} \cdot 368.3^{1.38} = 179.1\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius45
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha25,200
2,800 HE damage x 9 broadside guns = 25,200.
AP full-salvo alpha45,000
5,000 AP damage x 9 broadside guns = 45,000.
Base HE DPM137,455
25,200 HE full-salvo alpha x 60 / 11 s base reload = 137,455.
Base AP DPM245,455
45,000 AP full-salvo alpha x 60 / 11 s base reload = 245,455.
Installed HE DPM152,727
25,200 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 152,727.
Installed AP DPM272,727
45,000 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 272,727.
Base shells/min49.1
9 broadside guns x 60 / 11 s base reload = 49.1.
Installed shells/min54.5
9 broadside guns x 60 / 9.9 s installed Artillery reload = 54.5.
Base fires/min6.87
9 HE shells x 60 / 11 s reload x 14% fire chance = 6.87.
Installed fires/min7.64
9 HE shells x 60 / 9.9 s installed reload x 14% fire chance = 7.64.

AA defense

Close-range AA DPS540
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (94×3.5×0.9) + (49×3.5×0.85) + (31×3.5×0.9) = 540. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1816
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 range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)108,000
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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. 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 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 42,400, 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 & stern27 mm

Overmatched by 65+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)1,600 (4% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)27 mm primary (range 27–152 mm)31,800 (75% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 6–102 mm)2,900 (7% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 6–160 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.33 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–38 mm)1,600 (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 HP21,200 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 (127 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 (40 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.
Rudder (module)separate HP pool, does not drain ship HP12,700 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.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • AL Baltimore default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Al BaltimoreAzur Lane

Primary official WG sources

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