World of Warships: Legends ship guide

Baltimore

Also called: 巴尔的摩 Beta
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
Playstyle
  • Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Radar (9 km)Wide always-pen zoneStrong AADefensive AAThick end platesSoft superstructure
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Community Data

Baltimore Community Stats

Across 23,000+ Standard battles from 310+ players, Baltimore averages a 59% win rate, 62,300 damage and 1.0 kills per battle, and survives 41% of them.

Community Data

Baltimore Community Stats

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Playstyle

Overview

Baltimore is a Tier VII American heavy cruiser whose signature kit is Surveillance Radar (9 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. AA (540 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 5 of 58 in T7 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: end-plate armor in T7 CAs (27 mm, 9th of 55) and heavy citadel belt in T7 CAs (160 mm, 7th of 55). The trade is soft superstructure in T7 CAs (6 mm, 48th of 53).

Positioning

Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 9 km, so the drop only pays once you are near enough to use it: push it when the destroyer fight is yours, not to fish for a lone kill, or the next push has no answer to smoke or vision. The helm answers quickly (7.1 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

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. Yours reaches 9 km for 30 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9 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.

Top-tier AA ↗

540 AA DPS, top decile of T7 CAs (median 375).

ELITE ARMOR ↗
  • Thick end plates · 27 mm
  • Heavy citadel belt · 160 mm
  • Thick bow plate · 27 mm
  • Thick stern plate · 27 mm
Wide always-pen zone ↗

60° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.

Radar cruiser

Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.

Soft superstructure ↗

6 mm superstructure, bottom quartile of T7 CAs. HE farms harder.

Acquisition

How to get Baltimore

Baltimore is available in the Bombarding Heavy Cruisers branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Baltimore sits in the Bombarding Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. heavy cruisers are well suited to bombarding enemy ships with powerful, super-heavy armor-piercing shells and high-explosive shells, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
Advantages
Improved AP shells, Long-duration Radar starting at Tier VII
Disadvantages
Low-velocity shells, Poor protection

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Baltimore sits among Tier VII CAs (57 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.

LongestAP fuse timer0.033 s (1 of 25 tied) BestAP ricochet start60° (1 of 14 tied) Top 10%AA DPS540 (5/58) Top 25%Rudder shift7.1 s (14/58) Top 25%HE shell damage3,000 (12/50) Top 25%AP shell damage5,300 (10/58) Top 25%Secondary HE alpha1,800 (13/51) Top 25%AP auto-bounce angle67.5° (11/58) Top 25%AA threat1,818 (7/58) Top 25%Flak damage per salvo (expected)1,863 (15/58) Top 25%Max armor160 mm (13/58) Top 25%Citadel belt160 mm (7/55) Top 25%End plates27 mm (9/55 / 9/55) Bottom 25%Sigma1.9 (50/58) Bottom 25%AP velocity782 m/s (53/58) WorstSecondary fire chance5% (1 of 23 tied) WorstNo torpedoes (15 of 58 in cohort)
See 32 mid-pack stats

Not standouts for 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(17/58) Max speed32.5 kt(43/58) Concealment12.64 km(34/58) Smoke fire bloom7.21 km(39/58) Air detection7.58 km(32/58) Turning circle730 m(31/58) Main battery caliber203 mm(19/58) Main battery range15.47 km(33/58) Main battery reload12 s(41/58) HE fire chance14%(20/50) Fires per minute6.3(37/50) HE DPM135,000(35/50) AP DPM238,500(35/58) Main dispersion139.7 m(26/58) Secondary DPM (per side)108,000(33/51) Secondary HE pen21 mm(15/51) HE velocity823 m/s(38/50) Time to 90% speed25.1 s(35/57) Acceleration (0-12 kt)9.1 s(43/57) AP arming threshold34 mm(41/58) Engine power120,000 hp(32/57) Power / turn radius164.4 hp/m(23/57) Displacement17,344 t(40/58) Power-to-weight6.92 hp/t(35/57) AP pen at 10 km226 mm(21/58) Effective HE DPM (incl. fire)181,732(37/50) AA range5 km(29/58) Repair heal rate0.6 %/s(23/57) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit PointsInitial: 36,600 → 42,400
Displacement17,344 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
205.3 x 21.6 m, draft 7.1 m
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 resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 42,400 HP = 3,816 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 42,400 HP = 4,240 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 42,400 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 42,400 HP = 7,123 HP per charge, × 2 charges = 14,246 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
56,646
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,600 = 13,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,600
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 31,800 = 63,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
31,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,900 = 5,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,900
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 203 mm/55 Mk15
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 13 s → 12 s
Firing range (base)14.1 km
Firing range (top fire control)15.5 km
Turret traverse7 °/s
Turret armor203 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.5 km) shells land in an ellipse about 140 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15469.330·8−1.11000+1.1)·30=139.7m
139.7 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.7·0.6=83.8m
83.8 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =139.7·0.61.9=44.1m
44.1 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.8·0.61.9=26.5m
26.5 m at 15.5 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 13 s base reload = 41.5. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 10.857 s (10.8 s = 76 ticks) all-upgrades reload (12 s × 0.9 Main Battery Mod. 3 = 10.8 s) = 49.7.
Initial: 41.5 → 49.7
HE shells
HE alpha2,800 → 3,000
HE Velocity823 m/s
Fire Chance14%
HE fire DPM vs T7 BB46732
Effective HE DPM vs T7 BB172732
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒZero upgrades: 2,800 HE damage x 9 broadside guns = 25,200. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 3,000 HE damage x 9 broadside guns = 27,000.
Initial: 25,200 → 27,000
HE DPM
ƒZero upgrades: 25,200 HE full-salvo alpha x 60 / 13 s base reload = 116,308. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,000 HE full-salvo alpha x 60 / 10.857 s (10.8 s = 76 ticks) all-upgrades reload (12 s × 0.9 Main Battery Mod. 3 = 10.8 s) = 149,211.
Initial: 116,308 → 149,211
Fires/min
ƒZero upgrades: 41.5 shells/min × 0.14 (14% fire chance) = 5.82. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 49.7 shells/min × 0.14 (14% fire chance) = 6.96.
Initial: 5.82 → 6.96
AP shells
AP alpha4,600 → 5,300
AP Velocity853 m/s → 782 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range164 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2919·1520.69·0.203−1.07·7821.38=506.2mm.
506.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 398.8 m/s: P=10−7·2919·1520.69·0.203−1.07·398.81.38=199.9mm.
199.9 mm at 15.5 km
AP full-salvo alpha
ƒZero upgrades: 4,600 AP damage x 9 broadside guns = 41,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5,300 AP damage x 9 broadside guns = 47,700.
Initial: 41,400 → 47,700
AP DPM
ƒZero upgrades: 41,400 AP full-salvo alpha x 60 / 13 s base reload = 191,077. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 47,700 AP full-salvo alpha x 60 / 10.857 s (10.8 s = 76 ticks) all-upgrades reload (12 s × 0.9 Main Battery Mod. 3 = 10.8 s) = 263,605.
Initial: 191,077 → 263,605
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk2Initial: 40 mm Bofors Mk1 (12×2) → 40 mm Bofors Mk2 (12×4)
20 mm Oerlikon Mk423×1 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Mk32 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 98 from dual-purpose secondaries firing as AA in this range band.
98
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒInitial: 69 × 3.5 × 0.9 = 217 → 94 × 3.5 × 0.9 = 296. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 217 → 296
Range3.5 km
Total DPS in Aura
ƒFar 98 + Medium 296 = 394
394
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒInitial: 50 × 3.5 × 0.85 = 149 → 49 × 3.5 × 0.85 = 146. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 149 → 146
Range2 km
Total DPS in Aura
ƒFar 98 + Medium 296 + Near 146 = 540
540
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
108,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 3 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 22,253. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
22,253
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 108,000 + secondary fire DPM 22,253 = 130,253: shell damage plus fire damage against one T7 battleship, every shell hitting.
130,253
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3
HE Pen21 mm
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 power120,000 hp
Maximum speed32.5 kt
Turning circle radius730 m
Rudder shift timeInitial: 9.2 s → 7.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
28.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
25.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
40.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.3 = +1.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.64 km x 0.955 = 12.07 km. Camouflage does not change detectability by air.
12.64 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.64 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.07 km.
12.07 km
Detectability by air7.58 km
Smoke firing penalty7.21 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.64 km) = 15.47 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.47 km
Detect when firing (air)
ƒAir detectability 7.58 km + gun-firing bloom 4.06 km = 11.64 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
11.64 km
Detect when on fire (sea)
ƒSea detectability 12.64 km + 2.0 km while burning = 14.64 km.
14.64 km
Detect when on fire (air)
ƒAir detectability 7.58 km + 3.0 km while burning = 10.58 km.
10.58 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Catapult Fighter4 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 7,123 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 42,400 HP = 7,123 HP: up to 16.8% of max HP restored per charge.
· 14,246 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 42,400 HP = 14,246 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 254 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 42,400 HP = 254 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points36,600 → 42,400
  • Rudder shift9.2 → 7.1 s
  • Close-range AA DPS119 → 143
Fire controlUpgrade
  • Main battery range14,063 → 15469.3 m
ArtilleryUpgrade
  • Base reload13 → 12 s

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15469.3=7735 m, and radiusOnMax=0.6 at 15469.3 m. Below the kink: k=0.2+(0.5−0.2)·50007735=0.3939, so σV=σH·k=67.5·0.3939=26.6m.
Shell scatter height @ 10 km54 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15469.3=7735 m, and radiusOnMax=0.6 at 15469.3 m. Above the kink: k=0.5+(0.6−0.5)·10000−773515469.3−7735=0.5293, so σV=σH·k=102·0.5293=54m.
Shell scatter height @ 15 km81.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15469.3=7735 m, and radiusOnMax=0.6 at 15469.3 m. Above the kink: k=0.5+(0.6−0.5)·15000−773515469.3−7735=0.5939, so σV=σH·k=136.5·0.5939=81.1m.
AP pen 5 km322 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2846·1180.69·0.203−1.07·651.81.38=322mm, where 651.8 m/s is the shell's speed when it arrives at 5 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km226 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2846·1180.69·0.203−1.07·504.21.38=226mm, where 504.2 m/s is the shell's speed when it arrives at 10 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km167 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2846·1180.69·0.203−1.07·405.61.38=167mm, where 405.6 m/s is the shell's speed when it arrives at 15 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.61 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.321·0.20328·118=4.4×10−5. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.88 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.333·0.20328·118=4.57×10−5. That runs from a 823 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,846
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass118 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.321
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity853 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity823 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range98
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 12x4 -> 296 DPS @ 3.5 km; 20mm Oerlikon MK4 23x1 -> 146 DPS @ 2 km; 5in38 Mk32 Mod12 6x2 -> 98 DPS @ 5 km.
AA DPS layered by range98 DPS @ 5 km, 394 DPS @ 3.5 km, 540 DPS @ 2 km
@ 5 km: 98 from one family; @ 3.5 km: 296 + 98 = 394; @ 2 km: 296 + 146 + 98 = 540. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank540
296 + 146 + 98 = 540 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1818
296 × 3.5 + 146 × 2 + 98 × 5 = 1818. 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 firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
The only family (127 mm): 5%. 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
The only family (127 mm): 21 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.
Open in Charting Tool

Ship Charts

Background

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.

Armor Beta

Hull HP 36,600 → 42,400 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 69+ AP 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)1,600 (4% of HP)
Overmatched by 406mm+ AP (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+ AP (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+ AP (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: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Balance History

Balance updates affecting Baltimore. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×4
2021-05-13

May Update: Things Are Heating Up!

  • Main battery turret traverse speed increased from 6°/s to 7°/s.
  • Main battery accuracy improved by about 6%.
  • For Hull B, HE shell maximum damage increased from 2,800 to 3,000.
  • For Hull B, AP shell maximum damage increased from 5,000 to 5,300; shell velocity increased from 762 m/s to 782 m/s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Baltimore can equip.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.