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 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
Radar (9 km)Wide always-pen zoneStrong AADefensive AAThick end platesSoft superstructure
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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 57 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: best AP always-pen window in T7 CAs (60°) and end-plate armor (27 mm).

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. 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.

Wide always-pen zone

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

ELITE ARMOR
  • Thick end plates · 27 mm
  • Heavy citadel belt · 160 mm
  • Thick bow plate · 27 mm
  • Thick stern plate · 27 mm
Top-tier AA

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

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.

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.

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Cohort position

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Where Baltimore sits among Tier VII CAs (56 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 24 tied) BestAP ricochet start60° (1 of 14 tied) Top 10%AA DPS540 (5/57) Top 25%Rudder shift7.1 s (14/57) Top 25%HE shell damage3,000 (12/49) Top 25%AP shell damage5,300 (9/57) Top 25%Secondary HE alpha1,800 (13/50) Top 25%AP auto-bounce angle67.5° (11/57) Top 25%AA threat1,818 (7/57) Top 25%Flak per wave (expected)1,863 (15/57) Top 25%Max armor160 mm (13/57) Top 25%Citadel belt160 mm (7/54) Top 25%End plates27 mm (9/54 / 9/54) Bottom 25%Sigma1.9 (49/57) Bottom 25%AP velocity782 m/s (51/57) WorstSecondary fire chance5% (1 of 22 tied) WorstNo torpedoes (15 of 57 in cohort)
See 33 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(17/57) Max speed32.5 kt(43/57) Concealment12.64 km(34/57) Smoke fire bloom7.21 km(39/57) Air detection7.58 km(32/57) Turning circle730 m(31/57) Traverse-to-turn ratio5.33 ×(39/57) Main battery caliber203 mm(18/57) Main battery range15.47 km(32/57) Main battery reload10.8 s(40/57) HE fire chance14%(20/49) Fires per minute7(36/49) HE DPM150,000(35/49) AP DPM265,000(34/57) Main dispersion139.7 m(26/57) Secondary DPM (per side)108,000(32/50) Secondary HE pen21 mm(15/50) HE velocity823 m/s(37/49) Acceleration26.5 s(35/56) AP arming threshold34 mm(41/57) Engine power120,000 hp(31/56) Turn-speed retention164.4 hp/m(23/56) Displacement17,344 t(40/57) Power-to-weight6.92 hp/t(35/56) AP pen at 10 km226 mm(20/57) Effective HE DPM (incl. fire)201,925(36/49) AA range5 km(29/57) Repair heal rate0.6 %/s(23/56) Deck armor38 mm(39/52) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit PointsInitial: 36,600 → 42,400
Displacement17,344 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. 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
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (3,816 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (4,240 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
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: 0.6%/s x 28 s = 7,123 HP per charge, x2 charges = 14,246 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
56,646
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
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, read from in-game data. 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
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 30° off stern
AP pen max range164 mm
HE fire DPM vs T7 BB46732
Effective HE DPM vs T7 BB172732
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15469.330·81.11000+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 / 10.8 s all-upgrades reload = 50.
Initial: 41.5 → 50
HE shells
HE Damage2,800 → 3,000
HE Velocity823 m/s
Fire Chance14%
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 / 10.8 s all-upgrades reload = 150,000.
Initial: 116,308 → 150,000
Fires/min
ƒZero upgrades: 41.5 shells/min x 14% fire chance = 5.82. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 50 shells/min x 14% fire chance = 7.
Initial: 5.82 → 7
AP shells
AP Damage4,600 → 5,300
AP Velocity853 m/s → 782 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP 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 =107·2919·1520.69·0.2031.07·7821.38=506.2mm. Matches the in-game spec card.
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=107·2919·1520.69·0.2031.07·398.81.38=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 / 10.8 s all-upgrades reload = 265,000.
Initial: 191,077 → 265,000
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
ƒEffective DPS: 94 raw aura damage × 3.5 × 0.9 hit probability = 296 - 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
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.85 hit probability = 146 - 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 bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 1 outer
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 waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves 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
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 Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor 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 time7.1 s
Engine power-boost threshold7 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 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
27.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
26.5 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.
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=71.31=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea12.64 km
Detectability by air7.58 km
Smoke firing penalty7.21 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
15.47 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.06 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
11.64 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.64 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
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 wave - more clouds in the air over the wave, 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 · 90 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)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 14,246 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = 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
ƒ0.6% of max HP (42,400 HP) per second = 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 shift11.9 → 9.2 s
  • Close-range AA DPS119 → 143
Fire controlUpgrade
  • Main battery range14,063 → 15469.3 m
ArtilleryUpgrade
  • Base reload13 → 12 s

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)1.9
Max Horiz Disp139.7 m at 15.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15469.330·81.11000+1.1)·30=139.7m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp83.8 m at 15.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.7·0.6=83.8m
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+(0.60.5)·10000773515469.37735=0.5293, so σV=σH·k=102·0.5293=54m.
Med Horiz Disp44.1 m at 15.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =139.7·0.61.9=44.1m
Med Vert Disp26.5 m at 15.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =83.8·0.61.9=26.5m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close506.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2919·1520.69·0.2031.07·7821.38=506.2mm. Matches the in-game spec card.
AP Pen Far199.9 mm at 15.5 km
Same formula at the ship's max firing range (15.5 km), where the shell has slowed to 398.8 m/s: P=107·2919·1520.69·0.2031.07·398.81.38=199.9mm.
AP pen 5 km322 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. 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=4.4×105. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. 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=4.57×105. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alphaInitial: 25,200 → 27,000
Zero 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.
AP full-salvo alphaInitial: 41,400 → 47,700
Zero 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.
HE DPMInitial: 116,308 → 150,000
Zero 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 / 10.8 s all-upgrades reload = 150,000.
AP DPMInitial: 191,077 → 265,000
Zero 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 / 10.8 s all-upgrades reload = 265,000.
Shells/minInitial: 41.5 → 50
Zero 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 / 10.8 s all-upgrades reload = 50.
Fires/minInitial: 5.82 → 7
Zero upgrades: 41.5 shells/min x 14% fire chance = 5.82. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 50 shells/min x 14% fire chance = 7.

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.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range98 DPS @ 5 km, 394 DPS @ 3.5 km, 540 DPS @ 2 km
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
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1818
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 36,60042,400 with hull upgrade, 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 68+ 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.

Open in Charting Tool

Ship Charts

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.
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Exteriors

Skins & permanent camouflages

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

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.