BALTIMORE

Country
United States of America (USA)

Class
Cruiser

MMweight
8.0

Obtain Method
Tech Tree

Arena rating

PVP rating

Baltimore CA-68 is the lead ship of Baltimore-class heavy cruisers. Baltimore is the first US cruiser that was designed without the limitations of naval treaty. It was commissioned and participated many times during the second world war.

Baltimore has nine 203 mm guns, mounted in triple turrets. Baltimore has much better firing angle than previous US cruisers, which makes its firepower more effective and easy to use. The reload and damage is decent. Unlike 152 mm guns on light cruisers, 203 mm HE can penetrate battleship armor. This means Baltimore has better fighting chance against battleships compared to Cleveland. However, Baltimore still lacks accuracy to reliably deal damage at more than 13 km range. The slow shell velocity also makes it hard to aim at maneuvering targets. The shell arc is high, so Baltimore can lob shells from behind island easily.

Baltimore has decent armor for a cruiser. The belt armor can bounce some battleship shells when angled. However, it’s bow armor is actually worse than Wichita (Baltimore can only bowtank 380 mm guns). This makes Baltimore harder to play than Wichita. Baltimore’ speed is rather slow but the maneuverability is good. The surface detectability is average. The AA is good, perhaps the best among cruisers in MMweight 8.0. It also has fighter planes and anti-air barrage consumable for additional defenses against CV planes. However, it’s still not enough to stop one squadron of planes, much less a full attack from same tier CV.

Playstyle

At the start of the battle, sail to a flank. Don’t sail too forward. Don’t get yourself spotted first. Remember, shooting will increase your detectability range so don’t do that unless you absolutely need to. If the enemy is spotted, let your battleships shoot the enemy first. You need to find a big island to hide behind. Ideally, you want to be able to lob shells to the enemy but the enemy can’t see or shoot you back. Shoot after you get a good position. If you’re getting shot, just move closer to the island to hide or run away.

If there’s no such island, fight in open water at more than 12 km from enemy battleship. Angle your ship away from the enemy (kiting position). Speed juke to dodge shells. You can try this simple speed juke tactic: sail at 1/4 speed when the enemy isn’t shooting, accelerate to full speed when the enemy shoots at you, reverse if the enemy shoots in front of your ship. Turn your ship away to increase its effectiveness. Don’t show broadside. If you can’t dodge, try to take the shells on the belt armor while angled. If your HP is low, just run away and stop shooting. Once you get out of your basic detection range, you won’t be spotted anymore. Because in open water you need to fight at long range, your damage output will be low. But at least you can live longer.

If you’re brave and there’s no enemy that can overmatch your armor (406 mm+ caliber or MAP ammunition), you can play aggressively. Point your bow towards the enemy. Stay beside an island to cover your citadel. If there’s no island, alter your speed regularly (between half speed and reverse) to throw off the enemy’s aim. This playstyle is risky.

To maximize your effectiveness, try to create a crossfire with your teammates. If your teammate is tanking, you sail to the side of the enemy ship and shoot at their broadside.

Baltimore has mediocre concealment. It’s not good for capturing bases and spotting enemies. In a CV battle, always stay close to allied ships (especially BBs and CV) so you can protect each other with overlapping AA and anti-air barrage consumable. Your damage output will be low but you can be useful.

Is it worth to buy?

Baltimore can be strong if there’s no enemy that can overmatch it. However, in long range battles or if there are plenty of battleships, its effectiveness is reduced significantly.

Baltimore is a tech tree ship. If you want to get it, you just have to grind it. The continuations up to Des Moines are strong. It’s worth to grind especially for new players.

Strengths
Good penetration, good firing angle, decent armor, good AA, has fighter planes.
Weaknesses
Slow shell velocity, bad accuracy, short range, slow speed
Consumables
Elite DC, elite repair (3 charges), anti-air barrage (4 charges)
General playstyle
Kiting, flanking, pushing, bowtank with island cover, lobbing shells from behind island
Role/specialty
Damage dealer, offtank
Preferred enemy target
BB, cruiser

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module
Slot 3: cruiser aiming system module
Consumables
Slot 1: elite damage control
Slot 2: elite repair
Slot 3: elite anti-air barrage
Crew Skills (after basic skill)
Captain: artillery warning – hull protection – boost morale
Gun: crack gunner – high speed aiming – burn the ship behind
Engine: quick shift – adv. quick shift – steering master – noise reduction
Damage control: buoyancy reserve – emergency flooding – extinguish

Leave a comment

Design a site like this with WordPress.com
Get started