Notable Point ยท 45:53-53:02

Why dreadnoughts should not close like pre-dreadnoughts

The simulation repeatedly closes the range when the ships were designed to exploit long-range heavy-gun fire.

Notes

The game's AI repeatedly pulls capital ships toward six-inch range even though their principal advantage is long-range 18-inch gunnery. It also concentrates on one target while leaving three other opponents free to fire, showing how poor target choice can squander a powerful battle line. The closing manoeuvre mismatches design and tactics: dreadnought-era fleets should use range, fire control, and armour to fight at distance instead of behaving like earlier close-range ships. A damaged ship that could withdraw remains at point-blank range, confusing courage with tactical necessity. At roughly ten kilometres, no plausible amount of armour makes a ship safe from repeated heavy-shell hits.