Notable Point · 1:18:37-1:19:31

Shell choice changes the ammunition problem

The older ships' limited armour makes high explosive attractive, but the modern ship exhausts that part of its secondary ammunition first.

Notes

The damaged 1905 dreadnoughts have enough armour to trigger armour-piercing shells, though that does not automatically make them the best ammunition. Against the earlier pre-dreadnoughts, an all-high-explosive load might have destroyed targets faster. By this stage the ship has already consumed its high-explosive 5.3-inch ammunition and must continue with armour-piercing rounds. Magazine endurance depends on shell count and on carrying the right ammunition mix for the expected targets.