Video

A Ultimate Admiral Dreadnoughts Campaign: Building a Battle Cruiser Navy... part 7

Study A Ultimate Admiral Dreadnoughts Campaign: Building a Battle Cruiser Navy... part 7, a Dr. Alex Clarke video from 25 Sept 2023, with 24 time notes. Topics include Battlecruisers, Naval Force Structure, Naval…

Date
Runtime2:34:46
Guide points24 time notes

Time notes

  1. 2:56
    A battlecruiser reserve at Singapore

    Four battlecruisers and two light cruisers at Singapore give the distant station a ready operational reserve.

    Chapter
  2. 4:53
    Crew capacity before expanding the submarine force

    With crew training and transport capacity at maximum, the navy orders sixteen coastal minelaying submarines while still accounting for people and support capacity.

    Notable Point
  3. 10:35
    Blockading France as economic warfare

    A fleet concentrated off France is expected to damage the French economy. Sea control becomes pressure on the enemy's ability to sustain war.

    Notable Point
  4. 11:59
    Screening and scouting ahead of the battle line

    Light cruisers and destroyers are assigned to screen, scout, and hunt while the capital ships form the battle line behind them.

    Chapter
  5. 23:09
    Why fleet speed has to match the force

    Grouping a fast battlecruiser with ships limited to 24 knots sacrifices its speed advantage so the formation can stay together.

    Notable Point
  6. 25:42
    Secondary batteries create a crossfire problem

    Concentrated six-inch fire from several directions can punish a lighter French battlecruiser at close range.

    Notable Point
  7. 39:02
    Range, speed, and armor in a battlecruiser duel

    A battlecruiser's slight advantages in speed and range leave it exposed to a battleship's much heavier armor.

    Chapter
  8. 46:31
    Why a distant-station cruiser needs torpedoes

    A cruiser operating away from battleship support needs torpedoes for protection and to create a close-range threat.

    Notable Point
  9. 52:36
    Disengaging instead of gambling a battlecruiser

    With six-inch ammunition exhausted and another enemy ship approaching, the safer choice is to accept defeat instead of risking a thinner battlecruiser to finish a damaged opponent.

    Notable Point
  10. 55:26
    Bulkheads improve survival but cost weight

    Maximum reinforced bulkheads help contain flooding and fire, but their weight reduces the margin available for fuel and other design choices.

    Notable Point
  11. 59:00
    Concentrating fleets for an invasion of northern France

    The campaign shifts fleets toward northern France as an invasion plan absorbs available ships, bases, crews, and older hulls.

    Chapter
  12. 1:07:40
    Fleet renewal depends on the crew pool

    New ships enter service while vessels built between 1911 and 1918 are scrapped so scarce trained crews can move into the modern fleet.

    Notable Point
  13. 1:14:27
    A capital ship designed to escort itself

    Reviewing fast, heavily armed capital-ship designs leads to the idea of a ship whose six-inch battery can handle destroyers and light cruisers without close escort support.

    Notable Point
  14. 1:26:16
    Balancing a super-battleship design

    A super-battleship design is reduced from an extravagant starting point by trading speed, hull protection, armament layout, and weight balance.

    Chapter
  15. 1:33:28
    Designing for cruising range and future upgrades

    The super-battleship balances 10,900 kilometres of endurance against weight, while an oversized barbette preserves room for a later turret upgrade.

    Notable Point
  16. 1:46:27
    The Hood class: broadside and fire arcs

    The completed Hood-class design combines nine 16.5-inch guns with an eighteen-gun six-inch broadside, whose firing arcs determine coverage at each end of the ship.

    Notable Point
  17. 1:53:58
    Do not open a gap in a convoy screen

    A convoy escort that charges out after an attacker can leave the merchant ships exposed, giving a fast surface raider a route through the screen.

    Chapter
  18. 2:11:37
    Gun calibre should change turret scale

    The game's six-inch turrets look narrower than its four-inch mounts, although larger real-world guns require larger mountings.

    Notable Point
  19. 2:12:37
    Designing light cruisers for torpedo saturation

    The campaign's light cruisers carry an enormous torpedo supply. Their design and tactics revolve around repeated mass attacks.

    Notable Point
  20. 2:13:15
    Togo faced criticism before Tsushima

    Admiral Togo faced pressure before Tsushima because the Russian fleet had not yet come out to be defeated.

    Notable Point
  21. 2:15:29
    Using light cruisers to torpedo a heavy cruiser

    A light-cruiser force closes on a heavier cruiser to launch torpedoes before its seven-inch guns can exploit the lighter ships' thin armor.

    Chapter
  22. 2:22:16
    Merchant ships can still carry a sting

    A seemingly undefended merchant convoy reveals torpedo capability, prompting a comparison with armed merchant cruisers.

    Notable Point
  23. 2:28:40
    Detection, speed, and two torpedo-evasion turns

    Sonar warning and 36-knot speed do not save a cruiser that turns across the torpedo tracks, while a later passage sets out the choices of turning away or toward the weapon.

    Notable Point
  24. 2:31:33
    More invasion tonnage does not guarantee success

    Even 1.5 million tons against an 845,000-ton requirement produces only a 29 percent invasion chance, despite an overwhelming British concentration against the nearby French surface force.

    Notable Point