Video
Can Cathage Take Rome with a Naval Historian in charge? Rome Total War 1, April 2023
Study Can Cathage Take Rome with a Naval Historian in charge? Rome Total War 1, April 2023, a Dr. Alex Clarke video from 24 Apr 2023, with 38 time notes. Topics include Carthage, Historical Games, Military Strategy.
Time notes
- 7:46Why gun calibre alone does not determine rangeNotable Point
A viewer's battle report prompts a compact explanation of how barrel length can let a smaller-calibre naval gun outrange a larger but shorter weapon.
- 9:27Carthage's strength is offset by strategic exposureChapter
The faction choice introduces Carthage as a wealthy and capable power whose position exposes it to pressure from all three Roman factions.
- 21:28Phoenician commerce framed as Carthaginian propagandaNotable Point
The campaign introduction presents Phoenician law, trade, settlement, and encirclement before the commentary identifies the speech as propaganda.
- 27:22Why Carthage needs both a sword and a shieldChapter
Campaign planning becomes a wider lesson about defending a dispersed state while still creating enough offensive power to defeat Rome.
- 40:18Missile troops blunt Roman heavy infantryNotable Point
A battlefield success illustrates why Carthaginian armies benefit from using slingers and other missile troops before closing with Roman legionaries.
- 51:39When an attacking army calls itself the defenderNotable Point
The battle speech claims that peaceful Carthage is defending itself even though the campaign map shows that the player initiated the attack.
- 54:32Multiple breaches divide the siege defendersNotable Point
Preparing the first assault, the player opens several approaches to split the defenders before using a cavalry-heavy army inside the city.
- 55:02QuestionWhy do warmongering states claim to be peaceful?AnswerQ&A
Presenting war as forced self-defense is a longstanding propaganda technique, and close study of conflict gives historians strong reasons to distrust it.
- 1:06:24Why elephants struggle in narrow streetsNotable Point
The first siege closes with a warning that elephants lose much of their value when the fighting compresses into narrow urban ground.
- 1:11:44Outnumbered defenders still need comparable weaponsNotable Point
A hopeless city defense prompts a distinction between outnumbered formations with comparable weapons and farmers facing armoured professional troops.
- 1:16:14A Roman landing exposes Carthage's naval mobility gapChapter
A Roman landing in an exposed territory makes the need for stronger local land forces, triremes, and maritime interception immediately visible.
- 1:18:15The game's tribal development ceiling distorts ancient societiesNotable Point
The faction system prompts a warning that peoples labelled as tribes could possess more organizational capacity than the game's settlement tiers allow.
- 1:18:52A failed interception turns dock control into the next objectiveNotable Point
After a tiny fleet loses at sea, the next objectives are the enemy docks and enough new ships to contest future crossings.
- 1:25:11Reading the line reveals where to seek local cavalry superiorityNotable Point
Skirmishers in the center and cavalry on both flanks create an opportunity to seek local mounted superiority without matching the line symmetrically.
- 1:27:21QuestionDid any surface warship use titanium, or was it confined to submarines?AnswerQ&A
Titanium was mainly a submarine material because it was too expensive and difficult to use widely in surface-warship construction.
- 1:28:11A walled town anchors the flank that cavalry cannot coverNotable Point
Unable to match enemy cavalry on both wings, the Carthaginian force uses the town wall to secure one side and concentrates mounted strength on the other.
- 1:29:24The risks of a mercenary-heavy Carthaginian armyNotable Point
The campaign's reliance on hired troops leads to a brief historical comparison with Roman distrust of mercenary-dominated armies.
- 1:31:40Repeated redeployment creates a temporary openingNotable Point
Enemy units lose cohesion while repeatedly reorganizing, creating an opening for better infantry, but the gamble collapses when the Carthaginian general dies.
- 1:37:03Why naval commanders delegate battle controlNotable Point
A gameplay discussion becomes a useful comparison between delegated ship handling, a captain's tactical overview, and an admiral's fleet-wide command problem.
- 1:39:51Night battles isolate enemy armies in the campaignNotable Point
Rome: Total War's night-battle rule isolates a cavalry-heavy enemy from nearby reinforcements.
- 1:42:02Why Dreadnought's 12-inch battery is surprisingNotable Point
British gun-calibre discussion turns to Dreadnought's 12-inch battery, the Lord Nelson class, standardization, and an available 14-inch alternative.
- 1:47:44Defeat reinforcements before they can organizeChapter
A costly night battle demonstrates the value of breaking an arriving force before it forms up, then concentrating against the remaining Roman army.
- 2:00:24Why ten-inch cruisers are not a close match for a 12-inch broadsideNotable Point
A viewer's imagined engagement prompts a comparison of broadside weight and the tactical value of a battlecruiser's expected speed advantage.
- 2:18:34Why Syracuse needs a fleet to project powerChapter
After taking Syracuse, the army remains trapped on Sicily until naval transport exists, even if the city becomes a strong Carthaginian base.
- 2:37:20A siege draws Roman armies into open battleChapter
The siege attracts Roman forces and produces a sortie that exposes the garrison outside its defenses.
- 2:49:38QuestionWere any real-life generals as inept as the commander shown here?AnswerQ&A
The worst were less likely to survive repeated campaigning, and Rome's political system also shaped who reached military command.
- 2:56:23Roman city walls and a game's siege shortcutsNotable Point
A siege scene leads to a comparison between the game's fortifications, surviving Roman urban walls, and the constraints of strategy-game design.
- 2:59:07When can a smaller army besiege a larger one?Notable Point
A smaller force can contain a larger peasant army when troop quality compensates, but the same gamble becomes disastrous against competent heavy infantry.
- 3:02:30Infantry fixes the enemy while cavalry turns the flankNotable Point
Infantry pressure and cavalry movement overload the Roman commander's attention instead of contesting hastati head-on.
- 3:04:00Sicily replaces scattered holdings with a strategic centerNotable Point
Losing an isolated Spanish possession matters less once control of Sicily gives the campaign a compact, defensible center near the main Roman objective.
- 3:08:31QuestionWould relying on town militia be a sign of desperation?AnswerQ&A
Usually by this stage of the campaign: militia can help early, but later they mainly inflate numbers without providing equivalent fighting power.
- 3:11:41How light infantry, missiles, and cavalry counter Roman heavy infantryChapter
Facing Roman principes without heavy infantry, the Carthaginian force relies on numbers, defensive depth, skirmishers, and massed cavalry.
- 3:25:17Retreat fails when reinforcements block the exitNotable Point
The game lets an enemy withdraw through arriving Carthaginian troops, although a real force using that route would be destroyed piecemeal.
- 3:29:42Embarkation turns Sicily into a springboard for RomeChapter
The crossing is framed as an attempt to accomplish what historical Carthage did not, then the army embarks for an assault on Rome.
- 3:33:25A missile screen and cavalry reserve prevent envelopmentNotable Point
Against javelin troops and missile cavalry, the formation protects its generals, uses a missile screen, and holds cavalry ready to punish a flanking move.
- 3:47:03Why troops should form up before leaving a siege towerNotable Point
The assault on Rome exposes a game mechanic that sends soldiers from siege towers in ones and twos instead of delivering a coherent formation onto the wall.
- 3:48:07When the game engine punishes realistic siege tacticsNotable Point
As the assault begins to fail, the player stops treating it like a real battle and switches to tactics that exploit Rome: Total War's mechanics.
- 4:05:41The failed assault on Rome exposes the cost of rushingChapter
After the attack collapses, Roman resistance, poor timing, command losses, and an army built around light infantry become the reasons to withdraw and rethink the siege.