Video
Exercises & War Gaming Rules in 1929
Study Exercises & War Gaming Rules in 1929, a Dr. Alex Clarke video from 16 May 2020, with 25 time notes. Topics include Fleet Exercises, Interwar Naval History, Naval Aviation.
Time notes
- 2:19What the Royal Navy expected war games to teachChapter
The 1929 rules connected tabletop decisions to fleet exercises, common doctrine, decentralized command, and readiness for a war that might begin anywhere.
- 9:09War games made damage assessment part of officer educationNotable Point
Damage chips, distributed fleet play, temporary exercise commands, and professional reading made wargaming a practical school for naval judgment.
- 10:43Cruiser problems disguised the practice of economic warNotable Point
Cruiser exercises trained scouting, patrol, and commerce-war skills while also rehearsing chart work, communications, command relationships, and war diaries.
- 13:38Gunnery tables turned peacetime results into battle estimatesChapter
The rules discounted peacetime accuracy, then layered target size, smoke, visibility, air spotting, and return fire into an estimate of wartime gunnery.
- 15:09The tables preserved speculative designs and an evolving destroyer roleNotable Point
A 16-inch Queen Elizabeth alternative and the fading torpedo-boat-destroyer label show the rulebook capturing both unbuilt ideas and changing ship roles.
- 17:11Cumulative damage and speed loss changed how a fleet could fightNotable Point
Non-vital hits, early anti-aircraft weapons, torpedo outfits, and separate speed and fighting-efficiency penalties made damage operational rather than binary.
- 20:29Warhead size and hit location determined torpedo consequencesNotable Point
Warhead weight and damage to rudders, shafts, or propellers translated an individual torpedo hit into consequences for the whole formation.
- 22:05Periscope visibility and serviceability constrained reconnaissanceChapter
The rules treated submarine sighting distance and the declining serviceability of aircraft as operational limits rather than abstract background details.
- 24:19Carrier deck capacity turned fleet aviation into a timing problemChapter
Deck space, lifts, hangars, engine warm-up, and foreign carrier comparisons determined how quickly an air group could become a usable striking force.
- 26:19Air attack tables connected weapons effects to operational rangeChapter
Torpedo-hit probabilities, bombing depth limits, fuel reserves, wind, and recovery delays made naval air strikes a combined weapons-and-endurance calculation.
- 31:38Communications rules prepared fleets for dispersed warfareNotable Point
Signal delays and traffic priorities were built into games because carriers and night operations were spreading actions across much wider areas.
- 36:19Exercise MZ tested air attack in a balanced fleet problemChapter
Exercise MZ matched carrier-supported fleets in a Mediterranean problem and used the new rules to translate air attacks into lost battle-fleet speed.
- 40:52Air reconnaissance freed cruisers but exposed the carriersNotable Point
MZ showed that aircraft could replace cruiser scouting, allowing cruisers to raid the enemy screen or carriers while exposing the weakness of carrier protection.
- 43:32Mediterranean exercises combined training, presence, and Far East accessNotable Point
The exercise area offered reliable training weather, demonstrated British strength, and rehearsed movement along the route a fleet would use to reinforce the Far East.
- 45:06Exercise M1 tested concentrated carrier torpedo strikesChapter
Exercise M1 linked the speed needed for flying operations to early warning, fighter patrols, and the duty of the whole fleet to protect its carriers.
- 47:16M1 linked carrier command, torpedo performance, and strike concentrationNotable Point
M1 exposed the carriers' place under battlecruiser command while weighing torpedo reliability, pilot practice, fighter escort, and the delay needed to combine several air groups.
- 50:19Exercise OA tested mixed battle fleets and divided screensChapter
OA tested a mixed battleship-and-battlecruiser force, divided destroyer screens, and the disruption caused when rescue duties removed ships from the battle.
- 53:41K26 obeyed its target priority and passed up HoodNotable Point
OA's most striking command problem came when K26 declined a close shot at Hood because its assigned objective was the enemy battle fleet.
- 55:09OA's battle result made victory a costly operational stateNotable Point
Exercise ranges, capital-ship torpedo fire, speed loss, and accumulated damage left Red the nominal winner but with little unhampered force remaining.
- 57:20Submarines overloaded the fleet before they scored a hitChapter
OA measured sustained flying and ASW patrols, then concluded that submarine pressure could divert forces, congest signals, and delay a fleet commander's decisions.
- 1:01:43Exercise OD rehearsed convoy interception and night battleChapter
OD embedded a protected convoy in a Mediterranean land campaign, linking submarine attacks on communications to the urgent need for reinforcements and stores at Derna.
- 1:04:45OD used air search to set up a night interceptionChapter
Blue planned to locate and shadow the convoy with aircraft and submarines, refuse battle by day, and use darkness to offset the enemy's superior strength.
- 1:07:36Exercise OC linked submarine shadowing with air and ASW screensChapter
OC asked a submarine line to intercept, shadow, and report a fleet so another force could bring it to action.
- 1:10:58OC opened a wider problem of air-ASW cooperationNotable Point
Debate after OC explored aircraft-guided destroyer sweeps, breaking submarine contact at night, and the carrier's safe place behind an ASDIC screen.
- 1:16:14The 1929 exercises found questions faster than answersNotable Point
The closing assessment presents the exercises as a learning system that exposed uncertainty and demanded improvement a decade before the Second World War.