Video

HMS Dreadnought, but built around the RN's favourite battleship guns...

Study HMS Dreadnought, but built around the RN's favourite battleship guns..., a Dr. Alex Clarke video from 26 Apr 2023, with 36 time notes. Topics include 13.5-inch Guns, Aircraft Carriers, Battleship Design.

Date
Runtime3:49:34
Guide points36 time notes

Time notes

  1. 7:37
    Designing a 13.5-inch-gun HMS Dreadnought

    A game-built alternative Dreadnought establishes the battery, speed, and supporting weapons required by an immediate British move to 13.5-inch guns.

    Notable Point
  2. 12:48
    QuestionWould Fisher have tried triple 13.5-inch guns with superfiring turrets?Answer

    Fisher is expected to want at least ten 13.5-inch guns. A revised 1908 game design is judged plausible, while the exact triple and superfiring arrangement remains open.

    Q&A
  3. 14:35
    Dreadnought hull balance, roll and persistent pitch

    The game design distinguishes static weight balance from roll and pitch: correcting the weight offset leaves persistent pitching to solve.

    Notable Point
  4. 25:37
    Orion's armour as a check on the Dreadnought game design

    Orion's protection figures expose excessive game armour defaults, while secondary guns and barrel lengths consume the weight saved.

    Notable Point
  5. 31:40
    The French response and the cost of dreadnought design lag

    A speculative French counterpart illustrates how construction timing could turn one navy's design breakthrough into a wider lead.

    Notable Point
  6. 42:59
    QuestionWhat might a 9.5- or 10-inch-gun American treaty cruiser look like?Answer

    It would probably be a roughly 15,000-ton cruiser, with its larger guns also pushing treaty powers to preserve a four-inch calibre gap before capital ships.

    Q&A
  7. 46:07
    Designing an American 10-inch treaty cruiser

    The American counterfactual balances a 15,000-ton limit, high speed, shallow draft, and deliberate departures from historical US cruiser practice.

    Notable Point
  8. 56:31
    How Japan might answer a 10-inch American cruiser

    A Japanese counter-design shows how speed, range, aircraft facilities, torpedoes, and thin protection could compete for treaty-cruiser tonnage.

    Notable Point
  9. 1:11:31
    Volume of fire versus protection in a cruiser duel

    The simulated duel tests whether the Japanese cruiser's extra guns can offset glass-cannon protection against the American design.

    Notable Point
  10. 1:11:38
    A high-speed cruiser shaped by the Panama Canal

    The completed American counterfactual combines Panama compatibility with high speed and a battleship-like appearance.

    Notable Point
  11. 1:17:37
    QuestionCan you build a second-rate destroyer of the line with guns along its sides?Answer

    The game permits an attempt at a gun-heavy broadside destroyer, but firing arcs and the ability to hit remain constraints on the extra barrels.

    Q&A
  12. 1:37:30
    Destroyer divisions converging into crossfire

    Dividing a flotilla into two approaching groups can trap an opponent between gunfire and torpedo threats from different bearings.

    Notable Point
  13. 1:38:52
    Why costly Japanese destroyer resistance could distort the attrition picture

    A sacrificial rear-guard action explains how one destroyer could inflict disproportionate losses without proving that Japan could sustain the exchange.

    Notable Point
  14. 1:43:13
    QuestionHow should Admiral Halsey's wartime command be judged against the officers who might have replaced him?Answer

    His aggression produced questionable decisions, but credible replacements also needed the seniority, experience, and institutional trust required for major fleet command.

    Q&A
  15. 1:48:20
    Roosevelt, Hawaii, and the danger of unsupported forward basing

    Forward deployment can signal resolve, but positioning a fleet without adequate support may expose it instead of strengthening diplomacy.

    Notable Point
  16. 1:51:25
    Why gun-armed Tribal destroyers mattered

    A simulated destroyer action becomes a guide to division tactics and the World War II value of Tribal-class gun power.

    Notable Point
  17. 1:53:54
    Combining a larger air group with an armoured hangar

    A counterfactual tonnage allowance could combine Ark Royal's hangar capacity with Illustrious-style protection.

    Notable Point
  18. 1:56:20
    Armoured carriers as a logistics decision

    Survival and forward repair mattered to carriers expected to fight Japan far from British shipyards and supply infrastructure.

    Notable Point
  19. 1:57:47
    Fleet patrols and a concentrated carrier night strike

    Illustrious-class patrol work and Ark Royal's concentrated striking role support a plan to find the enemy by day and attack at night.

    Notable Point
  20. 1:59:51
    Somerville's surprise-strike gamble during Operation C

    Correct enemy-location information is the condition behind the proposed British night-strike opportunity during Operation C.

    Notable Point
  21. 2:00:24
    Swordfish reliability and shallow-water torpedo delivery

    The Swordfish's torpedo-entry arrangement helps the weapon run shallow, giving the reliable biplane a delivery advantage.

    Notable Point
  22. 2:03:44
    Night flying, landing aids and theatre-dependent deck parking

    British carrier operating capacity depends on night training, landing aids and the weather conditions in which aircraft can remain on deck.

    Notable Point
  23. 2:07:03
    Designing an 18-inch super-battleship

    An immense British counterfactual balances twelve 18-inch guns, a heavy secondary battery, 28-knot speed, and long-range protection.

    Notable Point
  24. 2:28:35
    QuestionWere there plans to use Yamato for shore bombardment?Answer

    Plans are recalled, but whether Yamato carried them out is left uncertain.

    Q&A
  25. 2:28:58
    The super-battleship's layers of gun range

    Displayed main- and secondary-gun ranges create successive danger zones around the game-built British battleship.

    Notable Point
  26. 2:33:56
    Triple-turret development and the set-back centre gun

    Experience with triple mountings and details such as a set-back centre gun help explain their effectiveness by the Second World War.

    Notable Point
  27. 2:36:11
    QuestionWould non-synchronous firing from a turret affect accuracy?Answer

    Firing within about a second of each other has only a small effect on accuracy. The effect of a larger delay would depend on how far apart the shots were.

    Q&A
  28. 2:43:47
    Why an outranged battleship force may need to close early

    A simulated range mismatch shows how staying at maximum distance can preserve neither safety nor combat power when only one side can reply.

    Notable Point
  29. 2:51:35
    Destroyer armament and the reach of heavy secondary guns

    The counterfactual screen combines modified Tribal-style destroyers with a battleship secondary battery that can reach about 30.8 kilometres in the game.

    Notable Point
  30. 3:04:24
    QuestionCan the combat be balanced by giving both sides the same cost?Answer

    It can be done as a game experiment, but it is historically misleading because British and Japanese resources, construction costs, and available ship numbers were not equivalent.

    Q&A
  31. 3:05:26
    Destroyer screens, torpedoes, and fleet firepower without aircraft

    A no-air-power fleet scenario shows destroyers scouting and screening while torpedoes and heavy secondary guns create sharply different danger zones.

    Notable Point
  32. 3:18:16
    HMS Punjabi and the danger of fleet collisions

    A game's frequent ramming leads to the real loss of HMS Punjabi after a collision with the battleship King George V.

    Notable Point
  33. 3:33:17
    Closing range in a night battle

    British night-fighting practice sought decisive close range before opening fire, while Japanese torpedo tactics relied on the enemy holding course.

    Notable Point
  34. 3:37:27
    Why a fleet should keep weaving

    British zig-zag doctrine addressed the submarine threat and also complicated long-range torpedo attacks.

    Notable Point
  35. 3:39:49
    Why overpenetration does not make an 18-inch hit harmless

    An 18-inch shell can pass through a destroyer and still cause severe damage, including the loss of propulsion and steering in the simulated action.

    Notable Point
  36. 3:42:53
    When a super-battleship arms race reaches an industrial cutoff

    A roughly 110,000-ton design suggests that removing treaties could leave only the largest industrial powers able to continue a battleship competition.

    Notable Point