THE FINAL OUTCOME
A Japanese AAR for HoI3
Should hostilities once break out between Japan and the United States, it is not enough that we take Guam and the Philippines, nor even Hawaii and San Francisco. To make victory certain, we would have to march into Washington and dictate the terms of peace in the White House. I wonder if our politicians, among whom armchair arguments about war are being glibly bandied about in the name of state politics, have confidence as to the final outcome and are prepared to make the necessary sacrifices.
Admiral Isoroku Yamamoto in a letter to Ryoichi Sasakawa, quoted in At Dawn We Slept
, by Gordon W. Prange (1982).
AFTER ACTION REPORT
This is the "actual" AAR, the narrative based on my game. This is an epistolary document, so the story will be told in official documents, journals, personal correspondence, and news and magazine reports. This section might be enjoyed by roleplayers.
Here is my gameplay journal, usually presented at six month intervals. There is no immersion, no narrative, nothing but me explaining what I did and why. This section might be of more interest to those who don't roleplay or enjoy roleplay narratives.
GAME SETTINGS, HOUSE RULES, MISCELLANEOUS
Faction: The Empire of Japan
Hearts of Iron III, For the Motherland 3.05
1936 Scenario - The Road to War
Mods currently used: Francesco's Models Mod, Historic Flag Mod
Autosaved set to monthly.
I'll try to post updates twice per week, probably on Wednesday and over weekend. Maybe more often to get the AAR started.
No cheats. No do-overs. Repeated pausing to strategize is allowed.
No game character can serve in more than 1 cabinet position.
No building of IC. I'll only use the IC in the game, and I can maximize it as much as tech allows.
No reserve units. No spamming of garrison or militia units with the intent upgrading them later.
Auto-upgrades for units entering combat will be turned off. In general, not all units will get the best upgrades. This reflects the reality that some units still used older planes, etc.
I struggled to come up with an effective, easy-to-manage tech rule. This is the best I could come up with: No inefficient research of tech. If the warning appears, I have to cancel it.
No victory point chasing. I'll take provinces in a logical, strategic way.
Victory conditions have been changed to reflect the Japanese faction.
No carrier cloning. I'm limited to eight full-sized carriers (CVs) or less until December, 1941. Since I start with three, I can only build five more.
As suggested by the house rules, I'm primarily going for balance and realism. For example, I intend to use some tanks in China, despite the overwhelming number of reasons not to (e.g. really poor infrastructure). I'm going to try to avoid "gamey" tactics, but what may be gamey to you may not be gamey to me and so on.
The key thing to keep in mind is this: from day one, this AAR will not follow as historic path. I'll try to add as much historic flavor as I think is necessary, but I'm still playing to win.
Comments and suggests are encouraged and welcomed. Just don't take me to task for not following a particular historic path.