Welcome to Air PowAAR! To put it simply, this is an AAR of the United States, on the '36 Grand Campaign, 1.03b, Normal/Normal. Of course, a regular game as the US would be boring. Really boring. I mean, you start with nearly 300 IC, an ocean away from your nearest rivals, with a strong navy, even! Sure, there's the -75% peacetime penalty, but all that does is make the first three years of your game even more boring, and not a lick harder. And if you do your little freedom cheat to get your way into a dictatorship and get rid of the penalty, then it's not even a game anymore. It's just moving your gigantic economical and technological base in gear and winning. Where's the fun in that?
Really, there isn't any, because the outcome is never in doubt. Unless you do something cool and start off the game at war with everyone. So what's this AAR's gimmick?
I'll tell you: Nothing but Air Power. Now, originally my idea was that I'd be building a fleet as well, and drastically limiting my army size, relying on the air wings to overcome disproportionate odds and seize victory. But I'm the United States! So here are the rules: No armies, except for Paratroopers, no navies, except for Transports, as many planes as you can get, and achieving dictatorship the hard, natural way.
Can the United States do it? After all, this means that they will have to sink the entire Japanese navy with only bombers, afraid to ferry even a single precious paratrooper division by sea, because for one, with only transports they'll be shot to pieces within hours of an encounter with an enemy fleet of any size, and for another, each paratrooper division is really expensive! Also, as I find out later, even after you fight your way to the Home Islands, the Japanese still have a hundred infantry divisions on the ground, and they're not about to up and give up... And remember hwo expensive transport planes are? Yeah, we're going to be needing a lot of those...
And so, to
get this AAR in gear, let's begin!
Note: If you don't want to read about thirty updates consisting of me being angry at hippies for messing with my interventionism slider, skip over to the war!
Indexiert:
The Boring Years, Part I
The Kickoff
The Buildup, Part I
The First Steps
Island Hopping, Part I
Grand Battle Plan MacArthur
Really, there isn't any, because the outcome is never in doubt. Unless you do something cool and start off the game at war with everyone. So what's this AAR's gimmick?
I'll tell you: Nothing but Air Power. Now, originally my idea was that I'd be building a fleet as well, and drastically limiting my army size, relying on the air wings to overcome disproportionate odds and seize victory. But I'm the United States! So here are the rules: No armies, except for Paratroopers, no navies, except for Transports, as many planes as you can get, and achieving dictatorship the hard, natural way.
Can the United States do it? After all, this means that they will have to sink the entire Japanese navy with only bombers, afraid to ferry even a single precious paratrooper division by sea, because for one, with only transports they'll be shot to pieces within hours of an encounter with an enemy fleet of any size, and for another, each paratrooper division is really expensive! Also, as I find out later, even after you fight your way to the Home Islands, the Japanese still have a hundred infantry divisions on the ground, and they're not about to up and give up... And remember hwo expensive transport planes are? Yeah, we're going to be needing a lot of those...
And so, to
Note: If you don't want to read about thirty updates consisting of me being angry at hippies for messing with my interventionism slider, skip over to the war!
Indexiert:
The Boring Years, Part I
The Kickoff
The Buildup, Part I
The First Steps
Island Hopping, Part I
Grand Battle Plan MacArthur
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