Korea, 1950: a shorter war than the history books
One campaign's Korean War — an early ceasefire, and what it cost to take it.
This is a sample After Action Report — a placeholder showing what a real one looks like once we start publishing them.
Playing the United States, the opening months went almost exactly like the history books: North Korea came south fast, and by the time UN forces were organized enough to matter, the line had been pushed back almost to Busan. The counter-landing turned it around quickly after that — within weeks the front was moving north again, and by autumn it was sitting on the Yalu.
That's exactly the moment the game hands you a real decision instead of a scripted outcome. Pushing further meant risking Chinese intervention; stopping short meant leaving Korea divided again, more or less where it started. I took the early ceasefire — mostly because War Support was already sliding and I wasn't confident I could hold a line on the Chinese border if Beijing came in swinging.
In hindsight, the political cost was smaller than I expected and the military one larger — War Exhaustion from even a short, sharp war stuck around for years, and it was still showing up in budget reports well into the mid-1950s. Next time I'd commit harder, earlier, and try to end it before Exhaustion had time to compound.