Overview
Air Power is the youngest domain of warfare. It changed everything by adding the third dimension. It allows you to jump over the trenches and strike the enemy’s heart.
Core Idea
The core idea is Superiority. If you control the sky, you win. If you don’t, you hide.
Formal Definition
The ability to project military power or influence through the control and exploitation of air and space.
- Strategic Bombing: Destroying the enemy’s industry and morale.
- Close Air Support (CAS): Helping troops on the ground.
Intuition
- The High Ground: Air power is the ultimate high ground. You can see everything and hit everything.
- The Hammer: Air power is a hammer that can strike anywhere, but it cannot hold ground. You still need infantry (the hand) to occupy.
Examples
- Blitzkrieg: Tanks + Stuka Dive Bombers.
- Battle of Britain: The first major campaign fought entirely by air forces.
- Gulf War: 38 days of air strikes before the ground war even started.
Common Misconceptions
- Misconception: Air power alone can win wars.
- Correction: It has rarely worked (e.g., Kosovo). Usually, you need boots on the ground.
- Misconception: Drones are just toys.
- Correction: Drones (UAVs) are revolutionizing war by making air power cheap and persistent.
Related Concepts
- Technology: Air power is driven by tech (Jets, Stealth, Radar).
- Nuclear Deterrence: Bombers were the first delivery system.
Applications
- Reconnaissance: Satellites and spy planes.
- Transport: Moving troops fast.
Criticism and Limitations
- Collateral Damage: Aerial bombing inevitably kills civilians.
Further Reading
- Command of the Air by Giulio Douhet