The AirWar is about history. It's about giving the player a feeling of "being there." In all, it's basically an attempt to bring the single-player campaign game into the online multi-player environment.
The AirWar began as an evolution of concepts brought to the front by Ishmael and his "Historical War." Developed and produced by Hartney of the US 27th Pursuit squadron, and play tested by that squadron, with Flik61j, and individual Red Baron pilots of other squadrons and independant fliers. The AirWar is continued by Uhlan with a great deal of input from the players themselves as the rules continue to develope better ways of giving the player that "being there" feeling while retaining the fun of participation.
The AirWar is played in "Campaigns" that represent a period of time during the Great War, or some hypothetical event. Each AirWar campaign normally consists of 16 turns, or sessions. A session is two hours of real time in a campaign day. Campaign days are 3 days apart. AirWar sessions are actually flown once or twice a week and generally take from about 10 weeks to play to completion.
The AirWar isn't easy. It requires a strength of character far above what is expected in the normal multi-player arena. Many of the AirWar rules rely on the honor of the player to self enforce because there is simply no way to make the game enfore them. This does not appeal to everyone. Some players prefer the other styles of tournaments or the open play of MMP - that's fine - the AirWar caters to folks that are of this taste, it is not intended to enforce these ideals on anyone or detract from other styles of MMP play and tournaments. It is asked that interested parties are aware that by joining as a player in a campaign, they are agreeing to abide by the AirWar rules. If you are interested in joining, you should read the rules first and make sure this is for you.
Last modified: March 13 2002 by Uhlan