Fear and Loathing!

A Multi-player Scenario Variant

by Paul "Wiseguy" Propyk

The following is a scenario variant for free for ails. I must admit that it is quite evil to play.

Air Superiority is an ideal multi-player game because it is dynamically expandable to suit any number of players at a sitting. However most of the scenarios written for it are too large. I, like most of the players I know are loathe to fly more than one aircraft at a time so to keep our smaller battles interesting we came up with this interesting variant for three or more players.

The basic premise of the scenario is that it is a free for all (everyone against everyone) with one minor exception. 'Mat you can only target one of your opponents and only you know who that person is. This adds a unique and disquieting psychological dimension to an Air Superiority game. Preparation for play consists of aircraft and armament selection as per usual. Once this is complete, then target selection is performed. Each participating player is assigned a number. Pieces of scrap paper, each having one of the numbers on it, are placed in a container and the players take turns secretly drawing a number out of it. The number they draw is their assigned target which is kept secret until they make an attack on them.

Rules of Engagement

The game is now played with the following rules of engagement:

    1. You may generally only fire weapons at your assigned target.

    2. If you kill your target, or force him out of play, before he has dispatched his own target, you now assume his target.

    3. You are allowed to return fire against any head on attackers.

    4. You are allowed to attack known "Loose Cannons".

    5. If you are a "Loose Cannon" you may attack anyone.

    6. When you attack someone, you must reveal your target number.

A "Loose Cannon" is someone who in the initial draw for targets, picks his own number. You can also become a loose cannon in mid-play if you dispatch your target and discover upon assuming his target that it was yourself. You become a known loose cannon upon making an attack and revealing your target number. A loose cannon loses loose cannon status upon achieving a kill and assuming a valid target from the victim.

If a loose cannon eliminates your assigned target for you, you become a loose cannon as well and this remains secret until you make your first attack. If you had already revealed your target, then you become a known loose cannon. Be aware, this can get quite interesting.

Obviously, any aircraft and weapons mix may be used in this kind of game but I am a fan of lots of maneuvering and therefore highly recommend the use of earlier generation jets and rear aspect missiles. The abscense of decoys is also recommended if a large number of players is involved.

Recommended tactics, hmmm.... like any free for all, the best place to be is on the edge of the furball pointing inward. If this is not an option, keep your tail away from likely threats. However, the order of the day is keep the confusion level high among everyone else. Tactics to accomplish this include feinting at planes who are not your target to get them to pre-empt. I general I find it is better to hold off obviously chasing your assigned target until you can get an idea of who is gunning for you. If you happen to be a loose cannon, its like being a wolf in sheep's clothing.

While you are unknown you have a good chance to ambush stragglers. However, once revealed, everyone's going to come after you so you need to make a kill quick to lose that loose cannon status by acquiring a valid target.

A recommended set up is everyone evenly spread out at the edges of the play area. This scenario of course bears no resemblance to anything historical but it is a change of pace and is pure evil to play if you like this kind of thing.


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© Copyright 1991 by J.D. Webster
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