Squad Dueling League
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 This league is designed in part to encourage friendly competitive game play between squads. Currently the Squad Dueling League (SDL) has four managing members, Bruv119, Daddog , Dhyran and Mystic2. In order to register your squadron for SDL please PM Bruv119 via the AH Bulletin board. Decisions by any of the four are final and not open for debate. Squads may be dismissed from the league at any time for any one or any combination of the following:
- Members whose intent is to insult other members
- Members whose intent is to discredit HTC or Aces High
- Members whose intent is to frustrate other players
- Members who continually complain or whine
SDL will run a ladder consisting of a 12 month season beginning in June. The season end table will then be recorded on AHevents.org
SDL will not keep track of any statistics beyond a thread that posts wins and losses for each squad.
SDL encourages squads to track their own results in duels. Examples of squad stats can be found here.
http://www.332nd.org/dogs/daddog/Squad%20Stats08.htm
and
http://project.sveno.net/thefew/page.php?id=100&aid=137
The rules listed below are relatively lax because some rules or conditions that are common to 1 VS 1 or 2 VS 1 ladders are easily verified. This is not always the case with squad VS squad duels.
- Squads must participate in a duel at least twice every 6 months.
- Squads must post an AAR after the duel in the private SDL forum. AAR’s maybe brief, or detailed. Ideally members are looking for constructive criticism or simply encouraging remarks about the duel.
-For the purposes of the Squad Dueling League, a squad is defined as the 32 individuals listed in any single Main Arena squad roster on the HTC Squads Page. Multiple wings of the same name are also permitted to take part.
- Squads must have at least 6 participants to duel
- Squads may have more than 6 in a duel so long as both squads agree on the number. If there is a number imbalance that wasn’t agreed on before the round then it must be flown again. It is each C.O’s responsibility to make sure he has the correct number of pilots.
- Duel may not start aircraft combat manoeuvres until the first 2 opposing planes come into icon range of each other. Once in icon range planes can begin to dive, climb and shoot.
- Squads will accept or decline all duels on this forum. An example subject title would be 332nd Flying Mongrels Challenges The Few
- All merges will be hot
- Fuel and load out will be up to each squad
- Prior to the duel Squads will decide in the challenge thread:
a) Date and time
b) Number of participants on each side
c) Merge altitude
d) Aircraft to be used
e) Any other considerations
- All duels will be the best of 5 rounds.
- If a squad ups the wrong AC the round is done over
- We encourage any results from squad duels to be posted in the private Squad Dueling League O’Club forum.
Remember the idea of the SDL is for squads to compete in friendly game play. We all want to win, but that never should be paramount.
For now duels will take place in the Dueling Arena. Should squads wish to have their duels in the Special Events Arena arrangements can be made for that.
1)
  Registration will take place an hour before the event on a first
come first served basis. Â Any questions regarding the rules will be
answered in this time.
3)
  All Squadrons will be assigned a “home†field and will only use
this field to take off/ re-arm/re-plane during each round.
4) Â Â
Each squadron is only allowed to field a maximum of 6 pilots per round.
 Different pilots from the same squad are able to participate in the
2nd and 3rd rounds, pilot selection is down to the squadron C.O. Â
-If
a player is disconnected during a round that player will remain locked
out until the next round. Â If a substitute is available the C.O will
have to name the replacement to the host and that player will be allowed
to replace the disconnectee.
5) Â Â Before the GO is given
squadrons will be able to spawn in and taxi into a formation spread at
the C.O’s discretion.  The host will give a 5 second countdown to take
off when he is happy that all squadrons have spawned in correctly.
6)
 When the GO GO GO is given all squadrons must climb on full power to
5k Altitude and remain level*. Â ALL SQUADRONS MUST FLY TOWARDS THE
CENTRE FIELD WITH UPMOST HASTE. Â This is so that everyone enters the
danger zone* within seconds of one another. Â Any squadrons repeatedly
failing to enter the danger zone in a timely manner will be penalised
and or ejected from the event.
7) Â As soon as the danger zone is breached by all squadrons the FIGHT IS ON and the host will start the 20 minute timer.
8)   Kills can be made anywhere on the map except the NO-FLY zones*.  These are indicated by each home field’s radar ring. Â
-If
a plane is extending from an enemy  attacker and enters the NO-FLY Zone
the host will de-plane the attacker and if he makes the kill be
deducted 2 kills from his teams total. Â
-The defensive plane must
land and re-plane when he returns into his NO FLY zone. Â Using the
NO-FLY zone as a means to clear your 6 and turn back to the fight is
strictly forbidden. Â FIGHT TO THE DEATH! Â
-If teams find themselves
being pinned towards the edge of their NO-FLY zone it is advisable to
remain in the NO-FLY area until you have a number parity before pushing
out. Â There are no rewards for returning to base except the time lost in
doing so.
Â
9) Â Â Plane selection for each of the three rounds will be published before the event and will change every month.
  * Fuel and Ammo is Squadron choice.
  * No Bombs or rockets allowed.
  * Fuel Burn is 2.0 (same as MA)
10)
  The arena has a 10k cloud layer surrounded by 20k mountains and a
maximum updraft, if a pilot exceeds this limit he should end flight and
re-up.
11)Â Â This is an un-limited life event for the duration
of the 3x 20 minute rounds. A short break will take place after the
round so that the host can review the logs and get a rough idea of which
squadron had the least amount of kills.  The elimination rule will
only apply if there is a 6th squadron in waiting.
* Text chat is only allowed on squad or voice Text.
*Vox 101 will be used for registration and reserved for the Host
*Vox
channels 102, 103, 104, 105 and 106 will be relevant to the “homeâ€
field each squadron is assigned to. Â The host reserves the right to
switch between the channels during the event.
14) No Joining planes. Â Observers to the fight will be required to join channel 101 and sit in the tower at the centre field. Â
-God mode will be enabled for viewing pleasure. Â If you have not set this up I suggest reading the guides to do so. Â
-Everyone
in the arena will be required to be in squadron uniform and the arena
will be locked a few minutes before the start of any rounds and opened
again afterwards. Â ANYONE NOT IN UNIFORM AT TIME OF LOCK WILL BE
EJECTED. Â It is not the hosts job to make sure of this, it is down to
the C.O’s to ensure that everyone who wishes to fly and or spectate is
in uniform.
15) Â Â Icons, For the purpose of this event , the
organisers suggest you highlight friendlies as RED = enemy, and
squaddies as another colour such as GREEN. Â To turn on Squadron
Highlight press Ctrl + S. Â This will serve to make the icon colours as
similar to the MA Â as possible whilst Killshooter will be TURNED ON Â and
NAME TAGS will be shown for friendly and enemy icons. Â Icons will be
set at 6.0k distance.
====================================================================
Dictionary of terms;
-â€home†field the base of ops selected by the host and assigned to one particular squad.
- GO GO GO, Â command issued by host so that everyone rolls after a 5 second countdown.
- FIGHT IS ON, Â squads have breached the danger zone in an acceptable manner and starts the 20 minute timer.
- Danger zone, The radar ring of the centre field.
- NO FLY zones, the radar ring of “home†field’s.
- The bases are all 4k so climbing 1k will not take long at all. Â The rest of the bowl is at sea level.
The Few |
3-0 |
~ Loose Deuce ~ |
2-0 |
Army Of Muppets |
2-1 |
Rolling Thunder |
2-2 |
Jokers Jokers |
1-1 |
Pigs On The Wing |
1-3 |
68th Lightning Lancers |
0-1 |
71 Squadron |
0-1 |
332nd Flying Mongrels |
0-0 |
~Loose Deuce~ |
6-0 |
The Few |
6-1 |
Army of Muppets |
5-2 |
332nd Flying Mongrels | 4-3 |
Jokers Jokers |
2-2 |
71 Squadron |
2-2 |
Kommando Nowotny |
1-1 |
Rolling Thunder |
1-2 |
Pigs On The Wing |
1-7 |
~Air Raiders~ |
0-1 |
68th Lightning Lancers |
0-3 |