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Squad Dueling League

Squadron Dueling League
 
 
Welcome to the Squadron Dueling League!

 
 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.

Rules for 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.
- Squads must remain within icon range of fellow squad mates prior to the merge.
- 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
The challenge is accepted or declined in the thread. If accepted, any and all AAR’s are posted in that thread. C.O.’s and X.O.’s may cut and paste AAR’s from their squaddies to satisfy the AAR requirement.
- 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.
Generalities
As squads become more comfortable with each other, rules for their duels may give one squad alt advantages, numbers advantages, or other criteria, but it is strongly suggested any changes like those mentioned are not employed till squads have dueled each other at least once.
Squads are welcome to ‘scrimmage’, quick duels each other at any time or any place. Scrimmage’s are not official and do not have to be recorded in this forum. Scrimmages may employ all the rules of a regular duel, but they are not official and do not count as a win or loss.
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.
"Winning is important to me, but what brings me real joy is the experience of being fully engaged in whatever I’m doing." – Phil Jackson
"The superior man is modest in his speech, but exceeds in his actions." – Confucius
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill.

SDL Melee Kings of The Sky Rules
 
Melee Kots is a new monthly event sponsored by the Squadron Dueling league and hosted by Bruv119 in the Special events Arena.   The concept is very simple,  the terrain allows for 3,4 or 5 different teams or squadrons to fight each other simultaneously.  Individual walkons or squadrons not already signed up to the SDL league are allowed to participate providing they register their interest during the 1 hour period before starting.  The objective of the event is to kill as many enemy pilots as possible during the 3x 20 minute rounds.  The planes for each round are announced prior to the event.  The full rules are as follows;
 
 Rules Of Engagement for Squad Dueling League (SDL)  Melee KOTS (Kings of The Sky)


1)     Registration will take place an hour before the event on a first come first served basis.   Any questions regarding the rules will be answered in this time.

2)     N/A

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)     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.  

-If a player is disconnected during a round that player will remain locked out until the next round.  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)    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*.   ALL SQUADRONS MUST FLY TOWARDS THE CENTRE FIELD WITH UPMOST HASTE.  This is so that everyone enters the danger zone* within seconds of one another.   Any squadrons repeatedly failing to enter the danger zone in a timely manner will be penalised and or ejected from the event.

7)   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.  
-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.  
-The defensive plane must land and re-plane when he returns into his NO FLY zone.  Using the NO-FLY zone as a means to clear your 6 and turn back to the fight is strictly forbidden.  FIGHT TO THE DEATH!  
-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.  There are no rewards for returning to base except the time lost in doing so.
 
9)    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)    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.

12)    It is strongly suggested you run film for every round you fly in. If any complaints, issues or questions arise, your film is the only proof we will accept. Think of your film as your lawyer if any problems come up.
 
  * SDL Melee KOTS team totals will be summarised one day after the event where possible.
  * Send any films to This email address is being protected from spambots. You need JavaScript enabled to view it.
 
13)    Chat rules;

* 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 “home” field each squadron is assigned to.  The host reserves the right to switch between the channels during the event.

14) No Joining planes.   Observers to the fight will be required to join channel 101 and sit in the tower at the centre field.  
-God mode will be enabled for viewing pleasure.  If you have not set this up I suggest reading the guides to do so.  
-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.  ANYONE NOT IN UNIFORM AT TIME OF LOCK WILL BE EJECTED.   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)     Icons, For the purpose of this event , the organisers suggest you highlight friendlies as RED = enemy, and squaddies as another colour such as GREEN.   To turn on Squadron Highlight press Ctrl + S.  This will serve to make the icon colours as similar to the MA  as possible whilst Killshooter will be TURNED ON  and NAME TAGS will be shown for friendly and enemy icons.   Icons will be set at 6.0k distance.

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Dictionary of terms;

-”home” field the base of ops selected by the host and assigned to one particular squad.
- GO GO GO,  command issued by host so that everyone rolls after a 5 second countdown.
- FIGHT IS ON,  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.  The rest of the bowl is at sea level.

 
Rule Version 1.02
 

Season 2 Standings
 
Congratulations to The Few for finishing Season 2 at the top.   The number of matches and squadrons will hopefully improve into season 3.  
 
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

Season 1 Standings
 
Congratulations to ~Loose Deuce~on finishing season 1 in top spot.  Some great matches and fantastic team work from all squadrons that participated;   ~S~ 
 
~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

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