
THE BLAZING ACES ARE NOW RECRUITING!
As we're coming out of our most recent league season in Run Hod or Die and Marik Civil War, we are looking to greatly expand our numbers in the coming month! To this end we have both opened regular recruitment for both our North American and European Union teams, and have also begun looking for an existing MechWarrior group to join the Aces!
It is our hope that joining forces with some more veteran pilots will give us a consistent ability to enter into 24 player internal matches, as we currently often enter our practice days a lance [ Currently Wednesday, Friday & Sunday but this is subject to change based on pilot needs ] short from this goal.
If you or your group might be interested in joining with the Blazing Aces, feel free to contact us on our website at http://blazingaces.info or via email at blazingaceshpg@gmail.com!
About the Blazing Aces
The Aces were founded at the creation of NBT: Mercenaries by the pilots who previously operated the NBT4 Free Worlds League as the 1st Gold Knights. The units history is expanded upon from the original Blazing Aces of MechWarrior fame and includes everything from our unique Suit divisional system to our long running color schemes.
Since then, we have kept the Blazing Aces name and mercenary spirit across countless games, waiting for a new incarnation of MechWarrior. Needless to say, we founded the unit immediately upon the beginning of MW:O's closed beta making our unit one of the longest running groups in MechWarrior: Online.
While we anxiously await community warfare and our chance to begin taking contracts, the Blazing Aces are heavily focused on league play. The latest incarnation of the the Aces have seen more than their share of success, making it to the Run Hot or Die playoffs after several extremely hard fought battles!
We currently seek to focus on a focused training program that involves a combination of internal practices and theory testing mixed with regular scrimmages with some of the most veteran teams currently playing the game.
It is worth noting that both the North American and European Union division are now hiring! We will also not turn away pilots with unusual time zones or schedules; we are very flexible in this regard as long as pilots are serious when they are available. NA pilots more compatible with EU time are welcomed to apply for EU and vice versa, as well.
THE ACE RANKING STRUCTURE
ACE - The Aces are the highest command rank in the Blazing Aces. Aces can run divisions or be assigned to non-command duty such as Technical Achievements.
KING - Kings are the second highest rank. There is one King at the head of each Suit as it's commander in the North American division, and one King in charge of all suits in the EU.
JACK - Jacks are first command rank where a pilot is given administrative and training duties. Like Kings, Jacks often also lead drops and lances.
2 - 10 - As a pilot's rank increases from 2 (the beginning rank for full members) to 10, typically based on their performance and progress, so do their command possibilities. Pilots in the upper range of these ranks are often looked to as Lance and even Drop commanders, and most pilots ranked 8 and higher have turned down command positions to focus exclusively on piloting.
Joker - Jokers are pilots that drop with the Aces but are not yet full members. These include cadets and trainees, friends and family and sometimes even allies.
ABOUT THE SUITS
Every pilot that joins the Aces is assigned to a suit, other than those ranked as Ace. Pilots aren't forced to exclusively drive 'mechs configured for their chosen suit, but they do train in their chosen area of specialization and given priority by Drop Commanders towards their area of expertise.

The Clubs act as the Blazing Aces close range punch. Club pilots drive 'mechs that hit the heaviest in close to medium ranges. SRMs, Lasers and large Autocannons are common Club weapons, but don't expect them to be defenseless at a distance; they also specialize in using long range weapons in as closely as possible, giving them flexibility in any configuration.
If you like brawling in any weight class from heavy hitting mediums to unkillable assault 'mechs, try The Clubs.
Typical Club Mechs: Zombie Centurions, Zombie Atlases, twin AC/20 K2 & Jagger, AC/20 Highlanders, SRM Quickdraws, SRM Trebuchet (League dependent)

The Hearts are the backbone of the Aces, and one of the most well staffed suits. Heart pilots serve two roles. The first is to offer flexibility on the battlefield by focusing on weapons that can fight effectively at any distance or powerful bracketed 'mechs. The second is to provide a drop commander the option of having "Heavy Cavalry," with Heart pilots often favoring fast moving 'mechs in multiple weight classes. The Hearts truly can do whatever is needed of them.
If you enjoy piloting fast/jumping mediums-assaults, prefer flexible weapons such as AC/5, AC/10, Lasers & PPCs, or feel most confident when sporting weapons for multiple range brackets, The Hearts might be for you.
Typical Heart Mechs: AC/5 + PPC Snipers, Sniper/Light Hunter Shadow Hawks, Fast mediums (Centurion 9D/Treb 3C)

The Diamonds are focused on one thing, and that's long range punch. From ER PPCs to Gauss and even LRMs - they can be found on Diamond 'mechs of every weight class. The Diamonds are equally known for fielding slow moving damage powerhouses as they are fast moving jump snipers and high speed flanker missile boats.
Much like The Clubs, the Diamonds focus on training how to use long range weapons in the very minimal possible distances, as well as optimal damage distances that may not take full advantage of the distance. Unlike the Clubs, the Diamonds do not tend to carry many close range weapons aside from some support weapons such as Medium Lasers or SRMs. Some Diamond pilots do, of course, field close range designs on occasion but always have a long range 'mech lined up and ready to drop.
If you enjoy keeping your distance and acting as either fire support or a sniper, or you enjoy making heavy use of jump jets for quick snipe shots, The Diamonds might be the right Suit for you.
Typical Diamond 'Mechs: Cataphract 3D/Highlander/Shadow Hawk/Victor jump snipers, fast moving LRM <55 ton raiders, Jaggermech Gauss Snipers

The Spades are not only the eyes and ears of the Aces, but also our premiere counter-intelligence pilots, focusing on shutting down enemy recon before it has a chance to gain useful intel. Spades are experts at misdirection and striking defenseless objectives when it's least expected.
Of course, the Spades are not just all about recon. They are often the first responders to counter attacks on objectives and specialize in engaging & destroying enemy light teams with extreme efficiency. The Spades operate off of an internal command structure from the rest of the unit in most situations, utilizing their own whisper net for communications.
If you enjoy piloting lights, have a mind for stealth and strategy and know sometimes running from a battle wins the war, the Spades might be for you.
Typical Spade Mechs: Six laser Jenners, Four laser Jenners, ECM equipped Spiders, Cicada, the occasional Raven 3L (League specific)
CONTACTING US
If you're looking to contact the Aces for a reason other than recruitment, please contact us at BlazingAcesHPG@Gmail.com. If you are seeking information about an alliance/contract with us or a skirmish, please also check out our website at http://blazingaces.info and PM me for access to our Allied Forums.
We will be checking the thread if you'd like to post here, and welcome you to do so! However, I may be slow responding to PMs on the MW:O website as I often check in while not signed in. PMs at our website will be responded to immediately.
Finally I invite interested parties to join our teamspeak at ts.blazingaces.info. pw: hunchback - Our primary channels are hidden to outsiders so idle in the Diplomat's Lounge and someone will set your permissions shortly!
EPILOGUE
I hope to hear from some new pilots soon! I know there's several units out there of very talented pilots that have been encountering trouble maintaining the numbers required for 12 mans, and it has hurt their practice capability greatly. It's my hope that joining together to get the numbers to run a full 24 players consistently would be a win/win scenario for all involved. Feel free to shoot me any questions you may have!
Edited by Victor Morson, 13 November 2013 - 04:24 AM.