Post by drewdette on Feb 13, 2007 19:56:14 GMT -5
The Team Awesome premade I was just in was probably one of the worst ever. No strategy, and I noticed alot of you were in mid-feild. I said to get to tunnel and I see some of you running away from tunnel on my map. That is bullshit. Some of you have gear but thats not everything you need in WSG. I went into that game on my horde to get their opinion and they weren't very nice. You need brains to back up gear so that is why i'm posting this strategy from azzor.com which is the strategy me and my friends use. The bottom paragraph is so so true.
The Basic Strategy:
What follows is overview of standard tactics that are conducive to victory. This is by no means the perfect or only way to win the Warsong battleground. It is however a collection of strategies proven much more affective than 10 man zerg rushes, or every man for him self chaos.
The Start:
The very first thing to do when entering the battleground is to figure out if you are going to be on offence or defense. If the assault and defense groups are not formed yet, take initiative and form them. The defense group should have 3-4 players, and the assault group 6-7 players. It is vital for the teams to know their rolls and be ready to go as soon as the walls in the flag room drop and the match begins.
The Assault Team:
The assault team has three jobs. Their first goal is clearly to capture the enemy flag. Their second goal is to maintain control of the center area of the map. Their final goal ties in to the first two, and that goal is to put the enemy on the defensive and keep them there.
Capturing the flag is actually the easiest of the 3 goals, if the other two goals are being met. There are two main tactics that work. The first is for the bulk of the assault group to hold position in the center area, near the enemy tunnel entrance. Then, stealthers from the assault group move in and work to get the flag and sprint back to the main force, which then escorts them home. This tactic works well when the assault group has multiple stealthers and can keep the stealth attacks up at a steady pace. Eventually one will slip out. The second tactic is brute force. The entire assault team moves in, battles the enemy defense and tries to make it out with the flag. This method is often necessary when the enemy has pulled almost all of their forces back to defend.
The assault team’s second goal is to put the enemy on the defensive. Simply put, if the enemy is busy defending, they won’t be attacking. When the enemy goes on the defensive, the assault team needs to hit them hard, over and over. Eventually you will slip someone out with the flag. And since almost all the enemies are in their own flag room defending, there won’t be anyone left to intercept your flag carrier. If you can keep the enemy defending heavily, your victory will be all but inevitable.
The final goal is the most vital of all; control the center area. This is an often overlooked aspect of Warsong, and I’ve seen it be the defeat of many good teams. Any flag carrier, be it your own, or the enemy with your flag, has to cross through the center area. If you do not control it to some degree, your flag carriers will get cut down there, and the enemy’s will run through safely. The assault team should always regroup after deaths in the middle of the center area. From the center they can both escort your own flag carrier, and spin around to slay the enemy flag carrier if they slip out of your base. Remember, no base defense will be perfect at protecting your flag, but if the assault team holds the center area, they become a second, unavoidable line of defense.
See the Advanced Tactic for some specific ideas for the assault team.
The Defense Team:
The defense team really only has one job, but it is the most difficult of all, protecting the flag. The reason this job is difficult is because it takes only one enemy player to grab the flag and get ahead of the defenders for the defense team to fail. Add to that the fact that once your flag is lost the assault team can’t even turn the enemy flag, and it becomes clear the defense team has a challenging and vital job. Even with such a difficult task, it’s important that the defense team size not grow to over 4 or 5 members. If it does, you suffer the same negative effects that the assault team is trying to impose on your enemy by putting them on the defensive. So the challenge becomes protecting your flag with limited numbers. There are several advantages to defending that need to be utilized to successfully protect the flag
First, remember that there are only two ways out of your flag room. This means you have 2 choke points to focus your defense. While the enemy has four ways to come in, they can only go out those two, so keep that in mind. Second, you have the advantage of knowing where the enemy has to go, namely, your flag. Set traps under it, and totems by it. Don’t stand on top of it though. Play back by the exits, or else someone may get ahead of you and not let you catch up. Third, take advantage of the tight quarters. Flares, totems, perception, paranoia, and area spells will make it very difficult for a stealthier to get in unknown.
If the assault team is doing their job, the defense teams should get easier. If you get to a point where your five defenders are crushing the enemy attacks easily, feel free to send a defender or two to the assault team. Never, ever leave your flag room undefended though. Even if the enemy gets your flag and is sprinting out of the base, at least 2 members of the defense team should stay in the flag room. Otherwise if the flag is returned, it is left totally open for a stealth attack, and you may have no idea which way the enemy flag thief went with it by the time you get back.
See the Advanced Tactics section for more specific defense ideas.
Summary:
Coordinate two distinct groups; an assault team to attack the enemy and steal their flag, and a defense team to defend your own flag. The assault team needs to steal the enemy flag, put heavy pressure on the enemy to force them to pull most of their players to defend, and hold the center area so they can protect their flag carrier and stop enemy flag carriers. The defense team needs to protect the flag with as few players as possible, and use all the advantages of the base to help them. Once the scale of battle tips and your team can assault the enemy over and over with the bulk of your force, with only a few defenders needed to protect the flag, victory is all but assured.
Variant Strategies:
Here are some variations on the basic strategy outlined above. These are useful in particular, and it is also important to know how to counter them if they are used against you.
10 man rush:
One side rushes the enemy base with all 10 players, crushes the defense, and moves as one unit back to their base to cap. This strategy will crush the normal 7-3 offence unless your team moves fast to counter it. This strategy has grown very popular due to it’s intimidating and seemingly unstoppable use of force.
Counter:
If your team is prepared, the “unstoppable” 10 man rush can be countered very effectively. Have all but one or two of your team merge in the center of the map. Send 1 or 2 in to get the enemy flag, while the rest of the team intercepts the enemy as they try to cross the field, returning the flag then making way for the stolen enemy flag to come back. If your team is coordinated enough to come together in the center of the map, you can turn the enemy 10 man rush into a large advantage for you. This is because 8 men can almost always kill one (the flag thief) out of the 10 man rush, send the flag home, and then battle it out in the center while your own flag thief brings the enemy flag across. Your team’s flag thief has to be patient, and ideally move across right as the rest of the team is stopping the enemy flag carrier. This puts him ahead of the enemies who will soon raise behind him.
Stealth Offensive:
Similar to Heavy Defense but used when a team has 3 or more stealthers. All the none stealthers defend the flag, while all the stealth classes move in and repeatedly try to sprint out with the enemy flag. If they are caught, another stealthier is waiting in the enemy flag room to grab the undefended flag as soon as it is returned and sprint out the clear exit. I’ve only seen this strategy be effective when you end up with 4 or more rogues and battling it out in the center area is not in your favor.
Counter:
Defend the flag with 4 men while the rest attack. Assign one person to stay in the flag room at all times - even if the flag is sprinted away - to stop double flag grabs. Notify the attack team if the flag thief gets ahead of the defenders, so the attack team can turn and catch them in the center.
Heavy Defense (Do not use):
One side pulls back 8 or more members of their team to set up a very firm defense, only sending stealthers in after the enemy flag. This is an awful strategy, and I only list it so you can see the counter. In fact, an effective offence should try to put the enemy on heavy defense, because that gives your team a huge advantage.
Counter:
Attack with a 7 man offence as a group relentlessly, keeping the enemy on defense, thus keeping them all in their own base and keeping the center area clear for when you do manage to grab the enemy flag. Defend your own flag with 3 men to counter the stealth attacks. You will eventually break even the heaviest defense.
Advanced Tactics:
Double flag grab:
The assault team grabs the flag and bolts out an exit, leaving one stealther in the enemy flag room. If the first flag carrier is killed, the remaining stealther grabs the flag as soon as it is returned, and bolts out the clear exit.
Counter:
Assign one person to always stay in the flag room to guard the flag after it is returned. Since most of the flag defense once it is out of the base is in the hands of the assault team, this doesn’t hinder getting the flag back much.
Hiding the enemy flag in their own base:
This works well when you get the flag without anyone chasing you, but all the enemy are in the center area. Hide with the flag in a low visibility area of the enemy base, then communicate with your team on when the best time and place to make your way across comes.
Counter:
Assign a hunter or druid to base defense. Tracking can ferret out non-stealthed enemies in your base very quickly.
Sacrificial lamb:
This tactic works when a teammate has the enemy flag and it coming out of their side exit. A player or two charge to the area under the enemy graveyard, and attacks any enemies coming down to the center area. All but the most seasoned enemy will stop to fight, tying up enemy forces in the battle and keeping them from chasing your flag carrier. This tactic works anywhere one person can run into more then one enemy player and occupy them.
Counter:
Always focus on the team. An easy kill is not worth letting your flag slip away.
High ground attack:
If your assault team is caster heavy, moving to the top of the enemy base is often an effective tactic. Once you start raining down spells you are likely to have some of the defenders try to run up to your position to counter you, thus leaving their flag less guarded. Mages with improved blizzard are particularly good at this.
Counter:
If attacked from above, get out of line of site but don’t abandon the room. It takes to long to get to the top from the flag room and is not typically worth the risk. The enemy has to jump down eventually to get the flag.
Warsong Gulch takes both strategy and skill to win. The score board above shows a match where the horde had only 3 more kills total then the alliance team, and the alliance team consisted of several skilled players, including a marshal. But the alliance team did not change their tactics fluidly to match the Hordes’ and in end lost without scoring once. I hope this guide will help you are your team mates use the right strategy to let your personal skill make the difference.
The Basic Strategy:
What follows is overview of standard tactics that are conducive to victory. This is by no means the perfect or only way to win the Warsong battleground. It is however a collection of strategies proven much more affective than 10 man zerg rushes, or every man for him self chaos.
The Start:
The very first thing to do when entering the battleground is to figure out if you are going to be on offence or defense. If the assault and defense groups are not formed yet, take initiative and form them. The defense group should have 3-4 players, and the assault group 6-7 players. It is vital for the teams to know their rolls and be ready to go as soon as the walls in the flag room drop and the match begins.
The Assault Team:
The assault team has three jobs. Their first goal is clearly to capture the enemy flag. Their second goal is to maintain control of the center area of the map. Their final goal ties in to the first two, and that goal is to put the enemy on the defensive and keep them there.
Capturing the flag is actually the easiest of the 3 goals, if the other two goals are being met. There are two main tactics that work. The first is for the bulk of the assault group to hold position in the center area, near the enemy tunnel entrance. Then, stealthers from the assault group move in and work to get the flag and sprint back to the main force, which then escorts them home. This tactic works well when the assault group has multiple stealthers and can keep the stealth attacks up at a steady pace. Eventually one will slip out. The second tactic is brute force. The entire assault team moves in, battles the enemy defense and tries to make it out with the flag. This method is often necessary when the enemy has pulled almost all of their forces back to defend.
The assault team’s second goal is to put the enemy on the defensive. Simply put, if the enemy is busy defending, they won’t be attacking. When the enemy goes on the defensive, the assault team needs to hit them hard, over and over. Eventually you will slip someone out with the flag. And since almost all the enemies are in their own flag room defending, there won’t be anyone left to intercept your flag carrier. If you can keep the enemy defending heavily, your victory will be all but inevitable.
The final goal is the most vital of all; control the center area. This is an often overlooked aspect of Warsong, and I’ve seen it be the defeat of many good teams. Any flag carrier, be it your own, or the enemy with your flag, has to cross through the center area. If you do not control it to some degree, your flag carriers will get cut down there, and the enemy’s will run through safely. The assault team should always regroup after deaths in the middle of the center area. From the center they can both escort your own flag carrier, and spin around to slay the enemy flag carrier if they slip out of your base. Remember, no base defense will be perfect at protecting your flag, but if the assault team holds the center area, they become a second, unavoidable line of defense.
See the Advanced Tactic for some specific ideas for the assault team.
The Defense Team:
The defense team really only has one job, but it is the most difficult of all, protecting the flag. The reason this job is difficult is because it takes only one enemy player to grab the flag and get ahead of the defenders for the defense team to fail. Add to that the fact that once your flag is lost the assault team can’t even turn the enemy flag, and it becomes clear the defense team has a challenging and vital job. Even with such a difficult task, it’s important that the defense team size not grow to over 4 or 5 members. If it does, you suffer the same negative effects that the assault team is trying to impose on your enemy by putting them on the defensive. So the challenge becomes protecting your flag with limited numbers. There are several advantages to defending that need to be utilized to successfully protect the flag
First, remember that there are only two ways out of your flag room. This means you have 2 choke points to focus your defense. While the enemy has four ways to come in, they can only go out those two, so keep that in mind. Second, you have the advantage of knowing where the enemy has to go, namely, your flag. Set traps under it, and totems by it. Don’t stand on top of it though. Play back by the exits, or else someone may get ahead of you and not let you catch up. Third, take advantage of the tight quarters. Flares, totems, perception, paranoia, and area spells will make it very difficult for a stealthier to get in unknown.
If the assault team is doing their job, the defense teams should get easier. If you get to a point where your five defenders are crushing the enemy attacks easily, feel free to send a defender or two to the assault team. Never, ever leave your flag room undefended though. Even if the enemy gets your flag and is sprinting out of the base, at least 2 members of the defense team should stay in the flag room. Otherwise if the flag is returned, it is left totally open for a stealth attack, and you may have no idea which way the enemy flag thief went with it by the time you get back.
See the Advanced Tactics section for more specific defense ideas.
Summary:
Coordinate two distinct groups; an assault team to attack the enemy and steal their flag, and a defense team to defend your own flag. The assault team needs to steal the enemy flag, put heavy pressure on the enemy to force them to pull most of their players to defend, and hold the center area so they can protect their flag carrier and stop enemy flag carriers. The defense team needs to protect the flag with as few players as possible, and use all the advantages of the base to help them. Once the scale of battle tips and your team can assault the enemy over and over with the bulk of your force, with only a few defenders needed to protect the flag, victory is all but assured.
Variant Strategies:
Here are some variations on the basic strategy outlined above. These are useful in particular, and it is also important to know how to counter them if they are used against you.
10 man rush:
One side rushes the enemy base with all 10 players, crushes the defense, and moves as one unit back to their base to cap. This strategy will crush the normal 7-3 offence unless your team moves fast to counter it. This strategy has grown very popular due to it’s intimidating and seemingly unstoppable use of force.
Counter:
If your team is prepared, the “unstoppable” 10 man rush can be countered very effectively. Have all but one or two of your team merge in the center of the map. Send 1 or 2 in to get the enemy flag, while the rest of the team intercepts the enemy as they try to cross the field, returning the flag then making way for the stolen enemy flag to come back. If your team is coordinated enough to come together in the center of the map, you can turn the enemy 10 man rush into a large advantage for you. This is because 8 men can almost always kill one (the flag thief) out of the 10 man rush, send the flag home, and then battle it out in the center while your own flag thief brings the enemy flag across. Your team’s flag thief has to be patient, and ideally move across right as the rest of the team is stopping the enemy flag carrier. This puts him ahead of the enemies who will soon raise behind him.
Stealth Offensive:
Similar to Heavy Defense but used when a team has 3 or more stealthers. All the none stealthers defend the flag, while all the stealth classes move in and repeatedly try to sprint out with the enemy flag. If they are caught, another stealthier is waiting in the enemy flag room to grab the undefended flag as soon as it is returned and sprint out the clear exit. I’ve only seen this strategy be effective when you end up with 4 or more rogues and battling it out in the center area is not in your favor.
Counter:
Defend the flag with 4 men while the rest attack. Assign one person to stay in the flag room at all times - even if the flag is sprinted away - to stop double flag grabs. Notify the attack team if the flag thief gets ahead of the defenders, so the attack team can turn and catch them in the center.
Heavy Defense (Do not use):
One side pulls back 8 or more members of their team to set up a very firm defense, only sending stealthers in after the enemy flag. This is an awful strategy, and I only list it so you can see the counter. In fact, an effective offence should try to put the enemy on heavy defense, because that gives your team a huge advantage.
Counter:
Attack with a 7 man offence as a group relentlessly, keeping the enemy on defense, thus keeping them all in their own base and keeping the center area clear for when you do manage to grab the enemy flag. Defend your own flag with 3 men to counter the stealth attacks. You will eventually break even the heaviest defense.
Advanced Tactics:
Double flag grab:
The assault team grabs the flag and bolts out an exit, leaving one stealther in the enemy flag room. If the first flag carrier is killed, the remaining stealther grabs the flag as soon as it is returned, and bolts out the clear exit.
Counter:
Assign one person to always stay in the flag room to guard the flag after it is returned. Since most of the flag defense once it is out of the base is in the hands of the assault team, this doesn’t hinder getting the flag back much.
Hiding the enemy flag in their own base:
This works well when you get the flag without anyone chasing you, but all the enemy are in the center area. Hide with the flag in a low visibility area of the enemy base, then communicate with your team on when the best time and place to make your way across comes.
Counter:
Assign a hunter or druid to base defense. Tracking can ferret out non-stealthed enemies in your base very quickly.
Sacrificial lamb:
This tactic works when a teammate has the enemy flag and it coming out of their side exit. A player or two charge to the area under the enemy graveyard, and attacks any enemies coming down to the center area. All but the most seasoned enemy will stop to fight, tying up enemy forces in the battle and keeping them from chasing your flag carrier. This tactic works anywhere one person can run into more then one enemy player and occupy them.
Counter:
Always focus on the team. An easy kill is not worth letting your flag slip away.
High ground attack:
If your assault team is caster heavy, moving to the top of the enemy base is often an effective tactic. Once you start raining down spells you are likely to have some of the defenders try to run up to your position to counter you, thus leaving their flag less guarded. Mages with improved blizzard are particularly good at this.
Counter:
If attacked from above, get out of line of site but don’t abandon the room. It takes to long to get to the top from the flag room and is not typically worth the risk. The enemy has to jump down eventually to get the flag.
Warsong Gulch takes both strategy and skill to win. The score board above shows a match where the horde had only 3 more kills total then the alliance team, and the alliance team consisted of several skilled players, including a marshal. But the alliance team did not change their tactics fluidly to match the Hordes’ and in end lost without scoring once. I hope this guide will help you are your team mates use the right strategy to let your personal skill make the difference.