Battlegrounds - The Ultimate Thread

by Fløe | 17/04/2008 23:43:15

Fløe

Warning: this thread contents personal opinions, self made strategy names, and a huge wall of text, approach with care - Also this thread meant as help for lvl 70's primarily, where as you might be able to use this at lower lvls too, it is not directly meant as such.

Alright, I'm bored atm, and have been reading a few threads where people think they have got it all figured when it comes to BG's.

First lets cover the tactics for each battleground shall we:

Alterac Valley Theres many ways to go about this, but since 95% of all the players here just follow the flow, theres 2 more common then the rest:

Strategy One: The Rush

This is the best one for both parties, as 2.4 balanced the map considerably. For the best chances of succes, a group of 3-5 people need to move on the first 2 central bunkers (I know its towers for the allies, but I'm sticking with bunkers), but wasting time going to Galva/Balinda. Getting the bunkers on timer ASAP is prioity one. Ofc rogues/druids are also needed to pass balinda and get to the base bunkers, and put this on timer. Besides this, defending the timered bunkers is also of the utter most importance, as if you lose control of it, the time will have to be started all over again, making you fall behind the opposite team. Remember, to kill the Leaders, one must first take out the bunkers, or as many as possible, so you dont have to deal with marshals (horde term again, pardon me) and extra hp on him.

In short: Get the bunkers on timer as fast as possible

Strategy Two: The Defense

This one is only good for the one team, as it leaves the opposite site with nothing gained. Back 2.3 when the alliance had a HUGE advantage when it came to the rush, this was taken in use by quite a few Battlegroups by the horde, resulting in smaller boycuts by the alliance. The basic goal is simple, take everything, and give nothing. Hold the Iceblood chokepoint/Stonehearth chokepoint, and have smallere parties go out and take the enemy bunkers. Now the alliance have been all over this, saying that IB chokepoint is FAR easier to defend then SH chokepoint. However much I disagree with this, it has been proven by both sides it can be do, with great gain by the using team.

In short: Take all, give nothing

Arathi Basin I personally look at this as the one to join when I really want some killing, as it offers big fights, and great odds on killing.

These are the ONLY ways I have seen AB being played:

Strategy One: The 30 minute game

Seize 3 base, and keep those for 30 mins... Yep, its that simple. the strategic best 3 would be Farm (Horde)/Stable(Alliance), Blacksmith, and LM/Mine. having it this way provides you with far less distance between each point, making defense easier, and also giving you less fronts to deal with.

Strategy Two: The Rush

Basicly you make a run for Farm/Stable, leaving 1 guy at each base point to capture it on route. For the greatest chance of succes with this bolded strategy is to make people spread out and run down all the paths farm. The goal doing this is to make sure none of the enemies get around you and start taking bases from behind, crippling your plans of a short game. Also effective healers are crucial, cause otherwise, you might not win through all 3 points to reach the farm. Failing in the initiate try, usually ends up in the enemies favor, so having your enemy outnumbered is also a most for this strategy.

Strategy Three: The Marshing

This one is the one you see the most, as little to no organizing is required. The goal is to have 1 more base then the enemy at all times, wherther this being 1 where 4 is in contest, or 3 with none in contest. The more bases the better, but the basics is to just stay ahead. Defending, ninja capping, or just plain marshing through the map, cutting your loses by taking new bases all the time. This usually ends in the favor of the ones adapting a bit of all 3.

Warsong Gulch The druids personal favorite :)

As with the above, there is plenty of ways to do this, and as with the above, I'll go through the most efficient, and most common.

Strategy One: Turtle

This one was very much the most used back in the day, as it usually meant the opposing team had no chance of winning. Everyone would go together, in one big cluster, deflecting any resistance on their way to the flag, while on their way back they would crush the opposite teams flag carrier and convoy. This one is straight forward, go together, stay in the middle and wait for the enemy to come furth, destroy them, score. In turtle vs turlte, the games could go on for hours, as neither team could cut down the enemies carrier. Resent changes has made this tactic alot less effective as the flag carriers now get a dmg taken increased debuff, if the flag is out their spawn for longer periods.

Strategy Two: The Defense

The goals here is to have the majority of ones team standing in the base, defending ones flag, while the rest go the enemies flag. Never have casters as defenders, as the tight spaces, and corners makes defending/holding the flag in the base alot harder for them, then the melees. As for any strategy, healers is the game breaking factors, teams with healers always have a huge advantage over those that doesn't.

Strategy Three: The Offensive

This one is rarely seen, or at least rarely effective, although it holds the greatest potential. Here you have the majority go to the enemy base, while the rest stay in the middle. The idea here is to have people capping the flag, and have people staying behind, getting ready to immediately recapping the flag, after losing the flag, or scoring. The middle team is there to prevent the enemies from getting the flag across the middle.

Dooming Flaw: The middle team usually grows too big, and loses focus their goal in a endless grind of HK's :P

[ Post edited by Fløe ]

by Slorkuz | 18/04/2008 21:05:16

Slorkuz

Blue tag :)

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