ok first of all...can anyone tell me how the battleground leader is chosen? i find myself being it a lot, and i just dont know why. last night it happened 3 times in a row.
ok anyway my real point is this...if i was your alliance bg leader and i said this, what would you think...
"whoever caps stables stay there...everyone else go to bs and own it...when its secure, leave 2 and the rest push across bridge to farm and keep em busy there, then cap mill when possible. forget mine altogether. stay in big groups and do not engage with less than three...wait for backup and try to have a healer in every group."
does this sound like a good plan or bad?? i dont really know yet, honestly, i am learning, but if i am going to spend an entire night being the bg leader, i want to know how to do it right. i came up with this strategy simply by watching how we got our butts handed to us over and over...and this seems like what they did to us but in reverse.
thanks...|||Sounds bad IMO, I've been playing for basically 2 years and have a 70hunt, 69Mage, etc etc.
Now there will other people with other strats but this is what I think.
I will bold what I think is bad . .everything else not bolded is cool IMO
Quote:
whoever caps stables stay there...everyone else go to bs and own it...when its secure, leave 2 and the rest push across bridge to farm and keep em busy there, then cap mill when possible. forget mine altogether. stay in big groups and do not engage with less than three...wait for backup and try to have a healer in every group.
Okay, there are various strats that work well depending on numbers, so this is going on the assumptions that it's 15 to 15 and both sides are equal in terms of gear and skill, and it's a PUG.
There are other strats when you outnumber them, have no heals, are crushing them and want to go for a 5 cap etc.
"everyone else go to bs and own it...when its secure, leave 2 and the rest push across bridge to farm and keep em busy there, then cap mill when possible. forget mine altogether."
This is bad b/c what if you all get owned at BS? Then all it takes is one lonely person on the other team to capture the LM and GM . . . that's not good, IMO, never send "everyone" anywhere. "Cap Mill when possible" is bad too IMO b/c Mill is awesome as you can see the Farm, BS, and Stbls all from the LM . . . now that's a good advantage.
IMO 2 ppl go and hold Stbls - 5 to LM , 5 to GM (or BS), 3 ppl roam from node to node helping to Defend and Hold till you win . . . BUT . . . you can't get them to hold, even though the opposing side wants what they have . . .a node . . . they want to go and look for trouble, or want a 4th node etc. They rarely want to D up. You will also rarely start with a full group due to multiple que'ing so you'll probably start with about 11 people. In this case then send 1 to Stbls, 5 to LM, and 5 to GM (or BS) . . . BS is retarded and constantly under attack from all directions (yes there's a strategic advantage to having it as it makes getting to the other nodes quicker), so either get it early or don't get it at all.
D is key in AB as is calling incs early.
I bolded the last part simply because it's your job to make sure there's a healer in every group (if there are any healers).
The raid interface for the BG (under "O") is drag and drop, at the beginning make the groups even so there's a good class distribution in each group. So drag Mr. XYZ and drop him on top of MR. ABC to switch them out etc.
The best kind of thing to say IMO is this (leave out the "or BS" part and put that in per your strat.
"G1 - LM, G2 - GM (or BS), G3 - Stbls and Help Defend LM and GM (or BS) from Stbls - Call out INC's early (from where and how many). Defense and Communication are key, you have what they want , let them come to you! Stay in your group!!!!"
Junk like that, or you can go with the standard
G1-LM, G2-GM (or BS), G3-STBLS.
So anyways, there's my strat of sorts, though it changes on the fly, I'm sure other people will have some interesting strats too.
Either way, GL.
|||What we do in premades:
One group to mine, one to blacksmith, one to lumber mill. One player caps Stables and stays to fend off stealthers.
Once we have four nodes, one each to defend them, 11 players to farm.
Once farm caps, trap Horde at their remaining gy.
5-0 rolls by fast.
You have an advantage at the beginning that is different than at any other time in the game. At that point, the opponent's only respawn point is way back at the start. Do things right, and you have an overwhelming numbers advantage at the key points.
If the opposition is organized, they will overload one of the forward nodes, usually blacksmith or lumber mill. Then they reenact their wet dreams and zerg the stables.
We rush behind them and cap everything else. May just leave them at stables, really not a good position from which to launch a counterattack.
It's really difficult to capture a node if due to the game situation gobs of players are rezzing there.
Claiming contiguous nodes is very helpful, as rezzers can help more than one place. Holding, say, mine, mill and stables is hard to defend. Whoever holds farm and blacksmith can share resources and go after the mill pretty easily.|||Yes - there's 2 Holy Trinities that make a 3 cap AB victory very easy if you hold and defend properly. Since I'm Horde, I'll go over Horde's one.
BS-Farm-LM - The absolute easiest of the Trinities to capture if you are Horde. One cap the farm, the rest hit BS and LM. So long as 7 go to each node, you will win them 95% of the time. Once one of those is capped, clear remaining enemies, and 2 from that group return to Farm to defend a possible zerg from Mine.
Once you've cleared your 3 nodes, keep 3 on each node, the other 6 position themselves in the crossroads between them all. Defenders call Incs on their nodes. A priest or hunter on the LM is a *wonderful* scout, able to Mind Vision or Eye every node except Mine to provide Recon.
An alteration of this strategy (which I use when doing premade AB, typically vs. a Pug or a premade that has proven itself weak and disorganized) is the Super Aggressive one - 2 per node only, while the other 9 constantly try and cap Mine - but fight them no matter where you find them, even on the road. The idea is they will be constantly fighting 10-12 Alliance offensively, and pay for themselves as only 3-5 Alliance are availible to try and take 1 of our 3 nodes. Most of the time, they are so pressured that they can only pull off 1-2 people making the same offensive move, but occasionally, if 5 break free, you node-swap. Which is okay, as you are in a better position to get your node back, since you got 9 at one place, and they only have 3-4 at your capped node.
The idea behind super aggression is to make games flow faster, as you can possibly cap 4 nodes, and then step it up even more to keep pressure on their remaining node (1 per node you have, all others attacking Stables) for a possible 5 cap. So long as you control where the battles are being fought, it takes a very organized enemy to adapt and overcome that. It's also a much more fun game, though - definately - there's more possibility for things to go wrong. That's why I enjoy it the most, in all honesty... I love problems coming up and having to adjust my gameplan on the fly, giving new, unusual orders based on the circumstances.
Anyway - lots of words for a simple point: The team who wins AB is the team that controls the flow of the battle. Whether you do that through a well organized strike of 3 nodes and coordinated defense - or pummeling aggression that doesn't even let the other team breathe - you will win.
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