OK there is a whole lot of confusion on this BG. What I will attempt to accomplish in this post is to lay out what is currently viable and what is not by discussing the following simple topics: Note will not be covering resource nodes as unless you are turtling (which you shouldn’t be) they are insignificant.
- BG Objective
- Why hangar is best option
- Why Workshop and docks (if not buffed) are currently worthless
- 2 strats that should get you the win
Isle of Conquest Objective: breach the enemy teams fortified keep using One/all/combination of 3 node objectives that give access to breaching vehicles and bombs. After breaching the enemy keep you PVE the Boss before your boss dies and collect loot. Each node has a GY to include keeps that can be controlled by either team allowing your team access to spawn points. Capturing the enemy keep allows you to rez at the boss and is vital (however not completely necessary) for victory. The next section will cover the 3 nodes and the various vehicles acquired there.
**Hangar and why it is currently the best option: ** To the East on the hill is the Hangar. After you capture this point you get access to an airship with cannons that cannot be attacked or destroyed. The airship does make a wide circle moving in and out of range of the enemy base and does take several passes to destroy a gate. You can also parachute into the enemy base and run bombs, kill defenders, destroy turrets. The ranged cannon can be used for the following:
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Destroy enemy gates: main reason to get this asset is to destroy the enemy gate wall allowing you to assault the enemy keep and boss.
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Clear out the enemy base and other nodes: Hangar cannon have great range and can be used (depending on position) to kill people attacking your front gate, going to your keep, bombard workshop and enemy demos.
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Clear out the hangar node if being attacked.
The reason why the Hangar is the best option is twofold:
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The airship cannot be destroyed: unlike demos and glaives who are easily destroyed; the airship cannot be attacked (they should really change the base turrets to have a secondary harpoon fire that can attack/kill the airship) or destroyed. This means if you get control of hangar and can successfully defend hangar and kill the demos and glaives in a timely manner you will breach the enemy keep first more than 90% of the time. If you breach the enemy keep and keep the hangar; the airship will wipe their team allowing you to easily cap the keep GY.
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The location of the hangar is on the highest ground providing the best possible defensive position and allowing for a bird’s eye view of the whole BG; allowing you to easily spot incoming. With the plethora of knockbacks in the game you can easily hold the hangar against a much larger group until your airship comes around to bombard the area cleaning up the invaders.
Hangar Recap: Can’t be destroyed, easily defensible, unstoppable siege.
Workshop and why it currently sucks: In the middle of the BG is the workshop. Once you cap this node you immediately get access to several stacks of bombs and 4 siege catapults that have two atack options:
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A ranged catapult
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A close quarter battering ram
However if you keep the Workshop long enough you get a beefed up siege that if fully manned and with a decent driver can lay some really good siege. However You will probably have to use this siege to clear your base r take hangar due to Hangar destroying your base while it is defended by 3 people.
The current issue with the workshop is:
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They have very little health due to current dmg output and most will die before reaching the enemy keep. 2-3 dot classes (Spriest/Aff lock/boomy/Sin rogue/feral) can mow down a demo in no time. Even of you get to the keep they cant be healed/repaired and you have to juggle killing the enemy players, enemy turrets and pray the people actually getting in them have a clue no to sit at the gate in the fire.
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NO ONE RUNS BOMBS: 20-30 people go mid. 4 people get in demos and maybe 5 people get bombs. Yet 12-20 people will go to “defend demos” WITHOUT BOMBS; and once the demos are dead THEY ALL STAND AT THE ENEMY GATE FOR THE REST OF THE GAME; or until they die.
Docks and why it sucks: To the West is the docks. If you capture this node you get access to 2 sieges:
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glaive thrower: two attack options, a long range high damage glaive and a short range spread dmg cluster of glaives. The main attack has great range and can pump out great damage.
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catapult: this small cart has a speed option and a catapult option. The catapult option will launch you to the destination of your choosing. The typical choice is into the enemy base where you can run bombs from the inside.
The current issue with Docks: The glaives have little to no health and are easily oneshot no matter how much defense you have. There is ALMOST WITHOUT UNCERTAINTY THAT THEY WILL DIE before they do any relative damage. The catapults get you in the wall yet if you dont have a competent team inside to WORK TOGETHER it really is pointless if you can only run a few bombs before you die or if thee is 20 people in the keep and only 4 bombs can be run at a time.
2 Strats to win:
- Hangar Assault: You go in mass force and take Hangar in a big team fight. This is the typical horde stat that more often than not goes uncontested by ally because they typically still believe Workshop and Docks can win. (Was literally told by someone, “Well it worked Once”).
This strat works if you KNOW YOU CAN WIN HANGAR. Note In my plethora of BG exp Horde healers outheal ally healers (As a collective) in PUG BGs immensely. So if you are Ally and dont have a few more healers than the Horde I would not try this strat.
Once you take Hangar you man the gunship and send people to jump into the enemy base and run bombs. You keep a small group of defenders to hold Hangar and call incoming. You send majority of your force to kill the demos and glaives. From here on out you harass workshop and docks taking them if you can (holding them is not the objective) otherwise you are reinforcing hangar when needed and killing demos and glaives.
Once the enemy keep wall is down; you kill the boss and collect loot.
- Fake mid and backdoor Hangar Assault: You go majority mid with some docks and once you capped them and the horde are killing the sieges (demos/glaives/catapults) you send your workshop force to Hangar and overrun it in force, capture and hold it. This is how I typically win 99% of my IoC as Ally. Once you have taken Hangar you swap to the Hangar strat:
Once you take Hangar you man the gunship and send people to jump into the enemy base and run bombs. You keep a small group of defenders to hold Hangar and call incoming. You send majority of your force to kill the demos and glaives. From here on out you harass workshop and docks taking them if you can (holding them is not the objective) otherwise you are reinforcing hangar when needed and killing demos and glaives.
I hope this has been informative and helpful and may be useful learning tool for future BGing wins.