Stop running past enemy in wsg, engage mid

so stupid why does 8 people need to go to the flag room together, engage mid idiots

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I like this, the alliance who think standing in the mid in wsg actually does something.-

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Don’t forget to guard the roads in Arathi!

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He’s not wrong, per se. First initial team fight in mid is pretty important. Who runs the flag easier? The faction who controls mid or the one who runs to flag as a team then trickles out? I always try to get my team to engage mid with 9 people while one gets flag. Not saying it’s a guaranteed win, but more often than not when we wipe Horde mid we tend to win.

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Agreed.

Controlling mid is more important than people give credit in flag maps- especially early in the match. People like to write it off as ignoring the objective but it’s a little more complex than that.

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It does if you can win the team fight. You split their rez timers, leave the FC vulnerable, etc. All you need these days is one cap before the other team starts the quit cycle.

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Mostly an Alliance thing

“Hugging the outside wall to avoid PvPing” is an epidemic in Alliance WSG

I’m not sure what it is, a lot of Alliance casuals just seem to have this “aversion to PvP” where they avoid enemy players or run away from them, makes you wonder why they q for bgs in the first place :thinking:

On the other hand, usually 3-5 Horde players will run “diagonally” across the field at the start, eager for PvP

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Maybe it’s because I tell people to engage mid, but I don’t see this much more as Alliance than Horde. Both seem to like to avoid mid pvp about the same.

I’ve seen this group-wide behavior from Alliance in most of the Twink Peaks games I’ve been in as well… most of the Alliance will hug the “right side” of the map, while 3-4 Horde will aggressively charge “diagonally” across mid hoping to catch 1 or 2 Alliance stragglers.

I don’t see this cowardly behavior anywhere near as often in Horde WSG/Twin Peaks games. It’s weird, there definitely seems to be more aversion to PvP on Alliance side in these capture the flag games :thinking:

We do that just as much but surprisingly it’s because most times people listen when I say charge mid.

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Yeah, then you get those people who tunnel vision mid, while no one guards the flag carrier, and then those people who can’t target healers down first.

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This can happen regardless of how the match starts.

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People always hate on mid fighting when 90% of wsg/tp RBGs start with a mid fight.

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Because if 1 goes there is no guarantee that he will even get the flag if the enemy has couple of DPS and a healer waiting there .

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Controlling mid and screwing around in mid are two different things… one gives you a good shot at a win and the other give you a good shot of being gy camped with the desire to complain on the forums

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It’s really just about knowing how to play. There is no one way to play. If your flag carrier is dying and everyone is in the middle not helping them, then there’s a problem. People get tunnel visioned and don’t even realize that the FC needs help or that the EFC needs to die. And this is what happens most of the time, which frustrates players that have a handle on what’s going on everywhere on the map. If you’re not good, you just have one strategy up your sleeve. A good player understands when to do what and when to give up on mid or when to engage mid.

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One of my paladin tank friends and I used to just queue for WSG and Twin Peaks. Our strategy always used to be to engage mid first. I would stay mid to heal team fight, he would go get the flag, he would pop all his CD’s in the middle of the field to get across, I would pull him the rest of the way while the team hopped on the EFC. And he would go cap. We would win most games with this strat and actually lose the games when people didn’t engage mid first.

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If you want a winrate like mine in Warsong Gulch, you engage mid. Mid wins games 90% of the time.

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if only the average player could count to 10 and make informed assumptions about their surroundings
:thinking:

Some fun reading on the subject (shoutout to the person complaining about faction balance the other day reminding me about Cynwise’s blog)

https://cynwise.wordpress.com/2012/07/17/resurrection-vectors-and-graveyard-control-in-warsong-gulch/

All BGs boil down to map control, but the cool thing about WSG/TP is that the key points on the map are 100% based on where the players are instead of fixed bases or capture points. Makes sure the right play almost always involves fighting, even in unorganized games.

1 Like