Vanilla Warsong Strategy Guide

FOREWORD!

As a celebration of the re-release of Vanilla Warsong, I am reposting a period guide.

This guide was originally written in 2006 based on observations and strategies visible on Cenarion Circle, and is being posted without modification outside of small formatting updates to better fit these forums. Being that the understanding of the game, culture, technology et al have shifted over the past 13 years, I present this only as a portrait in history, and only as entertainment.

I hope only that you enjoy reading this, and perhaps explore newer, better, more relevant strategies.

Off we go!


GENERAL OVERVIEW

Warsong is a game of capture-the-flag (CTF) with a high emphasis on communication, coordination and mobility. In other words, Warsong quite heavily revolves around teams and team dynamics . As well, and as opposed to more usual CTF games, World of Warcraft CTF has been implemented within a MMO world where gearing, a whole slew of class builds and various play styles will have a huge bearing on how a given game may proceed.

In order to limit the scope of this document, I will be concentrating on the general field strategies as employed by various teams. Hiding places, class-specific tricks and tips, professions and other forms of information may be covered in a future document.

This is a work in progress and will likely be updated in the future. Keep in mind the ideas within this document are meant as guidelines, not as hard and fast rules! Warsong is also a game of value judgments and sometimes, the best thing to do is to NOT stick with a usual arrangement.

The document will be laid out as follows:

  • i. General Description of Warsong (and short glossary of terms)
    1. Zerg
    2. Field Control
    3. Split
    4. The Turtle
    5. Heavy Offense
  • ii. General Comments
  • iii. Mistakes Glossary
  • iv. Closing Statements

Date compiled: 200611.17

This document and all writings contained therein the document is the property of Amaelalin of Cenarion Circle.

i. General Description of Warsong

Warsong as a game exists in two overlapping stages; flag retrieval and flag return.

Warsong during the flag retrieval stage is best described as a game of mobility. The most successful teams are able to maintain or increase the mobility inherent to their own forces whilst reducing the freedom of mobility available to their opponents. Almost everything you do within this battleground is dependent on your ability to move quickly and effectively whilst preventing your opponents from doing the same.

By effectively slowing your opponents, you:

  • Render impotent distinct elements in your opposing team’s strategy (i.e. healers, crowd controllers), exposing the vulnerable flag runner to various hazards.
  • Allow your allies the time required to bring overwhelming firepower down upon an opponent’s flag carrier.
  • Prevent your opponents from assaulting your own flag bearer, allowing him or her time to make an escape.
  • Otherwise weaken your opponent’s offensive and defensive capabilities.

Warsong during the flag return stage becomes a game of information and thus coordination and maneuverability.

  • Allow your allies the placement and information needed to best safe keep the friendly flag running team as well as intercept the hostile team.
  • Provide your carrier team with the information required to best avoid or overcome hostile engagement.
  • Prevent your enemies from capably escorting their own flag carrier via DPS or crowd control.
  • Render impotent distinct elements in your opposing team’s strategy (ie. healers, crowd controllers), exposing the vulnerable flag carrier to various hazards.

Short Glossary:

  • FAPs – Free-Action Potions – items which may be used to remove and provide immunity from slowing effects.
  • CC –Crowd Control – every class has abilities which may be used to temporarily remove an opponent from the fight through use of sheeping, fearing et al. I also count slowing effects as crowd control.
  • AoE –Area-of-Effect – generally spells or abilities which affect a large group of people centered on a specific area.

1. THE ZERG

Overview

The zerg (where the majority or entirety of the team moves together in a large-scale rush) is a popular strategy employed both by Alliance and Horde teams. The Alliance as a whole will rush south along the western edge of the map whilst the Horde rush north along the eastern area of the map. The idea is to bring overwhelming power down upon flag room defenders and move the flag - and the flag bearer - back to the base safely. A secondary - but equally important - concern is to return the allied flag whilst escorting the runner back to base. The most successful teams will do both tasks in two crossings (“there and back again.”). Zergs typically leave little to no defense on the initial charge.

Pick-up groups also tend to implement a variation of this strategy as it is extremely simplistic. However, there are major motivational and execution differences. Whereas a team will attempt to remain a mobile force which is able to retain its form down the field, through the opposing base and in return, a pick-up group will typically fragment in the field and be rendered inconsequential.

Requirements

a. Successful teams are able to retain form and move as one group down the field and through the opposing base. Individuals remaining outside to chase kills will reduce the overall strength of the zerg and are also much more easily destroyed. Alternately: Successful teams are able to gather and penetrate the opposing base as one single group.

b. Having successfully claimed the flag, the team is also able to effectively escort the flag carrier on return. Typically (and generally while the zerg is closer to the opposing team’s base), the zerg team will attempt to remain together and using crowd control in addition to DPS resources, quickly remove threats to the carrier. In general, the zerg group must also continue moving. Being stopped in one location fighting depletes resources.

Resurrecting forces must either join the flag carrier or help ensure the base is cleared of activity. Of course, exceptions exist and all decisions are subject to the player’s judgment – for example, if there is no chance the flag bearer will withstand the current assault, it is better to move across the field to attempt a new flag run or slow or stop the opposing flag runner while elements of the team may regroup and attempt a new rush. Defense is another choice but remaining to defend a flagless flag room is never wise.

As the zerg crosses the field, the flag runner may choose to run ahead and race to the home base. The choice to split in this manner must be made with the following in consideration:

The decision may be hazardous if the bulk of enemy forces are ahead of the flag carrier. With a split, the onus is on the carrier to avoid hostile forces. If the team has a large (and also superior) amount of healing, it is often safer to remain as one group. If the team as an inferior and/or low number of healers where the zerg is unlikely to out heal and outlast opposing DPS, a split may be wise.

If the bulk of enemy forces are behind the zerg, the runner and healers can typically safely run ahead while the remainder engages pursuing elements with an emphasis on stopping or slowing enemy players.

c. Midfield flag return is highly optimum with regards to time efficiency. Flag carriers are also typically most vulnerable in the field where reinforcements may be far, and escorts may be few or underpowered. While healers should generally stay with the allied flag runner, there are typically two strategies used when accomplishing this task.

Typically, a zerg team with multiple healers will move as a single coherent group and will intercept enemy flag carriers. The assumption is that the amount of healing available is capable of out healing all enemy DPS whilst allowing allied DPS to destroy the enemy carrier and return the flag. It is also common for [enemy] flag runners to run isolated from the remainder of their team and it is trivial to destroy them at this point. It is extremely important that healers keep an eye on each other during these encounters; it is common for healers to become counter spelled, trapped, sheeped, mind controlled, killed or otherwise removed from combat during these scenarios.

A zerg team with few (or zero) healers, on the other hand, should typically split the zerg into two parts. A dedicated runner team consisting of the flag bearer and her healers should remain separate from the remainder of the team. A mage (or, really, anyone with highly useful AoE CC) is also a highly beneficial element of a runner team as slowing effects are greatly effective at preventing enemy forces from catching up to and killing the flag bearer.

The job of the main zerg in a split becomes twofold; first and foremost, the larger zerging element should be preventing the opposing zerg from intercepting the allied flag runner. This is done either by engaging the opposing forces midfield and preventing them from moving on your allied runner or by employing the numerous crowd control abilities available to each class. The second job of the main zerg is to return the allied flag – preferably long prior to its arrival in the enemy base.

The Failed Zerg

A completely successful zerg has allowed the flag runner safe passage to the allied base and back as well as having prevented the enemy flag runner from moving your flag to their base. A partially successful zerg has availed the runner safe passage but has not been able to return the allied flag, necessitating an assault on the opponent’s fortifying positions.

If neither run nor flag return is accomplished, the best tactic to employ at this time is a slowing strategy where the opposing flag runner is prevented from capturing the flag immediately, allowing more elements of the team to move into a position in which they are able to make another flag run. Anybody can steal the flag at this time - a disadvantaged runner buys time for a proper runner and escort team to move into position to steal the flag again while an advantaged runner may attempt a full field crossing. Crowd control is, of course, beneficially applied to the hostile flag carrier.

Advantages of Zerging

  • Will typically outnumber and overpower enemy forces in any single location.
  • Proper cohesion of resources ensures that each individual is at fighting peak.

Disadvantages of Zerging

  • Reinforcements are typically long-distance.
  • Healing-light or undisciplined zerg teams are typically weak against properly-mobilized field control teams.

Countering the Zerg

There are two preferred methods to derailing a zerg. The first method is to overcome the opposing zerg with a more powerful or better-coordinated zerg. The second method is to employ a field control stratagem. A third method is to allow the zerg to pass, and deal with them after they have split and reformed.

2. FIELD CONTROL

Overview

Field Control is a very highly-effective strategy which requires a great deal of communication and a high degree of mobility as well as a reasonable amount of coordination. This strategy is the most effective counter for zerging strategies when correctly employed, and generally provides the team with numerous options when controlling the ebb and flow of combat. Field Control is almost never effectively deployed as a strategy by pick-up groups as it requires a level of communication and coordination not found outside preformed groups.

This strategy sees a large and mobile defense group deployed midfield, shifting across battle lines as situations arise. This defense group is given three specific jobs:

  • The midfield defense group must destroy or greatly weaken incoming offensive teams.
  • The midfield defense group must either escort the allied flag runner on her return from the opposing team’s base, or must destroy or otherwise stop pursuit.
  • The midfield defense group must destroy hostile teams exiting the allied base.

A typical game will see this team moving toward the allied ramp-tunnel area to break the incoming rush. In the event incoming forces are able to bypass the field team and remove the flag from the flag spawn, the field elements must ascertain the exit destination chosen by the hostile flag runner and intercept her before she is able to re-cross the field. At this point, the field team has the advantage of having teammates resurrecting nearby, able to quickly join the battle renewed. Once the enemy offensive is neutralized, the field group should move deeper into the field to help escort the friendly runner team back to base. While not currently engaged, the field team is most usually mounted and able to move quickly as situations arise.

Aside from the field group there exists a smaller penetration/running group that is typically composed of a druid, a healer escort and hopefully CCing elements. Actual penetration group make-up may be highly dependent on the strategies and classes employed by the opposing team. Whilst penetration may be accomplished by your chosen runner alone, the escorting personnel must be ready to meet with the runner and assist her on the trip home.

Often, a small defensive group (1 or 2 players) is left inside the flag room (while the flag remains) in order to prevent theft by solo or small runner groups. If they are unable to keep the flag within the base, they must inform the rest of the raid regarding the exit location of the hostile runner in order to facilitate intercept. When an FC team comes across a zerg team, flag room defense may optionally be reduced or eliminated. The onus is on the field team to heavily damage incoming forces, and destroy the hostile carrier as she leaves.

Personal notes

Personally, when multiple healers exist in the team, I recommend leaving one outside the hostile base as healers entering the base are often CCed and unable to keep up with the runner as she exits.

Advantages

  • Excellent (possibly best) counter to the zerg tactic employed by many Warsong teams. The defensive team is able to assault the opposing force twice – the zerging force is usually also weaker after the initial assault.

  • Quick reaction time as defenders are typically able to mount and move without obstruction to any exit location. Flag runners are typically railroaded into very specific passages due to terrain design – a fact defenders are able to take advantage of.

  • Effortlessly destroy smaller penetration teams on the way in or on the way out.

  • Unlikely to be “left in the dust” by penetration teams with a great deal of AoE CC as most movements are intercepts as opposed to chases.

  • Able to redeploy in such a format as to escort returning allied penetration teams.

Disadvantages

  • Weak offensive arrangement. When enemy teams are heavily fortified, the onus is placed on the smaller penetration team to perform admirably.

  • Very simplistic for hostile stealth to enter the base undetected.

  • Requires a great deal of communication and a fair amount of coordination. Scouting and communication regarding the movements of enemy flag runners must occur or the strategy will fail.

  • Sometimes individuals get caught in engagements and may be unavailable for more suitable tasks.

  • If two teams are employing the same strategy, the penetration team may be quickly nullified at the onset. At this time, it becomes a fight to discover who is better capable of controlling the field or a redeployment as a zerg.

  • Requires high mobility.

Countering the Field Control Strategy

  • If a zerg team can quickly overpower a field group and retain zerg cohesion entering the base and exiting… that may spell death for the FC team, although this generally only occurs if skill and ability, or team composition, or gear is greatly biased for one team.

  • Properly classed and arrayed defensive groups are anathema to very small penetration teams. Field controlling teams are capable of quickly morphing into full-bore zergs as situations demand, however.

3. SPLIT (Heavy Defense)

Overview

I personally like to call these “half and half” games. Typically four to six individuals in a team is situated in a defensive arrangement within the base itself while the other remainder is sent away on offensive actions. While it is an arrangement that is typically seen when both teams have lost their flags, some teams do opt to employ this strategy at the onset of a game.

Requirements

In the most successful deployments of this strategy:

If the flag has not been lost:

  • The defense team is NOT clustered in the flag room and thusly susceptible to fear bombing.

  • The defense team is composed of high DPS and/or damage-resistance CC elements (i.e. warlock fears, warrior hamstrings).

  • The offensive team is capable of AoE slowing effects.

  • The offensive team includes a dedicated cleanser and healer.

  • The flag runner is both quick and able to remove a diverse variety of slowing/stopping effects.

  • The offensive team is not constantly engaged midfield as this depletes resources and will fragment the offense.

If both flags have been lost:

  • Multiple healers are available to remain on defense in order to ensure heal availability. Solo healers are highly vulnerable to various forms of CC.
  • The return team includes numerous high-DPS as well as target CC elements.

Personal notes

In the end, only one person needs to die versus the whole of the assaulting group whilst a small number of healers may be crowd controlled or killed! Holding a flag with limited healing capacity is quite precarious and depending on the size and composition of the hostile defending team, it may be wiser to send a large assaulting force with the understanding that an additional flag run may be required. The window to return the allied flag is typically quite short, and most often immediately follows an initial flag run.

Advantages

  • Very simple to form to the point that many pick-up groups are able to coordinate quickly and easily.
  • A well-formed (healing heavy) and experienced defensive team can very easily defend flag carriers from like-size assault groups.
  • Highly effective against very small (1-2 person) penetration teams, or penetration teams without AoE slowing and cleansing/healing capabilities.
  • Defensive team can quickly reinforce from the graveyard.

Disadvantages

  • Defense is highly susceptible to zerg tactics.
  • Flag defense is easily defeated via use of fear bombing, dispelling, AoE slowing effects, as well as the use of FAPs.
  • Defensive teams are typically left “in the dust” if penetration or zerg teams are able to exit the flag room - especially when AoE CC is employed by the assaulting team. It may be difficult to catch up with a runner who has left the base.
  • Offensive teams may find difficulty crossing the field if the opposing team employs a field control or zerging strategy.
  • It is far simpler to return a flag than to hold one - particularly when the defensive team has very limited healing available.

Countering the Split

  • A field control team will typically overpower the penetration team, rendering offense ineffective.

  • A zerg team works best against this strategy as the sheer size and power offered by a zerg will overpower a defensive team on penetration then the offensive team on return.

4. THE TURTLE

Overview

Turtles typically place seven to ten individuals on defense. This strategy is seen in four incarnations:

(a) Defense is arrayed about a base in such a fashion to delay assaults and protect the carrier until such a time when offense is most effective (i.e. waiting for spell cool downs and trinkets), or;

(b) Defense consists of a fluctuating number of individuals whom refuse to leave until all defensive action has ended, securing the base at large before moving to offense ( I do not consider this a turtle, as a large defensive force only exists within the base or base area while there is hostile engagement within it. ), or;

(c) Defensive groups ensure the security of the base and carrier whilst a small group penetrates the opposing base and steals the enemy flag or returns the allied flag, or;

(d) True turtles; the entire raid secures the base and intend to prevent flag loss from the onset and throughout the game; or, absolutely zero offense exists where both teams have lost their flags.

We will discuss the specific advantages and disadvantages of these four incarnations. For other relevant information, please see; Strategy: Split.

(a) Defense is arrayed about a base in such a fashion to delay assaults and protect the carrier until such a time when offense is most effective (i.e. waiting for spell cool downs and trinkets).

Advantages

  • Ensures the offensive elements of the team exist in peak condition during offensive actions.

  • An intelligent defensive team can destroy smaller return teams.

  • An intelligent defensive team can outlast like-size flag return teams if healer elements are generous.

  • A properly-arrayed defensive layout can force hostile teams into early engagement, depleting their resources and providing the carrier with escape information.

  • Solo and very small penetration teams may have difficulties stealing the flag if unbreakable CC/slowing classes are available for defense.

  • Reinforcements are near (yard).

Disadvantages

  • Long, deliberately slow games as key members may be waiting on cool downs.

  • Carrier defense is typically highly precarious if the team is healing-weak; while only one individual must be destroyed for flag return (and healing may be CCed or destroyed), the entire invading force must be removed to ensure the carrier’s safety.

  • The situation where the whole of the allied team is on defense where the allied flag is in the opposing base, and where the friendly carrier is in danger of dying is the riskiest situation possible in Warsong.

  • Defensive teams are typically left “in the dust” if penetration or zerg teams are able to exit the flag room - especially when AoE CC is employed by the assaulting team. It may be difficult to catch up with a runner who has left the base.

  • A smaller-sized penetration/theft team will typically outperform a larger defensive team per player dedicated.

(b) Defense consists of a fluctuating number of individuals whom refuse to leave until all defensive action has ended, securing the base at large before moving to offense. I do not consider this a true turtle, as a large defensive force only exists within the base or base area while there is hostile engagement within it; these tend to be recent resurrects from an unfortunate offensive team.

Advantages

  • Help ensure the flag carrier remains safe.

  • Reinforcements are always nearby (yard).

  • There amounts some flexibility; defense is available when needed and on offense when not.

  • Typically much stronger consistent offense than c or d turtles.

Disadvantages

  • A constant state of assault may lead to the situation where the allied team will have little to no offense for an extended period of time.

  • Carrier defense is typically highly precarious if the team is healing-weak; while only one individual must be destroyed for flag return (and healing may be CCed or destroyed), the entire invading force must be removed to ensure the carrier’s safety.

  • The situation where the whole of the allied team is on defense where the allied flag is in the opposing base, and where the friendly carrier is in danger of dying is the riskiest situation possible in Warsong.

  • Defense is highly susceptible to zerg tactics as the “flux” offense/defense team may not return (read: resurrect at the yard) quickly enough.

  • If the majority of the team is in the base; the team is typically left “in the dust” if penetration or zerg teams are able to exit the flag room - especially when AoE CC is employed by the assaulting team. It may be difficult to catch up with a runner who has left the base.

  • A smaller-sized penetration/theft team will typically outperform a larger defensive team per player dedicated.

(c) Defensive groups ensure the security of the base and carrier whilst a small group penetrates the opposing base and steals the enemy flag or returns the allied flag.

Advantages

  • An intelligent defensive team can destroy smaller return teams.

  • An intelligent defensive team can outlast like-size flag return teams if healer elements are generous.

  • A properly-arrayed defensive layout can force return teams into early engagement, depleting their resources and providing the carrier with escape information.

  • Solo and very small penetration teams may have difficulties stealing the flag if unbreakable CC/slowing classes are available for defense.

  • Reinforcements are near (yard).

  • If the opposing team is forced to place the majority of their team on offense, or their defensive team lacks enough healing, flag returns may be quite simple.

Disadvantages

  • Flag runners are extremely vulnerable midfield, especially if escorts are slowed or destroyed.

  • Carrier defense is typically highly precarious if the team is healing-weak; while only one individual must be destroyed for flag return (and healing may be CCed or destroyed), the entire invading force must be removed to ensure the carrier’s safety.

  • The situation where the whole of the allied team is on defense where the allied flag is in the opposing base, and where the friendly carrier is in danger of dying is the riskiest situation possible in Warsong.

  • It is nearly impossible for solo offense to do anything of note; two or more are required, particularly when enemy defensive elements are well-geared, experienced, or even just moderately intelligent.

  • Long, slow games.

  • Defensive teams are typically left “in the dust” if penetration or zerg teams are able to exit the flag room - especially when AoE CC is employed by the assaulting team. It may be difficult to catch up with a runner who has left the base.

(d) True turtles; the entire raid secures the base and intend to prevent flag loss from the onset and throughout the game; or, absolutely zero offense exists where both teams have lost their flags.

Advantages

  • An intelligent defensive team can destroy smaller return teams.

  • An intelligent defensive team can outlast like-size flag return teams if healer elements are generous.

  • A properly-arrayed defensive layout can force return teams into early engagement, depleting their resources and providing the carrier with escape information.

  • Solo and very small penetration teams may have difficulties stealing the flag if unbreakable CC/slowing classes are available for defense.

  • Reinforcements are near (yard).

Disadvantages

  • Zero offense means no chance of ever returning or stealing a flag, or winning.

  • Unlimited chances for the opposing team to return their flag or steal your flag and win.

  • Initial flag defense is easily defeated via use of fear bombing, dispelling, AoE slowing effects, the use of FAPs or via simple zerging.

  • Defensive teams are typically left “in the dust” if penetration or zerg teams are able to exit the flag room - especially when AoE CC is employed by the assaulting team. It may be difficult to catch up with a runner who has left the base.

  • A smaller-sized penetration/theft team will typically outperform a larger defensive team per player dedicated.

Counters to Turtling

Properly-implemented zerging, field control and split strategies will typically outperform turtles in all situations.

  • Zergs will quite simply smash defense to steal flags without allowing the defensive team any opportunity to stop the runner. A zerg escort will typically destroy a turtle’s penetration midfield returning to base.

  • Field control teams will simply not let small penetration teams cross the field.

  • Half and half teams should never lose a flag to very small or solo penetration teams and should have very little trouble initially stealing a flag with proper healing/dispelling and crowd controlling. However, this is the weakest strategy to employ of the three listed.

Admittedly, returning a flag from a healing-heavy turtle team is typically quite arduous and lengthy.

5. HEAVY OFFENSE

The Strategy

A small defensive team is left behind in the base while a larger offensive force moves out to return a flag. When neither team has stolen the opposing team’s flag, this strategy should be considered a zerg with a small defensive team for all intents and purposes. As such, this section will deal primarily with the situation as initially described.

Requirements

The defensive team exists primarily to protect the flag carrier and, secondly, to prevent a second flag theft on the moment the allied flag is returned.

Typical circumstances:

e. The offensive team is able to bypass elements midfield and return the friendly flag quickly (read: before hostile elements reach and destroy the friendly carrier); or;
f. Keeps the enemy team on the defense, helping ensure that assaults are few and weak or, failing that;
g. Will intercept enemy flag return teams midfield, prevent them from reaching the flag carrier.

(e, f): This application is highly desirable where friendly healing elements are few.

(g): Fighting midfield or in front of the hostile base is typically time-consuming, resource-depleting, and may lead to the situation where zero or sub-optimum players are available to accomplish flag return.

Typically the defending group consists of the flag carrier (a druid or someone in plate is preferred), one or two healers, and optionally one primary DPS class. A druid is the most common carrier as they are availed a bevy of options other classes are not; they are capable of shifting into a high-armour mode (bear form) during heavy assault; they are able to track and avoid discovery while in cat form; they have a dash and travel form which allows them to hide away from or evade enemy forces easily whilst keeping them in range of the flag spawn for a quick capture when the allied flag is returned. Plate and mail users are typically limited to the base proper due to slower running speeds whilst rogues and cloth wearers are either too slow or unable to withstand large amounts of damage, forcing a dependence on evasion or escape mechanisms instead.

Countering Heavy Offense

  • A return team may wait for a period where the opposing team’s offensive elements have left (i.e. hiding out near the hostile base) and the flag carrier is most vulnerable.

  • Highly-focused CCing elements may incapacitate enemy healers whilst DPS elements destroy the flag carrier. A zerg or field control team would then simply prevent secondary flag runners from crossing the field whilst heavily defensive teams must both prevent their carrier from dying whilst also preventing a secondary runner from escaping their base.

  • A zerg team may return with their own carrier to the hostile base, destroying secondary runners midfield.

ii. GENERAL COMMENTS

  • A smaller-sized penetration/theft team will typically outperform a larger defensive team per player dedicated. Because of this, all cohesive strategies will typically outperform turtling groups.

  • Defensive groups are typically easy to immobilize and outrun.

  • A low number of healers makes heavy carrier defense virtually worthless at worst and risky at best.

  • In a utopic world, small Alliance flag running teams will consist of the holy trinity; a druid, priest and paladin. Each class is able to cleanse and heal one-another with a high degree of versatility, ensuring a high degree of mobility and survivability. The paladin is also able to provide Blessing of Freedom (remove and prevent all slowing/stopping effects save fear) and Blessing of Protection to non-carriers effects which are of incredible use in many situations.

  • (Self-note: Request Horde commentary here) A Horde running team should typically consist of a shaman, a druid and a priest for survivability, debuff cleansing and AoE CC effects.

  • Fighting near the opposing team’s graveyard is foolhardy… it is a fight which may never end, and which you can never truly win. Staying inside the opposing team’s base to fight with their flag is even more foolish – it is best to enter and exit quickly instead of being drawn into a long battle.

iii. Mistakes Glossary

a. Ignoring Healers
b. Ineffectual Crowd Control
c. Ineffectual Escorts
d. Trickle Offense
e. Unfocused Fire
f. Wasting Time

a. Ignoring Healers

A completely ungeared priest at level 60 is still capable of sustaining approximately 800 HPS (healing per second) on a single target (assuming the healer is able to stand still and heal – the quoted figure does include PW:Shield). Gear will increase this. Adding more healers of any type (the aforementioned priest was merely an example) ensures an already daunting task becomes improbable without service disruption.

b. Ineffectual Crowd Control

Crowd control is much more dangerous to an opposing team’s coherency than outright killing when properly used. Advantageous scenarios include:

  • On healers within or otherwise near their own base. A dead healer will resurrect at an average wait of fifteen seconds with a full mana pool, ready to resume healing the flag carrier. This is especially important when the opposing team has multiple healers as they may return in an unending chain of reinforcement.

  • On healers midfield or exiting the allied base in order to prevent them from escorting and healing/dispelling their flag carriers.

  • Within the hostile base on flag theft (much better to leave your pursuit in your dust instead of staying there to fight), and as elements of the opposing team attempt to intercept your carrier.

  • DPS may be CC’d in order that enemy healers may be quickly removed and the amount of damage - and thus healing load for allied healers - reduced, or healers may be CC’d in order that DPS elements may be easily destroyed. The choice is situational and is dependent on class awareness.

I had once heard a paladin remark that, “The Horde don’t have any skill. All they ever do is fear or sheep people.” This was, of course, in a game the Horde won 3:0.

c. Ineffectual Escorts

For whatever reason, allied forces become scattered across the map, waste time fighting in the enemy base, do not attempt to remove hostiles from the flag runner, do not heal her, remove mobility-reducing effects or otherwise assist her. At this point, the team is no-longer a team but, rather, is a group of individuals attempting to solo-play in Warsong. You must be attempting to accomplish a task which expedites the flag runner’s ability to make good her escape or alternately return the allied flag along the way! See: Mistakes Glossary; Wasting Time.

d. Trickle Offense

Trickle offense occurs when individuals of a team stream in solo or in small groups into a combat setting. While it is reasonable to reinforce allied forces or move into a ready position, it is quite unreasonable to expect to solo-attack a numerically superior force!

e. Unfocused Fire

Ten individuals fighting ten individual fights in one localised location is still considered soloing. While an assist train is not a requirement in Warsong, it is highly beneficial to a team as a whole to share targets when not crowd controlling the various elements of the opposing team.

f. Wasting Time

There are times where fighting midfield is beneficial. Slowing or stopping an enemy flag runner or penetration team is such a time. Slowing or stopping a superior number of individuals whom would otherwise be chasing your own flag runner is also such a time. Fighting solo in a manner akin to dueling is not. Specifically, a player should always be accomplishing one of the following tasks without fail:

  • Stealing a flag.
  • Escorting/defending a flag runner.
  • Slowing or otherwise distracting a superior(!) number of enemy forces away from the flag runner.
  • Helping return a flag.

Pick and choose your fights.

iv. Closing Statements

I have never encountered two teams which played quite the same way, or have had the same feel and rhythm. However, typically the best teams were the ones whom could control the flow of the entire game. There is also no best strategy (although I could make a case about some being worst…), and different teams, play styles and team compositions will also tend to favour particular strategies. However, if you have read this far, I will make my recommendations here.

My favourite opening strategy is that of field control. It will destroy pick-ups, will prevent small penetration groups from initially running off with your flag, and is a safe bet against the possibility that the opposing team will employ a zerg. If the opposing team employs the same strategy and annihilates our flag running team, I like shifting the entire field group across the field to dominate the mid-map and engage the opposing field team, while the running team may either join with the field team in a large zerg, or split again for a second attempt on the opponent’s flag.

Full-blown zergs can be very effective, but I have rarely seen a zerg well implemented (very ironic, isn’t it?).

Heavy offense and split strategies are best applied when both teams have lost their flags. Some teams employ them at a game’s onset. It is not my preference to do so, as I feel that other strategies are more effective at the beginning.

Turtle style (b) may be effective (and I would like to reiterate does not consistently constitute a turtle, as this may occur even when the full ten are consistently or otherwise on offense). I do not recommend the other styles as they typically lead to long and boring games, and also because it is far easier to return a flag than hold a flag, given that both sides in a skirmish are equal (and composition is not ridiculous – i.e. a full raid of ten paladins on one side).

Last but not least, remember to have fun! Warsong is not a job. Warsong is a game. Do not yell or scream at other individuals, they are trying their best. In pick-up games, it is unreasonable to expect the full raid to implement any of these strategies, but I have found that softly-spoken suggestions and the perception that you are trying to help people as opposed to tell or command people works best.

Perhaps the absolute best advice I can give you is this –

Remember the players on the other side of your screen – the opposing team, your own team mates – are people too, and are people whom more than likely just want to enjoy themselves.

ex-Field Marshal “Mae”.

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Awesome guide Mae! Takes me back to those good old days. :grin:

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