* The attacking team starts off-shore on two boats, splitting the attacking team, and moves south toward the relic. * The defending team starts at South Graveyard and moves to defensive positions on the beach or on the turrets next to the walls. * There are a total of 6 walls. There are 2 sets of 2 on each side, and then 2 in the middle line to block the way to the end. * There are Siege weapons which will help you destroy the walls, buildings and enemy players. * Graveyards are captured by clicking on them and completing a channeled effect, much like Arathi Basin. * As you capture graveyards on both sides, more siege engines will spawn at the depots behind the first gates. This will allow faster attacks on the remaining 2 gates. * Graveyards cannot be re-captured by the defending team once they have been capped. * Defenders can make use of the turrets on the walls to destroy siege vehicles and kill enemy players. * The faction who reaches the relic in the quicker amount of time wins. The second round attackers have as much time to capture the relic as the opposing team took to attain it, making it (at max) a 20 minute game. * If neither team captures the relic, the game is considered a tie.
* Like Alterac Valley, this battleground can be won either by defeating the opposing general, or through attrition (loss of reinforcements). * The Refinery Taking this resource gives 15% siege weapon increase, garners precious reinforcements and a continuous flow of honor to the side that controls it.
* The Quarry Taking this resource grants 15% siege increase, and a continuous flow of reinforcements and honor to the side that controls it.
* The Docks The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep with it's incredible range, or launch your invading party over the walls to assault the keep from within.
* The Hangar Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.
* The Workshop Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep's walls to dust and ashes. [b]
# Each side has up to 15 players. * There are five Resource Nodes on the map: the Farm, the Stables (ST or sometimes called SB), the Blacksmith (BS), the Lumber Mill (LM), and the Gold Mine (GM). * A node only earns resources when it is captured (see below). With the exception of possible strategic value, there is no difference between the nodes. * The rate of resource accumulation increases non-linearly as more nodes are captured.
# Each side has up to 40 players. * The goal of Alterac Valley is to reduce the opposing faction's reinforcement count to 0. Each team starts with 600 reinforcements. There are a number of ways to reduce reinforcements but killing the enemy General does it instantly. * The enemy Captain can be killed. This will award your entire team bonus honor and reduce the enemy reinforcements by 100. * The enemy towers/bunkers can be burned. This awards your team bonus honor, and reduces the enemy reinforcements by 75 per tower. There are four towers per side, for a total of 300 reinforcements. * The two mines can be captured by eliminating the enemy boss in the mine. A mine gives back one reinforcement every 45 seconds. - Note: this is merely a token gain, as reinforcements are usually lost at 10-20 times that rate. * Collecting supplies to turn in. * Killing enemy players. This will reduce enemy reinforcement by one per player killed.
* Players start in a bubble for the first minute, isolated from the rest of the battleground (similar to other battlegrounds). * Horde and Alliance teams of up to 15 players compete to control the four towers spread throughout Eye of the Storm and capture flags. * First faction to collect 1600 points wins. * Unlike Arathi Basin, points are always generated every second, no matter how many towers are controlled by both teams. * Each claimed tower generates victory points for the controlling team. The more towers your team owns, the faster your team gains points o 1 tower controlled = 1 point/second o 2 towers controlled = 2 points/second o 3 towers controlled = 5 points/second o 4 towers controlled = 10 points/second
NB: Based on the opposing faction controlling whichever towers you do not, neutral towers are not included in the calculation for either side
* Grab flag in center and run it to one of the towers owned by your faction.
There are at least four different strategies commonly used in Warsong Gulch; Split into O and D, Mid Control, All Escort the FC, and Zerging. The final is most common in PUGS and least likely to produce a victory while any of the first three can be made to work depending on the composition of the given team.
* Split into Offense and Defense. As simple as it sounds: part of the team protects your flag while another part goes to get the enemy flag. In the case that the enemy gets your flag D will try to chase the enemy flag carrier down and retrieve it while O may or may not assist depending on the tactics. It is very important that O sticks together to make this strategy work. Generally, all stealthers (rogues, druids) go to the enemy base, while the rest of the team stays back to stop any intruders.
* Middle Control. The team attempts to establish control of the middle of the field by sending most, if not all, of the team there and attacking the enemy as they can. The goal is to prevent any enemy from reaching your fort, or to prevent any enemy flag carriers from returning to their fort. While the middle is held, class appropriate flag carriers are sent into the enemy fort to get their flag.
* All Escort the Flag Carrier. Everyone stays in a group, charges across the field, and takes the enemy's flag. Everyone escorts the FC back to a safe spot and then some protect your FC while others go look for the enemy FC as they will almost certainly have taken your flag by now as well.
* Zerging. This strategy involves most of the team charging the enemy flag in a random way and largely as individuals or groups of two. Against any of the organized strats zerging is unlikely to produce a victory, however, it is the strat most commonly used by PUGS as it requires no communication or planning at all.
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