Wow, excellent point and I tip my hat to you. I always click "First
available" and just take whatever I can get but I'm SERIOUSLY thinking
now of trying BG4 specificaly a few times because if we could actually
get some unit cohesion and had 30 people charging on Offense on both
sides then the bridge could very well be a greater advantage than the
tower and ramp and internal bridge combined. What I am used to is
having 10-15 people on O and sometimes people will wait to rush a point
mounted and take it in a blitz but just as often they try to just spawn
and rush in so that the horde turtles at each defensible point are only
facing even numbers as their people on D just deal with a fairly
continuous stream of attackers coming in groups of 5-10. Now with 5-10
by the time you waddle thru traps and totems (and yes you always kill
totems/banners ASAP) and thru the AOE kill zone you are now facing a
group of fresh troops with 1/3rd of your HP and they just mowe thru you
and heal waiting for the next waive. If they should die then they
respawn 20 yards away while you respawn 100 yards away. Those are the
times that we lose. Other times when we run it correctly and blitz en
masse we do normaly roll right thru. I'm fairly used to playing O and
seeing several people (including myself) try and explain to people to
blitz a flag for a few runs before people actually get it. Really I
can tell if we are going to win a BG 90% of the time by IB. If I see a
large cohesive group of people charge mounted and not dismount until
they get to the flag at IB then it's one that we have a high
probability of winning. If I see 10 people rush up to take SF (i think
thats the name for it. the one in the middle that starts off neutral
on the right hand side of the left side of the map) and the remainder
of the people dismount early and spread out in every direction heading
off on their own. Some to suicide charge the flag in a completely
useless gesture some to attack the fatboy and others to charge the
tower and bring down the NPC boss without even getting the GY than I
know I'm in for a long AV that will almost certianly end in a Horde
win.
Idealy I would arrange Allience AV BG strat as follows:
Opening-
15 people on quest/D
25 people on O
D rotates a few lookouts and pure D early on with people doing quests
to get NPC help while being ready to collapse back to D when needed.
1 pally with the trinkets rides up caps SF and just mounts up and rides
off (I have capped it and stood there for the entire time its waiting
to solidify and not had a single Hordy show up so long as there is a
battle raging at IB more than once so I just started capping it and
heading right to IB and found that it still came to us without a
problem) anyways its not really important for anything other than it
will pop a good 2 minutes before IG so its a good spot to spawn to if
you die in the latter part of IG or after IG is capped but not yet
solidified while dealing with oncoming Horde.) That Pally can cap the
flag and mount up and get catch upto O right as they are getting to IB
anyway so he's not lost from O for more than a few seconds.
all stealthers get stealthed pop their sprint and rush in to get
positioned while your mounted guys give them a 10 second head start and
then charge in en masse and DO NOT dismount until they are right on the
flag and just focus 100% on grabbing that flag. That means do NOT get
caught up in skirmishes down the road from the flag where even if you
trade deaths 1 for 1 you have to respawn all they way back a few
minutes away while they get to repop 10 feet behind where you are
fighting and just hop down the hill and be back into the fight in 2
seconds...
2 people break off and head up the tower to just take out the NPC
archers to minimize their effect on your O group below 1 Rogue stealths
uptop that steep hill right next to the flag between it and the GY
where any good horde group will place 1-2 ranged people to have a good
command of the entire battle and just stuns one kills the other and
then comes back to either finnish of the second or just keep them
harassed so that they are useless during the fight. I normally do this
myself and found it VERY effective in aiding the offensive effort. So
you cap the flag ASAP and have some people flush out and burn any Horde
that had popped at the GY. everyone heal/bandage up and burn the
fatboy while someone pulls the tower commander to the group to get
tanked and burned while another caps the tower flag.
While this is happening a 2 man team stay right on IG (2 stealthed) and
a fear bomb are ideal to comliment the NPC's who will soon spawn.
while the rest of the raid force moves 20 feet up the road to the other
side of the pickets closer to the next tower so that they can catch and
burn the Hord that will any second now come thru mounted looking to
jump the pickets to the left or skirt the right trench and hop thru the
GY as they try and race past and ignore IB on their attempt to rush
onto the next Alliance GY. Moving up to this position allows you to
burn a lot of them which causes them to repsawn far back and have to
mount up and ride up that long bit all over again which will buy D some
time.
While doing this you make sure that the forward fatboy, pats of orc+
2xdogs and the forward tower boss are all pulled to the group and
burned while forward tower is captured.
Middle Game:
As the IG-fwd tower fights detailed above are being done 3 stealthers
advance to next GY flag and sneak in to recon and report back to O. if
at all possible to ninja it you advise O --BEFORE-- you make your move
so that 1/3 of O can stay behind and acomplish all of that listed above
while 2/3 rushes in so that they are there to hold the ninja'd flag
just about the time its capping... more often it will not be ninja'able
and you will just accomplish all listed above for IG and then have 5
people stay to hold everyone else again blitz right to next flag again
take it fast with overwhelming force use your stealthers to take out
their clothies while 1 charger kites their NPC's away mounted. and you
burn thru what should be a smaller force on D.
5 people hold this GY until it caps then get replaced by people coming
from IB. leave 1 guy on IB stealthed to just harass any 2 man teams who
attempt to ninja it by having having 1 guy pull our NPC flag guards
while another grabs flagged unchallanged.
1 rogue stealths in and grabs vipore in 2nd hut in outer camp then
stealths out so that you dont waste resources fighing avoidable NPC's
and then charge into the heart of Horde camp.
D- a lookoout that can call out incoming Horde taking the high/low
while a minimal force compliments our NPC's at SP the majority of D
stays on our FWD GY to harrass hold and stall their O as much as
possible once lost they fall back and do the same at SP and if/when
that fails again fall back to defend the bridge and then use the best
defensible point you have the bridge to stall as long as you can...
All along turn in as much as possible. get your druids, riders, all
Wing commanders and armor turnins up and running... turtle like hell on
the bridge... Keep an eye out for Hord taking the back door to SP to
sneak blitz it and call out when D needs to shift. also keep a lookout
fwd to call out because after a few failed attempts to backdoor SP they
will normaly just mount up and charge in force when this happens you
want to be ready for it...
endgame:
D- Turtle and hold that damn bridge for as long as humanly possible...
range the hell out of em... AOE the hell out of em... hunter trap
banner whatever... Most of the time I would advise to just hold your
side of the bridge. If you have a really strong group you can
sometimes push and retake that SP GY. if this happens than they are
totally screwed. I've done it a few times and its AWESOME but unless
you can pull it off to blitz all the way to their flag and grab it
fighting on their end of the bridge does nothing but lengthen your
lines to GY while shortening theirs and giving up your ranged
advantage. Call for reinforcements if needed... turning as much as you
can and just do anything possible to hold that damn bridge. If the
bridge is lost than fall back to turtle on the flag and hold it at all
costs. so long as you have a grasp on the flag you can send out
raiders to harrass them while they try and take the bunkers but if you
lose that flag all is lost... while sending raiders out to harrass and
consolidating on the flag call for reinforcement and use this
opportunity to spread out a line that they will have to run to get to
the flag. just burn thru em grinding that honor and using your NPC's as
much as possible (the armor dude and his little group will get right
into the fight) keep in mind that this is so costly for them that if
you time it correctly you can even blitz back to the bridge (I have
been in several groups that have done this) and re establish your
turtle point their. If possible recap your bunkers fast with 2 small
groups and hunker down so that you can get your NPC's to repop. If you
can pull this off it (along with the aforementioned recapping their
flag on other side of the bridge) are VERY demoralizing to them and can
take the will to fight right out of them hordies...
O- Again have a small group take out the NPC archers in the towers
inside their camp so they cant add to the harrasment of O while you get
the body of Offense atleast to the hill right outside Dreks bunker. if
Horde try's to turtle right on their last GY flag let them for a minute
while you just harrass to keep em occupied but more importantly stay
alive so that you have time for your last captured GY to solidify and
become usable and for your people to take out the archers and NPC's in
those towers along with any NPC's in the area upto the minibridge.
Once this is accomplished then charge en masse and take that last flag.
as soon as you die respawn and get back their to keep up constant kill
level and try to grind em down thru attrition. And I cant stress this
enough... DONT have 10 people trying to be the one to grab the flag
allowing 1 AOE'r to run in and knock em all off wasting the effort... 1
person grabs flag everyone else clear immediate are as much as possible
and then charge their GY. yes its suicide but if you can harrass them
just enough to buy those precious seconds while flag is being grabbed
than we will have the flag and its a hell of a lot easier to hold it
than grab it... respawn and get right back into holdng it
Once this flag is cap's you abandon IB and bring that guy upto the flag
just outside their camp to hold it stealthed along with 1 other of the
guys guarding it and our NPC flag guards. the rest of the forces
guarding that flag head in and stake out a position on the ramp just
outside of their inner camp picket (just after the tower).
That would mean that Offense now consists of
2 people stealthed on their flag just outside of camp
2 people on ramp to catch any Horde attempting to sneak in to turtle
inside Drek bunker or recap flag. From this position they can stand
ontop of ramp and see any Horde riding up from some distance and then
get into position to catch em right as they are coming out of tower.
This also gives them a good 20 seconds to notify O of incoming horde
and numbers... normaly it will be 1 or 2 to be easily picked off but
sometimes it can be a large enough group that the group on the hill
will need to shift to turtle themselves right inside ramparts at the
ramp... normaly if this happens it will be after they whipe your guys
at the GY so you will have plenty of notice...
1 person right on their camps flag stealthed just to make sure youc an
harrass any ninjas long enough for your raid force 20 yards away to
come in and whipe em that way you dont lose out on a GY while waiting
precious minutes for it to re-solidify...
20 people camped out on the hill and stealthed on the ramp into Drek
bunker. Hunter pulls and you burn the WC's and dogs in as controlled a
fashion as possible... your rogues attempt to pick off any horde
players turtling and attempting to harrass our Offense... let them come
out on the ramp chasing out puller and once they are far enough out
burn em. stunlock as much as possible and CC do whatever you have to
to stop em from turning tail and running back inside to safety for
healing/bandaging... its tough if they are good but you only have kill
em once to take em out of the game... if they are almost dead and make
it back inside suicide it and get the kill to take em out of the game
just dont pull the entire bunker out take the death and respawn 20 feet
away to get back into the game.
You make at this point need to have some O warp back to help turtle if
so turnin as much as possible and get to turtling.
burn thru the WM's until ready for the final push and then call ALL IN.
at which point you have 2 people stay on the outer ramp and another 2
stay on the bunker ramp to Drek and 2 people stay on the flag just to
grab incoming Horde. all others get inside and first clear out any
lingering Horde player turtles then burn down Drek. Call out Dreks
health level. At the all incall the lone guy on the outer flag comes
up to the ramp group and you just abandon the flag outside their camp.
thruought the entire Drek bunker phase you use hunter traps/banners to
delay incoming turtles long enough to burn em down so they DONT get
inside... Once Drek is at 45% all outside people collapse to the ramp
to Dreks bunker and leave 2 people on that ramp the rest head in to
burn. those 2 outside stay stealthed ready to stop any incoming turtles
to the bunker. Once Drek is at 15% those people get inside to help and
to insure that as many people as possible are in bunker for Drek death
for the added Stormpike Rep.
Thats how I would want to do a preform BG if I had the chance but I
have only been doing PVP for 3 weeks and even then only occasionaly as
my guild 40 man raids every night of the week and inbetween that farms
Ony every 3 days, Kazak whenever he is up (I think our record so far is
killed him in like 40 seconds) Azuregos whenever we can be the first to
get it and ZG+AQ20 in shifts whenever they pop but in working around
the 40 man raids. So I only get to PVP inbetween all of this (I'm only
Knight Rank and just got exaulted stormpike) so I would love for anyone
to advise me of anything I have wrong so I could better the strat.
Post by PGerringerI expect the battlegroups play out differently. I can only speak for
BG 4. But I have to disagree with your assessment.
The horde and alliance both have hearth points that are right in front
of the bosses chambers. One difference is that point happens to be the
RH for alliance where the horde's RH is a small amount away. A point
can be made that the RH at the hearth point makes it easier for
alliance to disrupt any attempt to cap the RH just by hearthing.
The bridge is not the only bottleneck. But before I go into that, the
bridge is not only a bottleneck but is a strong kill zone from the
archers that sit in the towers. Horde does not enjoy such a bottle
neck/kill zone. OK, back to bottlenecks. Obviously the bridge. Also,
to get to the northern GY (I always forget what the name is) you only
have 2 paths, high or low. This provides a strong defendable area for
alliance. Horde, again doesn't enjoy such a bottle neck. To get to
the southern GY (forgetfullness sucks) alliance has some pretty open
field.
The exploit points in the horde base are good points you make. But
those don't hold long at all. On BG4 Alliance usually rushes 30 people
into that area at a time. Sure, you may stop some of them but they
become a steady influx of people guaranteed to overwhelm horde. Why,
you may ask, does this not happen in allianceville? The bridge is the
major stumbling block. And to think totems are ignored by the enemy is
as silly as a hunter expecting Feign Death to keep the enemy from
beating on him. As a horde druid I would whack alliance banners
whenever they appeared. As a dwarf, I will be whacking banners and
totems. I learned this valuable lessing by duelling a shaman friend of
mine. Totems suck if your enemy has them. Destroying them first would
be a wise plan.
I have been in AV as horde when 10 of us in Drek's room held the
alliance for so long that horde did win. I don't think its impossible.
A few mistakes on the alliance side and it becomes a horde game. But
when you look at the layout of the map, the BG does favor alliance.
I'm sure there are other examples that are listed in the NGs but I
can't think of any right now.
BTW: In your BG does alliance actively use the SnowFall GY or does
horde?