Warsong Gulch is a classic capture the flag scenario. It is a 10v10 map in which both teams have a flag, and in order to make a capture your flag has to be at its base. This post is an overview of a working strategy for this battleground.
Firstly, at the low levels, there is absolutely no reason to guard the flag in the flag room. Rogue stealths in grabs the flag, dashes out, and then everyone guarding the flag has no way to catch up - taking them out of the fight completely. So, at lower levels there is a slightly different strategy than at levels when you can use mounts. At low levels (before mounts) anyone playing defense actually needs to be controlling the middle of the field, and run interception in case of an enemy flag carry (EFC). Other parts of the strategy remain unchanged. There are two schools of thought, and we will cover them both.
Strategy 1: Just like in CTF on FPS, there are 3 main positions. However, these are even further broken down. Each "position" in this case is actually a team with positions. The teams are: defense, assault, and freelance. Each team needs a healer.
The defense team will most likely be made up of ranged. They need to be able to slow the enemy down somehow. The goal is to keep them enemy from getting away with the flag too quickly. Hunters, Mages, and Priests all make good defense. Hunters especially, as they can place traps around the flag to freeze/slow the enemy. Death Knights also can use their ranged slowing ability.
The assault team will have your flag carrier, a healer, and another DPS to help kill attackers. The flag carrier has to have high stamina and high resilience. Typically a plate wearer with a protection spec will be the flag carrier, due to high survivability. The DPS can be any class. The healer can also be any healer, but instant cast heals are better than cast times due to having to move to keep up with the FC.
The freelance team is a healer and a DPS that is wherever they need to be. They run interception in the middle, as well as general harassment for incoming enemy.
In the case of an enemy flag carry, the defense's job is to get the flag back. The freelance also goes after the flag. The assault team keeps doing its job.
Strategy 2: This strategy is similar to the first, except that there is no freelance team. The defender and assault teams are split evenly, with five in each team. The defender team has one healer, while the assault team has two. The defender team's job is defense and retrieval, while the assault team's job is capture. This strategy seemingly is used more often, and is easier to implement in a pick up group.
The main thing is gear. The FC has to have high armor, high health, and high resilience. The healers have to be able to heal. And communication is key.
All in all, this is a simple game type that can be won as long as you have communication and don't simply fight in the middle.
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