Category Archives: Battleground Strategies

Fight at the Flag!

Fight at the Flag.

You’ll hear this saying many, many times in battleground chat. If I could only give one piece of advice for how to fight well in the battlegrounds, this would be it. It’s that important.

When you hear people saying this, it is both a reminder and a warning — make sure that when you engage the enemy, you do so at a strategic point. The key is fighting where your battle has meaning, and not needlessly dying over a piece of dirt that means nothing.

SEIZING THE FLAG

In most battlegrounds, the strategic points are the flags. In some, like Arathi Basin and Warsong Gulch, they’re the whole game. In others, they are part of a strategy, usually of resource or base control. And if there’s a flag to be captured, you should most likely be fighting next to it. An 8-second lull in the battle is enough to capture a node, but you can’t do that if you’re not near it.

The offense should do whatever they can to get to that flag. Get up the AV tower and fight around the ring of the bunker, get to the EoTS node and stay there, ride as close up as you can to the AB flag and click it when they’re not looking. In Warsong Gulch, you should be relentlessly pursuing the EFC to kill and retake your flag.

Because it takes so little time to capture a flag, defenders should remain in range and in LoS of the flag to prevent it from getting captured. This doesn’t mean all defenders should be at the flag at all times, but it does mean that some of your force needs to physically protect that flag. Depending on the terrain and situation, it’s often appropriate for some of the defense to move forward to hit the offense before they can get to the flag, as establishing distance from the flag always favors the defense. If you can push the offense away from the node, then they are less able to capture it. But you have to be near it to protect it.

Now, there are strategic and tactical reasons for not fighting at the flag, almost all defensive. The bridge at Dun Baldar and gatehouse at Frostwolf Village in Alterac Valley come to mind; they give too much tactical defensive value to yield unfought. There can be tactical value in the surrounding structures and terrain which you should take. But the further you get away from the flag, the less safe it actually is.

This idea should be straightforward. You have to be near the flag in order to take it. You have to take the flag to win it. Ergo, fight near the flag.

But that’s not the only reason why you should fight at the flag.

GRAVEYARDS AND RESURRECTION VECTORS

Arathi Basin is the canonical Fight at the Flag battleground. There are 5 nodes arranged in a diamond shape around a central point. Each node has a flag next to a building of some sort, and can be captured by clicking on it and channeling for 8 seconds. When you capture a node, you control the resources from that node, and you gain control of the adjacent graveyard. The nodes are interconnected through a series of roads and bridges.

Here’s a map of Arathi Basin.  (You’ve been there before, I hope.)  The white circles are the nodes with approximate flag location, the squares are the graveyards.

The road areas in pink are bad places to fight. Even though they are choke points, they are the most worthless areas of the map to contest, and not just because they aren’t near a flag.

It’s also because they’re not near a graveyard.

Death in PvP is a temporary thing. It’s like a 30 second penalty that strips all of your party buffs. It also sends you to an out-of-the-way location to rez; in AB it’s on the other side of whatever structure is at that node. So if you die while defending a node, you have up to 30 seconds to wait to get rezzed, another 5 seconds to rebuff, and then 5-10 seconds to get back to the flag. So depending on your luck, you might be back in 15 or 45 seconds. As long as the flag stays in your team’s possession during that time, all defenders will come back.

The offense has a tougher time of it. The penalty for dying is getting sent back to a graveyard you do control, which may be on the other side of the map. So while you might have an epic battle going for the Lumber Mill, if you haven’t captured any graveyards yet, your reinforcements are going to go back to the spawn point, not to the Stables or Farm — even though you may have assaulted those flags.  Graveyard placement is vital.

Let’s continue with Arathi Basin to illustrate this point further.  We’ll take a traditional 5/5/5 middle offense versus an 8/7 hook rush.

The Farm and Stables are assaulted as a matter of course.  The Horde attacks strong-side (Lumber Mill and Blacksmith) while Alliance sends 5 to each node.  Assuming no huge individual imbalances at any given fight, they should result in the following map:

The vital thing to notice here is that NO graveyards are captured yet, only the spawn points.  Everyone is on offense, so death means you get sent halfway across the map.  Because the Horde outnumbers the Alliance at their chosen nodes, they take them with fewer losses than the Alliance are able to inflict.  So the Alliance has 2/3rds of their team sent back to their spawn point, while far smaller percentage of the Horde resets.

While all this is happening, the close graveyards (Stables, Farm) start flipping as the nodes are actually captured.   However, the battle is already turning against the Alliance:

With only two nodes solidly in either faction’s control, the Horde is in a much better position as they move into the next set of fighting because of the graveyards.  As 2/3rds of the Horde assault the Stables, they are about to have two graveyards come under their control.  If they fought at the flag and assaulted the node early in the first fight, then they will have one or two nearby graveyards to reinforce the Stables fight.  The Alliance is in worst shape; they have a weak force entering hostile territory, with reinforcements coming from three sides.

Removing the vectors, this is where your people will be.

This is why you fight at the flag.  Right here is the entire match — if the Horde can take the Stables Graveyard from the Alliance, then all reinforcements from the main battle will go back to Trollbane Hall, completely isolating the Alliance offense.  If the Horde fails to take the Stables, they still have the close graveyards of the Blacksmith and Lumber Mill to regroup at and hold to apply pressure on the Stables and Gold Mine.

If the Alliance can take the Farm graveyard, they strengthen their position and disrupt the Horde’s march to a 4-5 cap.  They’ll send the Horde back to the spawn point or the Blacksmith.  They’re at a disadvantage compared to the Horde due to having to divide their forces between the Mine and the Farm, but it’s the best they can do with the situation.  If the Horde shifts away from the Lumber Mill, or sends troops back from the Stables to take the Gold Mine, the Farm offensive is in real trouble.

I’ve been talking in terms of holding engagements near the flag at each node.  Let’s consider what happens if you fight in the road, instead of at the flag.

If the Horde engages away from the Stables flag:

  • Horde casualties will go back to the Blacksmith, or maybe the Lumber Mill (depends on which road and where.)
  • Alliance casualties will stay at the Stables.

If the Alliance engages away from the Farm flag:

  • Alliance casualties will go back to the Gold Mine, which will be vulnerable to attack.
  • Horde casualties will to stay at the Farm.

If they both do these things, then the map will stay exactly as it is right now, with Horde leading 3-2.

If one group fights at the flag and takes the graveyard away from the opposition, however, they increase their odds of winning dramatically.  Alliance has a shot of going 3-2, and the Horde can dominate with a 4-1 (and should go for a 5 cap at that point.)

Here’s what phase 3 looks like if both sides fight at the flag.

Now, the Horde still has the upper hand at this point, but the Alliance has driven a wedge into their march to a 5 cap.  Whichever side is able to continue to send dead opponents away from nodes will come out on top, and the only way to do that?

That’s right.  Fight at the flag.

UNIVERSAL LAW

Arathi Basin is one thing, where the graveyards and nodes are right next to each other.  But does that mean that “Fight at the Flag” is universal?

Yes.  Yes, it does.

  • In Warsong Gulch, you should be fighting to protect your flag carrier or trying to kill the enemy flag carrier.  All other places where you fight — midfield, in the enemy base, in your base — all need to be considered with where the two flags are relative to you.  I’m not against fighting in midfield per-se; it just needs to be done with an awareness of what you’re doing (forward defense of your flag, clearing a path for your flag carrier, etc.).
  • In Alterac Valley, the towers and graveyards are separate, but each one requires several minutes between assault and capture.  If you do not defend the flag once you’ve assaulted it, you deserve to have it recaptured by the enemy.
  • In Eye of the Storm, the bases serve as the flags, and are what you should focus on.  The presence of an actual flag confuses things, but you really don’t want to fight at it unless you have to.  This is the only place where I’d say “Fight at the Base” instead of “Fight at the Flag,” because 3 bases > flag.
  • In Strand of the Ancients, the walls and graveyards are separate, and while you have to carefully manage which you capture, the walls are your main objective.  Getting stuck in a firefight on the beach means your demolishers can’t hit the walls.  (Consequently, fighting on the beach or on the roads favors the defenders.)
  • In the Isle of Conquest, control of a node equals control of a nearby graveyard, as well as special abilities or vehicles that you need to win.  If you can capture the enemy Keep, you make it very difficult for defenders to reinforce the generals.

Fighting at the flag is the one strategy that applies to all of the Warcraft battlegrounds.   (Yes, even EotS.  Hush.)  You fight at the strategic points to both seize control of the key resources of the battleground and to redistribute your opponents to your advantage.

So take my advice.  Fight at the flag.

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Battleground Exploits

I remember riding back to the Stables at Arathi Basin and finding an Undead Mage on top of the roof, running around and slaughtering the Alliance troops underneath him. It was a mad run to try to DoT him up before he could kill me with massive amounts of fire or dive to the other side of the roof to heal. The stalemate was only broken when a Night Elf Death Knight also climbed up on the roof and killed the Mage.

It took me a while, but eventually I learned how to get up on that roof myself.  I’ve seen dozens of people do it, but it always seemed a tough climb for me, much like getting to the top of the Blacksmith in Goldshire.  I could never do it reliably, but if I’ve got nothing else to do while guarding the Stables I would give it a try.  When I could do it, defending became much easier.

Blizzard considers climbing onto the Stables roof to be an exploit. It doesn’t matter if you climb up via the outhouse, jump the side building, or float down via parachute cloak from the Lumber Mill — if you engage in combat from that roof, they consider it an exploit.

Yet… it’s something that is possible within the confines of rules of the game.  There’s no software being hacked, no mods being used to change any code — just some creative jumping and use of terrain to let you target opponents without them easily able to engage you in return.  Not that it’s impossible — just difficult.

I play a battleground to win.  I might play it for other reasons, but almost always, my goal is to win.  It is my duty to use every bit of my grey matter to outplan, outthink, and outfight my opponents to reach that goal.  I use potions and flasks to expand my abilities.  I use Frostweave Nets like nobody’s business.  And you better believe I will climb up on that roof to defend the Stables if need be.  Every advantage will be pursued.

Does this attitude surprise you?  It shouldn’t, and I suspect you share it.

Within the confines of Warcraft there are strict, specific limits on the things I can do and cannot do.  I cannot blow up the tunnel in WSG, even though I have charges that can blow apart a wall in the Strand of the Ancients.  I cannot use grappling hooks or ziplines to get from the Lumber Mill to Blacksmith to Mine quickly.  I am completely limited to those things that the developers allow my character to do.

How is jumping on to the Stables roof — something any character can do, though perhaps not easily — an exploit, if I’m able to do it in the game?  If hundreds of players can do it?  Through jumping?

Let’s take another battleground example: getting on top of a wall or pillar in Wintergrasp Keep by flying into position before the game starts.  Trivially easy to do, and you can take out defensive cannons and defenders with ease up there while exposing yourself to minimal risk. Smart use of the roofline and LoS, just like on the Arathi Basin Stables roof, allows you to be effectively unreachable by other players on the ground.

Is that an exploit?

The blue post says,

Players accessing any area of Arathi Basin in order to engage other players from a safe vantage point but avoid combat themselves is considered a reportable exploit.

If we use that definition, this is the very essence of an exploit.  But yet — it’s allowed to happen.  You don’t get kicked off the top of a wall when you land there, you get to stand and kill cannons with impunity.  Interestingly, if you’re on a tower you do get kicked to the ground — but only when the battle first begins.

So what gives?  Is this an exploit, or not?  I’m not trying to deliberately break the rules here, but if I can do it in the game… why shouldn’t I?  Why shouldn’t you?  How are you, someone whom I assume is not a Blizzard developer, to know if this is right or not?

I find myself in complete agreement with Cassandri when she says there’s no such thing as an exploit, at least not in the context of in-game mechanics.  There might be bugs, but bugs are not the fault of the user.  We cannot be expected to know the intent of the developers.  Quoting from that excellent article:

…(B)ecause they exist unchanged in the game, that implicitly confirms that they must be working as intended – otherwise they would be changed. We accept them and the best of us turn them to our advantage.

You don’t question whether it’s intentional or not. It’s not your place to question what is and isn’t a mistake in the game. You are a gamer. It’s your job to win.

Cass is writing about PvE in general, and the banning of Ensidia for the use of Saronite Bombs in the 25-man Lich King world first kill.  I’m staying away from discussing that specific topic because it is a charged, emotional debate about ego and bragging rights.  There  is the additional component of whether Ensidia, or Exodus, or any of the other guilds who have been taken to task for exploits in PvE, “should have known” that the encounter was not working as designed.  That’s the whole crux of the debate, actually, which is why it’s so complicated.

PvP is simpler.  If you don’t pursue every advantage — be it in gear, skill, level, consumables, positioning, macros, addons, communications, whatever — someone else will.  If you don’t send people on the walls and towers of Wintergrasp, the other side will.

And if they have an advantage that you choose not to take, you will probably lose.

I don’t want to get banned by Blizzard.  I enjoy playing their game and try to follow all the rules they set forth in their ToS.  I’m not trying to cause problems with their code or servers, or gain an unfair advantage in their economy.  I don’t want god mode cheats.  I don’t want world first titles.  I just want to play their game and enjoy it.

But when I play, I also want to win.

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How DID They Win That Wintergrasp?

WG-Fail-Train.jpg

Anyone who spends a lot of time in Durotan’s Wintergrasp is familiar with the above sight. Sometimes, no matter what you do, the Horde is able to launch a massive assault on the west wall of Wintergrasp Fortress with 8-12 Siege Engines in the first 2 minutes of the game. If all Alliance defenders, and I mean ALL defenders, don’t rush out to the west and try to stop them, the mass of siege will break through and capture the fortress in under 6 minutes.

At that point, the QQ starts. “Cheaters!” “Hax!” are some of the kinder words thrown at the Horde. But, unlike exploiting the old bug that let you drive siege through walls, this is just smart thinking by the outnumbered side, using the mechanics of the game to fight an opponent who outnumbers them 2:1 (on a good day.) The Horde groups up their siege for one massive push that the defense cannot stop.

The key is a tactic that both sides should use, no matter who has numeric superiority.

  1. Focus your kills to rank a few players up to First Lieutenant.
  2. Have those players create Demolishers and Siege Engines at the Workshop, and then abandon them to go create more.
  3. Other players without rank man the abandoned vehicles and wait.
  4. Once all vehicle slots are filled, everyone goes together.

That’s it. That’s how you win an offensive Wintergrasp battle. Group all your siege together and shove it through the walls. Organization and discipline will win you Wintergrasp.

This tactic works nearly every time; the only counter is for a very strong defense to start attacking the group as it leaves the Workshop and keep going until it stops — if the defense waits for them to hit the first wall, it’s over.

Now, there’s a legitimate question of how can a side start creating Demolishers and Siege Engines within the first 15 seconds of the game. It’s tough to rank up to First Lieutenant — my personal best is after about 45 seconds, which meant I was creating Siege Engines at 1:30 into the game. But sides with Tenacity have it a little easier.

Tenacity increases the “kill value” of NPCs, making it easier to rank up. On an imbalanced server like Durotan, where 20 stacks of Tenacity are pretty much the norm, a single NPC kill will grant First Lieutenant rank. This gives your side heavy vehicles right away, and if you are organized and disciplined at the Workshop, you can create your Siege mass within a minute.

The more commonly QQed tactic, sometimes called the Wintergrasp Logout Exploit, is to have characters log out during an active Wintergrasp battle so they can log back in to another battle in progress with their previous rank. But with the advent of queuing for Wintergrasp, this exploit just doesn’t work. The buff is removed when you queue for the battle and your status is reset. This was never really the primary reason sides massed siege — consider the logistics between this and the Tenacity option — but it was possible, so people latched on to it.

So how did the other team get 12 heavy vehicles and take Wintergrasp in under 5 minutes? It wasn’t by cheating, or using exploits, or because Blizzard hates your faction. It was because the other side had Tenacity and was organized, disciplined, and executed a massive offensive push that your side didn’t defend adequately against.

It’s okay. Don’t take it too hard. The next battle, you’re on offense. Show ‘em what you’ve got.

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The Imperfect Isle

Alliance Keep on the Isle of Conquest

I tried Isle of Conquest again this weekend, and lost. Not a lot, because I know when it’s just not working and quit while I was ahead… but I didn’t win any of the battles. The Alliance would mostly rush Docks, but every time we would get outnumbered and eventually get overwhelmed. Once the Docks were gone it would take maybe 10 minutes before the Horde stormed the Keep and won the match.

It’s a pretty consistent story now on the Alliance side.

THE SNIPE SPOT

Cassandri at Hots & Dots has a short but sweet look at the Isle of Conquest, and why the Alliance has such a tough time winning it.

It comes down to the Snipe Spot described by Rubymelon in his great post, The Secret to Winning Isle of Conquest and also discussed in this comment on WoW Insider. The secret, such as it is, is that the Glaives have a longer range than the defensive cannons on the keep. Their longer range exploits the strong-side/weak-side asymmetry Ihra noticed while looking at win/loss data, where the Docks’ western placement puts them on the Alliance Keep’s weak side (and the Horde Keep’s strong side.)

So the strategy that results in a Horde win every single time is for them to rush the Docks, take the Glaives, knock down the Alliance Keep’s west wall with impunity, and then kill the boss. The corresponding strategy on the Alliance side is to take the Hangar, but it is a weaker strategy because the Horde Keep walls are not destroyed, nor is there a disparity in the offensive/defensive weapon ranges.

Don’t mistake this for QQ. Fighting a battle means exploiting every asymmetrical advantage you can, and I’m really quite impressed at the players who figured this out. I’m not asking for any changes. The map is laid out in a way that favors certain tactics from certain sides, and there’s no way around that. Alterac Valley is the same way. I don’t think normalizing the ranges between the glaives and cannons will fix this; this is a map problem, too.

It’s no excuse; the Alliance should be able to find a counterstrategy that works:  destroy the Glaives at all cost, for instance.  But I think the damage has already been done to this battleground.

GO HARD OR GO HOME

Let me switch to Alterac Valley for a little bit. The 50s bracket of AV in Ruin was (before the sweeping PvP changes of 3.2) completely Alliance dominated. The matches would start 40 Alliance : 10 Horde, and the Horde would get slaughtered on the rush to Drek. Half of the Alliance team would get Drek, the rest would push them into the cave, and the matches didn’t take very long.

The Horde didn’t lose because of a map imbalance, though the AV map does favor the Alliance. (The bridge at Dun Baldar is a great defensive structure that when properly manned cannot be bypassed; the path into Frostwolf Village is not at good because the line of sight is broken, limiting many player abilities.) They lost because they didn’t show up. No matter how good you are, you can’t win a battleground against 3-4 times your number.

But you have to dig deeper? Why didn’t the Horde show up in that bracket, while the Alliance turned out in droves?

Because once upon a time, when it was equal, the Horde lost more games than they won due to a map imbalance. So they did what any rational player would do: either afk in the cave for marks and get honor elsewhere, or play something else entirely. There’s no reason to fight a losing battle when you can fight a winning one elsewhere.

But a funny thing started happening late nights while I was playing AV. The Horde showed up. And they showed up big time, with level 60s who knew what they were doing, and even though the matches started out 20:40, they soon filled up. Premades or not, if you have 40 on 40, it’s a real battle.

Yes, the Horde won most of those matches. They came in and played smart, with a good mix of offense and defense. They capped and recapped and defended and fought at the flag and took down Van in no time flat. They slaughtered the unprepared Alliance forces.

It was glorious, even from the losing side.

Those were the matches that taught me how to play AV, not the facerolls. /bg chat may have been filled with cries of “OMG WE CAN’T LOSE” and other QQery, but enough of us fought through to figure out how to win in the face of an actual opponent. Some of the best AV matches I played were those late-night AVs where the Horde showed up. Losing 0-10 on resources is heartbreaking, but also a hell of a game. We won some. We lost some.

When I got to the 71-80 bracket, I found where all the Horde really were. They were up at the level cap fighting normal AVs, and winning some of them. Not all, but they weren’t fighting a population disparity right away. The lessons learned in the earlier brackets came in handy as the strategies were the same, just the 80s hit much, much harder.

This old war story has a point. The Isle of Conquest has a balance problem that will drive players either to it, or away from it, just like Alterac Valley. Battlegrounds PuGs are good randomizers, so all other things being equal, an advantage in one side will cause that side to win more often statistically than the other. A rational player will look at this and say either this is to my benefit or disadvantage, and participate accordingly. Now that there are so many battlegrounds to choose from, players will go to where they feel they can get the best reward for their playtime.

I worry that Alliance participation is going to plummet in the Isle of Conquest, just like Horde participation did in Alterac Valley. Perhaps it will happen even faster, or has already happened — I have no way of knowing. But I have a hunch people will act in their own self-interest and the Alliance will stop showing up.

Which is really too bad, because the example the Horde set in Alterac Valley is the right one Alliance players should draw from. Don’t give up hope. Find a better way to fight, and exploit advantages that you do have. If that means making a premade, or only letting 60 twinks into the battleground, so be it. Perhaps the advent of rated battlegrounds will give the Alliance the organization it needs to overcome the Snipe Spot strategy. Perhaps not; the advantage will not be asymmetric. I think a more traditional strategy is necessary: yield the Docks, but kill the Glaives at all costs while pursuing a Hangar seems to be a good start.

But I do know that the imbalance in the Isle of Conquest map is already affecting people’s decisions about where to spend their time. Time will tell if this will turn the Isle into an Alliance ghost town or not.

POSTMORTEM

After writing the original post above, I logged in to the Isle to get some screenshots. I had been there for no more than 20 seconds when the Alliance won.

Sure enough, the player count helped explain why: Alliance: 40, Horde: 35.

I then won 3 in a row.

Moral of the story: You have to show up to win.

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The Hangar Blitz

The Hangar Blitz.png

I’ve noticed a change in the Isle of Conquest in the few short days it’s been open. There’s now a vocal minority advocating a full assault on the hangar, storming the keep, and killing the General. This same group complains vociferously when the other players don’t follow this advice.

In other words: full-on nerd rage that everyone else screwed up their quick win.

I’m sad to see this appear so soon in the Isle.

The proposed strategy is relatively simple: attack the Hangar in force to control the Airship, use the Airship to parachute in force into the enemy keep, and kill the enemy general for a quick win.

The problem is, I’ve yet to see it work.

I think the Hangar-only strategy can work, if all of the steps above are followed and nothing goes wrong. Attacking with a sizable chunk of your force is essential to winning with it, though, and it can be stopped by a strong keep defense.

There are flaws with the Hangar-only strategy, though.

First, it’s not flexible in the face of failure. If you don’t win on the first try, you’re out of position for the rest of the map, and your keep defense is vulnerable. You might hang on to the airship, but at the cost of the Docks and Workshop. I have already seen a lot of nerd rage about how the failure to rush and hold the Hangar resulted in an automatic loss. I think that’s a problem with the strategy, not the execution.

This is because of my second objection, the extremely fragile supply line. You must hold the hangar to reinforce your assault, because the walls have been bypassed, not opened. You have no close graveyards to rez at, and if you lose one node the forces inside the keep are isolated.

My third objection us that it’s not a good maximizing strategy. Even if the Rube Goldberg-like steps are followed, you’ve traded a quick win for a lot of honor. Taking and holding the Quarry and Derrick yields a constant flow of honor. If you’re not in it for the honor, okay, I get that – but don’t tell me you’re in it for the marks. (Can you buy ANYTHING with Isle marks?)

This last part touches on what I think is the source of the Hangar-only strategy: Alterac Valley. The accepted AV strat is to kill Bal/Galv, take the towers, kill for 4 minutes, then kill Drek/Van. Because the map is asymmetric, the Horde have to also recapture TP or IBT to slow the Alliance zerg. But either way, this maximizes the honor you get from the battleground objectives while keeping the games short. There are some nuances to the order graveyards should be capped (skip FWGY or risk a lot of QQ), but this is pretty much the game plan.

The Alterac Blitz, though, forgoes every single objective but one: kill the boss at the end. Take at least half your force with 2 tanks and 4 healers and ride without stopping to the end of the map; do not engage the enemy at any cost, abandon everyone along the way, then MT on boss, OT on everyone else, and bring the heat. It’s a ludicrously simple plan to beat; put a quarter of your force to defend the chokepoint into your base, kill half as they ride by, the other half as they reach the boss. Without a nearby GY the attackers are sent to the other end of the map.

The way I see it, the Hangar-only strategy is a bad variant of the Alterac Blitz. It ignores all battleground objectives but one, it is fragile, and easily countered. I’m worried that the Hangar will become like the Stables are in Arathi Basin for Alliance, or the Blacksmith is for just about everyone – a node with more psychological than tactical advantage.

I don’t have a good counterstrategy to propose yet. I would think a balanced offense focusing on one node to bypass the walls (Hangar/Docks) to soften the defenses, and another to destroy the walls with siege from the Workshop is necessary. This needs to be coupled with roving packs to take the honor-producing nodes and interrupt the enemy, and a good, solid Keep defense.

Sadly, it’s much easier to yell “everyone to the hangar!” in /bg.

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