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.