Before commenting please consider the arguments already put forth. It is a flat, fairly open area with no natural advantage for either force. Both sides have seen this as biased against them, but ultimately it is a level playing ground in a confrontation, barring the owner's closer spawn point. Notably, the open area is beneficial for ride-by NPC kiting, and its proximity to the nearby mine can give some NPC support via kiting.
Because it is situated right next to the only path into and out of Alliance territory, whoever controls IWB controls the pass. In most games the Alliance won't leave any defenders, making it an easy take for the Horde who can hold off a squad of Alliance players with just a couple RDPS in the windows.
Were the Alliance to leave defenders here, they could rather effectively bottleneck the Horde and prevent them from moving onwards. Horde Advantage: The bunker is set out of the way, such that Alliance players won't be passing near it on their way to Galv. This makes sending one or two Horde units to capture it very easy without significantly reducing the scope of the attack force on Balinda. A group of ranged characters encamped on the tower can effectively control the roads leading to Iceblood Garrison and Iceblood Graveyard.
Set almost squarely between two Horde starting graveyards, Tower Point can be somewhat difficult for Alliance to hold if the Horde holds any units in reserve from the initial blitz.
However, once the point is controlled, it represents a rather effective bottleneck for the Alliance to prevent Horde reinforcements from moving towards the Alliance towers. Quite simply, Alterac Valley was not designed as a PvE battle to be decided in under 20 minutes, and the removal of superfluous NPCs patch 1.
Another factor to consider is the level of thought put into by players who don't want to be in the battleground for over half an hour, and the level of organization in an average [PuG]. Presumably, AV being a PvP arena after all, there is a counter available to either side for whatever is put in their way. Change however comes slowly in a disorganized mob, so better tactics are slow to filter through. For instance, from this author's view Alliance , I can see no real reason why Horde players would not attack SP from above and behind, pretty much exclusively, from what is referred to as the high road.
It's not intuitive however, but then it may change in time. At this time, Alliance does have a significant advantage; issues such as the placement of NPCs in the two bases, which used to be balanced by other issues in a fuller game, and the terrain itself when used in race games, cater to the lowest common denominator of the two forces.
However, Alliance, even with the perceived advantage, does not win AV an unbalanced amount of the time, though a thorough examination of rated battlegrounds might show if this advantage can be pressed in such a way to make the horde loose every time. One side gets pushed back into a corner and due to the differences, can't or won't get itself out. WSG only has the two strategic positions, but that still means there's the choice between offense and defense.
And I'm guessing Alliance on your battle-group and mine isn't so good when it has to actually think and re-act to the Horde. AV you just ride south in a big group, stopping to hit what targets you feel like as you go along then either catching up with offense to hit more targets, or if the horde have arrived, running around killing them as defense.
Check your brain at the battlemaster when you join the queue. Ashen Shugar -- The lions sing and the hills take flight. The moon by day, and the sun by night. Blind woman, deaf man, jackdaw fool. Let the Lord of Chaos rule! I never have figured out why people believe this. If the map were flipped, alliance on my BG could still win in 11 minutes using the exact same strategy that they currently do. There are really only 2 'tricks' to pulling off a successful rush in AV.
Otherwise everyone who's killed in the intial rush will rez at their base and automatically play defense. You wait till you form up a group of people. Alliance will wait on the hill by the mine until enough people get there, horde will wait on the road right before you get to the bridge.
Alliance rushes in and drops agro by running to the waterfall before they cap RH. Horde rushes in and drops agro by running into Van's Bunker before they cap AS. If I'm playing ally, I'll play defense and pick off the first few hordies as they trickle across the bridge. You almost never see them waiting for backup before they go in. I can't, for the life of me, explain the difference.
Rgds, Frank. I think it comes down to the fact that the 'regular' BG players will gravitate to the BGs where they have a good chance of winning. If that happens to be AV, the other ones get ignored since AV gives so much more honor. On my battlegroup Whirlwind the queue time for AV is usually under 10 minutes these days, and often as low as 6. This means, if Alliance plays well, 4 games takes a little over an hour. What I do is base myself in Shat, and do the island dailies while waiting.
I just have to get Out of Combat in the 90 seconds the invite window is open. I can usually do this. Sounds nice. I have to do the other 3 for the tokens. Since Alliance usually loses, this is a bit of a grind. The others require a lot more reaction to what the other side is doing.
Its astonishing how often the Alliance completely controls the upper FW compound 5 minutes into the game. I never see the Horde pull that off at DB.
If the Alliance fails to take RH early, they lose their chance for a quick win. On the opposite end, to get into the Horde base, you can gather in the hut right before the ramp and you can't be hit there - or even seen, you have to kill the NPC out front.
Then just run into either tower, run up the stairs and get inside the flag room where, again, you can't be hit or even seen by the NPCs. The general scheme I've seen for Alliance is to move in force directly to RH, and attack it as quickly as possible. Once Alliance captures RH - so much the better. Alliance then works on capping the towers.
At this point its pure PvE, no Horde are left in the compound, and the few that trickle in can be picked off one by one. Now, this past weekend was AV weekend and it's frustrating knowing you're just going to lose. This topic has been discussed to death in the Forums, but a big thing for me is the placement of NPCs in each of the base camps. How many do Horde have while trying to cap AS? It's ridiculous. I try to get past the bridge, with archers shooting me for each, and in a desperate attempt to get some Huntard's pet off my dying clothie behind, I Fear.
So since Alliance have such a wonderfully-guarded base in the form of NPC defense, and Horde have none in their base, the zerg no longer works, and Horde are forced to play defense. Unfortunately, at least in my BG, Horde don't want to do this. And I personally hate playing defense. Comment by Baracuda Ok some questions: can you add a map with lieutenant and captain locations?
Comment by greatbambino Great guide, thank you for putting this together! Would you be able to add an honor section similar to the reputation section? I noticed you mentioned certain events such as killing captains will give bonus honor, but I didn't see how much bonus honor.
It would be great to have a chart available to help calculate the maximum bonus honor one could achieve. I'd also love to read what additional bonuses are awarded during the holiday weekend event for honor and rep. Comment by erigorasforsaken question on the ground assaults. Can you loot all 70 supplies on one quest or is it only 10 supplies at a time? Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed.
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