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What is your defense strategy in Tol Barad

Tigero

9/18/2011 8:10:00 AM

Greetings,

On my realm we "Horde" control Tol Barad almost 80% of the time. We
seem to lose it in late hours of night or in early mornings.

Our defense strategy is simply zerging. We start sending people who
are ressurecting to another base as soon as the bar starts moving, not
waiting until the Alliance completely capture the base.

This has worked pretty fine with us in defese. Unfortunately since we
control Tol Barad most of the time i don't know the proper attacking
tactic.

While it seems that the only time we lose while defending is when our
team split up during defense, trying to capture two different bases at
the same time.

I have read about an interesting defense tactic although it sounds a
bit risky if not well controlled.

The entire defense team will sit in one base preferably Slagworks, and
all players are sitting tight to the flag to be in full range of
healers and their AOE heals. They would forbid anyone from leaving the
"safe zone". The healers will keep everyone alive and the attackers
will find it very hard to overcome them.

This will also prevent the attackers the ability to operate the
demolisher since they will need at least one honorable kill in able to
get it. So the battle will be shorter.

The one disadvantage I see in this strategy is players who don't
follow the strategy and get themselves killed allowing the attackers
to extend time and therefore can have more chance to win.

What do you think about this strategy? I never saw it on my realm nor
anyone have even suggested it.

Any other strategies out there that work? How about attacking
strategies?
7 Answers

Debbie

9/18/2011 12:10:00 PM

0


> On my realm we "Horde" control Tol Barad almost 80% of the time. We
> seem to lose it in late hours of night or in early mornings.

On my realm we horde also control it mostly. We lose it when retards go kill
the sieges. Today we lot tol barad because out of 13 people there like 7
were on towers killing sieges = not enough people to denend = lost. I will
never understand how people still didnt understand towers CAN'T be saved if
the opposing faction is trying to get them down. We had a few times that
towers were saved... when we were like 7 vs 7 and the other faction didnt
get the sieges there. Going for sieges is the worst thing you can do in tol
barad.

>
> Our defense strategy is simply zerging. We start sending people who
> are ressurecting to another base as soon as the bar starts moving, not
> waiting until the Alliance completely capture the base.
>
> This has worked pretty fine with us in defese. Unfortunately since we
> control Tol Barad most of the time i don't know the proper attacking
> tactic.
>
> While it seems that the only time we lose while defending is when our
> team split up during defense, trying to capture two different bases at
> the same time.

You have a really bad defending strategy I'm surprised it worked for you at
all... it relies that your side has a LOT of great healers and dps while
the other side is wearing greens.
What you need to understand is: for example when the attackers control 2
bases the capping of the 3rd base goes twice as fast. The attackers have a
much closer graveyard and you can say tol barad actually favors the
attacking side. If both teams are more or less equally strong the attackers
will win every time if you use the "turtle all in 1 base tactic".

>
> I have read about an interesting defense tactic although it sounds a
> bit risky if not well controlled.

The common strategy on our server is (and this is by far the best tactic):
Spread the team in 2 equal groups and cap 2 bases. Hold them untill you get
killed in 1 base. When 1 base is overrun then go to the other base that
wasnt controlled by your team. Since you spawn in middle you have a shorter
way to run to this base than the opposition. You must almost in all times
control 2 bases. (I do 2-3 TB battles every day for 8 months now)

>
> The entire defense team will sit in one base preferably Slagworks, and
> all players are sitting tight to the flag to be in full range of
> healers and their AOE heals. They would forbid anyone from leaving the
> "safe zone". The healers will keep everyone alive and the attackers
> will find it very hard to overcome them.
>
> This will also prevent the attackers the ability to operate the
> demolisher since they will need at least one honorable kill in able to
> get it. So the battle will be shorter.

This is possible in only 1 case if a good pvp guild where all have close to
4000 resilience and a LOAD of healers (mostly priests to pull back the
person being focused). So it's an impossible strategy. No way there wont be
a guy with 90k hp in tol barad that gets 1 shotted and even with amazing
resilience with focused fire someone will get killed if the other side
focuses on him.



Catriona R

9/18/2011 7:48:00 PM

0


On Sun, 18 Sep 2011 14:09:46 +0200, "Shammy" <none@nothing.com> wrote:

>> I have read about an interesting defense tactic although it sounds a
>> bit risky if not well controlled.
>
>The common strategy on our server is (and this is by far the best tactic):
>Spread the team in 2 equal groups and cap 2 bases. Hold them untill you get
>killed in 1 base. When 1 base is overrun then go to the other base that
>wasnt controlled by your team. Since you spawn in middle you have a shorter
>way to run to this base than the opposition. You must almost in all times
>control 2 bases. (I do 2-3 TB battles every day for 8 months now)

Was going to say "that's what we do too" but actually I think you're
on my server :-P Works great that way, just as soon as a base becomes
overrun to the point where it's obvious we'll lose it shortly,
somebody tells ressers to go to the one base we don't have, and by the
time Alliance cap the one we're defending, we've taken the other and
still hold two - then they invariably attack the one we previously
held (not the one we just took), and it goes around in circloes for
the length of the game.

When it fails, is when idiots don't listen and try to cap all 3 bases,
leaving not enough def on the ones we do hold and it turns into a
total disaster zone... thankfully most folk learn to listen after a
few tries. Might be boring standing around defending against nothing
for 2-3 mins if you're on the quiet base, but it means winning!

>> The entire defense team will sit in one base preferably Slagworks, and
>> all players are sitting tight to the flag to be in full range of
>> healers and their AOE heals. They would forbid anyone from leaving the
>> "safe zone". The healers will keep everyone alive and the attackers
>> will find it very hard to overcome them.
>>
>> This will also prevent the attackers the ability to operate the
>> demolisher since they will need at least one honorable kill in able to
>> get it. So the battle will be shorter.
>
>This is possible in only 1 case if a good pvp guild where all have close to
>4000 resilience and a LOAD of healers (mostly priests to pull back the
>person being focused). So it's an impossible strategy. No way there wont be
>a guy with 90k hp in tol barad that gets 1 shotted and even with amazing
>resilience with focused fire someone will get killed if the other side
>focuses on him.

Agreed, I cannot see it being possible. We can often hold a base for
some time (when it's not our only one), if we have a few healers on
the team, even when outnumbered at that base, but no matter how many
healers we have, somebody will die sooner or later, you can't hope to
prevent that.
--
EU-Draenor:
Sagart (85 Undead Priest)
Tairbh (85 Tauren Druid)
Buinne (85 Troll Shaman)
Eilnich (85 Blood Elf Warlock)
Balgair (80 Human Rogue)
Ruire (80 Blood Elf Paladin)

Debbie

9/18/2011 11:16:00 PM

0


> Agreed, I cannot see it being possible. We can often hold a base for
> some time (when it's not our only one), if we have a few healers on
> the team, even when outnumbered at that base, but no matter how many
> healers we have, somebody will die sooner or later, you can't hope to
> prevent that.

I forgot to add why that tactic is just impossible: DK death grip.
Even if you do your best to stay in the healer zone a DK will death grip it
out and everyone will nuke it.
I really wonder who and why suggested that tactic even since it's just
impossible to do.

ald

9/19/2011 1:36:00 AM

0

On Sun, 18 Sep 2011 01:10:24 -0700 (PDT), Tigero <boainabf@gmail.com>
wrote:

>Greetings,
>
> On my realm we "Horde" control Tol Barad almost 80% of the time. We
>seem to lose it in late hours of night or in early mornings.
>
>Our defense strategy is simply zerging. We start sending people who
>are ressurecting to another base as soon as the bar starts moving, not
>waiting until the Alliance completely capture the base.
>
>This has worked pretty fine with us in defese. Unfortunately since we
>control Tol Barad most of the time i don't know the proper attacking
>tactic.
>
>While it seems that the only time we lose while defending is when our
>team split up during defense, trying to capture two different bases at
>the same time.

This part sounds like you're playing on my realm (I'm Ally) ;-/

>I have read about an interesting defense tactic although it sounds a
>bit risky if not well controlled.
>
>The entire defense team will sit in one base preferably Slagworks, and
>all players are sitting tight to the flag to be in full range of
>healers and their AOE heals. They would forbid anyone from leaving the
>"safe zone". The healers will keep everyone alive and the attackers
>will find it very hard to overcome them.
>
>This will also prevent the attackers the ability to operate the
>demolisher since they will need at least one honorable kill in able to
>get it. So the battle will be shorter.
>
>The one disadvantage I see in this strategy is players who don't
>follow the strategy and get themselves killed allowing the attackers
>to extend time and therefore can have more chance to win.
>
>What do you think about this strategy? I never saw it on my realm nor
>anyone have even suggested it.

I've *never* seen a turtling strategy work, mostly because of the
reason pointed out in another reply, that once you have 2 bases, the
3rd goes down twice as fast. This doesn't leave you enough time to get
back another base when (not if) the 3rd base starts to fall.

>Any other strategies out there that work? How about attacking
>strategies?

My defending strategy, pretty much learned from watching the Horde on
our realm do it to us over and over, is pretty much what you described
originally. Trying to recreate my defense macro here, without the
hyperbole: Ressers go to the base they've held longest. If they
counter, we'll change, but that's the basic plan.

Attacking is a totally different strategy, and one I've had more than
enough opportunity to work on. It also involves parts of two different
macros ;-) The main thing to remember is that the way to win is to
attack as the defender and defend as the attacker. When you hold one
base as the attacker, every opponent you kill is gonna head there, so
(as my macro puts it, but it's rarely done) as soon as another base
*starts* to turn, you have to D up the first, leaving at least 5 (in a
full raid) to defend the second base. After you break the zerg is when
you go after the 3rd base, not before or you lose the first (in
practice, what happens is that I and somewhere between 5 and 10 other
people don't even go to the second base, just stay to defend the
first, which can work to stop the first part of the zerg before the
attackers that I'm screaming at can get back to truly break it).

In the couple months that I've been preaching this attack strategy,
I've seen marked improvement in our win percentage, especially as
people see it works and start listening. We've gone from almost never
winning except on Tuesdays and late-night to where it's a rare day
that we don't get at least one win. Yes, I may come off in TB sounding
arrogant and bossy, but if (and it's still a big if) I can get people
to listen to me, there's rarely a game that goes by that we don't have
at least one good chance to win.

--
ald
reply via email to ald_007_1999 at yahoo dot com

Tigero

9/19/2011 6:07:00 AM

0


> You have a really bad defending strategy I'm surprised it worked for you at
> all...  it relies that your side has a LOT of great healers and dps while
> the other side is wearing greens.
> What you need to understand is: for example when the attackers control 2
> bases the capping of the 3rd base goes twice as fast. The attackers have a
> much closer graveyard and you can say tol barad actually favors the
> attacking side. If both teams are more or less equally strong the attackers
> will win every time if you use the "turtle all in 1 base tactic".

Actually we do tend to keep 2 bases most of the time so they won't get
the hidden buff that give them advantage.

We do have a lot of healers, and one factor that help us win most of
the time is how badly the Alliance attack, they rarely group up, they
come one at a time most of the time and they get easily squashed by
our dps.

It is when they group up and push together and miraculously fight
inside the base that they start capturing, once we notice the bar
moving in their favor we direct the fallen and currently being
resurrected to a base they have.

ald

9/20/2011 1:27:00 AM

0

On Sun, 18 Sep 2011 23:07:04 -0700 (PDT), Tigero <boainabf@gmail.com>
wrote:

>Actually we do tend to keep 2 bases most of the time so they won't get
>the hidden buff that give them advantage.
>
>We do have a lot of healers, and one factor that help us win most of
>the time is how badly the Alliance attack, they rarely group up, they
>come one at a time most of the time and they get easily squashed by
>our dps.

Again, sounds like you're playing on my server ;-/

>It is when they group up and push together and miraculously fight
>inside the base that they start capturing, once we notice the bar
>moving in their favor we direct the fallen and currently being
>resurrected to a base they have.

And where do you send them before you see the bar start moving?

--
ald
reply via email to ald_007_1999 at yahoo dot com

ald

9/20/2011 1:30:00 AM

0

On Sun, 18 Sep 2011 23:07:04 -0700 (PDT), Tigero <boainabf@gmail.com>
wrote:

>Actually we do tend to keep 2 bases most of the time so they won't get
>the hidden buff that give them advantage.

Ok, just noticed that you're the OP, and wanted to point out that you
won't if you try your turtling strategy, which is why it doesn't work.

--
ald
reply via email to ald_007_1999 at yahoo dot com