Monday, March 06, 2006

Arathi Basin Notes #3

Being nearly Revered in Arathi Basin, I have seen just about every strategy employed there. I've talked about a few earlier, but I want to share some of the more recent strategies, particularly the ones that seem most effective, especially with higher level groups.

[note: from Alliance perspective, but can be applied either way, in theory]

1 - Inverted C Zerg:

-Despite the name, this is a rather simple strategy that has seen some success in the 40-59 range. I don't see this as viable in the "epic" 60 range, but it might be worth a shot against a horde pug.

Alliance immediately rush the Mill, leaving one to cap stables. It's likely the Mill will be captured by the zerg quickly. The zerg then proceeds from the Mill to the Blacksmith, and then reinforces the captured bases while sending a roving offense to harrass the Farm or Mines.

Pros: This is a great strategy to pull on an unsuspecting pug. It guarantees two bases within a few seconds of the game beginning. Some might say at least two bases are guaranteed anyway, and that might be true, but not in this quick timeframe. The original Ally strategy was to send half to the mines, half to the mill, and leave a few at the stables. In that situation, it's likely either the mines or mill will be targeted by the horde, and, even if the allies succeed, they have to fight with reduced numbers over a longer period of time to do so. Yes, they "could" feasibly cap both the mines and the mill, but not if the horde send only one or two to the blacksmith, and all the rest to counter the allied offense on the mines/mill. With the Inverted C Zerg, the allies guarantee a quick cap on stables and mill, and then have a huge offensive force to attack the blacksmith, instead of a scattered force often seen in more basic and pug strategies. There's always a chance that the horde underdefend the blacksmith because traditionally it was an "automatic cap" for the horde.

Cons: Lately, the horde anticipate early attacks on the blacksmith, and defend it accordingly. Plus, the horde has become more keen on a "roving" team (more on that later), and can cause a lot of trouble for the zergers early on. The slight flexibility of the zergers being able to switch to the farm or mines if necessary (neither a great pattern) is probably not enough to provide sustainability throughout many games. Also, if the strategy is used against the same horde team, the allies could find themselves with absolutely no bases (e.g., horde zergs mines, stables, and mill (their own inverted C), and traps the alliance in a major blacksmith battle, while annoying the newly risen at the allied graveyard. This has the potential to be avoided if the allied stables defender keeps a sharp eye on the mines/bs path, an alerts the zergers to a major incoming force).

2 - The Modified Left Hand Middle Finger

-Eh, I don't know why I pick these titles. This is a variation similar to the inverted C, but, as the title implies, the initial focus is the blacksmith. Two full teams hit the blacksmith immediately, while two smaller teams hit the mines, stables, and mill simultaneously. Usually, the mines team consists of two players, and the stables/mill team consists of four. One will stop at the stables, while a stealth team checks out the mill, and caps it early if possible. If the horde send a barrage to the mill, that team backs off and defends the stables. This is a "get three quick" plan, that's fairly effective if the blacksmith is capped early. If the blacksmith cannot be capped, chances are, it's a losing battle. Whichever faction grabs three bases first can usually hold out longer. Some basic principles of this strategy are that after the first wave, the bare minimum defense on each held base is two, optimal three. One of the first teams is a roving patrol (epic mounted), and goes where the action is. The stealth team can divide itself between defending the stables and trying to ninja the mill or farm, depending on how organized the enemy offense is.

Pros: Compared to the inverted C, this strategy hits the smithy hard and fast, often before enough horde can arrive to fend off the epic mounted allied offense. It's flexible. Blacksmith, stables, and mines is the optimal configuration, but if the mines are overrun, it's not hard to mount a successful mill offense.

Cons: Absolute teamwork is essential. Just one or two slackers or "individuals" or wannabe backseat leaders will crash the entire system. If the blacksmith is not taken within the first two minutes or so, things are usually bleak, and it's hard to catch up (having devoted all those forces to one base). Overreaching (in any strategy) can be fatal, especially against an organized opponent. Learn the names of your opponents and figure out what kind of strategy they're likely to employ, and whether you'd be better off sticking with a solid three, or going for a 4-cap against a loose pug group.


Anonymous Gold Guide for World of Warcraft said...

good post :)

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