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Arathi Basin strategies
Some general strategies to employ in the Arathi Basin battleground
Last updated November 29, 2005 @ 9:49:39PM
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For those of you who enjoy a bit of military strategizing, what strategies do you think would work well in battlegrounds like Arathi Basin?

Arathi Basin (AB) is a 15 vs 15 (horde vs alliance) battle to control as many resource points as possible. When a resource point is "controlled" by a side, it starts producing resources which slowly climb their way to 2000. First team to 2000 total resources wins.

Here's a map of AB, with graveyards, resources points shown as little houses circled in red (there are five), and the two start points (alliance is top-left):

I'll now list some common strategies. Feel free to add your own (even hypothetical ones), or pick these ones apart.

Strategy 1: Three groups of five (Mill / Mine)

Organize 15-person raid into three groups of five. Group #1 and #2 are commanded to capture and hold the mine and mill, with Group #3 drifting to wherever needed.
Setup: 5 at mine, 5 at mill, 5 roaming

  • Easy to set up
  • Easy to command
  • Class make-up is largely inconsequential
  • A team of 5 is easily overcome by a team of 7+ horde
  • Only accounts for holding three points, assumes largely defensive play entire game
This is a very common strategy, but often not successful. There's little offense involved and when a node is taken, chaos can erupt as 10 alliance try to take on 10+ horde, unless of course the other defending group joins in as well.

A counter strategy would be to let a resource node fall and redirect that group of five to another resource, provided 5 people would be enough to take it (blacksmith or farm).

Strategy 2: Five groups of three

In this strategy, the raid is grouped into five groups with three people only each, with 2-3 groups playing defense with 2-3 roving groups to attack/contest resource points.
Setup: 3 at mine, 3 at mill, 3 at stables, 6 roaming

  • Allows for 6-person attack force (2 groups)
  • Attack groups can be reassigned to assist as needed
  • 3 people is enough to hold off a flag cap until help arrives
  • Defends the stables as well (closest to the alliance home base)
  • 3 people on defense per resource point means 9 total people not participating in offense (although they can be reassigned as needed)
  • Attack force size is 6 people
This setup allows for more flexibility when organizing people, and covers defense on three out of five resource nodes, a stable winning condition if it holds. It is however susceptible to zergings (see next strategy), which could leave remaining forces uncoordinated.

Strategy 3: The "Zerg"

This strategy is simple. Roam around as one giant 15-person group, overwhelming (zerging) each checkpoint as you go.
Setup: 15 roaming

  • There's no defence against a zerg!
  • Easy to coordinate
  • Can capture resource points as fast as you can ride and kill
  • No defense
  • Easily countered by contesting flags immediately after the zerg leaves.
Not much strategy involved here, but it is a surefire way to contest resource points. Since you have to wait 1 minute for the point to be captured, the zerg has often moved on to another point by then. Not recommended as a general strategy, however it may be useful for taking key objectives when combined with other strategies.

Strategy 4: Karin's Idea #1

Knowing that defense is inefficient when groups get larger than 2-3, this strategy tries to minimize defensive forces and maximize flexibility and number of players on offense.
Setup: 1 at stables, 2 at mill, 2 at mine, 2 on "ninja-team", 4 roaming, 4 roaming

  • 10 people available for offense
  • 6 groups allows for maximum flexibility
  • Allows for one group of 2-3 to "ninja" unprotected resource points while still having 7-8 people on general offense
  • Defensive presence at three resource points
  • Harder to organize
  • Asks one person to defend at the stables for the duration of the match
  • Defense only strong enough to stop 1-2 man teams until help arrives
  • Communication from defense groups is key
Idea here is to use a minimum of defence and maximize mobile forces. Ideally the defense teams will hold off an attack until one of the roaming groups can arrive.

The smaller offensive group can sneak in to unguarded resources points to contest the flag. This will stop resources from being gathered. Having a team semi-dedicated to this should help keep the horde unorganized.

I haven't tested this strategy yet, since organizing a pick-up group like this might be tough.

Strategy 5: Three groups of five / Zerg

Combining the easy-to-organize Three groups of Five strategy with the swiftness of Zerging, this strategy quickly attempts to take four resource points and jump the point closest to the horde in order to keep them disorganized. If the non-zerging groups are successful in beating back the horde, then the horde will respawn at their home base instead of at a resource node.

Setup: 5 rush mill, 5 rush mine, 5 rush blacksmith

Whichever group has the least resistance then proceeds to the farm.

  • Surprises the enemy
  • Easy to organize
  • Attempts to capture maximum number of resource points
  • No defense
The one time I saw this strategy being used, we destroyed the horde team 2000 points to 140 since we were able to keep them occupied at the farm. If the pressure is kept on the farm, you may be able to get a sizeable enough lead that you can default back to one of the other strategies if/when they break through or start contesting unguarded flags.

Any comments? What have you found that works? What do you know doesn't work? :)
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