AP-PVP gets the job done!

Set up

If you want in, make sure you meet the following qualifications:
1. Be geared. Full PVP set, at least Grievous gear.
2. Have good commucations skills. Don't be afraid to talk.
3. Have thick skin. We practice "tough love" at times. It's not personal.
4. Have a mic and skype.
5. Understand the basic RBG strategies outlined below.
6. Be prepared to have an awesome time crushing horde.
7. Download the addon "Battleground Targets".
8. Obtain the item "Alliance Battle Standard".

Comprehensive Standard Rated Battleground Strategies

Warsong Gulch

Capture the flag style map.

Common Strategy

  1. Obtain possession of the enemy flag.
  2. Achieve battlefield superiority of the middle of the map.
  3. Kill the enemy flag carrier prior to him grabbing our flag.

Counters to the common strategy:

  1. The enemy may overcome our soldiers in the midfield.
  2. The enemy may guard their flag with a team of defenders.

Arathi Basin

Domination style map.

LM Jump Strategy

  1. Occupy stables with a strong defender.
  2. Send a small hard defense force to the blacksmith to keep the horde from capturing it.
  3. Occupy the lumber mill after defeating any enemies there.
  4. The remaining combatants at lumber mill would then jump to Blacksmith and help in securing it.
  5. Leave a strong defender or 2 weak defenders at each node.
  6. Reposition excess combatants to nodes that are being attacked.

Counters to the common strategy:

  1. The enemy initially attacks the stables.
  2. The enemy overcomes our forces at either lumber mill or blacksmith.

Eye of the Storm

Domination tug of war style map.

Flag Zerg Strategy

  1. Place a strong defender at Dranei ruins, and a strong defender at mage tower.
  2. The remaining 8 players will attack the flag base in the middle of the map.
  3. In the event that DR or MT are attacked, the fastest player(s) will peel out of mid first to help defend.
  4. Upon defeating enemy forces at the flag base, the flag is then grabbed and taken to either of our nodes.
  5. Leave a hard defender or two weak defenders at mid.
  6. Excess players float between the nodes and assist any node with incoming activity.
  7. It is safe to capture the flag when we control mid.

Counters to the common strategy:

  1. The enemy prevents either of our nodes from capturing initially.
  2. The enemy overcomes our forces at the flag base.
  3. The enemy re-secures the flag base after we have grabbed it, thus preventing us from capturing the flag.

Battle For Gilneas

Domination style map.

WW Fight strategy

  1. Place a strong defender at Light House.
  2. The remaining 9 players will attack Waterworks.
  3. In the event that Light House is attacked, a Fast Peeler will assist.
  4. Upon defeating enemy forces at Water Works, a strong defender or 2 weak defenders are left there to guard it.
  5. Excess players float between the nodes and assist any node with incoming activity.

Counters to the common strategy:

  1. The enemy attacks Light House with a large force initially.
  2. The enemy overcomes our forces at Water Works.

Twin Peaks

Capture the flag style map.

Common Strategy

  1. Obtain possession of the enemy flag.
  2. Achieve battlefield superiority of the middle of the map.
  3. Kill the enemy flag carrier prior to him grabbing our flag.

Counters to the common strategy:

  1. The enemy may overcome our soldiers in the midfield.
  2. The enemy may guard their flag with a team of defenders.

Temple of Kot Mogu

Multi flag mobile domination style map.

3 Team Strategy

  1. Plate wearing combatants will grab the orange and blue orbs upon entering the map.
  2. Each orb carrier will be assigned a back up carrier(both strong defending ranged dps), in addition to a bonus carrier. When an orb carrier dies, their back up carrier will be ready at their orb base to grab the orb. When the back up carrier dies, the initial carrier then will grab that orb.
  3. The orb carriers would then kite as far away from the enemy raid as possible(even if it means exiting the center of the map.
  4. After the initial grab, the remaining players will choose the enemy orb carry located furthest from the enemy raid and attack him.
  5. When the 3rd orb carrier goes down, the bonus carrier should be ready to grab. When he goes down, a back up carrier picks up his orb.

Counters to the common strategy:

  1. One of our orb carriers gives up their orb before the enemy drops one of thiers.

Silver Shard Mines

Mobile Domination style Map

Choke point strategy

  1. By using a zerging pattern we obtain control of 2 Carts.
  2. A Strong defender is left at each cart unless there is a concentration of enemy combatants there.
  3. As the carts gradually make their way up the tunnels, The remaining players not actively escorting the carts guard the entrance to both caves. Snares and roots are used heavily in these places.
  4. If the horde controls lava, switch the track.
  5. Remember, as a cart is being escorted/capped, the only thing that matters is the number of players in the circle. Fear, Ring, Vortex, Knockback, are all critical during this time.

Counters to this strategy:

  1. One or more of our CC teams at the mouth of each cave becomes over powered by the enemy.

Deep Wind Gorge

Domination tug of war style map.

2 Team Strategy

  1. The raid will be divided into 2 5 man teams.
  2. Each team will be assigned a strong defender or 2 weak defenders(depending on raid composition).
  3. At the start of the match, the strong defender(or 2 weak defenders) from team 2 will attack the secondary base(north if we are alliance, south if we are horde).
  4. The remaining players from team 2 and all of team 1 will attack the middle node.
  5. After both nodes cap, all of team 2(less the strong defender) will go after the enemy cart.
  6. If the enemy grabs our cart, all of team 1(less the strong defender) will kill the enemy cart carrier.

Counters to the common strategy:

  1. The enemy zergs one of our nodes.
  2. The enemy zergs our cart carrier.
  3. The enemy defends their cart carrier with their entire raid.

Class Based Tactics:

  1. Ring of Solar Vortex - Frost Mage + Balance Druid skill combo.
    Mage casts a ring of frost around a caster. The druid follows this up Uroc's vortex + Solar beam combo. This tactic can be extended by adding a death knight's Gorfiend's Grasp.
  2. Yoyo - Discipline Priest + Flag Carrier/Orb Carrier skill combo.
    The flag/orb carrier jumps down, the Disc priest grips him back up after the carriers aggressors follow. A variation on this tactic is a "baited kickoff", where the enemy engages the flag/orb carrier and a druid/shaman/hunter uses their knock back to clear the aggressors.
  3. Kick Off Team - Death Knight + Druid or Shaman skill combo.
    The death knight uses death grip to position the target, the druid or shaman use their knock back to kick the target.

Strong Defenders:

  • Beast Master Hunter
  • Rogue(any spec)
  • Demonology Warlock

Fast Peelers:

  • Monk(any spec)
  • Druid(any spec)
  • Mage

Viable Flag Carriers - in order of best to worst:

  1. Mist Weaver Monk(In a 4 healer/Op healer comp)
  2. Restoration Druid(In a 4 healer/Op healer comp)
  3. Holy Paladin(In a 4 healer/Op healer comp)
  4. Other Healing Specs
  5. Any dedicated tanking spec or Demonology Warlock with DA glyph.(however, tanks + DA Lock all take +50% additional damage when holding the flag)
  6. High mobility dps specs
  7. Plate wearing dps spec
  8. Other dps specs