The Art of War(craft): Alterac Valley, Part II - A Ronin's Guide to the Ice and Snow

Before we begin, let's get one thing clear: there are no armies in Alterac Valley, only mobs and rabbles and bloodthirsty riffraff who will, under the best circumstances, happen to be in the same vicinity and fight alongside you. Unless Tigole and company decide to bring back group queues to AV, you will often find yourself fighting the war with an over-sized, sometimes uncooperative PUG. In my column last week, I went over the changes made to Alterac Valley and what it meant in terms of gameplay. I had promised for this week to detail some strategy and tactics for the new AV but realized that, after logging countless hours of Alterac Valley since 2.3, in order to actually execute any manner of battle plan, you will need an army. An army the way Sun Tzu sees it; an army with a Commander; an army with will and purpose. Unfortunately, there are no armies in Alterac Valley. There are, however, drifters. Ronin, if you wish. Ronin were the masterless samurai of feudal Japan. In a game of AV, what you will have, essentially, is a band of about forty ronin doing their own thing.
That said, there can be no definitive guide to playing Alterac Valley. There will be epic battles where Horde and Alliance will defend and fight raging, bloody battles on the Field of Strife, on top of towers, or beside their Captains; there will also be mindless races with no defense where all towers burn and Generals and Captains die to a frenzied mob. Both methods can win or lose games. You as a masterless warrior -- or Rogue, or Mage, or Shaman (you get the idea) -- can choose to play it either way. There are so many variables involved in Alterac Valley that it makes it almost impossible -- and unwise -- to dictate one particular course of action. While it may not be practical to write a guide for an army's incursion into the valley, it is a rather simple task to draw up some simple reminders for ronin. Because what do not change from game to game are the map's terrain and objectives. In every game of AV, there is a General and a Captain to be slain, towers to be burned, graveyards to be captured, and of course, enemies to be defeated on the field of battle. Depending on your faction, there are particular objectives that are easier to access because of the terrain. Terrain, more than anything else, will dictate the flow of your offense.
Flow like water"Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing."
The landscape of Alterac Valley doesn't lend itself well to direct conflict. Because of terrain, the roads, and a tendency to move towards the right, the natural flow of each faction's offense has little overlap in the early stages of the game. The Horde offense, for example, leads directly to Stonehearth Bunker, followed by Stonehearth Graveyard. The Alliance offense flows directly into the Iceblood Tower and Graveyard chokepoint if passing through the Field of Strife, or through Captain Galvangar's garrison if coming from Snowfall Graveyard. In order for direct combat to ensue, players have to deviate from this natural path. Alliance have the strategic advantage of securing an offense-pushing graveyard because Snowfall is too far West for it to be part of the Horde's early agenda. The Horde, on the other hand, are able to tag and, defended well, burn down a tower early in the game, giving a 75 Reinforcement advantage.
Sometimes, that advantage is all it takes. All things being equal, if a tower is destroyed or a Captain killed early on, defense will spell the difference in a war of attrition. While the old adage of "the best defense is a good offense" applies here, the roots of a good offense lies in a solid defense to begin the game. It is important to establish your position for a good defense, but in order to do so you must deviate from the natural path. This will often mean that you are unlikely to have much help, but I personally find playing defense to be greatly fulfilling and ultimately rewarding. With Patch 2.3, defense is more key than ever to winning in Alterac Valley. In fact, I'll be so audacious as to state that if you do not play defense, you will lose (*puts on flame retardant suit*).
"Whoever is first in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second in the field and has to hasten to battle, will arrive exhausted."
As a general rule, you need to fortify your position for any defense. It is far more difficult to recapture an objective than to tag it. Any tagged objective such as a Graveyard or Bunker has four minutes before it is captured or destroyed. This gives defenders a very small window in which to act. By the same token, defending a tagged Graveyard or Bunker is easier because you only have to play four solid minutes of defense. Because Towers are destroyed rather than converted, Towers are far more important than Graveyards in order of defensive priority. If a Graveyard and Tower are tagged at virtually the same time, it is a far more prudent thing to try and recapture the Tower. A burned Tower is a loss of 75 reinforcements and contributes directly to losing. A captured Graveyard is a strategic investment that only assists in troop movement and can be recaptured at some point in the future. It is, therefore, important to be in position to defend certain points of interest from the beginning rather than as an afterthought.
Protect thy ownAlliance defense
If you are Alliance, the very first target you should defend is Stonehearth Graveyard. Given the distance of Stonehearth Bunker from the Alliance spawn point, you are unlikely to reach it before the Horde does. Stonehearth Graveyard is almost always where you will encounter the Horde. Your offense will often flow westwards, past Balinda's garrison; defense is a South Eastern detour. You should prevent the capping of the graveyard at least until your side has secured Snowfall. If you can manage, attempt to recapture Stonehearth Bunker after repelling the first salvo at the graveyard. Defending Captain Balinda Stonehearth should be relatively easy with the proximity of the graveyard. Balinda is far easier to defeat than her Horde counterpart so any help, such as a boost to her attacks like Curse of the Elements on the player tanking her (if any), is good.
Further North, the Horde often run into a brick wall with Stormpike Graveyard. They will have to fight uphill unless they take the East road -- and few of them do -- which leads to the Alliance spawn point and Irondeep Mine. This is a tactical advantage as there are numerous points from which to snipe or heal as the Horde will be moving through the pass. Because killing opposing players reduce Reinforcements at a 1:1 ratio, the defense of Stormpike Graveyard often results in an Alliance advantage in the long run. Finally, the last bastion of defense is Stormpike Aid Station. Should the Horde break through the bridge, traditionally a source of their consternation, it is best to fight several yards East or in front of the Aid Station. This brings the Horde within range of the Stormpike Bowmen in the bunkers as well as within aggro range of the various NPCs that patrol the Stormpike grounds.
Horde defense
On the Horde side, defense should bolstered at either Captain Galvangar's garrison or the bottleneck between Iceblood Tower and Iceblood Graveyard, depending on where the Alliance is headed. This potential split in defense is a weakness and safeguards must be made against it. There are clear vantage points from where to see their movement as they will pass through the Field of Strife. If a rush comes from the West, they will head for Galvangar; fight inside Captain Galvangar's garrison and not in front of it. The Orc Captain has whirlwind and cleave attacks that are devastating to players, so use it to your advantage. Pick off the ranged DPS and healers and let Galvangar handle those in melee range. In defense of Iceblood, pick high vantage points from which to snipe or heal. Should Iceblood Tower get tagged, it is somewhat difficult to recapture because it is flush against the mountainside and the only way to access it is to pass through the flow of Alliance offense. If Iceblood Graveyard is tagged, Iceblood Tower is almost guaranteed to burn. Stonehearth Bunker, in contrast, is easier to assault and, conversely, retake because of its accessibility.
Frostwolf Graveyard is arguably the hardest graveyard on the map to defend because it's on an open plain. This is why Frostwolf Graveyard is almost always tagged before Stormpike Graveyard -- its equivalent -- or even Iceblood Graveyard. There is no easy way to defend Frostwolf Graveyard, although most of the Alliance offense will come directly from the North. Smarter players, however, will ride around Eastwards, spreading the assault to all sides. Should the Alliance break through past Frostwolf Graveyard, the only real chokepoint is the uphill passage leading up to the East and West Frostwolf Towers. It doesn't work as well as the bridge on Dun Baldar simply because the line-of-sight issues prevent any real defense and combat will have to take place on the landing between the two towers. On a positive note, both towers are about 40 yards apart, so it's possible to help defend one tower while standing atop the other. Most of the Horde NPCs are on the Northern or lower part of Frostwolf Keep, so they will hardly play a part in defense the way Stormpike NPCs do.
Headlong into battle"Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards."
Always seek the higher ground. Whether in offense or defense, terrain plays a large role in tactical advantage. For example, Horde players must avoid rushing Stormpike through the uphill West road as it is tantamount to walking into a trap. Yet game after game, Horde players will ride uphill to Stormpike like lambs to the slaughter. Alliance players sometimes fall into the same trap with the uphill road East of Icewing Bunker. Tactical standpoint aside, the practical reason for this is because the default camera view in World of Warcraft looks downwards over your character. Fighting elevated targets requires manually adjusting your camera view, which can prove very difficult -- not to mention impractical -- in combat.
Snowfall Graveyard, long conceded to the Alliance to expedite games, has taken on a more tactical advantage and it has become more almost necessary for the Horde to capture in order to prevent further assault into South. Use Graveyards such as Snowfall to move quickly throughout the map. Because of the changes to Alterac Valley's resurrection mechanics, players will be moved to the nearest controlled Graveyard instead of the spawning point. Use suicide runs to try and move as deep into enemy territory (or as far back into your own for defense) and rezz closer to your objectives. Conversely, tagging graveyards removes defenders methodically and speeds up the game considerably. For example, let's say the Alliance have converted Iceblood and Frostwolf Graveyards and are pushing into Frostwolf Keep; the fastest and most efficient way to break Horde defense is to tag the Frostwolf Relief Hut. This will send all slain Horde players too far North into Stonehearth or Stormpike Graveyards (assuming they have been converted) to come back and defend. Post-TBC, very few players now carry Frostwolf Insignias or Stormpike Insignias, making assaulting bases much easier. That said, any serious PvPer must possess either trinket.
As I mentioned in my previous column, killing opponents has a direct contribution to winning the game. If both sides are even in terms of captured or defended objectives, it becomes imperative to kill in a more efficient manner. Fight in areas where your side has a tactical advantage such as higher ground, proximity to a controlled Graveyard, or a favorable chokepoint. In terms of straightforward engagement, the Field of Strife is still the best area to clash as the flat plain favors neither side. This is where combat superiority, either in sheer numbers or skill, will spell the difference.
I didn't include old mechanics of the game such as the summoned NPCs or Wing Commanders because they no longer have any strategic value in the new Alterac Valley. With games rarely lasting beyond thirty minutes, the ten minute spawn of Ivus the Forest Lord or Lokholar the Ice Lord is too long to be of any relevance. Because there is little opportunity for nor wisdom in turning in necessary lootable objects, most of the quests in the zone are now obsolete. Even capturing the Coldtooth or Irondeep Mines is inconsequential as their additive bonus of 1 Reinforcement every 45 seconds is too slow to have any impact on the new, faster pace of the game.
The home stretch
Always be aware of your team's Reinforcement count. In the latter stretches, protecting or destroying towers will be all it takes to finish the game. If, for example, you are Horde and your team has reached an impasse at Stormpike Graveyard (as can and will often happen), it is sometimes wiser to ride through into the North and South Bunkers and burn them down. That deep into the game, it is likely that the Alliance's Reinforcement count will be somewhere in the vicinity of 150-200, making the destruction of their Bunkers a far more strategic choice than capturing either Stormpike Graveyard or Aid Station. The same goes for an Alliance offense. Towers are key. If burning all Towers does not end the game, it still becomes easier to assault Drek'thar or Vanndar Stormpike because they will no longer have Warmasters or Marshals, respectively.
To optimize Honor gain in Alterac Valley, it is important to win, specially after the changes. Formerly, during the Alterac Valley weekend, there were massive Honor bonuses to each side even during a loss. It was even possible to obtain more Honor than the winning side under the right conditions. This is no longer possible with the new Alterac Valley. The only bonus Honor during the weekend is 83 Honor at the end of the game for the losing side and 249 Honor (83x3) the winning side. The most Honor is still obtained by achieving the map's objectives, with Towers and Captains giving 62 Honor when destroyed or killed and 41 bonus Honor at the end of the game if intact or alive.
Here's a WoW Insider exclusive tip: the timers for tagged Towers or Bunkers continue to cap even after the game ends. An AddOn such as Deadly Boss Mods will help you see how long each Tower has before burning. Battlegrounds close within 2 minutes after the end of the game; if a Tower has less than 2 minutes to burn, do not leave the Battleground. Stay until it burns. Doing so will net you an additional 62 Honor for each Tower burned in this way. Furthermore, there's an additional, undocumented, and not -- I suspect -- "working as intended" bug that occurs when a Tower or Bunker burns. Burning a Tower still counts against the opposing team's Reinforcement count, even after the game has ended. When it burns, the Tower will subtract 75 Reinforcements from the opposing team's Reinforcement count. If that reduces the opposing team's Reinforcement count to 0, you will not only get the 62 Honor from burning the Tower, you will also be awarded 83 Honor for killing the enemy General. It gets even better. If you have successfully defended Towers, you will also get the bonus 41 Honor for each one when the opposing team's Reinforcements are reduced to 0. In rare occasions where the enemy General is slain before all Towers are burned, it is even possible to be awarded all Honor bonuses twice (see illustration). In very close games with a difference of less than 75 Reinforcements, a tagged Tower can mean snatching victory from the jaws of defeat. Under those conditions, the two minutes you spend waiting for Alterac Valley to close becomes the most Honor-efficient two minutes in the entire game. Happy hunting.Next week: Warsong Gulch.
Zach Yonzon, who writes the weekly column The Art of War(craft), is under the "tutelage" of Lady Liadrin, learning how to swing the Light in the basement.
Filed under: Analysis / Opinion, Tips, Tricks, PvP, Factions, Guides, The Art of War(craft) (PvP), Battlegrounds






Reader Comments (Page 1 of 1)
Coherent Nov 24th 2007 1:48AM
I hate to say it, but coordinated armies and clockwork precision is pretty boring from an individual standpoint. The goal of the battlegrounds is for each individual to have fun. Having messy, chaotic, completely uncoordinated warfare is much more entertaining for individuals to take part in than just being one faceless cog in a well-oiled machine.
Also, well-coordinated armies tend to win quickly against chaotic riffraff, and unbalanced one-sided battles are incredibly un-fun for the losing side. But Blizzard wants everyone to have fun! So it's better for both sides to be messy and have a relatively even battle than it is to have an army slice through a player mob like a hot knife through butter.
Fun is the name of the game. Lets not lose sight of that. This is not war. This is entertainment.
Keya Nov 24th 2007 3:21AM
It's a pity it isn't as epic as it used to be, though I'm amazed at how much better horde does (in my realm pool) in the new AV.
wowtard Nov 24th 2007 3:36AM
The big problem with AV is still that Alliance can run a small force into Horde base like a wide open asshole while Horde has an extremely difficult time breaking through the masses of NPCs directly in their path. Smart alliance teams will ninja all of hordes towers immediately and leave Horde D in the dust while Horde O struggles with an assload of ally NPCs.
Keya Nov 24th 2007 3:41AM
@wowtard yeah had that last night - a team of 2 Rogues and 2 Druids was giving us the hardest time of our BG life.
Skoteinos Nov 24th 2007 4:36AM
Um... sorry to threadjack a little and not comment on the whole AV thing but... that Seven Samurai picture is awesome and I want a large higher res copy!
Oh, and yeah... I miss old epic AV pre-pre-pre patch when it was an actual fight across the terrain with people running support by gathering rams, securing gold mines and actually using strategy to come out on top at the end of the six hour battle.
But yeah, upload us a higher res copy of that picture!
dotorion Nov 24th 2007 5:35AM
Just DON'T mass defend.
This leads to a long and most of all pointless battle, where your reinforcements are slowly depleted by the opposing force.
To quote Sun Tzu:
Security against defeat implies defensive tactics;
ability to defeat the enemy means taking the offensive.
npats Dec 3rd 2007 2:13AM
i agree 100% with the first comment
i actually believe that premade teams should only face another premade in a BG
it is ver frustrating to totally waste your time in the queue and the battle to be slaughtered by a premade (most of them full in epics)with a zero honor gain
Junzim Nov 24th 2007 7:43AM
My last long AV post got a lot of QFTs so I've indulged my obsession with AV once again:
I always found it odd that my Battlegroup (Rampage - EU) was the only one in which the Horde won about 90% of our AVs pre-patch. Everywhere else, the Allies smashed through Horde lines with ease providing statistics that were completely inverted.
Eventually a few of our PvPers went to find out what the deal was and it turns out that what we all knew "DON'T CAP SH GY!!!!!" was in fact, not known at all in other Battlegroups. (indeed it was ingrained in us as deeply as "Don't tank the Baron on the Orange Circle" and "Loot the F*&^ng Corehound")
Basically what would happen is that the Horde would tag SH, pushing the Alliance defenders instantly back to SP when they ressed thus providing them with the numbers to defend one of the most tactically robust positions on the entire map. The Horde would falter and eventually the Rag-Tag alliance attack force (who had run past the only choke point the Horde possess, early on in the game) would finish the game.
On OUR Battlegroup the Horde assiduously instructed each other NEVER TO TAG THE SH GY ([Battleground] Private Ownsusohard: "OMGWTF R U DOING DON'T TAG THAT YOU R-TARD!!!") and even though you had the odd mistake, it was generally understood.
The Horde won the race to kill Vandar and would come out the victors.
In the new AV, where defense can make a huge difference (assuming there's enough of you), we're faced with a bit of a tricky situation. Our chokepoint is still at Iceblood and generally the Alliance come barreling down towards it en masse after they've finished savaging Galvanger. At this point there just aren't many defenders ready to stop them because they've dashed forwards at the start of the game. The Allies can do this with ease because their chokepoint is at SP - much further back, letting them strike forward to start with and then fall back to defend.
There are no choke points after Iceblood, your defense is largely successful only against idiots. Any competent player can leap over the wall (lol) into Frostwolf Keep and begin playing havoc. You have 4 strategic objectives to defend, just like the Alliance (1 Aid Station, 2 Base Towers, 1 external GY) but whereas the Alliance can defend them ALL by blocking off their external GY, the Horde can't actually defend any without shifting their defenses dynamically to put out fires.
We are only successful in defense if the Allies decide they're going to be foolhardy enough to charge into our band at Frostwolf Graveyard. Typically it's because they're numerically superior but anything less than a clear 2-1 advantage will generally spell defeat for them in my experience (hey, I'm a Disc Priest, it's my job to sway massive combats, I'm making a PvP vid of my favourites too :) )
Is the BG balanced? Unfortunately no, but I don't mind that so much - it fits the flavour of the game that the Alliance have stronger defensive positions, their bunkers are also a million times better than our towers. What I do mind is that the new changes haven't actually focused or concentrated PvP encounters - before (oldschool AV) you would have large fights over 1 or 2 objectives, with a clear frontline shifting forwards and backwards, sure it took longer but it made for some fantastic battles. Now you're still looking at very asymmetrical fights with far less rigidity. An army of Ronin as you pointed out.
Personally I didn't see anything wrong with encouraging players to fight TOGETHER in a cohesive unit.
I get a big kick out of seeing the Alliance charging towards my faction mates and I, watching the proud shamans of the horde drop their totems and enchant their weapons. I have a macro I use for those moments:
Junzim unfurls the Banner of Thrall's Horde and thrusts it into the ground.
*uses the Horde Battle Standard*
Junzim roars fiercely
Junzim [Yell]: For the Horde!
More often than not, we prevail, against horrible odds. I like to think it's the Banner and the warcry that make the difference. That for me is what AV is all about.
dekulink Nov 24th 2007 9:12AM
AV always confused me, so I would stick to WSG. Once I hit 70 and get some better gear I think I'll go there!
Maarick Nov 24th 2007 9:33AM
Win IB and win the BG.
for the alliance. fight the good fight. but fight it like a scumbag.
Mr. Pink Nov 25th 2007 11:47AM
Why would anyone photoshop the faces of WoW characters onto the cover of the movie Seven Samurai? Are they mentally ill?
Braz Nov 24th 2007 10:30AM
Thanks for the tip at the end...that should really boost my honor gains (at least until Blizzard fixes it)!
The first week or so after 2.3 was rough for the Alliance in my battlegroup (in my experience), but now that everyone has somewhat learned the new system we are back to winning the majority of games.
For the Alliance!
Arnold Nov 24th 2007 10:39AM
Zach,
you state that Balinda is considered an easier fight than Galvangar. Why is that?
I, playing alliance side, have never fought against Balinda, so I can't comment on it.
Care to shed some light?
thanks in advance.
Junzim Nov 24th 2007 12:56PM
Cause Balinda is a caster who can be locked down by 2 rogues and wears cloth. All her disruption (apart from mass Slow) has a cast time. Galvanger on the other hand can fear
Xiphus Nov 24th 2007 1:56PM
Well, Balinda's a mage, and thus, can't take much hit. A well-formed five man can take her down very easily.
As for Horde turtling, the only time you should ever turtle is after Icewing Bunker is taken, the Alliance offense is wiped out and Snowfall captured. This way, we will be much more ahead of the Alliance in terms of reinforcement, allowing us to keep pushing through the next batch of Alliance offense from SP through the road, whithering their reinforcement points bit by bit. It is a slow victory, but it is always guaranteed that we will win that fight. At times, we even try to send stealther teams to north and south bunkers and aid station, and upon capturing those, we will effectively box the Alliance at SP, leaving Vandar wide open and them imprisoned as honor kill cattle.
Our greatest victories always involve the Alliance being stuck in SP surrounded by all sides by really angry Horde, and Vandar completely vulnerable, because either way, they lose.
Zach Nov 24th 2007 7:05PM
@5 - sorry! i didn't make a higher res version of the image because it was just for the article, so I made it exactly to size.
@6 - correct. but there are occasions where it is necessary to defend en masse because a band of 10 simply isn't enough to fend off a zerg. in that case, defense is virtually non-existent.
@7 - that's how the current queueing system works. however, if it fails to find a match, a pre-made team will be matched against small groups (parties of 2-5) that have queued together and some PUGs thrown in.
@8 - uh... QFT? =D
@12 - Balinda is a caster-type mob and goes down fairly quickly. All her spells except for Arcane Explosion are interruptible. She also doesn't move around once tanked. Galvangar fears, whirlwinds, and cleaves. Generally, just a harder fight overall.
jefeweiss Nov 25th 2007 12:23PM
As strategy evolves in AV a lot of things change. I find that an effective Horde strategy in Stormstrike has two components.
First, the Horde offense takes and holds Stonehearth GY until it caps. If the Alliance doesn't come fast for the GY, then the offense can go ahead and tag the two bunkers there and reinforce them from the people guarding SH GY as needed. Only after the GY caps should the offense hit Captain Balinda and start north (ninjas of targets in Stormpike excepted).
Second, the defense all goes to Captain Galvengar and waits inside his room. If the Alliance comes to get the Captain, it's pretty easy to kill most of them with Galvengar's help. Lately in our battlegroup they have been bypassing him. Regardless the defense then rides to Snowfall and takes that, and only then do we ride back behind the Alliance that have moved towards Frostwolf. Usually they leave at most 3 or 4 people at each tower and GY on the way, so more a group of 10 or so can easily wipe them out.
After this pretty much everyone goes to offense and mops up the remnants.
I won in about 25 minutes by a score of 727 bonus honor to 0 last Wednesday with this strategy.
Good_Idea Nov 26th 2007 3:08PM
The advise about staying in the BG even when the game ends is a good idea!
Concerning Ally/Horde imbalances. On Cyclone, it's very even. As a matter of fact, in AV, Alliance will always win the race if Horde doesn't play some defense. Last night they won it in 10 minutes, with no Horde defense. When Horde plays some defense, it buys us some time to finish them in 15 min.
A couple of games, we were so focused on finishing the game before the Ally, towers were not finished capping. Staying in the BG until they did would have helped.
CSpack Dec 23rd 2007 5:18PM
I tried out the tip at the end. I stayed in the BG after the game was over. Dun Balder South had 30 secs or so to cap. It capped but no honor was given, so possibly they fixed this? Anyone else try it?