The Art of War(craft): Winning Tol Barad

Just like Wrath's introduction of Wintergrasp, Cataclysm implemented an outdoor (non-instanced) PvP zone where the Horde and Alliance fight for control. This place is called Tol Barad, and most of what I'd written from the beta still applies. What I didn't write about then (and what wasn't quite apparent from beta testing) was how imbalanced the zone could be in favor of the defenders. If you're level 85 and play a few battles of Tol Barad, you'll understand what I mean. While I've won more assaults than I've lost, this anecdotal experience belies the fact that the defenders have a distinct advantage -- they only need to keep one point from being captured, while the attackers need to hold all three at once. Because of how the flag is captured, through proximity and numbers (similar to the towers in Eye of the Storm), it is ridiculously easy to ruin an assault by simply zerging one capture point.
Mat McCurley's post going through the problems of Tol Barad is a pretty good read and should give you an idea of the problems with the zone and some suggestions on how to fix them. For today, we'll take a look at how we can win in the zone despite the overwhelming odds. A fix is probably due, but until then, we'll all have to do battle under unfavorable conditions. This happens often in war -- so soldier up.
Fight at the fringes. This is pretty counterintuitive. This flies against that habit you need to pick up for objectives-based PvP, which is to fight near the flag. This time around, you should actually fight as far away from the flag as possible while still counting toward the objective. If you don't see the control slider on the upper right hand of your screen that tells you the status of control of the objective, you're fighting too far away. One big problem with Tol Barad is that you don't actually know your numbers until the slider starts to move in one direction. If you're a hunter or a druid with humanoid tracking, you can probably tell at a glance by checking the minimap. Otherwise, you don't actually know if you're fighting a losing battle.Fight near the entrances. This will accomplish a few things. First, it will allow you to minimize entry into the objective and possibly prevent the defense from counting toward the slider. The best result is engaging opponents in skirmishes that keep them just outside the entrances -- if your opponents get caught up in that, you will have forced them into the Tol Barad equivalent of fighting on the roads. Second, it will allow your teammates who resurrect in the adjacent graveyard to re-enter the battle without too much trouble. Keep the lanes to enter the keep clear to make sure your teammates always count towards the flag slider.
Get back into the fray. The only advantage you have as an attacker is the proximity of your graveyard to the objective. This theoretically allows you to re-enter the battle sooner than your equivalent defender, so take advantage by getting back into range of the flag's slider as soon as you can. Every player counts; always add to your team total. The only time you shouldn't have the slider on your screen is when you're moving to another capture point, or doing another critical thing ...
Destroy those towers. Mat made an important point about the towers in Tol Barad, noting that all you really get out of destroying the towers is extra time. In this case, however, it's time that you need. The more time you have, the more opportunities you'll have to hold all three objectives at once. It doesn't create the sort of urgency that destroying the towers in Wintergrasp has, which is why defenders don't bother to protect their towers.
For now, take advantage of that lack of urgency and destroy the towers. With a siege engine, it won't take too much time to destroy, and it buys your team more time to rally. It won't change the zone's victory conditions, but it will get you some breathing space to accomplish the gargantuan task of coordinating your army. Once you've blown up the towers, leave the vehicle, because it does absolutely nothing else and will just bog you down. Because of the way things work now, you'll need as much time as you can get to do things right. Unless you play on some backwater server where one side doesn't bother to queue, it means it's virtually impossible to get the achievement For Whom the Barad Tols. At the very least, destroying towers also grants honor, and you should never say no to free honor.

It's important to respond to calls for help, because it can spell the difference between victory or defeat. The defenders have an advantage here because they spawn at the center of the map, which means if they communicate their zerg, it will be impossible to beat them because they can get to an objective faster. Fortunately, because of the ease of defending, your opponents probably won't. In all likelihood, they'll check their map for wherever there seems to be a lot of fighting and head there. This works to your advantage because you can pretty easily capture the points where there isn't much fighting. Capturing two points isn't too hard. It's getting the third one that will take a lot of work.
Fight smart. This seems like a no-brainer piece of advice, but considering it's an open battleground, too many players fight recklessly, knowing they can easily resurrect at a nearby graveyard. The problem is that the objectives count living bodies, so the few seconds you spend with the spirit healer and travel time back into the objective is time away from getting that slider to move. Remember that your window to capture all three is very, very small. Even though you're only required to hold all three for a split -second, it doesn't take long to lose one objective you've already captured.
This means you should, as much as you can, stay alive. If you're getting low on health, fall back and heal up. Play wisely and try to kill without being killed. Don't rely on the fact that there's a nearby graveyard to save you. It's easy enough to be thrown to another graveyard if the enemy controls the objective. Stay alive for as long as you can to count towards that slider and keep it moving towards your end.
Move quickly. Getting back into the objective you're fighting in is easy. It's getting to the next one that's hard. You have a longer travel time than the defenders, who spawn at the center of the map. The most important time to move fast is when you have two nodes. Immediately after the capture of your second node, you must move as quickly as possible to the third node. Zerg it if you must, if only because it's always an all-or-nothing gamble. The more players you have at a node, the faster the slider will move, which means it makes sense to zerg that third point as fast as possible before the defense has time to react. If you fail and capture that node but lose another one (or two) in the process, you can always try again. That's why it's important to knock those towers down. You'll need as many chances as you can get.
The bottom line
Is Tol Barad winnable? Absolutely. Is it easy? Hell no. Any defending force with half the coordination of the attacking force will win. This, on the other hand, means that defense always plays carelessly. If you're going to attack, you'll need to coordinate with your team and fight a little (or a lot) smarter than your opponents. Until Blizzard delivers a fix, you'll need to grit your teeth and fight harder on offense.
Next week, we'll take a look at what's in store for the victors of Tol Barad, namely, the dailies, the raid zone, and the sweet rewards you can buy with those shiny commendations!
Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)






Reader Comments (Page 1 of 2)
Dawts Dec 27th 2010 9:33PM
The zone is just beyond frustrating. On my server we have a very large and very organized pvp guild that makes attacking hopeless. The only way we win is when all the cards just fall into place. I just feel like attacking should be easier than defending to allow both factions to see the content.
Dawts Dec 27th 2010 11:12PM
This shouldn't be a surprise but we finally got a blue post stating the WG is imbalanced.
Gukojon Dec 27th 2010 9:37PM
I don't think this goes deep into enough the 'how and why' of your enemies strategy or how you're trying to win. It's makes it look like you're trying to cap 2 flags and spend a good while 'fending off the Zerg while people take their time capping the third. This just isn't my belief; you're likely to get hit by 40+ people, and it's difficult to fend that off for long. Defenders operate carelessly, and thusly in a predictable manner. There's an opportunity (window) to seize control of Tol Barad, and it's same within the first 5 minutes as it is at 15.
The enemy has almost one guaranteed strategy, and it works the most: zerg the second to last base captured (this isn't always the case) due to this being the lowest-guarded area most the time. This allows them to play Ring-Around-the-Rosie all they want, but it's not guaranteed. Assuming the base trade is a steady 2-1 to attackers, then there's a prime opportunity set before you when the zerg moves from one base to another. It takes the coordination of maybe 15 people.
Traveling: Your enemies aren't all coming from the same direction at the same time. Their zerg is most powerful when they're all there, but they don't all arrive at once. With your small coordination of people, you can take advantage of this. Kill people as they arrive as much as you can: this weakens the zerg and causes it to slow while your allies attack the base last left by the defenders. Like stated in the article: fight them away from the flag. You're trying to seize the third flag while your enemies are still traveling to the next zerg location. Use slows, stuns, and whatever's in your arsenal to keep them at bay for a mere minute.
I've won more assaults than lost as well, and many of them, when taking advantage of this window, have been five a second or two away from failure. You must realize that this window is small, and the more time you can buy defending the one base that the defenders are almost guaranteed to zerg, the more time you can buy the rest of the raids to cap the final flag.
(I've probably sounded like an ass through most of this)
Julien Dec 28th 2010 3:25AM
The part about traveling is quite helpful - many would be smart to pay attention to it. Thanks.
Kamshad Dec 28th 2010 7:24AM
I found this advice very appropriate, and I hope my additions won't be too superfluous!
Our server has a relatively high turn-over rate; so I've been on the winning side of an assault 3 times, and I've learnt a few tricks to help the underdog win that will hopefully compliment Zach and Gukojon's advice:
- On a large scale (and this has been mentioned before), defence is almost always predictable if offence is. You can exploit this by baiting them into a pattern, such as the circle zerg; and then moving your zerg to a base they won't expect and facing them off. This is how I won at least one of my battles - we had recently gained one of the bases and as such were in possession of two, so defence were expecting us to head to their last one, while they would attack our formerly possessed base. To counter this; we sent about 5 people to capture their last base (which they had failed to defend) and met their zerg head on at our possessed base, giving us the attackers GY advantage and giving us that small opportunity to capture the last base before they could reassess.
- You can use seige tanks as a distraction once the towers are down. It may seem like a waste of time piloting them in, yet it is remarkable how many people will instantly target the big shiny thing, leaving your assault taking less damage and having an open target.
- In big zerg on zerg battles, especially if enemies are condensed, use the opportunity to use AoEs. While not normally largely effective in PvP, against anywhere from 7 to 20 people in a small space you can deal enormous damage that will really stack up with multiple AoEs. I know as an assassination rogue with deadly brew, having DoTs tick for 4k per second and a slow (crippling poison) on 15 people is hugely satisfying, and really hampers the opposition. Especially effective with mass CCs such as Ring of Frost.
Hope this helped at least a few people; just some observations I've made :)
korruptor Dec 27th 2010 9:52PM
My server is great, our faction has been holding tol barad for what seems like a week straight and I'm racking up the rep and tokens like crazy. I can understand why others are just boycotting tb until its fixed; must be so frustrating for attackers. I hope the next time we visit tolbarad we can have meaningful tactics/strats to read about. Cmon blizz hurry up and fix this craptastic bg.
Ice Dec 27th 2010 10:19PM
Its funny because blizzard meant the zone to be desinged as "changes hands often". Now if you win at early in the morning you basically control it whole day afterwards because you can just zerg defend each node, noone will ever cap it on time if you are spread out, theres simply no time. Oh and wait.. if you get killed by 40 vs 10 combat the "defenders"(who "attack" each node in group?) get benefit of it.
Not to mention one factions imbalance denies other factions rep, marks, honor. There is work around for that tho, but you have to look that yourself on youtube.
*shakes fist*
Nice guide tho, sadly I think its way too much for average Tol barad user to think about. I mean, how many weeks you would have to spam not to fight inside because that helps "defenders"? Pretty long and people would always think you are fool and flame you.
Oh well, waiting on fix. 9 months left! *puts timer on*
Wildstaff Dec 27th 2010 11:00PM
The real battle in tol barad is trying to get people to rally behind a leader and follow directions. As with anything in this game, it is a lot easier to win when your team is rallied behind a specific leader. But since any regular Joe can enter tol barad it's a lot harder to get people to do what it takes to win. Especially if good results don't happen quickly enough. it's the same mentality as in heroics: if we don't win immediately your strategy is wrong
ScytheNoire Dec 27th 2010 11:58PM
While these are some nice tips, doesn't change the fact that the zone is broken and even if you have the best PvPers, best gear, most organized group, you will still have a damn hard time winning on offense. It's just that broken.
Cassey Dec 28th 2010 12:11AM
I much much prefer defense to offense simply because of the difficulty difference. While I have won it on offense, mid-day too, the execution has to be perfect.
One other tip that does help. As soon as the zerg has cleared out the defenders at the base, most move on, leaving a token amount to cap. This slows down the bar for the capping, but speeds up the offensive zerg. If done well, it will catch the D off-guard and for that split second you'll hold all 3 bases and win.
Also, I don't think any GY becomes inaccessible to the offense if that base isn't controlled by them. Might be a recent change though
Jeremy Dec 28th 2010 12:21AM
Quick tip for "For Whom The Barad Tols": one of my guildies recently got this after he had been queued for a while and got into the game during the last minute or so. Apparently it doesn't matter how long it takes your faction to win, just that you personally won after being in the battle for less than 10 minutes. Depending on the people queueing and some luck, you could get this by waiting to queue until the battle's almost over (assuming your faction wins, of course).
Hensonite Dec 28th 2010 4:40AM
I can confirm that. The first time I entered Tol Barad I was in the middle of a fight. I was still wondering where to go and what to do when we won and the achievement dinged.
Rubitard Dec 28th 2010 2:12AM
Cake or Death?!
Nadril Dec 28th 2010 2:16AM
Funny; I got "For Whom The Barad Tols" today legitimately. Horde defiantly queue on our server (they out number us like 3:1).
I actually think most of my wins so far in TB (Fairly fresh 85 here) have been on attack. Really looking forward to that hot fix for easy honor.
Baba Jan 2nd 2011 6:58AM
They're win-trading you bro ;)
Nadril Jan 2nd 2011 1:53PM
Yeah notice when I posted my comment, bro.
(Hint: it was before win-trading started)
tarocash Dec 28th 2010 4:45AM
I'm thinking the best fix atm would just be to change roles every reset:
Attackers- win and get a huge honor bonus (after hotfix), lose and they get a shot at defending next time.
Defenders- win and get access to the dailies and raid instance, lose and get shot at the honor bonus.
Thiron Dec 28th 2010 6:08AM
On low-population servers sieges are good tactical distraction. Some defenders will surely try to destroy them, and it gives you advantage - as long as you don't defend them. It's also a good idea not to spread all the sieges, but to get 4 on 1 base. And after towers are down, sieges can be used to lure part of defending force out.
Only thing i don't get is why thay can be slowed / rooted. It makes no sense.
ziggler Dec 28th 2010 6:37AM
the same happens to the siege vehicles in SOTA, the moving speed got buffed but they can be slowed.
It did look like a nice change at first, but at least in sota, the defending team on the first round always get screwed if a single vehicle manages to get away, counting on the 24 second ress there's no way you can catch them most of the time.
Supapaw Dec 28th 2010 6:38AM
After some weeks of frustration myself, my guildies and a bunch of realm friends are just giving up Tol Barad, just waiting for something to be made about it. Realying on luck and the hope for all the cards to just fall into place isn't fun.
GG Blizzard.