How to win at Warsong Gulch

Warsong Gulch is one of the simpler Battlegrounds in terms of raw strategy. It's essentially Capture the Flag. Each team has a base, and a flag that sits in that base. Your team's goal is to grab the enemy's flag and return it to your base without losing your own flag. Do that, and you score. Score three times and you win.
When you pick up the flag, you can't mount or use certain effects without dropping the flag. Notably, druids and shaman can engage their travel forms while carrying the flag, making them speedy options for what's known as the flag carrier. (Speedy does not imply superior; we'll get into that later.) The longer the FC holds the flag, the more damage the FC will take from player attacks. When you kill an FC, the flag will temporarily sit on the ground, waiting for someone to pick it up. If the friendly team does so, the flag returns to base. If the enemy team does so, they now have a new FC.
There you go. Those are the basics.
How to kill or protect the flag carrier
From this basic description of how to play Warsong Gulch, it sounds like the flag carrier is a fairly important role. That's because it is. Most of the effort in Warsong Gulch comes down to trying to kill or protect the flag carrier.If you're protecting your flag carrier, you have a few guidelines to follow. If you can remove debuffs or heal the flag carrier, you want to do so. The entire enemy team is trying to kill this person; making sure the FC is healthy and hale goes a long way toward protecting him. Keep him clear of movement effects. When the enemy team swarms the FC, kill their healers if you can. If the enemy DPS is mowing your FC down too fast, you might need to use crowd control and other effects to stymie them.
If you're trying to kill the enemy flag carrier, start with movement reduction effects. Most permanent CC is broken when you do damage, and the whole point is to kill the FC. However, kill their healer first. If you don't kill the healer first, the FC will either receive heals and be nigh unkillable, or they'll plant the flag while you're trying to figure out what went wrong. Keep the movement reduction effects active on the FC so they can't get away, but do your best to kill that healer.
How to be the FC
If you are considering a career as the flag carrier in Warsong Gulch, you have a very difficult task ahead of you. Here's what you should keep in mind.
- Resilience You want as much resilience as you can get. No, tank gear doesn't count. No, being a druid doesn't automatically qualify you. If you're not sporting at least 25% damage reduction, then you don't have enough resilience. I have over 35% damage reduction, and I want more. You'll never, ever, ever have enough resilience as a flag carrier.
- Speed Speed is helpful, but it's useless if you get away from your protection. Yes, if you manage to sneak the flag all the way up the map, that's awesome. But when the enemy catches up with you, that speed is useless once they snare you. You need the protection of your team, and rocketing away from your healer is counterproductive.
- Self-reliance That being said, it's helpful if you can clear your own debuffs and keep yourself up long enough for a healer to get to you. There will be times seven enemies crawling up your healer's skirt, and nothing will save your life but getting out of town.
- Ability to kill This will sound a little crazy, but a flag carrier should be able to fight another player relatively one-on-one. If a rogue (it's always a rogue) surprises you by your lonesome, you need to be able to win that fight. If you can't, then you're better off supporting another FC. This is really just part of self-reliance, but it's important you understand that when you're FC, you're the quarterback.
- Good healing The difference between an OK flag carrier and an epic flag carrier rests solely in the hands of his healer. I run with a discipline priest whose amazing skills have carried us to many WSG victories. Work with your team quickly to find a good healer and marry them immediately; you're spending the rest of the match joined at the hip.

While every PvP match is different, here's the basic flow of what you can expect in most games.
- Gate opening When the gate opens, both teams will immediately rush en masse to the other flag. The people at the back of the zerg tend to hold back to engage the enemy team. Someone grabs the flag first, and then both zergs straightline back to their base. Conflict happens immediately.
- Sneaky flag grabbing Through the rest of the match, most flag grabs are accomplished when a small group of people (one to four, usually) sneak or slide into the flag room. You used to reliably be able to get the flag with only one person. Resilience or not, there's too much damage and CC in the game now for that to be a reality. Most flag grabbers are a pair.
- FC hiding If the flag grabbing team makes it back to their own base, they'll hide in a relatively defensible position. Most teams go to the roof (get to it through the tunnel) or the balcony overlooking the flag room. This gives you the ability to break line of sight and gives you room to get away if the enemy makes a good showing. Pets don't usually jump down from upper levels, at least not quickly.
If a game is running very close, the team in the lead often chooses to turtle up. This is a frustrating tactic, because it's really hard to grab the flag out from under a full team of players. But if they do turtle up, try to get your entire team to go into the flag room as a single zerg. It's your only hope.
In final analysis, Warsong Gulch is won or lost on the backs of the FC and the healers. Because of the small size of the groups, the importance placed on carrying the flag, and your ability to kill or defend an FC, healers can really make or break a game. In the words of the great masters, kill the healer.
Filed under: WoW Rookie






Reader Comments (Page 1 of 4)
K.B. Jan 19th 2012 1:03PM
2 healers and a blood DK.
WoWie Zowie Jan 19th 2012 2:45PM
let a resto druid run the flag back to your base where the blood dk is waiting to take it from him to hold until your team kills the other FC. druids are the undeniable fastest flag runners, for not only being the fastest running speed, but also virtually unslowable. added perk: able to pinch self heal or turn tank at a moment's notice.
pass off to a DK to hold flag in flag room. melee will be unable to keep up with the deathstrike heals unless they vastly leave their own FC unprotected. my favorite is when a huntard leaves his/her pet on the dk, giving him endless health.
dkhar Jan 19th 2012 3:02PM
Only need one healer and blood DK really, and if that is a holy paladin, might as well give up. Cause it doesn't matter how much the 'vulnerable to attack' stacks up, you are still hitting the blood DK with a wet noodle, and the H paly will just jump around like an idiot while keeping himself/herself fully healed with freaking no mana(I kid you not), and you will still end up winning /sigh
ahsanali Jan 19th 2012 3:53PM
A rogue can ruin a blood DK's day by shiving and disarming. If the rogue is any good, there will be a smokebomb while there is a stunlock preventing any heals on the EFC. The shiv removes vengeance, disarm prevents the use of deathstrike. A co-ordinated attack on a FC with stacks will bring them down - they are challenging to bring down but by no means impossible.
Fluufykins Jan 20th 2012 1:09PM
Just to make certain that there's ZERO confusion on this issue...
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1. If you're not close enough to a flag carrier to click a dropped flag, you're wrong. Every time.
2. If you're not at (or running directly to) a flag carrier (enemy or friendly), you're wrong. Every time.
3. If you're losing, DEFENSE IS BAD. Period. Push to the enemy flag carrier (or base, depending on the game). Every time.
4. (Optional but good): Use the powerups. My god, they're ridiculously overpowered. Full health and mana. Rogue-like speedy boots. Ok, the berzerk powerup is debatable as you do more damage but take more also. The first two, however, are ALWAYS GOOD. No negative side effect whatsoever, but nobody ever grabs them. Really? I eat those like candy... which is prolly why I'm always the one at the top of the flag return column.
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The above 3 (4th optional) concepts ABSOLUTELY win or lose BGs. I can't tell you how many times I've seen Alliance down 0-2 and "defending" our FC. Or How many times I've looked at the map and saw 9 alliance standing at Lighthouse. Guys, it's not hard, and you can hate me all you want but the fact is that if you follow these obvious tactics, you will win BGs. I can personally carry a bad BG (and do so every day) but I can't do so if all 9 people on my team stand in the same wrong spot.
I get that not everybody understands the dynamics, but my god... if you're not at a flag and trying to either kill the carrier (WSG) or click it (AB), you're wrong. Period. EVERY SINGLE TIME. This isn't even up for debate, and this is why people are screaming at you.
How many HKs you get do not matter. ***** E V E R *****
All that matters in a team game is winning. You get **FAR FAR FAR** more honor by not being an idiot and simply doing the intended objectives (ie - kill the flag carrier and not all go afk and pretend to play defense EVERY $%^&* round). If you do so, I and many other like me will gladly carry you to victory. If you do not, we will mass /SPIT on you and leave your stupid asses to do it yourself. I got 9 other 85s - I do not have to deal with a 15 minute debuff for when you're a jackass. I just get a new piece on a different guy while you're *still* standing at LH like an idiot, and mock your lack of progress while you continue to lose game after game after game after game. Next time I see you, I'll be on my (now geared cause I wasn't next to your fail) alt, who now also has better gear than you.
Why? Because I chase the flag carrier relentlessly. I use trinket, class abilities, potions, profession goodies, the works. If you;re not in a rated, make use of this stuff. I'm good, but the consumables make sure that I'm on top of EVERYTHING, every time. Kills. Flags. Flag returns. Assaulted bases. Defended bases. Everything. It's not that my classes (all of them) are oP, it's the very simple fact that I chase that son of a ^&* down till I get his ass. Simple as that. I don't stop and get sidetracked every time I see a priest midfield.
I've had 14 WSG flag returns in a round before. I've attacked 7 bases in an AB round before. This is actually fairly routine for me, though the numbers are typically a bit lower in most rounds. I'm not saying this to brag, but to show what can be done (easily, I might add) with just a little big of gear but mostly BEING IN THE RIGHT PLACE.
The middle is always, always, always bad. The only exceptions to this are: If you're up 2-0 in WSG. Other than that, you should be standing at a flag. Always.
Clear enough?
pandadragoon Jan 19th 2012 1:07PM
A tank with decent gear = your flag carrier if you should be so lucky
Mike Jan 19th 2012 1:31PM
I hope that, by that statement, you mean tank as "tanking spec" and decent gear as "lots of resilience." Frankly, I'm starting to get DESENSITIZED to protection paladins in Valor, Justice, and heroic gear INSISTING on taking the flag because they're "tanks." That may be, but all of the dodge, parry and mastery in the world is gonna do squat once that mage starts lighting you up.
cygnus Jan 19th 2012 1:43PM
Here, just to be sure:
"You want as much resilience as you can get. No, tank gear doesn't count. No, being a druid doesn't automatically qualify you. If you're not sporting at least 25% damage reduction, then you don't have enough resilience."
IMHO tanks aren't THAT great once the dmg increase debuff kicks in; hunters with tracking, traps and pets can avoid the enemy for longer. Mages with their slows, cc's, blinks, etc can stay very well ahead of any coming enemy. Etc...
As long as they have a LOT of resilience.
ahsanali Jan 19th 2012 2:00PM
A prot warrior is an AWESOME flag carrier. They can cover huge distances very fast with charge, intercept, heroic leap and intervene. Pair one with a disc priest who uses life grip properly and you can cross midfield in WSG in seconds.
Tanks are better than hunters as FCs because when stuff gets up in your face, you as a hunter can't do a lot. Tanks have awesome abilities to deal with just that. On my prot warrior, a nice shield spike means the rogue opening up on me is taking a nice heaping dose of damage right back. Rend with blood and thunder up ticks on pretty much the whole group that is beating on me. I have shockwave to buy my healers some time. I have intervene with safeguard to buy my healer even more breathing room. I have demo shout to reduce damage I am taking from melee. I have charge, pummel, heroic throw and spell reflect in addition to superb mobility (to leverage LOS) to deal with casters. I have an aoe fear, as a belf prot war, an aoe silence and a fear break on top of my trinket.
There is NO WAY a hunter comes even close to a proper tank spec (geared with resil and mitigation) as a FC - they're just built for very different roles. A mage with 4300 resil can't do jack when two rogues are in their face - they won't even get a cast off. If they iceblock, they'll drop the flag. So all they can do is keep running and if they're cornered, its over. A hunter fares not much better.
A tank with 4300 resil (like mine does) has AMPLE capacity to eat damage. That higher armor helps even when you're stunlocked. And once you get out of the stunlock, a tank has tools like last stand, enraged regen, disarm etc to take the pressure off.
DPS should either defend the FC, or take down the enemy FC - they should NOT carry. Same goes for healers. You can't heal yourself at full capacity while being beaten on.
jtrack3d Jan 19th 2012 2:45PM
with the vengeance nerf in 4.3.2, tanks will not be able to do as much DPS as before... they will need a heals and dps support... and will only be health shields with resil.
Snuzzle Jan 19th 2012 2:52PM
I've been a fairly successful FC in random BGs as a holy pally. I wear plate and a shield, I have a lot of instant and mana-free heals, and with good resil I can keep one or two attackers from killing me for quite a long time. This may not work well once you start getting into rated BGs but for randoms, I works very well.
mibu.work1 Jan 20th 2012 12:17AM
As a hunter, I will say that we are well positioned to be excellent FC's because of our varied and wonderful pet abilities, our speed with cheetah, and our traps, plus our tracking that enables easy avoidance of distant or hiding foes. Or I would say that if our best movement and defensive abilities (deterrance and disengage) weren't unusable in possession of a flag, our speed boost a deathtrap in its own right, our CC spotty when attempting precision trapping in PvP, our armor negligible compared to other heavy-armor users, and the unparalleled evil that is the dead-zone.
That said, hunters, it is your responsibility to escort the FC, protect her from all comers, sniff out the rogues (and yes, it is always rogues) and anticipate incoming enemies with your tracking. Don't just rely on track humanoids. Track beasts for druids, hunters and shamans, track demons for warlocks, track elementals for mages and shamans, track undead for death-knights, and never, ever, leave your house without track hidden. Use your traps to block obvious escape routes, chase down enemy FC's with your pet, learn to jump-disengage off cliffs if there's a friendly priest or mage handy, or you happen to be an engineer, it'll save your life. Also, there is nothing like seeing a weakened feral druid EFC halfway across the field before you disengage-parachute to him, scatter shot, and then unleash a volley from above. The other team will kill you for sure, but you can save a match that way.
Useful hint for all trackers; if you are in or above the flag room, you can track inside the tunnel and fort. If you are inside the fortress's front room or in the tunnel, you can't track anything outside it.
pandadragoon Jan 20th 2012 12:27AM
errr.......glad for all the insightful replies. I really meant by geared, pvp geared, as far as tanks are concerned. As a prot pally with conquest gear I don't have much to offer besides Flag Carrier so I thought it pertinent to mention that tanks who pvp have like 2 battlegrounds where we are relevant minus alterac valley where multiple tanks are usually present.
madfigs Jan 19th 2012 1:16PM
A strange game.... the only winning move is not to play?
Winwinchindin Jan 19th 2012 4:49PM
How about a nice game of chess?
TonyKP Jan 20th 2012 9:18AM
Buff Rooks, our mobility is too limited. Nerf Queens - they're uber OP.
Pawns are fine.
Sharky-Sharky Jan 19th 2012 1:17PM
When I first saw this title I thought it was a new wowcrendor video.
Fun read regardless and hopefully it helps WSG from becoming a mass riot of PVP in the middle with no one helping the FC.
ThEmAsK Jan 21st 2012 1:19PM
blood dks soon no more :P
trefpoid Jan 19th 2012 1:26PM
Please add somewhere that if the game is tied, the last team to have capped wins when time runs out. People don't know this apparently and I have to explain it almost every single WSG. Also, the flag returns by itself if the FC dies and no one picks it up.
Pyromelter Jan 19th 2012 1:37PM
Another good point. If you're a ranged dps, AOE the hell out of the ground by the flag to prevent the other team from picking it up/recapping. Rain of Fire, Hurricane, Blizzard, Earthquake, etc.