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 2 of 4)
Brett Porter Jan 19th 2012 2:00PM
@Pyromelter - not exactly sure what you meant there. Doing AoE effects will help avoid a sneaky grab by a rogue/feral druid, but will not prevent a flag cap or pickup. It does stop people from capping in places like AB and the like, is that what you meant?
dkhar Jan 19th 2012 3:05PM
Yea that's more for EotS, where it takes time for you to pick up the flag. WSG the flag pickup is instant, aoe dmg doesn't stop that from incurring, only stealthy pickup's.
omedon666 Jan 19th 2012 1:26PM
For those new to PVP and WSG, this was one of my favorite hangouts back in the day, s0 some of the best advice I can offer (unless the cross server community has changed all of this... my PVP binge was pre-battlegroup) is to volunteer for whatever everyone else just doesn't want to do (particularly in a PUG scenario). In my case, that was defending the flag, and so I became one of the best "WSG goalies on my server". It's all gotta get done, and you can't control them, so control you, and go where you are needed. In the olden days I'd throw in that everyone would appreciate it, but these days, the more relevant motivation is a well roundedness to your "team's" approach that will more easily lead to victory.
brain314 Jan 19th 2012 1:31PM
"In final analysis, Warsong Gulch is won or lost on the number of players stuck fighting in the middle."
FTFY
Pyromelter Jan 19th 2012 1:35PM
There is an alternative strategy which is "control the middle." It requires some epic dps but can be fun and very effective, especially if you can scatter the other team. I've used this strategy with some guildies to very good effect. You pick off the stragglers of their initial zerg, and then do your best to keep their team scattered.
Your point about a disc priest cannot be overstated. A team with a disc priest in WSG will always have a huge advantage over a team without one. If you see the other team has a disc priest, your #1 priority, more than the flag carrier, more than getting their flag, more than protecting your own FC, is to keep that disc priest as dead as possible.
Artificial Jan 19th 2012 1:44PM
...and THAT is why I switched to playing a shadow priest in PvP. It's much more fun to melt faces than it is to spend most of a match dead as possible.
Erebos Jan 19th 2012 4:44PM
Yeah, that would be why I pvp on my holy paladin, not my priest. Even on my paladin, I spend more time than I'd like "as dead as possible".
GhostWhoWalks Jan 19th 2012 5:41PM
This is a strategy that I've seen be very effective. If your team controls the middle, the opposing team can't group up to go after your flag carrier, and you're in the best position to intercept the enemy flag carrier. I've actually had a few matches where our FC was able to run back and forth across the map unimpeded because we kept the opposing team tied up in the middle, and plenty of matches when I was on the receiving end of this.
There is one very important caveat to trying this strategy: your teammates have to be working together and have to know what they're doing. Obviously, this means that it doesn't work for most PuG teams (and why most people will tell you not to fight in the middle). But if you have a team of decently-geared, decently-skilled players who all agree to the strategy, achieving control of the center can easily seal your victory.
Pyromelter Jan 19th 2012 8:10PM
Ghost: exactly, I've only ever done this strat when running with guildmates. Me (mage ofc), hunter, warrior, and resto druid, and sometimes another hunter.
Hunters often are not at the top of arena pvp, as the enclosed spaces, dead zone, and LoS in arenas really put them at a disadvantage. However, in the more open field of WSG, a good hunter can be absolutely godly, especially if he's pro at setting traps and micro'ing his pet. Plus, if a hunter gets just one Kill Shot off, that often times will be the deathblow against another player.
I highly recommend that hunters play WSG, or that you team up with a good hunter if you are going to be doing some WSG's during a weekend or something.
Possum Jan 20th 2012 5:22AM
While I don't doubt this works in a guild group pugs doing this makes me want to beat my head against my keyboard. I suppose that's because they're not trying to so much control the middle as they are trying to rack up their HKs while ignoring both the FC and the EFC while using the "I'm playing the 'control the middle' strat" defense.
Blayze Jan 19th 2012 1:51PM
The best advice I can give to anyone attempting to win Warsong Gulch?
AFK out.
No, seriously.
When you're losing, just AFK out. Comeback victories are rare beasts indeed, and chasing after them will only wear you down mentally and emotionally every time you realise you're fighting against your own team as well as theirs, since nobody but you cares about anything other than their Honour gains.
It's how I got to Exalted--I discovered I was a lot more focused when I wasn't desperately chasing after flag captures. By AFKing out every time I was losing, I retained my patience--which is the most important thing you bring with you to the battleground.
ahsanali Jan 19th 2012 2:07PM
Or queue with 3 - 4 friends, make sure one is a healer and one is specced and geared for flag carrying. If you have PVP gear (even if it is crafted pvp gear), you'll win most games you play.
In a nutshell:
1) Go with friends if possible
2) If you're dps, either escort your FC or be chewing on the EFC - any time spent not doing either isn't directly contributing to a win.
3) Make sure your FC has at least 1 dps and 1 healer with him.
4) Profit!
Pyromelter Jan 19th 2012 8:18PM
Here is the best lineup IMO for WSG:
1. Disc Priest
2. Feral Druid for flag carrier (speed speed speed, big Defense, self heals)
3. Hunter
4. Other Ranged DPS - Frost Mage, Afflock, another Hunter, Moonkin, Ele shaman, spriest.
If you have the above 4 working together, you are going to be virtually unstoppable, especially if the hunter is pro at setting traps.
I will say that afk'ing out when losing is actually not a bad strat. You're better off saving your sanity and not wasting time, especially if you're getting graveyard camped.
Blayze Jan 20th 2012 5:43AM
Sweet, downvoted to oblivion. :)
And yeah, there's enough other things to do in this game that eating the debuff isn't a problem.
Gwynedd Jan 19th 2012 1:55PM
Travel Form and Ghost Wolf do work while carrying the flag, as does Blink, Imp. Blink, Sprint, etc.
Gwynedd Jan 19th 2012 1:56PM
Oops. Read that as "can't". WTB delete button.
ahsanali Jan 19th 2012 2:09PM
Unless you're gunning for achievements, you're best off using those abilities to high tail to a prot war / blood dk / feral druid to hand the flag over. :)
Ikatsu Jan 19th 2012 2:00PM
you forgot something very important: If you are DPS and cant heal your FC and you're trying to protect him, jump into the middle of the fight and try to attack their attention to you. Hell, people easily forget about their objectives on this instance and just go on killing frenzy.
You have little to no penalty from dying so, be a martyr and keep them away from the FC.
ahsanali Jan 19th 2012 2:04PM
BTW, Cynwise has some awesome posts on BG strategy that anyone new to (and even old hands) battlegrounds should check out at cynwise.wordpress.com
A recent nugget I got from one of his posts is that you, as a FC, when crossing midfield should aim to run towards your own GY if possible - that's where your healers and friends are spawning with full health and mana! A small insight, ridiculously obvious once someone tells you, but a tip that has since helped secure many a cap for my team! :)
wow Jan 19th 2012 2:16PM
With recently getting back into PvP, I have been doing a lot more Arathi Basin, then WSG. WSG for me has been a move in frustration, so I moved to a different BG. Whereas we always lose in WSG (Alliance Losing to Horde), we always seem to win at AB. Don't know why, but it just seems the way it is.
Though playing WSG or AB gives some nice honor. ;) I'm still trying to scavenge PvP gear.
Shinanji