How to carry the flag in Warsong Gulch

It's no surprise that's a contentious issue. Without debating the fine points of who should be running a flag, I think we all agree that being the flag carrier is an incredibly vital role. Touch the flag and you just became the focus of 19 people in the Battleground. There's a little more to the job than just mashing a particular cooldown, so let's take some time this week to talk about strategy and tips.
The art of the grab
In the hearty days of yore and lore, a clever FC could sneak into the enemy base, grab the flag by one's lonesome (if there were no defenders), and jet across the field to great success. Moving like a well-oiled lightning bolt, the FC would grab a flag and be in home base before anyone was the wiser.
Those days are over.
Here's why. First, the minimap now shows everyone where you're standing. It takes a few seconds before an enemy FC is lit up, but within a few moments, the entire game has a handy HUD for where to send the pew-pew. You're not as sneaky as you think.
Even with resilience, damage is huge. A lot more crowd control happens tangentially to damage than ever before. (We're looking at you, frost mages.) So if your run isn't crystal-perfect, you're just not going to rocket back to safety before the enemy team tears you open like a child with a Christmas gift.
The modern grab tends to be a small team affair. Two or three folks run inside the flag room, snatch the flag, and then jet off to safety. That safety could be a defensible position, or it could be a spot inside your friendly zerg. But the rule is: Get flag, get to safety.
Get to safety
This is where the trick comes in. You need to discover quickly where the safest spot is. Many FCs advocate just getting up to the friendly base as quickly as possible. That can work, depending on how the match is going, but I generally advocate sticking near some defenders or a defensible position.
By the time you've got the flag in your meaty little hands, you should know who your healer is. Look for them on the minimap. (Setting them as your focus ain't a bad idea.) When you find your healer, check out their status. Are they getting jumped by half the enemy team? That means that's not your safe spot.
You can generally run graveyard, ramp, or tunnel. Tunnel has the benefit of being a direct route, with the possibility of a speed boost along the way. (I always leave that for my healer, to make sure she can keep up with me.) Ramp has the benefit of not being the tunnel, which is where most FCs go by default. Graveyard has the benefit of being a crazy way to go, since that's where enemy players respawn, and nobody expects you to go that way.
In general, people take tunnel. Look at your minimap and be aware of how the game's going. If half your team members are at the mouth of the tunnel, quickly losing health and piling up debuffs ... then that might not be the best place for you. If you're confident your team will wipe out the bad guy, go ahead and join them. But if you're losing that skirmish, get thee to the ramp.
Pay attention to your minimap
You see a pattern in this advice? Look at the minimap. Avoid places where your team is losing fights, and go to places where your team is winning. This is the safest way to cross the field.
When you make it back to your base, you have three basic hiding places: the roof, the balcony, and anywhere else you can break line of sight.
The roof has a few advantages. First, if the enemy chases you up the roof, they are forced to go up that long ramp. That gives your friendly characters approximately three and a half days to blow the bejeezus out of the enemy. Second, if you hang out at the far wall blocking line of sight, you can still tilt your camera to watch the roof entrance for bad guys.
The balcony also allows you to block line of sight, and it shares some advantages with the roof. You can jump down as a way to get out of danger while still allowing you to remain relatively near the flag. The balcony is a relatively restricted area, which means the long distance of ranged characters is somewhat mitigated.
The third option is everywhere else. Everyone seems to have their own favorite hidey-hole. Hopefully, folks will share those in comments. I've seen Horde hide under the saw, Alliance try to find a friendly bush, and any number of other combinations. In general, in a PUG Battleground, I strongly advise against clever hiding locations; if your teammates can't find you easily, they can't help you.
Find your friends
While it might seem like stupid, unnecessary advice, I can't stress how much finding your friends is key. Find friendly players who have the guns to defend you as flag carrier, and get to them. Individual performance makes a big difference in Warsong Gulch, but you're not Superman. Get to friends and stay by their sides.
Filed under: WoW Rookie






Reader Comments (Page 3 of 3)
Goradan Jan 26th 2012 4:29PM
Main thing to keep in mind about being an FC: Stay alive. Use your damage reducing cool downs, heal yourself if you can, attack only when you're forced to, and get out of fights to a defensible position as fast as you can. If you're desperate for company, run to your graveyard. And for gods sake, use your snare breaks and trinkets/racials.
clundgren Jan 26th 2012 4:42PM
Great article, as usual. I would add: be aware that in some situations, your objective is not to cap the flag, but just to hold onto it.
If it is late in a tight match and your team has the advantage (either up one flag or tied with the last score), you just have to hold onto that flag so the other team can't cap and steal a win. In that situation, you don't want to go anywhere near the middle of the map, because they are just looking to swarm you.
In those situations, I often just run the flag up to the enemy's own roof. It's the last place they look, and there are lots of escape roots. Do be aware that less experienced members of your own team will likely scream at you over the BG channel because they won't understand what you are doing, but have a thick skin and get the win.
Ikillclothys Jan 27th 2012 7:52AM
This is a very bad idea. There are VERY few pug-ers that can actually pull this off. The much more defensible position is in your own base. If you do the 2nd floor 1st floor roof shuffle, you can stay alive for quite some time. All the while anyone on your team that dies just has to hop down and run up the tunnel. Its much harder to cross the field to get back to the FC. Also, I've this turtle thing way to many times, it almost never works out. If you are not putting pressure on the EFC, they are free to come after you with all they got.
eel5pe Jan 26th 2012 4:43PM
Flag carriers: when absconding with the flag don't leave your healers behind. I know the first instinct is to run like you, well, stole something, but if you leave your healers in the dust (who are probably getting trained, stunned and slowed to oblivion) then you leave yourself vulnerable to whatever DPS class decides to avoid the scrum and run ahead.
On the other side of the coin, when the flag is midfield unless you notice the flag carrier is exceedingly soft a great idea is to start on the healers. Try to make them blow their big cooldowns to save themselves, and above all slow and root them to separate them from the flag carrier. 90% of the time the FC is stupid, keeps running, and effectively CCs his healers for you.
Awesome Jan 26th 2012 5:11PM
One amusing strategy is to take the enemy flag up to the roof of the enemy. They look every BUT there. NOTE: it has to be a empty pick, so that no one notices you going up.
Stray Jan 26th 2012 5:30PM
1. If you pick up the flag, your job is to deliver that flag safely to a cap. Alternatively stated, if you want to rack up HKs, play return, or otherwise involve yourself in risky behavior: do not pick up the flag, or pass it off to someone else.
2. Be aware of the EFC. You can see the name of the EFC at the top of your screen, and it's possibly to simply type, for instance, "/tar Taurribull" (in this imaginary circumstance the EFC is a tauren with a pun name, okay?). That way you can see his or her health and be aware of when you need to be ready to cap or when you can safely be running around to avoid the offensive.
2b. If you are not ready to cap as soon as the flag is returned, chances are someone can quickly snipe the flag and sprint out. This both completely invalidates the rest of your team's work and really, your own. It will lose you credibility and people will be Very Unhappy. If this situation DOES ARISE, do NOT pursue the EFC. Broadcast in /bg chat where he left from, where he might be going, and any pertinent information (class, level if it's not an 85 BG, health, if he has friends with). Let others handle the return, because if you chase the EFC out the same thing will likely happen again. You chase, return, run back to cap and...hey, the flag's gone again!
3. Communicate and pay attention to the communication of others. Let everyone know if, say, it's just you and a healer hanging out on the roof and you could likely use a DPS in case of an attack. Let people know where you are. Let people know when you have incoming, and even how many. If your teammates can't see you, they can't telepathically know if you're in danger they must react to beyond simply being the FC (you're basically always in danger). Being able to say, "FC alone, healer died, send backup" can make or break a game.
4. If you have a healer with you, be ON TOP OF that healer at all times. If a rogue pounces you, stuns you, and casts Smoke Bomb, and your healer is outside the range of the Smoke Bomb, you're as good as dead.
5. This is before becoming a flag carrier, but...unless you're in the position of say, picking up a flag that was dropped, if you do not have sufficient resilience or are in a non-85 bracket and are a lowbie of that bracket (say you're level 51, you're essentially "green" to players who will be "yellow"), DO NOT PICK UP THE FLAG or PASS IT AS SOON AS POSSIBLE. If you don't have the level, health and/or resilience to withstand any attack, you have no business holding that flag.
vegetto375 Jan 26th 2012 5:33PM
How to be the best flag carrier.
Step 1) Get a character pass level 58.
Step 2) Create a Death Knight.
Step 3) Spec Blood.
Step 4) Get to lvl 85, or any other level cap you fell like playing at.
Step 5) Get a set of Resilience gear.
Congratualtions you have now become one of the hardest FC to kill.
Matthew Jan 26th 2012 8:34PM
its so true. vengeance nerf incoming not withstanding, this will be sooooo true.
GhostWhoWalks Jan 26th 2012 6:12PM
A reminder to flag carriers: do everything you possibly can to protect your healers. If your healer dies, you're mere moments away from a messy death of your own, so be aware of what you can do to make their lives a little easier. If you see your healer being attacked, stunned or CCed, break out some stuns/CCs of your own to give them a few seconds of unobstructed casting.
Also, if you need to change location to flee from attackers, make sure the healer goes ahead of you, so that the focus remains on you and not them, and so that they can't be lagged behind and separated from you. This has an extra benefit if your healer is a Priest, since they can Leap of Faith you out of the fray if you're the one being hamstrung.
Possum Jan 28th 2012 5:58AM
Also (especially true of druids and shammies in low levels) don't out range your healer and then blame them for not keeping you up.
Matthew Jan 26th 2012 8:34PM
Goblin rocket jump in the tunnel works BUT you can actually hit your head and fall straight down. be careful where you use it.
Jordan Jan 28th 2012 12:43AM
Generally I find that, when I'm FC on my Prot Warrior and I'm on with my wife (Disc Priest) she runs a good deal out and ahead of me, still within healing range (This is easy cause she can mount up and I cannot.) We tend to run along an edge of where there isn't a huge war going on - of course the war does come to us... so as soon as I am stunned/snared/ect I intervene on her - People forget that Intervene removes stuns/snares/etc... so that's one save, my wife btw, hasn't dismounted, she continues to run. Hopefully by now she's gotten to the entrance of our lovely base, the tunnel. The ball is in her court as she "Lifegrips" me to the door, and I heroic leap into the depths of the tunnel.
This usually works out pretty well, as most people don't tend to catch my wife on her mount - even if they do it's a simple charge for me to once again: Get me to safety, and stun whoever attacking my healer/wife. For good measure I also can toss out a shockwave and still make a run for it, saving the trinket if things get hairy.
It's not fool proof but it's not a bad strat and it enables me and my wife to rush the flag room with only two people, while everyone else is busy smashing each others faces.
jacob.rabjohns Jan 27th 2012 5:32AM
We queue for WSG as premade and have our own rather entertaining tactic:
1. Step One, check your premade has both silly dps and good healing. PvE weapons are preferable, as nothing much is gonna trouble you. You'll want a decent mix of ranged and melee, no tanks, and a few healers.
2. The zerg. Wait, dont do it. Stay in your room till you've killed 4/5 of em. Then send a small squad.This should be a holydin/resto shaman along with a rogue. Grab that baby and sprint it back. Do not die.
3. Cap the flag, then chill. Kill any and all incomers to your room. I find having a few dk's and a paladin or two allows for some particularly heavy fun with ranged on the balcony, deathgrip them down then stun.
Fight on the flag spot at this point, any cleaves will destealth rogues. Protect your healers.
4. When they try a push (and they will) send out the rogue again to steal their flag. Maybe send a healer, doesnt matter as much since they should be occupied. This tactic works well enough as PuG's never ever bother to come into a room all at the same time, its more over the course of 30 seconds or so, which means it will realistically be 9v3 the whole time.
5. Win, and laugh.
Possum Jan 28th 2012 5:57AM
A decent premade almost always wins over a pug no matter the strategy. Co-operation is king. Not that, that doesn't sound funny.