Battle for Gilneas
About the Bases
Capturing Bases
The Crossroads
Defending Bases
Sample Strategies
Strategy 1
Strategy 2



About the Bases
:

Out of the three nodes in Battle for Gilneas, each team has one node that is their "home base" or "freebie node."  For the horde, it would be the Mines.  For the alliance, it would be the Lighthouse.   The Mines are where the horde begin each match.  It is also where they resurrect if their team doesn't control any of the bases.  The Lighthouse is where the alliance begin each match, and where they resurrect when their team doesn't control any of the bases.

At the beginning of a battle, the horde should capture the Mines and the alliance should capture the Lighthouse.  The other team should not be able to make it to your "home base" before your team gets a chance to capture it.  This is why these two nodes are essentially freebie nodes at the beginning of a match. 

The Waterworks is the node that both the horde and alliance have to run some distance to reach at the beginning of a battle. 

Battle for Gilneas node locations.
Battle for Gilneas node locations.


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Capturing Bases:

Some of the bases in Battle for Gilneas are easier to capture than others.  As well, depending on how the match is going and at which point each of teams are, capturing certain bases may become more difficult as the game progresses.

As stated in the "About the Bases" section, there are two freebie nodes.  At the beginning of a battle, each team should have no problem capturing the node that is closest to their starting point (Lighthouse for alliance and Mines for horde).  This would just be a matter of one player running up and capturing the node. 

Capturing nodes that have enemy players located at them can be difficult depending on how many enemies are there, how many of your teammates are there, the techniques used by each team to battle at the node, how players are attempting to capture the node or prevent the enemy from capturing the node, among other factors.  Sometimes you and your teammates can easily wipeout the enemy at a particular node and simply take the flag.  Other times your team will have to battle for the node whether it is neutral or controlled by the enemy.   Your team should also communicate as much as possible to determine which nodes are worth fighting for.  For instance, there may be an empty node that a player or two can easily attack.  Just keep in mind that the enemy may call for backup so you may have to act quickly.

Depending on whether you are attacking a neutral node or a node controlled by the enemy, you tactics will vary.  For instance, if you are attacking a neutral node, you are going to want at least one player watching for enemies attempting to capture the node.  This means that the player (s) will have to interrupt (hit) and enemies attempting to capture the flag.   This should be done with a mixture of aoe and other attacks.   Players aoe'ing should mix up their attacks as some aoes will not work when used one after another.  Someone should always be aoe'ing the flag or otherwise preventing the enemy from taking the base.  Players who aoe can also single-target enemies and CC (sheep, cyclone, blind, etc.) and help attack other players.  Crowd control should be used by all players as much as possible.  Players attacking at the same base should also attempt to focus-target enemies so that they are killed faster rather than each player attacking a different enemy. 

If you are attempting to capture a node that is controlled by the enemy as opposed to a neutral node, the difference is that your team will not be aoe'ing the flag or attempting to prevent cappers.  However, the enemy team that is defending their node will likely try to do this.  You will likely have to clear an area before you can attempt to make the capture.   You will need to crowd control the enemy and focus-fire the chosen targets.  Make sure to either crowd control or focus-fire the healers.  Healers should not be running free with the ability to heal the enemy you are attacking.  Once the area has been cleared or is manageable, attempt to capture the node.  Players can attempt to capture a node any time they like, though it may be impossible if the enemy team is doing a good job at preventing this.  Your efforts may be wasted by attempting to capture a flag that has too many enemies nearby.  It is usually wiser to use your efforts to clear the area before capping.

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Defending Bases:

For the most part, though not always, your team will want to have at least one or two players defending any node that your team owns.  Even if the node is not being attacked at the moment, having a player or two there will help to communicate any incoming enemies and hold the enemy back until help arrives.  If you are defending a node that is being attacked by the enemy make sure you have enough players helping to defend the node instead of using those players to attack other nodes.  Let your team know many enemy players are at the node and an approximate number of teammates you need to assist you.  For instance, if you have 5 enemies approaching and only you and another teammate guarding a node, you may want to call out that you need a couple players from your team to come and assist.

When you are defending a node in Battle for Gilneas that is being attacked the number one priority is to keep the enemy from taking the flag.  Players should try to aoe around the flag as well as single target enemies that are attempting to capture it.  Remember that certain abilities will not work all the time and spamming the same spell or ability may not be effective.  It is wise to switch up attacks to make sure you are interrupting any cappers.   Make sure you are watching out for cappers at all times.  The number two priority is clearing the area of any enemy players.

 While defending a node that is being attacked, it may take several minutes or even the entire game to clear the area if the enemy is constantly attacking it.  Likewise, an area may not get attacked for several minutes and you may find yourself sitting there with nothing to do for quite a while.  It is important to remember always be on your guard.  If the node you are at hasn't been attacked in a while it doesn't mean that an enemy or multiple enemies wouldn't show up any moment.  If you are at a node that is constantly being attacked don't get too caught up in the moment that you are not paying attention to what's happening at the other nodes, the score of the game, time left, player communications, and so forth.  Things can change at any moment and players should always be prepared for anything.   Remember that communication is key in successful defense.

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The Crossroads:

The Crossroads refers to areas on the map or battlefield that are more or less centered between two or more important areas.  If a player is at or near a particular crossroads they will be able to reach two  or more bases rather quickly.  They can get to a particular node or base faster from the crossroads than from another node.   For instance, if a player stood at the crossroads between Lighthouse and Waterworks. they could respond to an incoming attack at the Lighthouse faster than if they were to run all the way from the Waterworks. 

If your team control two or even all three of the nodes within Battle for Gilneas, you can have a player or two stand at the crossroads between the bases that your team controls.  If your team controlled the Lighthouse and Mines you could have a player or two stand at the crossroads between them so they can be prepared to help at the node that needs it.

There are three main crossroads locations in the Battle for Gilneas.  There is one located between the Lighthouse and the Waterworks, one located between Waterworks and Mines, and another that's atop a hill sits fairly well between all three nodes.  however, to get to the Waterworks from this crossroads location requires that you jump down the hill to it.

Battle for Gilneas crossroads locations
Battle for Gilneas crossroads locations.


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Sample Strategies:

Notes: It is usually best to play the Battle for Gilneas with 3 or 4 healers.  It would also be beneficial to have a player that has a pet as well as at least two players with efficient aoe.  Assign crowd control targets before each match so players are not wasting CC on the same targets.  Look for your weaknesses.  If you feel a healer, for instance, would be better somewhere else, move them there.  Just stay organized and don't stray to far from you strategy or plan.

Strategy 1
:

Immediately send a player to capture the Lighthouse (if you are alliance) or Mines (if you are horde).  This player will capture the node and stay to defend it.  Preferably this will be a player with a pet so that the pet can be placed near the flag while the player stands back or to the side.   Positioning the pet near the flag while the pet's owner stands away helps to prevent players crowd controlling both the player and the pet.  If either the player or the pet is CC'd then one may still be able to interrupt the enemy if they attempt to cap.   You can also choose whether or not to send a healer to assist the capper/ defender of Lighthouse or Mines (depending on your faction).

The rest of the team will run to Waterworks.  One or two of the players that are headed to Waterworks can attempt to stop or slow the enemy players running towards the node.  This should be done as close to the node as possible without actually reaching the node.  Attempt to anticipate where the enemy team will be coming from.  The horde will typically run as a group across the water whereas the alliance will typically come around the side of the hut from the west.  Frost Novas, Traps etc. can be used to stop or slow large groups of players.  This could give your team a chance to capture the node before the enemy reaches it.

If the enemy team reaches the node before your team has a chance to capture it, the players on our team must do their best to prevent the enemy from capturing the node.  Players should aoe near the flag as much as possible and single target any obvious cappers.  Crowd control should also be used as much as possible.  Every player should take advantage of their crowd controls, silences, and the like.   If there is a possibility of capping, players can attempt to do so.  However, if you are constantly being interrupted, wait for the area to be cleared out before attempting to capture the node.  Do whatever it takes to keep the enemy from taking the node.  If the player or players left at Lighthouse/Mines are in need of assistance, send however many additional players are needed.  It is important that you at least hold on to your original node that your team captured.

If your team successfully takes the Waterworks, distribute the players on your team accordingly.  Make sure there is defense at both of the nodes that your team owns.  Never attempt to capture a third node unless the first two are absolutely secure.

If the enemy team captures the Waterworks and your team is only controlling one node, you must try your hardest to capture a second node.  Even after a lot of time has elapsed in which your team is losing, you still have a chance to win if you capture a second node.  You can simply attempt to keep attacking one particular node or you can send the majority of your team to one node and two to the other in the hopes of getting one of them.  The two that are sent alone could be stealth players that can sneak up undetected.  If the enemy sees no threat of incoming and your team is battling at another node, they may only leave one or two players at the one node to defend.  If there is one enemy defending, one of your teammates can keep him occupied while the other captures the node.  If there are two enemies defending, one of the can be crowd controlled while you both kill the other then there is just one left for you to kill which one player can do while the other takes the node.  This must be done quickly before backup has a chance to arrive.

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Strategy 2:

Send two players to Lighthouse (if you are alliance) or Mines (if you are horde).  Preferably, this will be one healer and one dps.  One of these players will capture the node and both will stay to defend it.

The entire rest of you team will travel straight across and go to Mines (if you are alliance) or Lighthouse (if you are horde).  Likely, there will only be one or two enemy players defending that node, their "home" node.  Typically, most players run to capture Waterworks so, on most occasions, you can expect the majority of enemy players to head to Waterworks regardless of what team you are on.

Once both of these nodes are captured by your team, ensure that both are defended and reinforcements are distributed as needed.  Do not attempt to capture the third node unless you have secured the other two.  If you choose to go for a third node, which typically isn't recommended, leave defense at your other nodes.

There is a bit of a distance between the Mines and Lighthouse so, if you like, your team can leave a couple of its players at the crossroads between the two nodes.  This is the crossroads location on top of the hill.  They will be able to quickly get to either node if incoming calls are made.

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Strategy 3:

If you have a fairly good team (good healers, good dps, fairly good players) then this is a pretty good strategy.

Take two or three players (three is best if you can afford it) that are good at doing damage and send them to the enemy team's home base.  If you are alliance, send them to Mines.  If you are horde, send them to Lighthouse.  On the way to this node one of the players will capture your team's home base (Lighthouse for alliance, Mines for horde).   However, they will not stay to defend your team's home base and instead carry on to the enemy home base to help the other player or players capture that node.  At the beginning of most Battle for Gilneas matches, the enemy usually only leaves on or two players to defend their home node.  If you have two or three players that can do a lot of damage, the defending enemies can be quickly killed and your team can take the node.  Both teams usually make a rush for Waterworks so it is also likely that your home base node will not be attacked, especially if the enemy team is panicking about their own home base node.  This is why there will be nobody guarding your home node at the beginning of the match.

 The entire rest of your team, except for the two or three players that went to the enemy home base node, will rush to Waterworks.  At this point your team is already, most likely, controlling two of the nodes or will be soon -  The Lighthouse and the Mines.  The most important this to do at Waterworks is prevent the other team from capturing the node and to hold them there for as long as possible.  Only leave Waterworks if one of the other nodes is being attacked.  Otherwise, battle the enemy at Waterworks for as long as possible.  This will give your team time to gain full control of the other two nodes and start to accumulate resources.   Even if the enemy team ends up controlling the Waterworks, they will have to fight to get one of the other two nodes.  Losing Waterworks is not a big deal as long as you control two nodes.

If enemy players are leaving Waterworks to go and help the other nodes and you might have a chance to capture it, attempt to do so.  It is, however, always best to guard whatever two nodes your team own before attempting to capture another one.   As your teammates die at Waterworks, have them go and defend either the Lighthouse or Waterworks so your team doesn't chance losing them.