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Introduction To The Battleground

Author: inwowgold Source: http://www.inwowgold.com

Arathi Basin requires a lot of communication. To the point where the team that communicates the best will probably win. Unlike in WSG where everybody can run around and just know what to do by a simple glance at the map and by being away of their surroundings, in AB it's often impossible to know what node needs help or what node looks vulnerable to attack without the help of team mates. Don't forget to be constantly moving. 10 players sitting around a node they successfully defended and drinking water does nothing to help stave off the impending attack on one of their other nodes.

Arathi Basin(AB) is situated in the Arathi Highlands. Supposedly nestled in a fertile valley, hidden from the recent wars because the only access is through two cave, the basin is rich in resources that the Horde and Alliance both want to control for themselves. Blizzard designated these "resources" as a farm, mine, stables, blacksmith and lumber mill. All common features from the original Warcraft RTS games. The five resource are spread out across the map. The blacksmith is set in the center and surrounded by a lake, while the other four are spread out around the edges. The map is basically a mirror, though the lumber mill is on high ground and the mine is buried at a lower level then the rest of the map. While it's not a big deal, it's worth mentioning that the lumber mill is able to see and helps provide communication to the rest of the map while the mine can't see anything. The mine also can't be seen though, so it has its positives and negatives.

A quick overview of the basics. The Alliance start in the Northwest at Trollbane Hall, the Horde in the Southeast at Defiler's Den. Each team consists of 15 players. The objective of the battleground is to control the various resources, or "nodes" as they are often referred to. All five nodes start out neutral in the beginning of the match. Each node has a flag next to it that is used to capture it. In order to capture a node a player must click on the corresponding flag and they will start to channel a spell. After the spell is complete, it takes ten seconds, the assaulting team gains "contested" status over the node. After one minute the team now controls the node.

Thankfully a team does not have to control all five nodes in order to win. Instead for every controlled node the team gains points every couple of seconds. The more nodes controlled, the more points gained. The winner is decided by which team reaches 2000 points first. The game often takes over 20 minutes to complete. Logically then a team needs to control more nodes for a greater amount of time than the opposing team in order to win. Each node also comes with a nearby graveyard which has a cycling 30 second resurrection timer just like in WSG. Because a player needs to channel for 10 seconds uninterrupted in order to assault a node, defending a node is much easier then attacking one. Except for at the stables, it takes roughly seven or more seconds to go from resurrecting at the graveyard into getting back into the fight around a node. What this does mean though is that if you are assaulting a node and finally kill the last defender, there's a chance you'll have bad luck and all of them will spawn and be on top of you again at full health and mana. This leads the battleground to have a heavy leaning towards zerging bases. If the attackers don't zerg, then the defenders will continually spawn and sap the attackers' strength until they manage to drive them off.

In order to succeed in AB, teams need to communicate and have a balanced force of offense and defense. For example, if nobody is attacking the mines, then there is no need for five people to be sitting around doing nothing defending them. If you don't see the opposing team where you are, then they are somewhere else. On the flip side, leaving only one person or even worse, nobody at a node is inviting disaster. A sap or a sheep or an ice trap lasts long enough for one defender to be CC'd while the lone attacker assaults the node. In general, a good number to keep on defense at a node is 2 players. Next is where communication comes in. Players need to talk to each other and notify the raid of the enemies movements. A group of 2 defenders is not going to last very long against a zerg of 7 attackers. Before the attackers even reach the node the defenders, or anybody who saw what was happening, needs to tell everybody so that the node can get backup.

An important issue to the basics of AB is knowing when to attack and when to defend. When your team has less nodes then the other, you want to attack. When your team has more nodes then the other, you want to defend. While this is a good simple rule, it's not the whole picture.

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