World of Warcraft
Battlegrounds for Dummies
Cedric Beust
August 8th, 2006
The intent of this guide is to give quick directions to people entering a World
of Warcraft battleground (BG) for the first time. Within five minutes, you
should have enough information to follow what's going on and make significant
contributions to your team. There are additional resources to the BG (see the
links at the end of this guide), but I never really found a simple explanation
gathering all the important information in one convenient place, so I hope
you'll find this guide useful.
If you want to become a more knowledgeable BG player, read this article in its
entirety since the second half of it contains a few advanced advice.
Introduction
World of Warcraft features three different types of battlegrounds:
| Name |
Abbreviation |
Where (Horde) |
Where (Alliance) |
Levels accepted |
| Alterac Valley |
AV |
North of Tarren Mill |
North of South Shore |
51 and above |
| Arathi Basin |
AB |
Behind the Hammerfall flight point |
Refuge Point |
Brackets (*) |
| Warsong Gulch |
WSG |
Border of the Barrens and Ashenvale Forest |
Silverwing Outpost in Ashenvale |
Brackets (*) |
(*) When you enter these battlegrounds, you are guaranteed to be playing with
players in the same bracket: 10-19, 20-29, 30-39, 40-49, 50-59 and 60.
Note that you don't have to go to the geographic locations listed above to
enter a queue: all the major cities (Orgrimmar, Undercity, Thunder
Bluff, Stormwind and Iron Forge) have three battle masters in the War Quarters
for each of them. Just sign up with all three of them, then go on your
way: you will be teleported to the battlegrounds as soon as your turn
comes (you will be prompted first).
All three battleground have different structures and strategies and picking
one is a personal choice. In a nutshell:
- WSG is probably the BG that's easiest to grasp and to have fun at
initially. It has ten players maximum and the goal is to capture the enemy
flag and bring it back inside your base (your own flag must be there as
well).
- AB games have fifteen players maximum and the goal is to reach 2000
resources first. The production rate depends on the number of nodes
that your team controls.
- AV has a maximum of forty players on each sides and features epic
battles where the two sides are trying to kill the opponent's general.
Depending on what you're looking for and who is playing, games can have
sophisticated strategies or no strategies at all. Any player above level 51
can participate.
Levels
As indicated above, you can start playing the BG as soon are you're level 10,
but considering how brackets are structured, you will probably die a lot if you
happen to have a level that ends in 0-6. Obviously, having a level ending in 9
guarantees that you will never face anyone higher than you (except in Alterac
Valley).
Also, keep in mind that all battlegrounds are marginally different at level 60
than any other level, since most of the players you will face will not only have
epic mounts, they will most likely be geared in tier 2 epics or more. For
people not familiar with this term, it simply means that the opponents will have
better gear than you, so be prepared for a certain amount of frustration in the
battlegrounds at level 60.For this reason, I strongly recommend staying at a
level ending in 9 for as long as possible if you enjoy PvP gaming. Once you
reach 60, there is no turning back...
Rewards
Blizzard has created two different systems of rewards that will please both
hardcore and casual gamers.Reputation
This is the recommended approach for casual gamers. Whenever you participate in
one of the battlegrounds, you gain reputation with one of the three associated
factions. The amount of reputation you win will depend on the outcome of the
game and on various other events that happened while you played (capturing
buildings, killing enemy players, etc...), but you are basically guaranteed to
leave a battleground with more reputation than when you entered, so reaching the
maximum level is just a matter of time, no matter how little you play every week.
There are several levels of reputation, each one unlocking more items that you
can buy from a special supplier either inside the battleground (for Alterac
Valley) or just outside the instance in the geographic locations mentioned
above.
Here are the reputation levels along with the number of points you need to
accumulate before reaching it:
| Status |
Reputation points needed |
| Neutral |
0 |
| Friendly |
3000 |
| Honored |
6000 |
| Revered |
12,000 |
| Exalted |
21,000 |
If you reach the Exalted status, you will be able to buy epic (purple) items,
something you cannot do anywhere else in the game.
Honor system
The honor system rewards players that can play on a regular basis. Once a
week (usually on Tuesdays, after the maintenance is over), your standing is
reassessed and based on your achievements of the week past, your rank will be
re-evaluated. There are fourteen ranks, and the higher you go, the harder
it is to get to the next level (but not impossible: each realm typically
has a small number of levels 14). On the other hand, the higher you
are, the slower your rank will decay if you don't play, thus allowing you to
slow down or let one or two weeks go by without playing without seeing your rank
drop down too much.The exact formula used to calculate the honor points is not public, but a few
facts are known about it. In a nutshell, the final number is calculated from
the number of HK (Honorable Kills, see below) and honor points that are granted
to you based on achievements performed by you or your team throughout a game.
Whenever you gain one level, you can go to your main city's Hall of Braves to
buy the new items that are now available to you. Note that you need to be at
least level 6 before you can enter the hall, and to whet your appetite, you will
probably be happy to learn that at level 11, you can buy an epic mount for
90g...
Marks
Finally, each appearance in either of the battlegrounds will grant you either
one (if you lose) or three (if you win) "marks". These marks can be turned in
at each battleground location for money, reputation and honor for every three
marks you turn in. While it is possible to turn in marks for each battleground
separately, I recommend you wait until you have three marks for each
battleground and then turn in the "For greater honor" quest. You will get more
honor and reputation with all three factions this way.Be aware that each mark
only stacks up to 20, so make sure you never have more than 17 marks when you
enter a battleground, or you might end up losing some (the extra marks are
actually mailed to you in that case, but they have a twenty four hour
expiration, so check your mailbox as soon as possible to retrieve them or they
will be lost for good).
Terminology
Like everything in World of Warcraft, the battlegrounds have very specific
terminology that it's important to understand if you want to follow what's going
on. Here is a quick rundown for each of these terms.General
| Abbreviation |
Meaning |
| O |
Offense |
| D |
Defense |
| To zerg |
To assault an objective with as many people as possible without
trying to group up. This is a reference to StarCraft.
|
| To turtle |
To play defense exclusively. Typically happens when a team is
outnumbered or outskilled. It then gives up any hope of winning and
puts everyone in defense in order to rake up honor and honorable kills.
It's also a way to wait out in the hope that more people will join. |
| To ninja |
To capture a node or a building with very few (maybe sometimes only
one) players. Rogues and druids are particularly good classes for this. |
| inc |
Incoming. Used to signal when the enemy is approaching a target,
usually associated with a number: "inc 3 lm" = "3 enemies approaching
the lumber mill". |
| To kite |
To pull a computer-controlled character and force him to follow you.
This is used in two specific circumstances in Alterac Valley: to ninja
buildings and to fight elite lords (see below). |
| DOT |
Damage over Time. A particular type of damage that manifests itself
over time, e.g. "100 nature damage every 3 seconds over 30 seconds". |
| GY |
Graveyard. |
| cap |
Capture. Sometimes used as a verb: "GY caps in 2mn". |
Arathi Basin
| Abbreviation |
Meaning |
| Farm |
The Farm |
| LM |
The Lumber Mill |
| BS |
The Blacksmith |
| Stb |
The Stables |
| Mine |
The Mine |
| Node |
One of the aforementioned buildings |
Warsong Gulch
| Abbreviation |
Meaning |
| FR |
Flag room. The room in your base (or the enemy's) where the flag is
kept. |
| FC |
Flag carrier. The person currently carrying your or the enemy flag. |
| tun |
Tunnel. The tunnel that leads to both sides' flag rooms. This
abbreviation can be used to signal where the enemy went (to intercept
him) or where the
flag carrier on your team should go (for maximum safety). |
| ww |
Which way? Asked when your flag was just picked up by the enemy and
you hope that someone on your team saw it and can tell you which way the
runner is going. |
Alterac Valley
| Abbreviation |
Meaning |
|
SP
|
Storm Pike
|
|
IW
|
Ice Wing
|
|
SH |
Stone Hearth |
|
SF |
Snow Fall |
|
TP |
Tower Point |
|
IB |
Ice Blood |
|
FW |
Frost Wolf |
|
RH |
Relief Hut |
|
AS |
Aid Station |
|
trinketing |
Teleporting back to the base. You get this trinket by completing a
quest requiring you to go into a mine and touch a banner there. Do this
quest as soon as you can |
|
Bal |
Balinda Stonehearth, an Alliance captain located in the Ice Wing
Keep. |
Warsong Gulch

If you've never played any PVP, I recommend you start with Warsong Gulch, which
is fairly easy to master strategically. The goal is to capture the enemy flag
and to bring it back next to your own flag (which needs to be there
in order to score the point). The first team to capture the enemy flag
three times wins. The top of your screen indicates how many
flags each side has captured so far and if a flag icon is next to it, it means
that the flag shown is currently in the hands of the enemy.
WSG games typically start with a rush on both sides toward their opponent's FR,
capture their flag (since most of the time, 8-9 players rush in offense, only
1-2 can stay in defense, and they get quickly overwhelmed). Then each side will
bring the enemy flag back to its base and try to hide in a "safe" place (see
below). After that, the game is mostly about protecting your flag carrier while
trying to spot and kill the enemy carrier.
Depending on how confident the team is, it is common to leave the flag carrier
with two or three defenders and send the rest of the team in offense to locate
and kill the enemy carrier. If you see an enemy pick up your flag and run,
immediately announce which way the runner is going, which is typically either "gy"
(the graveyard), "ramp" (the ramp that leads to your base) or "tun" (the
tunnel). Similarly, if you happen to pick the enemy flag, announce which way
you intend to run so that your team can meet you there. Since "tun" alone is
ambiguous (you might be talking about the enemy carrier), I tend to add a "me"
for each of my announcements whenever I pick up the enemy flag: "me tun".
Here are the various places a flag carrier can hide with his bodyguards:
- The roof. Convenient because the access is a bottleneck, so enemies are
easy to spot from far away. They also need to come through a long ramp, so
you can prepare ahead of time and use Frost Traps to slow down their
progress. It's also a good spot because you can drop
down to the flag room if things start getting too hot for you (note: you
should only do this as a last resort move. In general, always stick with
your team. See below for details why).
- The side room (or the flag room). This is the room next to the flag
room. It's convenient because the transparent wall lets you see who is
coming via the tunnel.
- The graveyard. The obvious benefit is that freshly resurrected players
will be there to defend you right away and the the only access is through
the path (the bluff below the graveyard cannot be climbed). This is
probably a tactic to save for when your team is badly outnumbered or out
skilled.
- There are also a number of other places where a lonely carrier can hide,
such as on the sides in the middle of the field. I've seen this happen when
the game is hopeless (i.e. 2 vs. 10). It's fun to see the opponent team get
frustrated trying to find you, but they always eventually do...
Here are a few random thoughts about tactics:
- You're the flag carrier, you have an escort of a few players and you
suddenly get attacked: should you run or stay with your escort and
fight? I tend to recommend the latter. First of all, running is
almost guaranteed to fail all the time since you can bet that at least one
of the attackers will have the means to stop you (entangling roots, frost nova, hamstring, gouge,
etc...). Second, it becomes hard for the enemies to target you when you
keep moving around a group of your peers. Very often, they will commit the
mistake to all attack you at the same time, which makes them sitting ducks
for your escort (and even easier if you have an unthreatened healer making
sure you stay in good health). Also, keep in mind that if you die, the flag can now be picked up by
anyone, and if your bodyguards know what they are doing, they will have been
monitoring your health and they'll be ready to pick up the flag before an
enemy does.
- If an enemy flag carrier has a healer, always make sure that at least one
person on your team is assigned to that healer (ideally a Rogue, who can not
only stunlock this player but also interrupt their casting). Even a
team of three has small odds of killing a carrier if he has a healer to back
him up.
- Don't fight midfield for no reason. While it's common to see newbies or
people who are only interested in raking HK's do that and ignore everything
else (even this perspective is erroneous in my opinion: you will earn more
honor by winning the game in the long run), you should basically only be
doing one of the following four things:
- Play offense
- Play defense
- Escort your carrier
- Try to kill the enemy carrier
Arathi Basin

In Arathi Basin, you are trying to control nodes which, when captured, start
producing resources. The more nodes you control, the faster you produce
resources, and the faster you will reach 2000, which is when the game ends.
Since there are only five nodes, controlling three and keeping them is enough to
guarantee a win, so this is usually the strategy you should aim for: capture
three nodes and make sure they are all evenly defended at all times.
Of course, it's never that simple and the opposing team will typically try to
reconquer some of these nodes either by attacking one massively, or fake an
attack on one and assault another one (this is rare, but very good teams do
that). On your end, it's also good to keep the enemy team on its toes and
regularly send one or two of your players to try and ninja a fourth or fifth
node. The attempt will probably fail but it will force the enemy to distract
some of its forces to the threatened node in case they were just scouts for a
more massive attack.Alterac Valley

Alterac Valley is by far the most intriguing battleground, and it's the kind
that you either love or hate. The reason is that there seems to be a general
imbalance on every single realm that I've read about. On the one I play on
(Draenor), the Alliance basically wins 95% of the games. It's the opposite on
other realms, which probably tends to prove that Blizzard designed AV just
right, and the imbalance is simply created by players for various reasons that
I won't go into (gear is usually the main factor). If it's any comfort to you,
I reached Exalted status with the Frost Wolf faction after having only won one
game. That's right, one game. We lost all the others I participated in (which
I evaluate to around fifty).
If I can make it to Exalted, anybody can...
In the beginning, an AV battle is a massive rush: both sides head strong toward
the enemy fortress and try to go as fast as possible. In a perfect (but boring)
game, both factions will soon reach each other's fortresses and it will be to
whoever is the fastest to kill the enemy general.
In practice, it never
happens this way.
Very often, a midpoint encounter will happen and one side will
prevail, slowly eroding the other's offense. After a while, one side will
typically have 80% offense and 20% defense and the other team will have the
opposite, guaranteeing a non-stop kill fest on both sides of the map.
The first thing you should do when you enter AV is to check out your map and
identify the main fight points (there are usually two). One will typically be behind you and the other
ahead. Pick a destination and head there, while paying attention to the
messages flying by. Typically, each landmark on the map has two buildings of
importance: a bunker and a graveyard. The bunker is defended by bowmen and an
elite captain and the graveyard will also have an elite and five guards.
Bunkers typically need to be taken by force, but graveyards can easily be
ninja'ed by two players: one will ride on his mount and "kite" the elite and
his guards, while the teammate runs to the flag and captures it. Ninjaing
graveyards can sometimes be of value, but unless you have a stronger presence,
it is very likely that the two ninjas will soon be overwhelmed by the other team
that will try and reconquer it right away.
When you approach the enemy fortress (Storm Pike or Frost Wolf), the first thing
you should do is destroy the two towers defending it. This is not mandatory,
but doing so will make future walkthroughs easier and it also impacts the number
of war masters (assistants) the enemy general will have at his side once you
reach him. The next step is to capture the Relief Hut (Horde) or Aid Station
(Alliance). This will guarantee that the enemies can no longer respawn inside
their fortress. Once you capture the RH/AS, it's usually very hard for the
enemies to retake it, and at this point, it's only a matter of time before you
kill the general.
The next step is to pull the war masters one by one. These are elite
characters, so you need to make sure you don't pull out everyone or your offense
will quickly get wiped (if you own the RH/AS, you will respawn nearby, so it's
typically only a temporary setback).
Finally, you will enter the fortress and fight the general (he cannot be
pulled). He's a 62 elite that will require at least ten people to take down.
Alterac Valley has a few additional complexities that make the game more
interesting than the other two battlegrounds.
Each time you loot an enemy
corpse, you will get a certain amount of armor scraps, blood and flesh
(different items for the Alliance). Each of these can then be turned in to
NPC's back at the Keep:
- Once enough armor scraps have been collected, your side will deploy
veteran units (and for the next level, champion units). These units
are the ones that guard your bunkers, towers and graveyards, so they can make a
significant difference.
- Flesh can only be turned in once one of your commanders has safely
returned home.
- Blood is turned in inside the cave at the entrance of the Frost Wolf
Keep. Once enough blood has been collected, the NPC will move toward a
summoning point in the middle of the map (Horde: 45,51, west of the Field
of Strife. Alliance: just east of that point, in the middle of the Field
of Strife). Once he gets there, he will materialize a pentagram on the
ground and if at least ten people can click it and hold the position for
long enough, a monstrous elite creature will appear (Horde: the Ice Lord,
Alliance: the Forest Lord). Of course, if the enemy spots you summoning,
they will do everything they can to break it, so make sure you get a lot of
people and that some of them are assigned to the task of making sure the
summoning doesn't get interrupted.
The two Lords work about the same way: for the first five minutes, they
will just wander about in the Field of Strife, killing the occasional
enemies, and after that, they will slowly make their way toward the enemy
fortress. Note that they cannot be directed: only enemies can aggro them
and cause them to follow. For this reason, you should keep a minimum number
of your players around your Lord to make sure that he doesn't get kited and
also to keep him buffed and healed.
On the receiving end, the best way to get rid of a Lord is to bring him near
the instance entrance and kill him there. It will take a lot of people to
kill him, though, and while you're busy doing this, the enemy is most
certainly making progress toward your fortress. Still, this approach is
better than having the Lord enter your fortress, which is pretty much a
guaranteed loss unless you bring everyone back in defense. Note that your
general will not interact with the
Lord: only human players can kill him.
Should you kill the captains?

The captains give their respective faction a regular buff and will give some
reputation if you kill them (e.g. 125 points for
Balinda Stonehearth), so the
question regularly arises to figure out whether you should kill them on your way
to the enemy fortress or just skip them. Even though these characters can
usually be taken down by five good players, I tend to think that they are a
costly distraction when the game is just beginning and each side is rushing
toward each other's fortress. Of course, people will be quick to point out that
"it only takes a few minutes and five men", but the reality is very different.
First of all, you never have only five men heading there, so your raid comes to
a big slowdown as half, if not more, of the crowd gets diverted. Second, it is
likely that a few of them will die during the fight and will have to resurrect
to a far graveyard (chances are you don't own a nearby graveyard yet, and even
if you do, there's still the time penalty and the time it will take them to
catch up). For all these reasons, I usually recommend to skip mid-field
captains and head for the enemy graveyard as soon as possible. There is always
time later to revisit this choice and if your team is losing, you will usually
have enough of an advanced notice (i.e. your Relief Hut / Aid Station will fall)
to send a small group to reap the reputation benefit before the game ends.So
you want to be a leader?
Once you've accumulated some experience, you might want to become a raid leader
(especially since people are usually very lazy and prefer to endlessly type
"invite please" instead of starting one themselves). Players are usually
grateful when someone creates a raid and also fairly tolerant with the raid
leader, so don't be shy.As an AV raid leader, your responsibility is to spend
more time looking at the map, read the messages and direct people
appropriately. Pay close attention to the messages describing which nodes are
under attack, and if you're using AVBar (see below), make sure you keep your
team appraised on capture times (I usually announce the three and one minute
marks).
Whenever you give directions, expect that only a small portion of your team will
obey, so feel free to repeat at length. It also helps to use group numbers to
give orders ("group 2 retake SF GY") but again, I found that most players don't
know enough about the game to even know what group they're in.
On the other hand, something that works very well is to call out names. It
takes a bit longer (you need to identify them on the map) and extra typing (you
need to be a fast typist), but "people in tunnel, defend FW GY" doesn't work as
well as "xyzzy haru dozel, defend FW GY". Try it and you will feel some great
satisfaction when you see these players moving in the direction you asked them.
Pay close attention to how both teams measure up in terms of captures. You can
get a good sense of what team is ahead by seeing which buildings each one
takes. For example, if your Horde team is still fighting around the Ice Wing
Bunker while the Alliance has already taken the Frost Wolf Graveyard, you know
you're rapidly falling behind and you should probably start allocating more
people to the defense of your keep.
Class considerations
PvP is a very different game than PvE, and you'll need to radically alter the
way you play if the battlegrounds are your very first contact with PvP. This
section is not about teaching you how to play PvP but just a list of a few
battleground-specific thoughts that you might find useful.
I'll start this section with a few general comments and then more specific
ones depending on which class you are. I'm hoping to receive some help from the
community to fill this section since even though I have three 60 characters, my
Rogue is the only one I've ever PvP'ed with.
The first thing you need to realize is that you will rarely be dealing deadly
blows. That's right: very rarely. You'll land a few hits on someone, but
you won't be the first one to hit them and you won't be the one finishing them
off.
Therefore, all the crit and combo abilities you have in store need to be revised
in light of what battlegrounds really represent: teamwork.
For this reason, I tend to focus a lot more on crippling and immobilizing
enemies than killing them (I rely on my heavily equipped teammates to do that).
DOT's are also a good weapon to use since a lot of human players will know when
to run away to heal (especially paladins, which have the ability to "bubble up"
when they reach 1% health and then heal themselves), but they will typically not
know exactly the amount of DOT they have just received until it's too late.
Rogues
Mind-Numbing and Crippling poisons are a must. Forget all the other
damage-dealing poisons that you probably use in PvE. In the battlegrounds, you
want your enemies to walk very slowly, receive massive DOTs, have their casting
time reduced and, last, receive less healing (healing is difficult in the
battlegrounds). I also use a lot of Kidney Shot to immobilize someone, and
Rupture, which is a great DOT to inflict especially with five combo points.
As a general tactic, Rogues should never engage plate and mail and should stick
to cloth only. Based on what I said above, you will never be able to kill any
of these players, but you can incapacitate them quite a bit by sneaking behind
enemy lines and either sap them if they are not in combat yet (ideally when they
just resurrected or are drinking or eating). If they are in combat, a Cheap
Shot, followed by a Back Stab and maybe one Sinister Strike are a good way to
make their life a bit harder. Depending on your build, you will have
accumulated three or four combo points by then and it's then time to run away
back to your team and spend your capital on Slice and Dice to make sure you
don't lose these points (again: you will not be killing your target, so
the combo points will disappear soon). Sapping priests or druids is
particularly effective since you are basically putting out of commission a major
healer for thirty to forty seconds. Sapping lonely flag takers is also a good
option if you know that help is on the way and you don't feel like soloing that
particular player.Add-Ons
There are quite a few add-ons specifically targeted for PvP, but I recommend two
in particular:
-
CT-Raid Assist. A must-have for anyone who takes part in raid, even if
you're not an active participant.
- AVBars. A very useful add-on that gives you timers for when various
nodes or buildings will become captured. This is very important information
that you need to share with your team if you are using this add-on.
Conclusion
That's all I have for now. Hopefully, this little guide will help you
ramp up on battleground fighting faster than I did. Please
email me if you have any feedback or contribution, or
post a comment.
Resources
Blizzard guides:
Miscellaneous:
Cedric Beust
August 8th, 2006
(Ros on Draenor)