1. Guide to Warsong Gulch: Player-specific Roles

    Warsong Gulch is my favorite battleground because its simple and compact design allows PvP to shine the most. After having played 100+ WSG matches in Warmane, I've began to gain a coach-like tactical understanding of the game. And as a fan of competitive sports I interpret winning strategies based on key positions, like football.

    In this thread I propose 6 roles a player can adapt in any given situation. Now it doesn't mean a winning team has to have all 6 roles active at a time. We have to be realistic that a team of strangers cannot coordinate at all times. And there players who simply don't have the confidence to take game-winning initiative and just do mindless PvPing. Nonetheless adapting at least either one of these roles should bring out your best towards the goal of winning, and avoid unnecessary encounters.

    1. FRONTLINER
    Purpose: Lead the first snap and push the enemy back to their base
    Ideal class: DK, Ret Pala, Arms Warr



    Arguably the most important role... as important the "first snap" is. The frontliner must almost always be the first attacker against the first wave of enemies. His objective is to gradually move forward so that the rest of the team can follow. Advancing the whole team is crucial because you gaining yourself space while reducing the opposing team's. Beyond the first snap, you represent as the leader of the offense.

    What to do after annihilating the enemy: Aid the flag carrier into getting the flag. You can either follow him going out or stalk their graveyard, knowing a healer is on the falling spot.
    What to do after a wipe: Wait for your teammates before stopping incoming enemies.

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    2. FLAG CARRIER
    Purpose: Steal the opposing team's flag from their base and bring it back to your team's
    Ideal class: Druid, Shaman, Holy Pala



    Anyone can carry the flag, but there are certain classes that are far more effective in keeping the flag safe. As mentioned in other guides, never go out to the tunnel unless your teammates are nearby. The best option is to take the ramp but, sometimes when the opposing team is dominating (and dying less), you can go through the graveyard as it's quicker.

    When both teams are at a stalemate (meaning the two opposing flag carriers are far apart), you have two options: (1) chase down the enemy flag carrier (EFC) with your teammates, or (2) hide in your base waiting for your teammates to kill EFC. For the first option you need 3 field guards to stop enemies from retaking the flag. For the second option you need to "kite" elusively - interchange between the rooftop, the mezzanine, the base and the graveyard. Be fast and slow enemies down.

    What to do after annihilating the enemy: Get the flag right away. You may even pursuit the flag while the big fight is happening.
    What to do after a wipe: Aim for the enemy flag again only if you have 1-2 field guards.

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    3. HALFGUARD
    Purpose: Stop any opposing flag carriers or flag carrier defenders.
    Ideal class: Mage, Rogue, Hunter



    I call it "halfguard" because this role is situated in the middle of the field and is designed to shutdown any incoming enemies to your base. The most disciplined players are suited for this role, as you need to stay in position for a majority of the game and resist moving forward to farm honor. Why such restriction? Because chasing back an EFC will break a few positions - a bigger pain in the *** than your own FC dying (as you only have to wait for your FC to revive).

    What to do after annihilating the enemy: Watch out for any remaining enemies on the field who has broken way from the zerg.
    What to do after a wipe: Your class is squishy so you need to go behind or by the side of the zerg and ambush the opposing healer.

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    4. FLAG CARRIER DEFENDER



    Purpose: Protect the flag carrier by healing him and/or distracting incoming enemies.
    Ideal class: DK, Shaman, Druid, Warlock, Priest, Mage

    A lot of players like playing this role, but only a few are good at it. To be effective in this role, you need arrive to the flag carrier before he reached mid-field. This is because by mid-field the enemy have had already learned the FC's position and had already began attacking the FC. As a flag carrier myself I confirm this common pattern. Best suited in this role are courageous and selfless players who'd rather protect the flag than PvP. Hence, you need to prioritize in slowing them down instead of killing them.

    What to do after annihilating the enemy: Follow the flag carrier from start and to finish. If things are easy, you may leave him after crossing mid-field.
    What to do after a wipe: You don't have to be close with the flag carrier, as the opposing team has most of the field covered at this point. That's why you need to create space and buy time for the FC. Shutdown enemies that are a couple of yards away then catch up with the FC.

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    5. THE TANK / FIELD DEFENDER



    Purpose: Stop the enemy zerg from advancing. Unlike the halfguard, you are often seen in front of the enemy's graveyard (GY) and will take care multiple oppositions at a time instead of individuals.
    Ideal class: Bear druid, DK, Prot warrior and pala

    During the first snap, you can be a co-frontliner in case the frontliner dies early. Such as the namesake you need to be in the field all the time - no matter how dire the situation is. Keep the enemies busy as struggle to kill you and your FC escapes combat. You need to view dying not as a futile attempt but as a means to buy time for your team.

    What to do after annihilating the enemy: Position yourself on the landing spot - just in front of the enemy's GY - and anticipate any players trying to escape. Your quarterguard and halfguard will take care of those who manage to escape.
    What to do after a wipe: Rush back to the field and fight as many oppositions as you can. You don't have to chase them because your class is slow and you're likely to end up playing catch-me-if-you-can.

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    6. (FRONT AND BACK) QUARTERGUARD



    Purpose: Be flexible in either supporting the flag carrier or anticipating incoming enemies.
    Ideal class: (front) Priest, Warrior, Balance druid; (back) Warlock, DK, Mage

    The role is called "quarterguard" as you're situated at the 1/4-spot of the field. You basically play support - a role that doesn't require as much initiative as others but good coordination.

    The front quarterguard is usually found between the halfguard and field defender. You need to read whether the enemy team is going to zerg or defending their flag room. For the former, prepare to fight alongside the field defender and a healer. For the latter, you need to hurry for the FC.

    A back quarterguard isn't always necessary actually. Those who take this role are often designated as front quarterguard, especially when the team is winning. You're gonna have to position yourself on the back quarter of the field when the opposition is aggressive - meaning they'll do anything to get your team's flag. A warlock is perfect here because you not only slow the enemy down with CCs but shut them down with DoTs which are hard to heal while running with the flag.

    What to do after annihilating the enemy: Anticipate enemies at the landing spot. Communicate of what's going on as other roles need to be more alert.
    What to do after a wipe: This is the only role that is allowed to defend inside the home base. Then enter the tunnel to repel enemies away from the flag room. A balance druid's knockback is fantastic here.
    Edited: November 25, 2018

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