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World of Warcraft Battle Grounds Guide

World of Warcraft Battlegrounds

Warsong Gulch (Level 10+)

Located deep within the fluttering vales of Ashenvale Forest, at Warsong the elves battle against the orcs who continue to defoliate the once lush landside. The Alliance enter the battleground within Ashenvale Forest at Silverwing Grove, just southwest of Silverwing Outpost—the outpost is near the junction of the main east-west road in Ashenvale and the road south to the Barrens. The Horde enter the battleground through Mor’shan Base Camp at the very northern edge of the Barrens at Ashenvale’s border.

Warsong Gulch runs a lot like “capture the flag” does in other games with both sides vying to enter the base of the enemy, take their flag, run it down the field, and return it to their own base. A flag can only be captured if the enemy does not currently hold your flag. The game ends after one team has scored three captures.

Arathi Basin (Level 20+)

The Forsaken Defilers square off against the Human League of Arathor over the mineral rich lands of Arathi Basin to stake a claim over the resources for their respective sides. Both entrances are found in the Arathi Highlands with the Alliance entering inside their city of Refuge Pointe and the Horde entering from the very back of their city of Hammerfall.

The Arathi Basin battleground works a lot like a game of “king of the hill” with the entire battleground being covered with points of interest or flags that must be captured and held by one side or the other. Each side is only given 15 players total to face off against one another and there are five resource nodes scattered across the map, with two very close to the primary spawn points of each faction and one in the very center, and two more on the sides. Holding a captured flag raises resource points for every moment it is held. The game ends when one side collects 1600 resource points.

Alterac Valley (Level 50+)

The orcish Frostwolf Clan and the dwavish Stormpike Guard continue their feud in the snowy vales of the Alterac mountains. The Alliance find their way into the battleground by heading due north of Southshore and finding their way to an outpost outside of the entrance; the Horde must head south-east of Tarren Mill where they find the entrance guarded by their own against the side of a mountain.

Alterac Valley has been one of the largest battlegrounds in the game providing enough space for 40 players on both sides. The battleground is extremely long north-south and provides a lot of ground to cover. The objective for both sides is to reduce the enemy’s reinforcements to zero; both sides start at 600—reinforcements represents the number of times enemy players will be resurrected and regenerates slowly during the battle. Killing the enemy general wipes out all reinforcements. Other secondary objectives include capping graveyards, giving your team a new location to resurrect; burning and destroying enemy towers and bunkers, thus reducing reinforcements; capturing mines for slightly extra reinforcements; and collecting supplies.

Eye of the Storm (Level 61+)

Located in the chaotic Netherstorm, the draenei and blood elves duke it out for control of a large, ruin littered purple tract of crumbling land. There is no physical entrance to the Eye of the Storm anywhere, so players must go to their respective battlemasters or use the PvP interface to join.

The Eye of the Storm battleground is very similar to the Arathi Highlands battleground in that it is a resource king of the hill style resource-capture game but it also includes a capture the flag element like Warsong Gulch. The game is fought and won by capturing towers through the field and holding them, while towers are held victory points will be earned. Capturing and returning the flag also rewards victory points, which are awarded according to how many towers the capturing side currently holds.

Both sides only get 15 players each and must battle over a crumbling wasteland with a choke-point in the center. Also at the center is the flag. Capturing a flag is done by grabbing the flag from the center and then rushing it back to one of the towers controlled by the same side as the flag carrier.

The game ends when one side earns 1600 victory points.

Strand of the Ancients (Level 71+)

One of the battlegrounds introduced in Wrath of the Lich King, the Strand of the Ancients runs a lot like a beachhead landing assault style narrative, sometimes described like a “D-day invasion scenario.” The attackers arrive at the beach on three boats, must take the beach, and then smash their way through three stone palisades on their way to capture the relic ensconced within; whereas the defenders take up positions at the walls in order to repel the attacking team and prevent them from breaching the walls.

After successfully capturing the relic or having 10 minutes elapse, the teams switch sides: the attackers become the new defenders and the defenders become the new attackers.

Since this battleground involves fortifications it is one of the first to introduce vehicles and siege engines. As the attacking team demolishes walls they can capture graveyards as they move inwards, changing the position where their dead allies respawn—unlike other battlegrounds where graveyards can be captured, they cannot be recaptured by defenders once they’ve been taken.

The maximum time a game can run is 20 minutes. If neither team manages to capture the relic the game is considered a tie.

Isle of Conquest (Level 80+)

The Isle of Conquest battleground is much like the Northrend version of Alterac Valley with two 40-person teams colliding across a vast, frozen wasteland. The island happens to be an ideal staging ground in Northrend for operations against Icecrown, giving the location a unique strategic significance to both the Horde and the Alliance. As a result numerous locations on the island also have military and industrial value—thus the reason why the factions fight over its wasted landscape.

It can be won through sheer attrition of the enemy (reducing their reinforcements) or killing off their general. Very similar to the king of the hill nature of Arathi Basin, there are five alterable points across the map, but instead of offering victory points or reinforcements they buff allied units, provide extra firepower, or strategic advantage.

Capturable objectives include five graveyards and five strategic value targets. The Refinery in the northwest and the Quarry in the southwest provide a 15% siege weapon increase. The Docks on the western shore expand the siege engine inventory by offering new types of vehicles such as the Glaive Thrower and Catapult. The Hangar allows access to an airship with a devastating array of interesting weapons and abilities, including parachutes that allow players to rain death from above on the enemy faction. Finally, there’s the Workshop which provides further siege engines to fuel the terrible mechanism of warfare.

When these armies go at it, everybody feels it.

For more great guides like this come take a look at WoW Quest Helper

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