(Read the original post.)
If any horde are out there and wish to boycott this battleground, good for you. This battleground has been cleverly designed by Blizzard to cause the Horde to fail consistently.
The premise is simple. Alliance always starts on offence, Horde always starts on defence. Therefore, Horde will always lose.
Alliance have essentially abandoned Alterac Valley. This means that all the alliance who would normally be in AV are elsewhere, namely Strand of the New and Exciting.
All SotA battles start out the same way. Five or six Horde on defence, and fifteen alliance on offence. Additional Horde trickle in over the course of round 1, but it’s always too late to make a difference. Typically, alliance just rolls over everything and caps within three or four minutes.
And then psychology kicks in, dooming Horde to an eternity of staring at “Alliance Wins!”.
Let’s say you are given a task. You have ten minutes to do this task. Not a lot of pressure there.
Now, you are given the same task, except now you are given four minutes to do it. It’s the same job, nothing has changed. Except now the pressure is massively increased, because you have less than half the original time to do it.
This causes the Horde to experience a significant amount of stress and frustration. This quickly slips into a sort of berserker rage, rendering the player unable to think coherently.
Picture two sprinters. It doesn’t matter if their side by side, or on different continents. The situation for both of them is identical.
Except you’re telling the second guy “So hey, the first runner did this in two minutes. Think you can beat that?” And while the second runner is trying to get his race done, the first one is throwing bottles and light bulbs at him the whole way.
By the final minutes of most SotA battles, most Horde combatants are reduced to screaming epitaphs at their screen whilst smashing their keyboards with both fists.
Combine this with the fact that most of the Horde doesn’t join the fight until the first half is over. This means that around half the Horde combatants never got to play on defence. However, they do know that Horde always starts on defence.
And so, legions of Horde defend the beach to their last keystroke. No surrender, no retreat, no intelligence.
At least when Horde is on “offence”, people take the time to buff each other. The few horde who spawn in during defence, immediately rush off to a cannon without buffing anybody.
So, Horde players, here are some tips to help you continue to be so awesome at Strand of the Ancients.
10. Avoid Siege Tanks. Do not drive one, and stay far away from them when someone else is. They’re huge, they draw fire like a fire draws moths. You’ll be safer if you don’t go anywhere near them.
9. Never, ever pick up Seaforium charges. You might think these might be useful to blow up gates and things, but this is deceptive. All you’re doing is allowing alliance players to get achievements from disarming them and killing you.
8. If, by some miracle, the front line gates fall, do not, I repeat, DO NOT cap the corresponding graveyard. The alliance will continue to spawn there so you can fight them. If you cap the graveyard, they will be farther away, and so will become more tedious to kill.
7. If you are defending, and one of the front gates fall, stay there and defend it to the best of your ability. Now that the gate is destroyed, you are the only thing left to harass the alliance as they run past. This goes double of the cannons are destroyed.
6. Whatever you do, don’t abandon the beach! This is the most important part of the battleground, and you must control it at all costs.
5. The Yellow Gate is a bottleneck. If a fight comes down to this area of the map, run as far away as you can. Bottlenecks are BAD. Go to the beach instead, it’s got lots of open space.
4. Boomkin and Elemental Shamans are evil incarnate. They hate you and your family. If you see one in your battleground, report them for botting and have everyone else do the same. If that fails, insult them until they leave the battleground. Their kind ain’t welcome here.
3. If you’re brave enough to carry Seaforium, and thus disobeying tip 9, under no circumstances should you plant the Seaforium. Keep it with you, like a good friend. The Seaforium will not attempt to stab you.
2. Rogues can use Shadowstep on the defensive cannons to get up and over the wall prematurely. If you are a gunner and a rogue Shadowsteps to your cannon, immediately abandon your post and flee before the rogue kills you. If you are a rogue, Shadowstepping to a cannon is a cheap tactic and you suck for using it.
Instead, try jumping up and down in front of the gate while unstealthed.
1. One of the most common offensive tactics is to rush all four siege vehicles to the same gate. This is a well known tactic and the alliance defence will be expecting it. Instead, have one siege vehicle attack each gate, and the other two can mill around on the beach. This will throw the defence off.
If you are on defence, and you see the alliance zerging a gate, immediately abandon that gate and defend the other one. This will lull the alliance into a false sense of security. Even better if you can totally abandon the red/purple gates, and even the yellow gate.
They’ll never know what didn’t hit them.