The article is of decent length, but can be summarized into the following [what should be] obvious points:
- Control at least 2 towers. If you're only holding one, stop doing everything else and get another tower.
- Try to get 3 towers. If you can, get the fourth for the steamroll.
- If you can't get three, stop banging your head against the opposing team's defense, and start controlling the middle for the flag runs.
Likewise, and important part of controlling the middle is to apply some pressure to the horde's one or two towers. This keeps them from zerging the flag --- or one of your two towers.
If both teams follow this strategy, it comes down to who outplays the other team, or in some instances, who significantly out-gears the other team.
As an example of pure catastrophe for the alliance, if you're in a 2-tower-capped-control-the-flag mode, but the horde has a nice team of five, with supporting healers, and a wild mace-wielding-warrior-of-season-3-doom, and you don't have an equal defense.. they're gonna continually strip you of a tower, knocking you to one.
This has the effect of either (A) causing you to lose because you don't recap the tower, or (B) cause you to lose because you stopped controlling the middle to send 10 people to take on their 50-man-tower-capping-team.
So, you can take a third point of of this:
If you can get a coordinated, well-balanced, 5-man team into EotS, you'll probably win it for your team.
I've seen the horde execute this nicely.
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