Battle of Gilneas is a Rated Battleground that could cause some of the most drawn out fights. For anyone who has queued themselves into this Rated Battleground before would know how intense the fight at Waterworks can be. Today I'll be giving out a general guide to this battleground.
The 3 nodes in Battle of Gilneas are as followed: Lighthouse, Mine, and Waterworks.
Lighthouse is the node that will be next to the initial Alliance spawn point.
Mine is the node that will be next to the initial Horde spawn point.
Waterworks is near the middle of both, which will be the node that both the Alliance and Horde battles for first usually.
Common Strategy - The 1+9
The most common strategy to use in Battle of Gilneas is to leave one person defending your "home" node (Lighthouse or Mine) and use the rest to attack Waterworks. This is one of the most common strategies due to it's simplicity to execute, and it gives you time to react to most other strategies.
Risky Strategy - The 2+8
An alternative cheesier strategy would be the 2+8. You send almost everyone to Waterworks except for 2 invisible units. The 2 invisible people will attack the "opposite" node (Lighthouse or Mine). You also leave 0 people at your own base, because the 2 invisible people should be able to react and defend it if it does get attacked. This won't be true if both teams are doing an invisible ambush. The 2 invisible people can nuke the one player at the node, or CC him to capture it. Rogue / Mage / Druid any 2 of the 3 is a good combination for a huge CC chain.
This is the type of composition I would recommend for Battle of Gilneas.
1x Death Knight
1x Shadow Priest
1x Hunter or Elemental Shaman or Boomkin
1x Caster / Ranged DPS of Your Choice (Alternatively any DPS Class)
Use either a Warrior, Mage, Hunter, or Warlock for defending. Hunter would most likely be the best for this job if available.
Reacting to Opponent's Strategy
As said previously, most teams will use the common 1+9 strategy, where you leave one player to defend the node and rest to attack Waterworks. This common strategy usually leads up to a gigantic continuous 9v9 battle at Waterworks. Now when is it smart to use such a head-on strategy?
I recommend the common strategy if you believe you're Rated Battleground team is stronger than the other one. If your players are more experienced, have a better composition or more geared and can win the 9v9 this strategy is most likely the best. The 1+9 strategy is used commonly because it has very few flaws, and when executed well it can prevent the 2+8 and other cheesier strategies.
However what if you go in and you see that the other team is 200+ ratings higher than yours? This is when I recommend using alternative cheese strategies such as the 2+8. When you do the 2+8, make sure to have the 8 people drag the fight as long as possible and force the enemy to not be able to escape and assist the base that's getting 2v1'd. If you see a Protection Warrior defending Lighthouse or Mine, get your Mage / Rogue / Druid to CC him to death. If it's a easy to kill class, plainly nuke him instantly.
The Score... How to React?
If you successfully capture 2 bases congratulations! Simply don't mess up from here on out and your team should win. Battle of Gilneas is cruel, once a team is ahead with 2 bases it's hard to make a come-back.
What if you're on the team that lost Waterworks? Or maybe lost a base to a cheesier strategy? Here's a few things to keep in mind when you're behind in Battle of Gilneas:
- Don't Give Up - If you're not leaving the BG be prepared to fight it out. Don't be half baked if you still want to win. Encourage your teammates, and get ready to make a come-back. It's really common for people to give up on Battle of Gilneas once they lose a base because frankly, it's difficult to make a come-back. However, you won't know til you try!
- Fake the Other Team - Mount up with your whole team and pretend to go to one node, then quickly shift to another. Have your Mage drop a Ring of Frost or any other classes with AOE CCs right as you guys switch to stop the enemy team.
- Use Invisible Units Correctly - Have a drawn out battle at one base, and sneakily send your invisible units to the other one.
- Play it Risky - If deemed needed, have no one defend your last base. Desperate times calls for desperate measures.
Communication is vital in every Rated Battleground. Here are some key things to always communicate on:
- Who's Capping the initial node
- Who's Defending
- Who's Watching Ninja Caps / Who's AOEing Waterworks initial battle
- When to Break Off
- Target Calling
- Healers Drinking
- Healers OOM
- An Attack or some form of strategy change from the opposing team
Here are some final tips to keep in mind!
- Make sure to cap the initial node as soon as possible. For example, a Warrior that can heroic leap, or a Druid can sprint / Displacer Beast. It's not 100% uncommon to have nobody cap Waterworks and have the win go to the faster cap.
- Make sure Defenders always have a trinket and whatever second cooldown they have to get out of Crowd-Controls. For example, if a paladin is defending make sure he has bubble in addition to trinket otherwise he may need help.
- Always keep someone watching the flag to AOE ninjas.
- If it's a real drawn out fight, make sure to send melee in on healers. DON'T LET THEM DRINK!
- Worgen Druids are overpowered. Be careful of an extreme fast cap on Waterworks. A Paladin and Death Knight can stop them right in time; make sure your fast players are not sleeping on the job when the battleground starts.
- Paladins / Death Knights have a 20% faster mount speed, use it wisely.