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Before we get to the individual strategies in waharmmer, I need to clarify something.

Before we get to the individual strategies in waharmmer, I need to clarify something.
DateTime:7/8/2009 5:21:12 PM

Fortress is only worth more points on the capture itself. Afterwards, it gives the exact same number of periodic points at the same rate. I've done extensive testing throughout open beta to make sure, so just trust me on this. And if you don't believe me, take a look at the numbers yourself, and I'll bet you'll find I'm in the right. Anyway, now we can really move on to specific strategies.

1. Roll over ‘em: Simply put, own your opponents. This won’t often happen outside guild groups or other organized groups, but when in something like this up against a pug, this is often the way to go. I know from experience with my own guild, , that this method is extremely fun and satisfying, while also being very effective if the group is good and your opponents aren’t. Basically, you run straight to FT, leaving 1 person (tank) or 2 people who work well together (tank and healer) to watch LH/BR. When you reach FT, you simply destroy the opposition like the silly Destru…opponents (whew!) they are, and after capping it, push them back to the remaining node, leaving a small rear guard at FT. From there, you secure your three-cap, camp their spawn-point (stay well away from their guards, though), and call incomings so that you can maintain your 3-cap.

2. Flag Farming: This would be the art of letting your opponents put a node in conflict, and then forcing them out to take it back. If done well, you can put some pretty impressive numbers up on the board rather quickly, especially if you do this at Fortress. This strategy is risky, though, as if you give your opponents a chance to cap the node if you don’t attack back quickly enough to keep it in conflict.

3. Turtle: This is simply fortifying one node up the wazoo and letting your opponents come to you. You’ll have your RDPS and healers up on the roofs or FT’s wall and your MDPS down on the ground holding the flag. The tanks go wherever they’re needed, whether to keep people from getting at the ranged group or to protect MDPS that are getting assist trained. This strategy usually requires a relatively ignorant opponent, as they need to continually attack you in order for your heavily fortified node to deliver the amount of kills needed to win, while intelligent foes that recongize your srategy will hold back with their 2-cap and force you to come to them.

4. Double Turtle: This is like the normal turtle, but it’s at two nodes. This can work exactly like the turtle, just with your group divided between the nodes. You can also keep a large ‘zerg’ group in the middle between your two nodes with 3 or so at each node who call incoming and hold it until the zerg arrives. That way you can usually have the advantage of numbers, so long as your separate groups can hold out on their own for a while. This gives you weaker defenses, but doesn’t rely on constant attacks to win.

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