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Gates of Ekrund in warhammer

Gates of Ekrund in warhammer
DateTime:7/8/2009 5:21:12 PM

This scenario adds a new spin into the usual mix, because it’s a very compact scenario. In addition, periodic points and kills are both small. The capture points are what really matter here, as they’ll make or break your win.

To briefly cover the math of things, taking a node is the equivalent of holding 1 of the peripheral nodes for 5 minutes or holding GS for 2 minutes and 30 seconds. Because of this, capping more nodes than your opponent is essential to gaining a comfortable lead.

Because of this, “Flag Farming” is going to be a very powerful tool. Flag Farming is leaving a node that you control so your opponents can make it go neutral, and then rushing in and retaking it while it’s still in conflict. This is a very risky thing, but this is going to be an extremely powerful tactic in this scenario, because capturing outweighs pretty much everything else in the Gates of Ekrund.

Along with this, something to keep in mind is that you never want to take the risk of putting your opponent’s node into conflict unless you can take it all the way to your side. The common idea of sneaking around and taking a node behind them isn’t a viable tactic unless you get enough people that you can fully take it. When they turn around and own your sorry solo butt and take back the node in a few seconds because of their numbers, you’ll have just handed them about 5 minutes of work for nothing.

This means you need to coordinate with your team in order to actually take nodes, and if you do see someone doing this, let them put it in conflict, and then beat them down and take the node back, while thanking them for winning the battle for you.

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