Warsong Gulch is a CTF (Capture The Flag) style Battleground in which teams of 10 try to capture the opposing factions flag and return it to their base while keeping possession of their faction’s flag. Three returns of the opposing factions flag while successfully defending your own results in a victory in Warsong Gulch.
One strategy we have experienced good results with is to “hold the mid.” Essentially we keep the majority of our team out in the middle of the field, usually near their tunnel and graveyard. As the opposing faction tries to run past us to our base we pick them off as a group. This strategy requires a lot of teamwork because healing the group is essential, as is keeping the healers alive. It is also a good idea to have a team member defending our flag room and calling out when a flag gets away/which way it is going out of the base.
While holding the mid, most of the other team’s members are either dead or engaged in combat with our team. This leaves their base open for our dedicated flag runners to sneak in (usually a healer following a rogue, shaman or druid because of their sprints/travel froms.)
Holding the mid is also advantageous in the event that someone on their team does get by us and grabs our flag. We are already grouped in front of their base to either kill their flag runner, escort ours back to our flag room, or zerg their base.
We have even used this strategy against other pre-made / twink teams with success.
Zerg
Inc Incoming; usually called out by a defender when enemies are coming into the base to get the flag. Sometimes preceded by a number of enemies in the group. This allows allies in the field to aid the defence in the corresponding numbers. Ex: “3 inc to FR, tunnel” (three enemies are heading up the tunnel towards the flag room.)
FR Flag room
GY Graveyard; Sometimes used to describe a side of the field where a flag runner is going or where the group should meet up.
Turtle A strategy mostly used by twink teams to prolong a game and recieve more honor kills. The whole team will group up and wait in their FR for the opposing team to trickle in and be killed over and over. This keeps either side from capturing a flag and the game can continue as long as they hold thier base. The best way to break up a turtle is to group all 10 members at their tunnel and run in together.
Cap To capture the opposing team’s flag by running it right up to the base of our own flag. When both teams have each other’s flags, a flag carrier must hide in/near their base until their flag is returned. When the offence knows it is about to kill the opposing flag carrier, they will usually yell out “cap!” so that the flag runner is prepared to run the flag in immediately.
Escort When a large number of team mates bunch up around the flag runner to heal, slow enemies, and assist in getting the flag back to the base. Escorts are nice to have in case your flag runner is killed. When the flag is dropped another nearby team mate can click it to pick it up and continue running.
Twink