Official Blizzard Rules / Wowikki

It is almost impossible to be a good battleground player without having the Battlefield Minimap open all the time, and without occasionally referring to the main map. These examples use maps taken from real games to illustrate how play in this battleground develops.

The Usual Suspects

In RGB matches the usual strategy is to defend your home base and attack the Water Works. The logic is ... if you can't beat them at the WW, you can't beat them at their home base where they have a rezzing advantage.

Random BGs often take other paths, however. This one is typical ... no one did anything horribly wrong or brilliantly right, and in the end someone won. Nonetheless, there is an important lesson to be learned.start

The game opened with the Alliance rushing the Water Works, while the Horde sent everyone to the Lighthouse. When the Allies saw that WW was not being attacked, they swung around and captured the Mine.

Having taken the LH, the Horde doubled back to the Mine and were able to recap it. Leaving the position that you see in this map.

Most of the Allied team has just rezzed at the WW. Without any discussion, most of them headed back to the Mine ... probably because that is the last place where they fought.

Notice that one of the dead is rezzing by the LH. And one player is headed there.two

A few minutes later, the rezzed group is in the middle of the map. Why? Most likely there were one or two Horde players there checking out the WW, and the Allies attacked them. This is not a smart thing to do, of course, because killing players in the middle of 3the map doesn't help recap a flag.

Even worse ... the players are three Death Knights and a Warrior. These are exactly the guys who should be attacking one of the two Horde bases.4

After awhile ... probably they killed the ememies they found in the middle ... the group makes it to the Mine and captures it. At this point the Horde has a significant lead. All they need to do is recap the Mine and hold the Lighthouse to win.

5While that sounds easy, taking a flag in this game takes time. So while the Horde attacks and the Allies defend at the mine, the score clicks along and the Alliance catches up.6

Eventually, the rezzing advantage that the Horde has at the Mine lets them outnumber the Alliance defenders, and they retake the flag. At this point the score is even.

Most of the Allies group up when they rez, and they head for the Lighthouse. 7But, again, it takes time to cap a flag in this game, and by the time the get the LH, they have fallen significantly behind.8

Since the score is nearing 2000, this turns out to be fatal. In pushing everyone to the Lighthouse in order to force the cap, the Alliance has left the Water Works lightly defended.

As you can see from the map ... at the moment the LH caps, there are plenty of defenders available for the WW, but they are headed to the LH ... 9where they are not needed.

The Horde quickly takes the Water Works and seals the win.11

The thing to see in this game is the poor timing of the Alliance. But the maps from the Horde side would show the same thing. Most of the players are not paying attention to the overall game. When they rez, they immediately head back to wherever they were when they died. In Gilneas, especially, this is often wrong.

The most important thing you can do when playing Gilneas is keep a close eye on the map. When you see one of your flags go down, make a judgement ... should you try to recap or head for the other flag?

In games where everyone is doing this, you will see the whole team suddenly shift objectives. And often for the win.