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wintergrasp strategies

Here are some strategies ... one for defense and one for offense. They are, of course, fantasies.

The problem is that under the current rules it is impossible to have complete command of a WG battle. With as many as 120 players on the team, formal co-ordination is minimal at best.

But ... in the interest of theory, here is how it might go. (These are based on playing hundreds of WG games and watching how the play develops.)


The offense cannot attack until it has tanks ... and to get these it needs both workshops and rank. This plan takes advantage of this and at the same time robs the enemy of time.

wsg pug on pug

Divide your force in two. Send three-quarters to the workshop nearest the enemy's starting area. Send the rest to the workshop near your starting area.

The reason for attacking the enemy-side workshop is to get rank. The enemy will be coming from their starting area and will have to enage. Yes, they will get rank, too, but at this point in the game it is more valuable to you than to them ... because you need tanks to kill the southern towers.

If you can cap that workshop, then good, but you don't have to. As soon as you have a few players with lieutenant rank, the whole group should head south to the nearest southern workshop. Your plan is to cap that workshop, build tanks, and take out the southern towers.

The second force should be capping the workshop near your starting zone. This will likely be lightly defended or undefended. The purpose of this cap is to reduce the number of vehicles that the enemy can make ... and also to limit the enemy attack to one side of the fort.

It may seem like this approach leaves no one in the fort. But early in the game most of the players who die will rez in the fort gy. These become the fort's defenders. Usually, enough people die in the assault on the enemy-side workshop to staff the fort defense. And in addition, the troops of your second assault team will be returning to join the defense.
pro versus pug

Your second assault team has capped the workshop near your own starting area, so the enemy can only come from the other side. Set up your defense on that side of the fort. Keep an eye on the other workshop ... but there will be no vehicles from that side until they enemy gets over there to cap it.

Everyone who rezzes in the fort should grab an RPG. The defense should be outside, in front of the walls, and all the guns should be in use. The guns are reasonably affective against vehicles and players, and one of your objectives should be to kill any enemy who try to take them out.

(Don't fire RPGs at long range outside the fort, they are only accurate at a close distance. Attack tanks with regular weapons until they reach the wall ... then use RPGs. RPGs are very accurate inside the walls of the fort ... any tanks that get inside should immediately be hit with RPGs.)

The first assault group should now be in the south with the first southern workshop in hand. They should making vehicles and setting out for the nearest tower. The enemy may attack the workshop, so leave a small defensive team in place.

pro versus pug

When the first tower is down, this group moves across the south, killing the other towers as they go. When they finish, they turn north and rejoin the main fight.

In the meantime, the defensive group uses RPGs, tower guns, vehicles and their own weapons to keep the enemy as far away from the courtyard as they can.

In this approach the southern towers fall fairly quickly, which gives the damage buff bonus to the defense early on.

In addition the returning southern troops usually can clear the enemy from one side of the map. This leaves your opponents with only one or two workshops and a one-sided attack.


Unfortunately, for this plan to unfold, everyone has to participate. And in WG there usually aren't enough people who are listening and/or understand and/or are willing to cooperate to pull it off. I have played in WGs where we have used this approach with good results ... but more often something more random happens.


Here is a prototype offensive plan. The defense needs to get out of the fort and destroy the southern towers. The goal of this plan is to deny them the south while keeping constant pressure on the fort.

pro versus pug


Create a main group consisting of about three-quarters of your forces. The "southern" group makes up the remainder.

The main group should head immediately across the map towards the further north workshop. The enemy will have a tendency to hang out in the fort for awhile, and you should be able to cap both workshops and put a small force in front of the main gate.

Systematically kill the guns. Also kill as many opponents as you can ... at this point you need rank. As soon as you have rank, start producing vehicles.

Catapults are often scorned, but they do substantial damage to personnel. Use a few of them for crowd control while you line up your siege engines.

In the meantime your southern group should be making a blitzing run towards the furthest southern workshop. Your goal is to deny the enemy access to vehicles in the south.

pro versus pug

The southern group is responsible for keeping the two southern workshops in your hands. The primary objective is delay. The longer you keep the damage buff, and the more vehicles you have, the faster you will get inside the fort.

A secondary objective is time. If you cannot break the fort fast enough, keeping at least one tower up will prolong the game.

But there is a tricky balance between north and south. Not enough forces south and the towers fall too quickly. Too many forces south and you cannot fight your way into the fort. This is a judgment call on the leader's part and you should be ready to reinforce in either direction when necessary.

As long as you keep control of both northern workshops, you have a variety of options. Shown here is a two-pronged attack that hits opposite sides of the fort. This tests the enemy's communications, and sometimes the weak-side attack will break through unnoticed.

On the other hand, a wave of attacks through the same hole in the wall may run the enemy out of RPGs and overwhelm them. All in all, the best you can do is to hold the south and give yourself time to work in the north.


Special Zone Notes

Certain aspects of Wintergrasp only happen in "PvP zones" and do not apply to any other battlefields.

Early Entry

While it may fall under the heading of tactics rather than strategy, it is worth noting that you can assemble your forces in WG before the battle officially starts. So you may want to make your plans with the recognition that teams can capture workshops without having to travel to them ... because they can move into place early. And you may want to insert an early scouting team to see what the enemy is doing in this regard.

However, capturing workshops early has no value; the shops are reassigned at the start of the match. And the special buffs ... tower buffs, tenacity, ranking buffs ... do not kick in until the game starts.

If you are within a short distance of a fort tower when the game starts, you will be ported some distance away. However, you can be in the air above the tower and parachute down. You can also be on the back platforms and some areas of the wall without being removed. Players who are inside the fort, away from the towers, are also unaffected ... this opens opportunities for stealthed player to get inside the walls before the battle starts.

Commando Drop

This offensive tactic makes use of the special "zone" properties of Wintergrasp. commandoBefore the battle starts, mount a large ... at least 20 ... more is better, group of players and fly them high above the east room of the fort. At the battle's start, they will receive a warning and have only a few seconds before they are dismounted ... but this is enough.

As soon as they enter the battle, the players should fly straight down. When the time limit is up, they will find themselves parachuting. They will land in the middle of the east room.

From here they need to camp the doorway to the central courtyard AND the exit from the fort's graveyard. By doing this they hope to maintain control of the east room.

In the meantime another part of your force should be getting rank and capping Sunken Ring workshop. As soon as possible, send tanks from there against the far east wall.

At worst, this tactic tends to confuse the enemy defenders and cause them to waste time dealing with the force in the east room. At best your tanks will arrive before your east room force is wiped out and you will have an easy road into the main courtyard.


Although the subject is still debated, there seems to be a consensus that numbers overrule tenacity. Tenacity buffs individual players and vehicles, but the larger team seems to win the majority of the games.

This may be due to crowd dynamics. Although it pretends to be a battleground, Wintergrasp is essentially a mob action. There are up to three raids available. There is not time to organize these with particular tactics in mind, and players can only communicate across raids via the general or defense chat channels. The result is that unless a very large group ... such as a guild ... is present in force, there can be no real organization to the fight.

If the side with tenacity could organize into tight groups, and fight as units, they might be on an even footing. But in the lack of cohesion, the larger mob of weaker individuals tends to roll over the smaller mob of stronger ones.

Squad Action

Suppose you come into WG with a premade group of ten players. How should you set up? There may be discussion of this somewhere, but I haven't been able to find it.

Presumably, you would want to form a squad and go do something that would make use of your cohesion and communications. Perhaps something like a seige engine with a gunner, supported by two catapults, three melee, two ranged and a healer.

wg squad

The catapults provide AOE crowd control and the infantry keeps RPGs at bay.

Perhaps the cats could be replaced by two demolishers. This would do more damage, but might have trouble in crowded areas.

Or maybe one cat and one demo ... or two seiges and a cat.

Strand of the Ancients and Isle of Conflict both allow for squad action, but neither of them makes it easy to get groups of vehicles formed up.

A size 20 premade in WG could mount up a solid assault team ... e.g., four seiges, two cats and ten infantry. That might be a lot of fun to try out.