World of Warcraft RISK World of Warcraft RISK is a styled map based on the features of World of Warcraft . Different games offer diverse experiences , but it all comes down to working on a system not dissimilar to that of the RISK board game . Games . The over - arching goal of all games is to conquer every control point on the entire map . As of version 2 . 86 , there are 252 Control Points . When a player ( or a team ) captures all of them , they win . Income is influenced solely by the capture of entire regions , as opposed to in the board game where a player would receive income based on number of control points and regions controlled . This offers more strategic game play , focusing more on controlling an area rather than just a chain of bases , and necessitates a more logical unit positioning . Allies may choose to split up land by region , rather than just by having an even number of bases . WoW RISK . Standard Risk . Players build various units related to the control point . For instance , footmen can be trained at Stormwind City , because it is a city controlled by Humans . Players need to wisely choose units from local bases to overpower enemies . Alliance Vs . Horde . The most heavily revised mode , as of 2 . 80 , it is on its third complete revision . This is a ' mission ' mode , where the races of the Alliance fight the races of the Horde . When a player captures a zone owned be another player , they receive only half the income they would normally , the other half going to the original owner . This way , if a player can escape , they can continue to aid their allies . Risk Revolution 3 . 1 . In Risk Revolution 3 . 1 , it is the mode most like the board game RISK . Each player trains their units from ' Military Bases ' , which produce nine different units , split between range , melee , and tank classes . There are two healers among the nine possible units . WoW Risk Exodus . In Exodus mode , the first five turns are spent " solely " on the Eastern Kingdoms . After this point , depending on how they fare , players may choose to " stay " or " flee " . Upon fleeing , players will lose all their control points and gold , get a boat that can transform ( permanently ) into 5 Native Scouts and 3 Wagons at any port on Kalimdor or Northrend , and are given 16 gold . After 15 turns , Northrend and Kalimdor will become unblocked and ships will be available at ports , making the players who fled vulnerable . WoW Risk Race Mod . In Race Mod , each player may choose a race ( if they have not selected in 45 seconds , they will be randomly assigned one ) . There may be no duplicates . Each race has its own unit set , though some units may be used by more than one race . Each race has its own unique hero and capital , and its own strengths and weaknesses . As of version 2 . 81 , there are 23 races : Forsaken , Blood Elves & Naga , Burning Legion , Scarlet Crusade , Scourge , Northrend Creeps , Dwarves & Gnomes , Dalaran , Kul Tiras , Dark Horde , Dark Iron Dwarves , Illidari , Stormwind , Goblins & Ogres & Trolls , Tauren & Trolls , Orcs & Trolls , Old God s , Night Elves , Sha ' tar , Theramore , Draenei , Cenarion Circle and Blood Elves & Forsaken . Each race has a number of units to build , having unique stats based off of that team ' s weaknesses or strength . Unlike normal Risk , in Race Mod , when a player captures a Control Point , it transforms into one of their bases . They can only train units from their selected race . WoW Risk Race Mod & Exodus . Simply put , the rules of both Race Mode and Exodus apply . RiskTest . This is a recently added test mode game . Not recommended for gameplay because it sets food to unlimited , gives all players 100000 gold , and creates devices to test units on the battlefield . This mode was created to allow users to test for unit imbalance . Modes . Various alliance settings that may be used for the game . FFA . Free - for - all . No players are allowed to ally . Free Alliance . Players may ally and unally freely via the Allies tab ( F11 ) . Teams of 2 . Every two players are on a team . ( Players 1 & 2 , 3 & 4 , etc ) Teams of 3 . Every three players are on a team . ( Players 1 & 2 & 3 , 4 & 5 & 6 , etc ) Fixed Alliance . Players are stuck to the alliances set via the team numbers set in the room before starting the game . Domination . If a player loses his capital region to another player , they are forced into allying and serving their conqueror . FFA otherwise . Other Options . Options are listed after descriptions ; default options are bolded . Max Spawn Support . Max Spawn Support is the maximum number of turns you can stockpile the support units you get for owning an entire region . After the limit is reached , you will not receive more until some die . No support , 5 Turns , 10 Turns , 15 Turns Turn Time . At the end of each turn , players get income based on the zones they control and will also receive spawn support for controlling entire regions . This time indicates how long each turn lasts . 60 Seconds , 90 Seconds , 45 Seconds Fog of War . Fog of War is the same Fog of War that appears in melee games if you explored a region , but no longer have units there . Night fog will only have Fog of War on at night . Fog Off , Fog On , Night Fog Bounty . When bounty is turned on , you will receive 1 / 4th of the value of each unit you kill . Ergo : kill four footmen ( cost : 1 gold ) , get one gold , kill two Abomination s ( cost : 6 gold ) , get three gold . Bounty Off , Bounty On Multiboard . The Multiboard in the top right hand corner displays facts about the game . Depending on the setting , it will display more or less information about the players . Normal displays player names , incomes , kills , deaths , control point count , status ( alive , dead , or left ) , turn time remaining , turns taken , the game mode , and notifies players when a region is completely captured by a player . Maximum displays all of that , and also all players ' current gold . Minimum displays only player names , income , status , turn time remaining , and turns taken . Minimum Multiboard , Normal Multiboard , Maximum Multiboard Ship Routes . Ship Routes work like way gates and are stationed on various coasts to teleport units quickly from one land mass to another . Ship Routes On , Ship Routes Off Heroes . Heroes are the most powerful units with abilities that cost much more than the average unit . All heroes cost 75 and 1 food . They have a passive aura and an active ability that used in the right way has a great impact on any battle . In the Race Mod , a player can only use his race ' s hero . Heroes can only be build at capital bases , which represents the location where that hero resides in World of Warcraft . Normally , with heroes on , you can only have one hero at a time , but Unlimited Heroes allows the player to have as many as they want ( and can afford to train ) . Heroes On , Heroes Off , Unlimited Heroes Fill Player Slots . At the beginning of the game , the amount of bases is distributed equally according to the number of active players . With Fill Player Slots on , every active player only receives bases according to the formular amount of bases divided by 12 . The leftover bases , that were assigned to nobody , become neutral hostile . This mod was designed for clan matches with few players and observers , that prefer to start out with low number of bases . Normally , to achieve this way of gameplay , the player slots were filled up with an inactive ai , but this would not allow any observers to join the game . Active Players Only , Fill Player Slots Tower Evolution . Each base is equipped with a tower to supplement its defensive power . Normally , they stay at the same weak state all game . Activating tower evolution will upgrade all towers every 5 turns . No Tower Evolution , Evolving Towers Allrandom . In Race or Alliance vs Horde , every player has to chose a race as he wishes . Turning Allrandom on , the races are assigned randomly for every player . Allrandom Off , Allrandom On Gameplay . Once the mode has been selected ( and races chosen , if in Race Mod or Alliance vs Horde ) , the game begins . The game itself revolves around the capture of Control Points and regions , and unit strength Vs . cost . This section will analyze zone size vs . income , unit support provided , region adjacency , as well as unit cost vs . efficiency , strengths and weaknesses , and placement . The income of each region is equal to the number of control points . Regions . Regions are sorted here by number of control points , and when equal , by alphabetic order . Note that while all zone titles link to their zone page , all adjacent region links will take you to that region ' s description on this page . Alterac Mountains . Coordinates : Control Points : 2 Support : Ogre Magi Adjacent Regions : Western Plaguelands , Hillsbrad Foothills , Silverpine Forest Sea Access : No Capital : None Races : Syndicate , Ogre s Analysis : Alterac is a central zone . It has bridge advantage against Western Plaguelands and Silverpine Forest . Ogre magi are a two gold caster unit . Because it is an an area " relatively " far from a capital , Alterac Mountains isn ' t often captured early , but rather picked up by someone who already has captured a few zones . It is an early choice for players who want to capture small areas for easy money . Burning Steppes . Control Points : 2 Support : Ogre Magi Adjacent Regions : Blackrock Mountain , Redridge Mountains Sea Access : No Capital : None Races : Fel Orc s , Ogre s Analysis : Burning Steppes is often picked up by players in central Eastern Kingdoms rather quickly . It ' s right next to Blackrock Mountain , the capital of both the Dark Iron Dwarves and the Blackrock Orc s . It provides Ogre Magi , which are two gold caster units . Duskwood . Control Points : 2 Support : Captain Adjacent Regions : Westfall , Elwynn Forest , Redridge Mountains , Swamp of Sorrows , Stranglethorn Vale Sea Access : No Capital : None Races : Human , Undead , Worgen ( Burning Legion ) Analysis : Duskwood is a ' transition ' zone . It holds bridge advantages over Westfall , Elwynn Forest , and Redridge Mountains . Its high number of adjacent zones makes it a common battleground for players starting in southern Eastern Kingdoms . Your support unit is the captain , which is a two gold melee unit with defend . You should utilize this skill , because three adjacent zones provide ranged units , and two provide magic . Moonglade . Control Points : 2 Support : Skilled Archer Adjacent Regions : Felwood , Winterspring Sea Access : No Capital : None Races : Night Elf , Tauren Analysis : Moonglade , like Felwood and Winterspring , are a bit out of the way . Most players in Northern Kalimdor will focus on the regions from the islands of Teldrassil , Bloodmyst Isle , and Azuremyst Isle to Azshara . Skilled Archers are two gold ranged units with critical strike . It ' s not a common first choice , except by players just grabbing it for the extra gold at the beginning . Isle of Quel ' Danas . Control Points : 2 Support : Blood Elf Soldier Adjacent Regions : Eversong Woods Sea Access : No Capital : Sunwell Plateau , Burning Legion Races : Demon s , Blood Elves , Naga , Wretched , Draenei , Naaru Analysis : The Isle of Quel ' danas is a very common first zone choice . It only has two control points , so it is relatively easy to capture . The extra gold bonus will provide an advantage when expanding to its only adjacent region , Eversong Forest , or when expanding elsewhere ( if only captured for the gold bonus ) . Its capital of Sunwell Plateau makes it a common choice for the Burning Legion , despite the race being more end - game oriented . Blood Elf Soldiers are two gold units melee units . Searing Gorge . Control Points : 2 Support : Dark Iron Dwarf Adjacent Regions : Badlands , Blackrock Mountain Sea Access : No Capital : None Races : Dark Iron Dwarves Analysis : Searing Gorge is a poor choice of zone . Its spawns are nothing special , and it suffers from a height disadvantage to Blackrock Mountain , and partially to the Badlands . It even has a height disadvantage to itself should you lose Thorium Point . Could be taken in a land grab , usually just taken when conquering all the regions in Khaz Modan . Dark Iron Dwarves are two gold melee units . If trying to stop a land - push ( on either side ) , " do not try to hold out here " . Your casters and ranged units will be almost useless defending either side . Just fall back to your next area . Zul ' drak . Control Points : 2 Support : Ice Troll Berserker Adjacent Regions : Grizzly Hills , Storm Peaks Sea Access : No Capital : None Races : Troll Analysis : Zul ' drak is an uncommon first choice , but a surprisingly good one . It ' s not near any capitals , the closest being two zones away ( Dalaran or Scourge ) , and it doesn ' t offer much diversity , but the Troll unit selection is diverse and will cover any needs , and the unit provided for support is a four gold ranged unit ! Arathi Highlands . Control Points : 3 Support : Human Archer Adjacent Regions : Hillsbrad Foothills , Wetlands Sea Access : No Capital : None Races : Syndicate , Human s , Orc s Analysis : Arathi Highlands is rarely captured early on . The closest capital ' s race is Kul Tiras , and the chain of islands to which it belongs is isolated . Arathi Highlands does however have a bridge advantage against the Wetlands , and a funnel in the form of a wall against the Hillsbrad Foothils . While the Foothills are adjacent , players usually capture the Hinterlands and Arathi Highlands together , because they are closer together , whereas Hillsbrad is more open . The support unit , Human Archer , is a two gold ranged unit that is very useful for this region , because all entrances are funnels for troops . When defending , mass range units with a line of melee units to hold the entrances . Azjol ' Nerub . Control Points : 3 Support : Crypt Fiend Adjacent Regions : Icecrown Glacier , Dragonblight Sea Access : No Capital : None Races : Nerubian s & Faceless One s ( Old God s ) , Scourge , Dwarves Analysis : Azjol ' Nerub should only be picked up on account of it being next to two capitals . Otherwise , its low income bonus and height disadvantage on both sides as well as to itself hurts it terribly . Crypt fiends , the support unit , are two gold ranged units . Azshara . Control Points : 3 Support : ? Adjacent Regions : Ashenvale , Borean Tundra ( Shiproute ) Sea Access : Yes Capital : None Races : Night Elves , Naga Analysis : Badlands . Control Points : 3 Support : ? Adjacent Regions : Loch Modan , Searing Gorge Sea Access : Yes Capital : None Races : Orc s , Dark Iron Dwarves , Ogre s , Trogg s Analysis : Blasted Lands . Control Points : 3 Support : ? Adjacent Regions : Swamp of Sorrows Sea Access : No Capital : None Races : Illidari , Human s , Demon s Analysis : Dragonblight . Control Points : 3 Support : ? Adjacent Regions : Borean Tundra , Azjol ' Nerub , Grizzly Hills Sea Access : No Capital : None Races : Dragon , Human s , Tauren Analysis : Felwood . Control Points : 3 Support : ? Adjacent Regions : Moonglade , Winterspring , Ashenvale Sea Access : No Capital : None Races : Satyr , Night Elves Analysis : Hinterlands . Control Points : 3 Support : ? Adjacent Regions : Hillsbrad Foothills Sea Access : Yes Capital : None Races : Dwarves , Trolls , Human s Analysis : Mulgore . Control Points : 3 Support : ? Adjacent Regions : Barrens Sea Access : No Capital : Thunder Bluff Races : Tauren Analysis : Redridge Mountains . Control Points : 3 Support : ? Adjacent Regions : Burning Steppes , Elwynn Forest , Duskwood , Swamp of Sorrows Sea Access : No Capital : None Races : Gnolls ( Burning Legion ) , Fel Orc s , human s Analysis : Stonetalon Mountains . Control Points : 3 Support : ? Adjacent Regions : Desolace , Barrens Sea Access : No Capital : None Races : Night Elves , Goblin s , Tauren Analysis : Storm Peaks . Control Points : 3 Support : ? Adjacent Regions : Icecrown Citadel , Grizzly Hills Sea Access : No Capital : None Races : Northrend Creeps Analysis : Thousand Needles . Control Points : 3 Support : ? Adjacent Regions : Barrens , Feralas , Tanaris Sea Access : No Capital : None Races : Tauren , Silithid , Goblin s , Trolls , Orc s ( only grunt s ) Analysis : Un ' goro Crater . Control Points : 3 Support : ? Adjacent Regions : Silithus , Tanaris Sea Access : No Capital : None Races : Silithid , Humans ( few ) , Goblins ( only sappers ) , Elemental Analysis : Western Plaguelands . Control Points : 3 Support : Ice Troll Berserker Adjacent Regions : Eastern Plaguelands , Tirisfal Glades , Alterac Mountains Sea Access : No Capital : None Races : Scarlet Crusade , Undead Analysis : Westfall . Control Points : 3 Support : ? Adjacent Regions : Elwynn Forest , Duskwood Sea Access : Yes Capital : None Races : Human Analysis : Blackrock Mountain . Control Points : 4 Support : ? Adjacent Regions : Searing Gorge , Burning Steppes Sea Access : No Capital : None Races : ? Analysis : Bloodmyst Isle . Control Points : 4 Support : ? Adjacent Regions : Azuremyst Isle , Darkshore , Teldrassil Sea Access : Yes Capital : None Races : ? Analysis : Darkshore . Control Points : 4 Support : ? Adjacent Regions : Teldrassil , Bloodmyst Isle , Ashenvale Sea Access : Yes Capital : None Races : ? Analysis : Desolace . Control Points : 4 Support : ? Adjacent Regions : Feralas , Stonetalon Mountains Sea Access : Yes Capital : None Races : ? Analysis : Dun Morogh . Control Points : 4 Support : ? Adjacent Regions : Loch Modan Sea Access : No Capital : Ironforge , Dwarves & Gnome s Races : ? Analysis : Eastern Plaguelands . Control Points : 4 Support : ? Adjacent Regions : Ghostlands , Western Plaguelands Sea Access : No Capital : Tyr ’ s Hand , Scarlet Crusade Races : ? Analysis : Elwynn Forest . Control Points : 4 Support : ? Adjacent Regions : Duskwood , Westfall Sea Access : Yes Capital : Stormwind City , Stormwind Races : ? Analysis : Ghostlands . Control Points : 4 Support : ? Adjacent Regions : Eversong Woods , Eastern Plaguelands Sea Access : No Capital : None Races : ? Analysis : Grizzly Hills . Control Points : 4 Support : ? Adjacent Regions : Dragonblight , Howling Fjord , Zul ' Drak Sea Access : Yes Capital : None Races : ? Analysis : Hillsbrad Foothills . Control Points : 4 Support : ? Adjacent Regions : Alterac Mountains , Arathi Highlands , The Hinterlands , Kul Tiras , Silverpine Forest Sea Access : Yes Capital : None Races : ? Analysis : Howling Fjord . Control Points : 4 Support : ? Adjacent Regions : Grizzly Hills , Tirisfal Glades Sea Access : Yes Capital : None Races : ? Analysis : Kul Tiras . Control Points : 4 Support : ? Adjacent Regions : Hillsbrad Foothills Sea Access : Yes Capital : Boralus , Kul Tiras Races : ? Analysis : Loch Modan . Control Points : 4 Support : ? Adjacent Regions : Badlands , Wetlands Sea Access : No Capital : None Races : ? Analysis : Silithus . Control Points : 4 Support : ? Adjacent Regions : Un ' goro Crater Sea Access : No Capital : Ahn ' Qiraj , Silithid Races : ? Analysis : South Seas . Control Points : 4 Support : ? Adjacent Regions : Tanaris Sea Access : Yes Capital : Undermine , Goblin s & Ogre s & Troll s Races : ? Analysis : Swamp of Sorrows . Control Points : 4 Support : ? Adjacent Regions : Blasted Lands , Duskwood , Redridge Mountains Sea Access : Yes Capital : None Races : ? Analysis : Unit System . In order to win the game , the player has to build units and fight the other player with them . The game has 5 different unit types , that each have different attack and armor types . Each attack and armor type has its own advantage or disadvantage against other types . They must be used carefully to arrange an effective army . Unit Types . Spells . Mages and certain other units can learn spells for money . These spells weaken enemy units or empower friendly ones .