Warsong Gulch strategy Attack strategies . Turtle Breaker . This strategy is specifically designed to break a turtle defense . The strategy base itself around pulling and " tanking " . If executed right as low as 2 people can break even a ten man turtle . You need two people for this job ( but the more the merrier ) , the first one will enter the FR ( usually from balcony ) and immediately snatch the flag , he / she will then exit the FR as fast as possible through one exit ( relax , the point is to die for the first one ) . If all goes well most or all ( preferably all ) of the defense will follow that FC leaving the second player free to enter and camp the flag spawn . When the flag spawns he / she will instantly snatch the flag and exit from the other exit which should now be home free . This will probably take a few tries , but keep pulling back and forth . Sooner or later the turtle will break and from there on you ' re free to run home with the flag . There are many variations of this strategy , but this is the basic concept which can be carried out by all classes . How to counter . Simply not let them get away with tricking your team away from your flag , instead of sending all of your team to return it , just send enough to return it and leave the rest to deal with the next one coming . The DK / Rogue team . This usually consists of 2 - 3 death knights . . . or more if you have them . . . and 2 - 3 rogues . The rogues spot the efc . One death knight runs into the open , distracting all the defense of the EFC . If on roof , this death knight usually pulls the FC away . While all the EFCs defense is after him , the other death knight / knights pull the defense away from the EFC . The EFC is now two death grips away from his defense . Now the death knight / knights quickly rush to the EFC and begin to damage . Now all the rogues jump out and use all their stuns , poisons , locks , and other such abilities to keep the defense away from your EFC . Why are rogues used for this ? Because they have more stun abilities than most other classes . But any class that can keep someone in place for about 20 seconds ( might even take less if the DKs dps is high ) can fill the spot . The HEALS , HEALS , HEALS ! ! team . This group is actually most often used to get people away from your own FC . It ' s risky because , unless there ' s a lot of heals in the match , there won ' t be many heals to stay with the FC . But it usually end up that way anyway . Basically , all the people with healing abilities . . . this could be the Rejuv of a Balance Druid or a Lightwell placed by someone . . . go to the base and keep lots of pressure on the EFC , simply because YOU WONT DIE . Of course because you ' re being kept alive you can take that chance to damage the EFC and often kill him , but again , just being in their base will ( a ) get their team off your FC or ( b ) get him to run away , hopefully separating him from your heals so that the one of your team that has the highest dps can kill him . It ' s risky and can often be messed up , but if it succeeds , yay . Soloing . Since only one can carry the flag at a time , you also only need one to enter the base . The best way to enter is via ramp as it is usually less guarded than tunnel , although tunnel does have advantages as well . What you want to do when carrying out this strategy is to dodge all opposing players , in other words not engage in fighting at all on your way to pick up the flag . Often the easiest place to stay out of sight is to hug the right wall when you are facing the other base ( west for Alliance and east for Horde ) and then enter through the hole in the fence by the ramp . Once inside the base it will often be smarter to enter from balcony as you are then better able to handle any potential defense . Grab the flag and exit in a way where the chance of getting detected / intercepted is the least . Remember you can only exit by ramp ( go left ) , tunnel ( middle ) or graveyard ( go right ) , where tunnel is usually the riskiest of them , but provides the shortest run . Remember that all classes can do this , but rogues and druids can stealth in for an even easier entry , and then use sprint / dash to outrun potential defenders . Once you ' re out you should either run home or to support , depending on the situation and your team . How to counter . Put a defender or two on defense whose main job it is to slow / cc / kill anyone coming solo to get flag . If they manage to exit make sure your team know where to intercept the flag to return it . While they are running do your best to slow / cc / kill that flag carrier while you wait for your team to show up . Zerging . This a relatively common strategy and it ' s based around the idea that as long as we are more than them we will kill them , and thus succeed . The basic concept on how to carry this strategy out is to keep all of your team together and alive , moving in the same direction and doing the same thing . Where you enter using this strategy is irrelevant as you ' ll probably have more people than they have defending anyway , thus you are able to both kill them and grab flag without problems . On the other hand it is important to remember that you don ' t actually have to kill anyone to grab a flag , and you don ' t need everyone killing either . What is possible is to start general chaos by attacking defenders and have someone exit with the flag in the confusion that arise , then have your team follow the flag while peeling of attacking defenders / returners . How to counter . Simply let them have your flag ( losing a flag is not the end of the world ) , you can get it back later when it is easier to deal with them , instead go get their flag which will prevent them from scoring and do your best to prevent the zerg intercepting your flag carrier as he / she will most likely die fast should he / she run into them . Duoing . This strategy is very similar to soloing the flag , but you bring along a support to help with the job . Usually there will be a tank like character and a class with healing capabilities in such a group , however there is nothing wrong with other combinations if that ' s the intention . The attack itself is fairly similar to the solo attack , but the supporter ( you should decide up front which character will carry the flag ) should be ready to heal / dispell / cc / dps at all times . It is possible to do more attacking when two , if there are opposition chances are they are alone and can then be worth taking out . However remember that you don ' t have to kill anyone to get the flag , thus you should only start with killing opposition if it seems smarter than simply CCing them and running back home . How to counter . If the supporter is a healer you need to remember that any good healer left alone will be able to heal through most damage done in pvp , thus you cannot leave him / her alone . On the other hand he / she will then most likely start healing him - / herself leaving the FC free to dps you . The best way is usually to stun / sheep / fear / etc . the healer and take out the FC when it ' s without its support . If the supporter isn ' t a healer , you can simply focus fire on the FC for a quick kill . Attack from high ground . Since both bases have different levels , but defense tends to all stay in flag room you can use this to your advantage . The entrance to either roof or balcony is very often poorly defended , if defended at all . By attacking from high ground you choose when the fight is initiated , and you also have the advantage with them being unable to run directly to you . Keep in mind though that all range can be used from the flag room and up to you if they have you as target , but if you then simply back out of line of sight you cancel their attack possibilities . AoE attacks are often very good for this attack . If you appear to be solo you can very often pull rogues / warriors / paladins out of the flag room if you attack them like this , leaving you open to jump and get flag with no defense . Another possibility is having a mage jump in from roof with 2 - 3 healers spam healing him / her while the mage AoE kill everyone in sight . How to counter . Staying in stealth / shadowmeld can help , if you get targeted by such an attack you should run to a place where you cancel their line of sight . Places which cancel line of sight could be under balcony , in the flag pocket or into the ramp room ( keep in mind that you then lose out on some defensive capabilities towards the flag . ) Defensive strategies . 5 men defense . Using this strategy you will be using 5 people inside your flag room . The aim is to prevent anyone of the opposing force to get to your flag and you will be killing everyone . There should be at least one hunter who frost / ice trap the flag , and other people in stealth doesn ' t hurt either , leaving defense with the advantage of surprise . Pros . It is a relatively strong defense against narrow minded attackers . You have potentially a lot of damage dealing capabilities and possibly even some support . 7 - 9 men defense . Very similar to a 5 man defense , but using more people to do it . Your goals will be the same as when using 5 , but now you have more people to do it which might make you able to cover more of your base and / or use scouting . You should still have a hunter ( or several ) trap the flag and people in stealth can help you as well . ( if you decide that 10 people on defense is the way to go remember that you are no longer in any position of getting their flag , thus you are doing nothing but waiting to lose ) How to counter . This is a large turtle and the best way is to use a turtle breaker , but you could possibly overpower them if your team is good enough / well enough geared . Keep in mind though that if you try to overpower them you leave yourself open for retaliation . 1 - 2 men defense . Using this strategy you will have one or two people on FR defense ( and the rest elsewhere on the map ) who ' s main job is to prevent anyone ninjaing your flag . Whereas they will never stand up to an attacking zerg , they will be able to provide information about the status of your flag and / or deal ( up to ) considerable damage to their flag carrier and / or hopefully kill / cc FC supporters . When / if a flag leaves your base with this strategy it is the defense ' s responsibility to tell the rest of the team where your flag is heading . In theory you could have any class on defense here as everyone can tell where the flag exit , but classes with high damage burst potential and / or slowing abilities are arguably better at this job . Stealth also works wonders here , meaning that classes like rogue and hunter are very well suited for this job ( one very viable choice for alliance is a NE hunter with a cat in stealth ) . Remember that this strategy base itself around the assumption that someone will get your flag at some point . How to counter . Simplest is to use more people than they have and just take the flag , but considering that their team does probably have a strong midfield it might be hard to get a large force inside their FR making it harder to overpower them . You can use a variation of the turtle breaker , since this strategy more or less assume that the flag will be caught , they will most likely follow whoever gets the ( first ) flag to return it , leaving you open for a quick repick , OR you can cc / kill them on your way out while your FC take a beating . No defense . By opting for this strategy you free up all your team to be able to do other tasks , but you will also at the same time leave yourself wide open to even the lowest level and poorly geared beginner . However if your midfield is good , there are no reason why it shouldn ' t work . As most people simply aren ' t good enough and / or motivated enough to enter the opposing base solo , chances are you don ' t have to worry about your defense at all . Keep in mind though that having no defense you cannot provide any information about whether it is safe for your FC to enter your FR on his / her return . Also keep in mind that there are little to no point in defending your FR if you have already lost your flag , though if you know that the flag will be returned shortly it might be worth defending an empty FR . How to counter . Simply sneak in 1 - 2 people to snatch flag , if their midfield is too strong for simply dodging them you can stealth past them . Although you have to consider the near impossibility of getting through the mid as you cannot stealth while FCing . . .