Guide to fighting in battlegrounds as Horde Warsong Gulch . The Facts : Abbreviation - WSG 10 v 10 - 2 parties Horde entrance - The Barrens , due North of the Crossroads , at the Ashenvale / Barrens Border . The Basics : WSG is a capture the flag based BG . One player clicks on the opposing team ' s flag back at their base and gains a " very " visible buff which gives him the flag ( in this case the Alliance ' s Silverwing Flag ) . He then proceeds to run all the way back across the battlefield to his own teams base with the flag . If he dies on the way , the flag drops onto the ground , and a click by a team member will allow that team member to get the flag and continue running . On the other hand , if an opposing team member clicks on it the flag will be teleported back to the base from which it came . To score a point , the flag runner ( person carrying the flag ) must safely ferry the flag to his own base without getting killed and run to the flag spawn point . If your team ' s flag is there , the two flags will automatically disappear and your team will get one point , thus capturing the flag . If your team ' s flag is being carried by a person of the opposing team , you cannot capture the flag . You cannot pick up your own team ' s flag ( the Horde ' s Warsong Flag ) . The Terminology : " It ' s fine for a new player to be confused by these truncated terms , but as you play your first five to ten WSGs you ' ll get the hang of it . " Offense : the offense team ( Abbv - O ) Defence : the defence team ( Abbv - D ) Tunnel : the tunnel which connects the base to the midfield ( Abbv - tun / tunn ) Ramp : the ramp which connects the base to the midfield , going above the tunnel ( no abbv ) Graveyard : the graveyard just outside the base which you respawn at ( Abbv - GY ) Roof : the roof of the base , accessed by a path from the tunnel ( no abbv ) Midfield : the center of the map , a big open area ( Abbv - mid ) Flag Runner : the person carrying the flag ( Abbv - Flag Carrier / FC / FR [ sometimes confused with flag room ] ) The Strategy Getting the flag : Soloist This means one person ( usually a rogue or druid with stealth ) sneaking into the opponent ' s base and grabbing the flag , ignoring the defenders ( or killing a lone defender ) , and rushing out through the tunnel , ramp , or GY back to base . This is good only for teams who effectively control the midfield , because the run back to base is nearly always hampered by the Allies . Most soloists run into up to five enemies in the midfield , and will require the assistance of the rest of the O team to get through . However , solo attempts are usually unsuccessful because a lone person who is concentrating on running and not attacking will usually not survive the onslaught of even one or two determined Allys . If you think you stand a chance of making it , however , blow your instant or fast cast skills ; mages , frost nova and blink ; druids , shapeshift , nature ' s grasp and entangling roots ; rogues , sprint ; shamans , drop earthbind and frost shock ; warlocks , fear attacks away ; priests , psychic scream ; warriors , intercept to boost speed ; paladins , blessing of freedom . Use your Insignia of the Horde if you have it . However , its hard to cast and run concurrently , which makes solo attempts fail most of the time . Getting the flag : Three to five With 3 - 5 people all going into the Ally base together , the chances of survival are much higher . The team should engage the D , and one person should grab the flag and run out the way that the team came . The team will then fall back after or with the FC . This way , the FC will have a strong support , healing , and defence , and chances of success are greatly increased . An ideal O team in my opinion would be : Feral Druid , Mage , Priest ( and extras for DPS and assorted skills ) . The druid grabs the flag and shifts into Bear form , and goes out the ramp way . Mage frost novas , and priest heals . If the defence persists after the druid , the priest can psychic scream and the mage can nova again . This should buy enough time for the FC to run to the outside area , pop a Rejuvenation , shift into Travel form , and run off . The priest provides adequate healing and shielding , and the mage can use frost attacks to slow enemies . Of course , any other classes are greatly welcome too ; shamans can drop earthbind after a frost nova , rogues can stunlock and give good damage , paladins can stun , heal , and give blessing of freedom . However , this may also fail without good midfield support , for 3 or 5 against the whole Ally team spells doom should they manage to concentrate on the FC . Getting the flag : Six to eight With 6 - 8 all going into the Ally base together and going out together , the FC is pretty safe . This bunch can probably DPS the D away in a matter of seconds , then grab the flag and go . However , this leaves nearly only 2 - 4 on D , and these can easily be overcome of the Allies decide to employ the same 6 - 8 tactic . If both sides grab the flags and run , it turns into a massive melee in the midfield . Then if both FCs survive , it turns into a turtle . Defending the flag : Horde flag in spawn spot 2 - 5 should always be on D , to prevent stealthers coming in and sneaking the flag away . My idea form of D would be : Shaman , Rogue / Druid , Hunter . The shaman must plant his four totems ( less if in lower level BGs ) right in front of the flag spot , and replenish them when they disappear . Water and air can be anything the shaman likes , but the earth totem MUST be Earthbind , and the fire totem can either be Fire Nova , Magma , or Searing ( totems can detect stealthers ) . Rogues and druids should always be in stealth , to dish out a stun move ( Pounce / Cheap Shot ) , then try to stunlock the FC instead of dealing super - damage moves ( Kidney Shot / Blind / Gouge / Maim as opposed to Eviscerate / Expose Armor ) . The hunter should lay down either Frost Trap or Freezing Trap , and spam Concussive Shot . His pet should use any stunning moves ( Intimidation ) or just harry the FC . The shaman should spam Frost Shock , and drop an Earthbind everytime the FC moves out of range . Everyone should also be doing damage . Warriors and paladins should also use their stunning and slowing moves ( Intercept / Hammer of Justice / Hamstring ) . A warlock is also handy , because his curses and DoTs can kill the opponent even if he manages to evade the slowing moves . Defending the flag : Someone carrying the Alliance flag The FC usually camps in one of three places ; the balcony , the little room on the ground floor , or the roof . He will put his back facing the wall to avoid nasty rogue / druid Ambush / Ravage damage . This also makes the flag less visible . A hunter or druid should have track humanoids on ( and sometimes switch to track beasts to make sure shamans and druids are also accounted for ) and warn the D of incoming O . The only difference between defending a FC and defending the base is that a healer is usually needed . Paladins , shamans , and druids can all provide healing , but I think the best is a priest , who has a powerful stamina buff , shields , a healing over time , and powerful heals . Turtling Turtles are situations when ALL or nearly all ( 8 - 10 ) of the team cram into their own flag room and go on D . This is a very , very safe way of assuring that the flag isn ' t taken , but it drags the game into one of attrition , and usually only ends when one team quits . 8 - 10 players can easily repel any strike force , except if all 10 of their team come , leaving the base with no D at all , which is a suicidal win - or - die maneuver . There ' s no real strategy to breaking a turtle , at least not when the FC has a good healer supporting him .