AD Comments on Rath Strat

This strategy was created by Rathamus - Nathrezim.

First and foremost, this strategy, and all of the strategies posted here, is not exclusive to our battlegroup, nor did it originate on our battlegroup and transfer to others, but in this battlegroup it was started by the man above - Our Beloved Trucker.

The Main Objective: To satisfy your thirsty lust for blood. To quench your insatiable desire to completely DOMINATE the Alliance. To end the game with 630+ honor, and leave the Alliance with 0.

The raid splits 50/50, everyone except people with the ability to stealth. Part goes to offense to take SH bunker, IW Bunker, and SH gy. It is extremely beneficial if Hunters are the first to volunteer for this group, and a few mages (but not all of them - you'll see why). Hunter traps are extremely useful for slowing down the Alliance forces, and flares are essential to holding a solid choke against stealthers. The other part goes to Captain Galvander and prepares to wipe the Alliance assault. The stealthers will make their way straight to Dun Baldar and prepare to cap bunkers.

The Macros:

For leading a premade with some puggers:
/bg Welcome to Nath premade -- we love our Puggers. Puggers please push to SHGY but leave BALinda alone until we get them wiped at GALV.
/bg We will take care of GALV.

For leading a Rath strat of all puggers. (You can also use this for your premade, but you will want to be a bit more specific as you explain it on vent.)
Rath Strat
Split the raid 50/50 - Half go behind Galv and prep a massive wipe -- Half go to SHgy and setup a Choke.
Hunters please proceed to Choke.
If you have a stealth button proceed to Dun Baldar and cap towers


There are several primary flare / trap spots. First off, always fight behind the stump located next to IW Bunker. The alliance can ride up to the Lumber Mill, and jump down the mountain and completely pass you if you are too far north. The stump is a good place to keep an eye on everything. Flare/trap on the main road, of course. Flare and trap in the gap between the mountain and IW Bunker - it IS possible to jump through there and totally bypass the choke if your vigilance wanes. Also, Flare in the trees to the east of the road where the Alliance like to jump down from the mountainside.

Mages at the Choke are sheep-machines. Anytime someone tries to ride through a slow trap or an Earth Bind Totem, you will be sheeping them like mad.

The main objective is to let ZERO Alliance escape your choke, hence it's called a CHOKE. This means you have no use for ANY DEFENDERS once the choke is established.

The other portion of the 50/50 split goes and waits behind Captain Galvander. You do not need to guard any towers or any graveyards. These will be recapped in time. Stack behind Galv's room outside, and stack on top of each other so that druids and hunters with track humans only see 1 dot on their map. This is meant to cause alarm and surprise when they mouse over this one dot, or cause them to neglect you altogether and start attacking Galv.

As soon as Galv yells, they have started the attack. There are occaisions where the Alliance send 35 people to Galv. This means that Galv could be dead within seconds, so you must rush in at once. Throw all of your slow effects, healers concentrate ALL HEALS ON GALV until he's back to 90%. Galv is a pretty tough cookie, he can handle himself in a fight. All available mages, warlocks, Shaman Fire totems, etc. need to be spamming their AOEs. Target healers for silences, and cyclone the tank if possible. Cycloning the tank will cause Galv to go to the next highest threat which is usually a healer or their highest dpser - who are normally panzies hiding behind their plate covered tanks. These cowards will run out and reset, but be prepared if they do not. Finish them off, and then start back capping.

MAJOR NOTE: Take all insignias. The point of this strategy is to maintain a lockdown. If the alliance are allowed to corpse walk, then there's no set of traps / flares that will stop them. These games can last anywhere from 20-40+ minutes, so a two minute res timer is inconsequential when it comes to a frustrated Alliance wanting to find solitude in his offensive attacks.

The final part of this raid is the stealth group - anyone with a stealth button (no mages have a stealth button yes, but when it comes to being suck.). Make your way to the area of the map that's near Stormpike graveyard. You must be very careful here. Sometimes the Alliance will setup traps on the bridge to prevent you from coming, avoid them at all costs. DO NOT BE SEEN. You were given stealth for a reason. Your #1 priority is to NOT BE SEEN.

As the Alliance make their attempts to assault, they will die. As they die, they will need a place to res. They will res at SH gy or Aid Station gy. When the 35 of them wipe at Galv, most likely the horde will have assaulted SHgy seeing as this is one of their main objectives for Choking. This means that all of the people wiping at Galv will be ressing at ASgy - the very place you are trying to attack. So, you wait.

Every 30 secs a group will res. It takes about 1-2 mins to wipe the group at Galv. Once you see 2 waves of Alliance rush across the bridge, then it's safe to go, but not beforehand. I say this because there are these little OP Racials called "Perceptoin" that have been given to the Alliance (Never again will I listen to an Alliance QQ about OP Horde racials - you both have powers, learn to use them).

As you enter Dun Baldar, you are not allowed to sap, distract, attack, etc. YOU MUST REMAIN IN NINJAMODE! If you are a resto druid, you must remain outside the bunker and away from the archers because they can see you. If you assault the bunker without aggroing ANY ARCHERS, they will simply despawn. Sap the archers that can see you when you assault the Bunker, and then cap it. This is pretty straight forward.

Send 1 rogue to South Bunker while you maintain your main force at North Bunker. South Bunker is simply a distraction. That 1 rogue is meant to stay and keep recapping that Bunker every time the alliance walk in and out of it while the main force defends North. The strategy in this is that the South Bunker is the first one the Alliance come to as they res at AS gy (no you are not assaulting AS GY). They will go for it first, and keep becoming frustrated with this one annoying rogue, and in no time they will lose North Bunker. Also, this despawns the archers from South Bunker making the switch from North to South that much easier.

Once these 2 bunkers are down the game is over (for the most part).

#1 - Setup Choke
#2 - Wipe at Galv
#3 - Stealth group assault
#4 - Secure Choke with 99-100% effectiveness
#5 - After 100% effective choke, give Balinda a dirtnap
#6 - Secure both mines and watch for any needed back capping.
#7 - After all the bunkers are down - the DEATH MARCH.

This is probably everyone's FAVORITE part. This is where the money is made in this strategy. Every AV gets the same honor for Bunkers, etc. But this strategy is a 20-40+ minute gorefest of brutality. You must leave 5 people to keep your choke secure. 1 Mage, 2 hunters, 1 healer, and anyone else who volunteers. THIS IS NECESSARY.

You will slowly march as a single unit straight to SP gy. YOU DO NOT CAP SP gy.

I think you get the point.

You will kill the alliance, and force them to res at the graveyard. Paladins be ready to cast BLESSING OF PROTECTION on anyone who is retarded enough to try and cap the SP gy...this will effectively stop them from capping it. Force the alliance to res at SP gy, and setup AOE, slow, etc. Everytime a wave of them res, kill them. Fight them in the actual res spot. Let no one free.

They will either run away from the spirit resser in order to not be slaughtered embarassingly like pigs, or they will res to try and die faster to end their shame. To make their shame complete, you must also kill ALL ALLIANCE WING COMMANDERS as they are loosed, and free your own WING COMMANDERS.

This strategy is fun. It is NOT meant to be a fast honor grind. It is NOT meant to be a fast MARKS grind. This strategy is designed for 1 purpose and 1 purpose only.


You are telling the Alliance that you own them. You are showing them what the map looks like when you win with 600 reinforcements. You are showing them what it feels like to enter a BG and get 0 bonus honor. I repeat 0 bonus honor. This is a strategy for fun, for victory, but not for the feignt of heart.

However, there is a downside to this strategy. This strategy focuses on one thing and one thing only. CHOKING. Choking is basically hk farming. The majority of the raid will be doing this the entire time. The OVEREMPHASIS on hk farming in this strategy causes poeple to lose their minds when it comes to regular AV runs, as well as other BG's.

In my professional opinion, this strategy is great, but it plays to the weakness inherent in all of us - The LUST FOR BLOOD. It can be a nasty wakeup call when you run this strategy, and then switch to a quick AD Rush, or YK Rush, etc. People's minds are geared for hk farming, and sometimes it's hard to make that switch.

Also, this strategy attracts a lot of undergeared players, and a lot of people who are new to BG's, or simply new to the game itself. It's a relatively straightforward and easy strategy...the difficulty is in getting the people to move in 1 mass to accomplish the goals. However, being that it attracts this type of player, that also means that they are not learning what I call "proper" BG strategy.

YOU MUST REMEMBER: BG's are NOT played this way. This is a specially designed strategy for the sole purpose of TOTAL DOMINATION. AB, WSG, EOTS are NOT PLAYED BY HK Farming. And regular AVs are NOT played by hk farming. If you are in a regular AV, do not stop to kill an alliance that has NOTHING to do with your objective...STICK TO YOUR OBJECTIVES.

That's my soap box, and now I'm stepping off.

AD Rush for EOTS

This strategy relies on players who know how to pvp. This means that they have a mind to know when to fight in the road, and when to cram into the towers. They know when to chase down people and grab hk's, and when to stay put and fight to control the towers. HK farmers have no place in this strategy.

The Main Objective: 5 min game with 4cap + flags.

Here is the macro that I use to set everyone up and explain:

G1 = MT
G2 + G3 = DR
G4 = FR, BE + Flag cap

Groups 1-3 are pretty straight forward. There is a little difference here with this strategy than with normal BGs. Everyone tells you, "Don't fight in the road!" I say, "FIGHT IN THE ROAD!" But only at the beginning.
THIS IS CRUCIAL. The groups go to their respective objectives, and as they cross the bridges they must stop and kill the alliance quickly. This is the most epic moment of the attempt. What this accomplishes is that it forces the alliance to res at the spawn point instead of a tower. This slows down their offense. You must do this quickly, because if they manage to obtain a tower, it will force your progress to slow tremendously. I sometimes stop to kill them, and then get them to follow us to their own towers where we finish them off, and stop their progress / take control.

Normally, DR is the least defended by the alliance (and also combined with it being the one that we send the most to), and this being the case normally most of the people headed to DR can stay mounted until we gain control, then push on to MT to assist with control of that tower.

Another important thing to remember is that if you see 2-3 horde killing one person, you don't need to stop and assist them. Keep pressing on to your objective.

Group 4: The infamous group four. Comprised of only 2 people, this group is either best if it's rogue, hunter, paladin, druid. All of these classes have speed increasing abilities. Your mission is to divide your efforts up between FR and BT, and control them quickly. As soon as they are under your control, start running the flag. Setup a snatch and switch combo where one of the members grabs the flag, then passes it to the person running it (preferably a druid - feral is really nice here). This makes it move so much smoother.
This group is also responsible for calling out the incs to FR and BT. You must call them out early. Any delay can slow the game duration. As you run the flags switch of which towers you run it to so that you can keep an eye on both.

Everyone must be willing to respond in massive and immediate action to any incoming calls that are made.

**Once you gain control of 3 towers and the fourth tower is either in contest or controlled by you as well, then you push to the spawn point and you start camping them.

This strategy is intended to intimidate the alliance into giving up early. If you manage to gain control of the 4 towers and setup a spawn-point choke, then they will give up, and comes down to a matter of how quickly you can cap those flags.


Each group must have at least 1 healer, and it's nice if DR has 2 healers headed to it.
Make sure that your G1 (your MT group) has the best geared players going there. They are required to put up an intense fight often against outnumbered odds.
Also, I tend to try and setup a Windfury group whenever possible. I always put all of the warriors with a shaman, and then ask the shaman to drop WF totem. I normally send that group to DR so that they clean it up even faster, then they can help secure MT even faster.

I tend to compose Group 4 of my least geared players, because they are primarily used to run the flag and call for incs. However, their objectives are no less important, but it is a nice way to work in someone whose gear is not "ideal".

Again, people love it when I lead this strategy, but it's not my leadership that makes it work. It's everyone working together as a unit and communicating. The best games are always the ones when I am required to say very little.

AD Rush for AB

This strategy relies on players who know how to pvp. This means that they have a mind to know when to fight, and when to run away and kite. They know when to burst in and grab hk's and when to run in and out of the fight just to stall people on a flag. HK farmers have no place in this strategy.

The MAIN OBJECTIVE is a 5-8 min game that ends in a 5 cap.

Here is the macro I use for the groups. Again, always use PRE-BG group assignments.

G1 = LM, G2 = BS, G3 = Mine, G4 = stables
Clear your out incs...push to stables once your area is secure
Leave 1 to guard each node.

The most important part of this strategy is communication. Each person must communicate about the alliance movements, and whether or not they are volunteering to help wipe it up. This way you know exactly how many, and who is going to address what threats. That alone will win an AB.

The thing that makes this strategy different, is the rush group.

Group 4: No one will assault the farm off the start except 1 of the 2 people in Group 4. Then the person who stopped will catch up with the other member of Group 4 and they will assault the Stables together. This will give horde control of Stables at the very beginning, and it will force the alliance to res at the spawn causing delay in their attacks.

The objective for this group is NOT HK FARMING. This group must be built around survival. If you are no good at surviving against ALL CLASSES, then you should not be in this group. This group is responsible for the speed of this 5 cap. If you can manage to keep 5-8 alliance busy without dying, then that's 5-8 alliance that ARE NOT reinforcing the other nodes. This will end quickly if you do this well.

Groups 1-3: Each group (with the exception of group 4) is to press to their respective assignments, and report immediately on the alliance threat that's visible. If one of the groups makes it with little or no resistance, then they must press on and assist the places that are being hit hard.

Once you have 4 bases assaulted, and one person guarding each node. Then you are called upon to kill all alliance on sight. They must be forced to res at stables/spawn. You then force them to turtle into the stables / spawn.

If they turtle at stables, then you should fight them on the graveyard side and out a little into the road. Have a rogue or someone come through the water to snipe the stables flag, and end it quickly.

You MUST CALL OUT INCS early. If you call out that a warrior is at LM and he has already charged you and gotten in combat, then you are 45 secs too late on calling out that incoming. When you see an alliance going to an area, you call it out immediately. Rogues can stealth, they are the only exception to this rule.

VERY IMPORTANT -- NEVER leave a healer behind to guard a node. They are worth more when they are supporting the majority of the group on an assault.

Setup each group with a healer, and find a good balance between burst dps, and tanking dpsers (SLSL warlocks, etc).

Everyone in this premade should be 250+ resilience. This is easy enough to obtain. I prefer to run with 300+, but occaisionally exceptions can be made to fill spots that are necessary (i.e. healers with lower resilience).

Be sure that you put classes together that complement each other. Always put warriors with paladins and Shamans for WF totems and support mechanics.

Druids work best with warlocks, rogues, hunters.

I tend to make Windfury groups whenver possible.

The key to this is the Group 4 composition. I find that rogue/frost mage is the best composition for this. You can also throw in rogue/rogue, rogue/spriest or mage/spriest. These people must have good solid skills and can hold off 5-8 alliance for a long time.

I've said it before. People love it when I lead this strategy, but it's not my leadership that makes it work. It's everyone working together as a unit and communicating. The best games are always the ones when I am required to say very little.

AD Rush for AV

The key element of this premade's success with or without a good leader, is people who have a mind to pvp. This is critical. You must all be able to look at the map and decide where you need to be. You must be able to communicate that you are going somewhere for assistance, so that everyone knows how things are unfolding.

People have complimented me on my leading of this strategy, but in all honesty, the best games are the ones where I say very little, and the other 39 people have a mind to pvp and know what they're doing. Because it's those games where we end with 10 mins and 630 honor. I will say something, and the response I get is, "I'm already on it." There is nothing sweeter to my ears than hearing that, and watching this well-oiled machine rip through the Alliance.

When I run the premades, I use this macro to setup the groups:

/ra G1-2 = BAL and BACK CAP IBtower+TP
/ra G3 = SHbunker + then Van
/ra G4-5 = SHgy + IWbunker and then Van
/ra G6-8 = AS + bunkers
/ra any questions?

I will explain the strategy first, and then I will give details about running the premades and group compositions.

The second macro I use is one for all of the puggers who make it into our premade:

/bg This is AD Rush strat...we'd appreciate your help cleaning up Balinda and then securing IW and SH bunker before rushing AS.
/bg We've got back capping covered.
/bg thank you for your help. If you wish to assist with back cap or AS assault please do.


Overall Objective: Control everything between FWgy and SF gy. Completely destroy all alliance bunkers. Kill Balinda. Set Wing Commanders free early. End the game in 10 mins with 630 honor.

Groups 1-2 will assault Balinda. Balinda must be taking a dirtnap when the timer for AV reaches 3mins. There's roughly 2 mins of time spent buffing and setting up. This means that you have 1-1.5 mins to get to Balinda and drop her like it's hot. YOU MUST KILL THE ELEMENTAL QUICKLY. Otherwise, this could stall your backcap group from mounting up for another good 30+ seconds.
Once you're finished with Balinda, proceed to IB Tower, TP, and IB GY. IBgy is central to the back capping group, and must be controlled, but obviously the towers are the key to thwarting the Alliance Offense.
Once a graveyard is assaulted below IBgy, you can take Snowfall Gy.
The point of this backcap session is to hold everything between FWgy and SF gy, including the mine. Backcappers you have your work cut out for you. You must be on your toes (if they haven't been chopped off yet).

Group 3: Do not underestimate your objective. You must assault this bunker before Balinda is dead. You also must stay and defend it until it caps. The only exceptions are if the backcap group needs assistance, and you have absolutely NO alliance trying to recap your bunker. Once you're finished here, proceed to Dun Baldar to assist with shortening the lifespan of the already short and dwarfy Van.

Groups 4-5: Your mission is to take Shgy + Icewing Bunker. Some good advice here is to take the Gy first, then proceed to the bunker. This will cause the alliance to NOT be able to resurrect here - slowing their offense. Also, it's best if you camp the Icewing bunker, and watch Shgy from the bunker. You can do this with 1 person on the GY and everyone else in the bunker. You may get resistance from the people ressing at Stormpike GY trying to press their way back to offense. It is imperative that this bunker (and all bunkers) remain under horde control until capped.

Groups 6-8: You are fast. You are fast. You are fast. You are so fast, you are what fast wants to be when it grows up. Rush to the Dun Baldar area without stopping. Do not pass GO and do not collect $200. Skip Stormpike GY. You want the alliance to res here in order to slow them down.
You must assault First Aid Station Gy by the time Balinda goes facedown in the dirt.
Again, good advice is to grab the GY. AVOID THE NPC's BY GOING LEFT OF THE BROKEN DOWN TANK. And then cram into the bunkers and set 3 people to watch AS GY. If assistance is needed to maintain control of the GY a few people can leave the bunkers, but if the alliance recap a bunker, then your game just got extended by 3 mins.
The other crucial part of this group is that when the last bunker hits 30 seconds on its timer. You start killing Van. Take the dps slowly, and steady. There's no need to pull aggro. Once the last bunker caps, you finish Van with a spike so hard that you hear a voice in your head saying, "TOASTY!"


As you setup the premade. You will want everyone on vent. This can be frustrating, so you must possess load of patience. You will probably have to walk people through the strategy several times due to poeple leaving because of their impatience, or life calling, etc. And sometimes you have invited people who come for one game and leave, forcing you to have to go over the strategy again with all of the newcomers. This will dwindle as more and more people learn the strategy.

G1-2: These people must have 300+ resilience. No exceptions. They must play like a 5's team. Good AOE and spike is your ideal group comp. These groups each need 1 healer. Preferably a druid/priest and a paladin/shaman. I do not allow hunters into this group because they are subject to line of sight issues. This does not bode well for recapping. I generally use mages, enhance shaman (fire ele totems and spike dmg). If the warlocks refuse to SoC, move them to another group. It's best to NOT FEAR immediately. Nova them down into place and start killing. Fear to interup heals, etc. ALWAYS TARGET HEALERS FIRST.
If your G1-2 poeple are failing to listen when you give commands, then you will have a very difficult time maintaining a hold.
***These players must also have a mind about them for pvp. Someone who likes to sit and hold a defense is better defending a bunker. These players must always maintain the ultimate objective, and know when to attack and when to retreat.

G3-5. When you're setting up these groups. You can allow players who are green machines that want experience to join these. They can help keep people off the flags and they can help kill npcs. This is where they will shine, and they can prove that they are not holding anyone back. Greenmachines can play their part too (but again, they will need to NOT GO AFK / regardless of whether they say "I'm here").

G6-8. I generally use 3-4 healers, several tanking classes (just in case someone dies and cannot make it back). This is where your hunters, warlocks, and others will shine. The ranged is great for the bunkers. The endless dot dmg, and the tanking classes can easily handle npc's when someone goes off the path. Put strong healers here, and strong dps. But reserve your strongest for the Backcap group.

You must assign 1 person to be in charge of returning the Wing Commanders, and capping the north mine. This person is best if it's a rogue/mage who is also a part of either IWbunker or AS group.