(EU) Aygat (H) vs JOCAINE (A) 10v10 Alliance and Horde POV

Awesome game and interesting watching from both sides POV.

Edit: Writing this edit because some drunk americans ran out of gametime and decided to comment.

These were friendly games with loosely discussed rules:
-No sappers/FAPs and a rough list of other consumables.
-No safespotting (when you cant be attacked by ranged or mele)
-Some other stuff I cant remember, but who really cares at this point.

The point was to have fun and have a challenging game. If, at any time, the other team felt something was unbalanced, we would change it (this was our first game together). We(horde) dont think ally FC jumping trugh a fence is unbalanced so we take it as an extra challenge. They (alliance) didnt think cart was unbalanced so they took it as an extra challenge.

We had fun, we had a challenge and we will keep doing 10v10 togeather, If you prefer to 10v10 (or 15v15) against other guilds: Join us. If your idea of fun is to hoard some toilet paper and do 10v10 against pugs please don't share that stuff, it ruins another thread and we just don't care how you like to play (topic is not "how do u want to play")

Now I just saved you 5 minutes of your life. If you are still sitting on the toilet and want to have a laugh at what some random dude with a broken spacebar thinks while you wipe your ass: Read on.
 
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Wow that was awesome to watch. I've only seen the Ally side video so far but it was very interesting to see how the game played out.

I just want to preface some comments by saying that it saddens me to see the game devolve to Druid on a cart so quickly and continuously. But regardless of overall strategy and tactics, I saw a lot of clutch and pro mechanics from individual players. It was a treat to watch well matched twinks duking it out!

When it comes to overall WSG tactics I was disappointed, just being real. Both teams played extremely predictable and Horde leveraged their Druid cart advantage into a win. Personally, I don't think it's honorable to crutch on terrain like that, but to each their own. If that's the game you're in there are still things that can be done do to nullify that advantage, so here's a few time tested strategies for scrim situations that I didn't see in that game at all.

The most obvious one is to turtle up, disrupt H defense by forcing them to send more offense. Depending on the combination of defenders it can hugely improve your chances of a return if you go from 4d/6o to 6d/4o or even more to force a change. On the other side of that equation is the fact that Ally clearly needed more defense, considering how effective H return squad was (the Warrior helped).

That would be the patient route, Ally can also move as a 10 man towards H base with the flag, providing cover for offensive units to run to, and then rotate a skeleton defense squad back home once you've got offense organized and formed up close to the enemy base. This gives offense the best chance of hitting the enemy in sync but obviously is risky in terms of getting the skeleton squad back to the cap. If they have more people waiting to ambush the flag than expected it can lead to a return, but usually if that's the case your team should also return it. It might take a few tries to get it right.

Those are two extremely effective ways to break gridlock situations, and I would hope to see them employed in future matches! Also to offer an alternative to cart sitting, I would suggest teams build up defense on the roof, rotating to GY when pressured.

Thanks for posting the footage!
 
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I just want to preface some comments by saying that it saddens me to see the game devolve to Druid on a cart so quickly and continuously.

When it comes to overall WSG tactics I was disappointed, just being real. Both teams played extremely predictable and Horde leveraged their Druid cart advantage into a win. Personally, I don't think it's honorable to crutch on terrain like that, but to each their own.

I can't agree more with the quotes above. I guess I did premades in a different era, long ago, when terrain tactics weren't part of the game. It was just about strategy and skill. I didn't watch the whole videos, but I saw the ally flag carrier jumped through the fence and did the GY jump, and horde FC using the cart. Seems to unnecessarily cheapen a game that should be more than seeing who can best use unintended terrain to their advantage.

No offense to either of these guilds intended, but I personally would be ashamed to have been part of a game like this.
 
Time to start G kicking those safespotting baddies. Too scared to lose. Get out of here with that garbage.
Top of cart is not safespotting and was actually a very good counter to our 3x rogue offense. We didn't find an answer in time... our bad.

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Wow that was awesome to watch. I've only seen the Ally side video so far but it was very interesting to see how the game played out.

I just want to preface some comments by saying that it saddens me to see the game devolve to Druid on a cart so quickly and continuously. But regardless of overall strategy and tactics, I saw a lot of clutch and pro mechanics from individual players. It was a treat to watch well matched twinks duking it out!

When it comes to overall WSG tactics I was disappointed, just being real. Both teams played extremely predictable and Horde leveraged their Druid cart advantage into a win. Personally, I don't think it's honorable to crutch on terrain like that, but to each their own. If that's the game you're in there are still things that can be done do to nullify that advantage, so here's a few time tested strategies for scrim situations that I didn't see in that game at all.

The most obvious one is to turtle up, disrupt H defense by forcing them to send more offense. Depending on the combination of defenders it can hugely improve your chances of a return if you go from 4d/6o to 6d/4o or even more to force a change. On the other side of that equation is the fact that Ally clearly needed more defense, considering how effective H return squad was (the Warrior helped).

That would be the patient route, Ally can also move as a 10 man towards H base with the flag, providing cover for offensive units to run to, and then rotate a skeleton defense squad back home once you've got offense organized and formed up close to the enemy base. This gives offense the best chance of hitting the enemy in sync but obviously is risky in terms of getting the skeleton squad back to the cap. If they have more people waiting to ambush the flag than expected it can lead to a return, but usually if that's the case your team should also return it. It might take a few tries to get it right.

Those are two extremely effective ways to break gridlock situations, and I would hope to see them employed in future matches! Also to offer an alternative to cart sitting, I would suggest teams build up defense on the roof, rotating to GY when pressured.

Thanks for posting the footage!
We (A) were getting mauled in teamfights maybe due to the low amount of proper twinks and our rogues getting hardcountered by the warriors. Heavy def or full O didn't seem wise then. We also very much lacked discipline.

The next games we opted for 2 rogues def and were less outgunned so EFC never reached the cart.

Overall an enjoyable start, with more games in the future and a step up in level hopefully. ggs all ;)

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I can't agree more with the quotes above. I guess I did premades in a different era, long ago, when terrain tactics weren't part of the game. It was just about strategy and skill. I didn't watch the whole videos, but I saw the ally flag carrier jumped through the fence and did the GY jump, and horde FC using the cart. Seems to unnecessarily cheapen a game that should be more than seeing who can best use unintended terrain to their advantage.

No offense to either of these guilds intended, but I personally would be ashamed to have been part of a game like this.
Don't worry from your comment I very much doubt you'd be invited to such a game.

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Revel, the best rogue in the world

No reckfull
No akrios
No mercader
No grim
No vespira

Revel is a top!!! True skill.



Hahahaha

NO
 
Top of cart is not safespotting and was actually a very good counter to our 3x rogue offense. We didn't find an answer in time... our bad.

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Top of cart is the most common safe spot for Horde. The only answer is ranged DPS. It's a spot that is safe against melee. Safespotting
 
You're just trying to be nice to your competition. Good on you for that. Poor use of deduction, though.
I guess I just have a stricter definition of it applying for exemple to the logs of H roof. Also I wasn't a melee on O and didn't have to personnaly deal with the frustration [emoji14]

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I guess I just have a stricter definition of it applying for exemple to the logs of H roof.
Can a warrior charge up onto the cart? Safe spot. Can a warrior charge through the fence above Alliance tun? Safespot.
Also I wasn't a melee on O and didn't have to personnaly deal with the frustration
emoji14.png

Hah
 
pretty uninformed comments in this thread i see. i am in neither of these guilds btw but a lot of lost dad gamers in here so i gotta straighten some things out.

cart isn't a "safespot" since you can be hit by any ranged sitting there. You can even be hit by melee sometimes. The fact that some loose-cannon GM used "warrior charge" as the deal breaker whether or not something is a safespot doesn't take away the definition blizzard has been using for 14 years (neither melee or ranged can attack the person). Also rogues can get up on the cart even in stealth so I don't know what the fuss is about (not saying this to sound condescending against any rogues who participated, just pointing out). Sitting on cart vs a 3 rogue team is probably the way to play it so not sure why the dad gamers are whining in here.

@Muffin-Snack-Pack go educate urself idiot

Jesus it's funny to see the dad gamers whine about cart/ally fence when these two teams agreed to not use broken consumes (FAPs/sappers etc). I guess these same dad gamers blow these on CD against pugs but whine every time they see someone press their space bar
 
pretty uninformed comments in this thread i see. i am in neither of these guilds btw but a lot of lost dad gamers in here so i gotta straighten some things out.

cart isn't a "safespot" since you can be hit by any ranged sitting there. You can even be hit by melee sometimes. The fact that some loose-cannon GM used "warrior charge" as the deal breaker whether or not something is a safespot doesn't take away the definition blizzard has been using for 14 years (neither melee or ranged can attack the person). Also rogues can get up on the cart even in stealth so I don't know what the fuss is about (not saying this to sound condescending against any rogues who participated, just pointing out). Sitting on cart vs a 3 rogue team is probably the way to play it so not sure why the dad gamers are whining in here.

@Muffin-Snack-Pack go educate urself idiot

Jesus it's funny to see the dad gamers whine about cart/ally fence when these two teams agreed to not use broken consumes (FAPs/sappers etc). I guess these same dad gamers blow these on CD against pugs but whine every time they see someone press their space bar


A GM actually used the "warrior charge" as his definition of safespotting? Smart GM! I didn't know that. I am now educated on the matter. Thanks!

If they agreed to not use FAPs and Sappers, that's awesome. They should have also banned safespotting. Makes for less cheesy games. You want to cheese your way to victory? Go play retail.
 
A GM actually used the "warrior charge" as his definition of safespotting? Smart GM! I didn't know that. I am now educated on the matter. Thanks!

If they agreed to not use FAPs and Sappers, that's awesome. They should have also banned safespotting. Makes for less cheesy games. You want to cheese your way to victory? Go play retail.

You're NA? Why are you even in here crying? Go try coordinate pops so your shitty region gets a game or two.
 

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