A Beginner's Guide to 39 Premade WSG

Jadyn

39 Evangelist
A Beginner's Guide to Premade WSG

This is just a draft for now. Looking for some feedback, though I'm not looking for theorycrafting feedback as much as practical experiential feedback. This guide aims to cover some of the stuff that you can't easily find out through theorycrafting. I'd also like comments on the length. Should I shorten things, or is this fine?



A lot of this may seem like common sense, but for someone new to things, or to leading, or even to a twink guild, it may not be as simple as it would seem. This guide is based primarily on my personal experiences leading my guild through many 10v10s, against several different guilds, both stronger and weaker than us. Running a 10v10 match for the first time can be one of the most disruptive things you can do to a guild if you didn't originally plan for it. It's incredibly fun to get a good close 10v10 going, but it takes a bit of work, and guildies willing to take harsh losses and keep going.



For Leaders:



First, you need the "ingredients".



Make sure you can reliably get 10 people on at will. This may seem obvious, but it is something that is important to be sure of, since when you arrange a match with another guild, you are putting your reputation on the line by saying that you will be there with 10 people. Forget winning or even playing well, if you can't field a full team, that has the potential to harm your guild's reputation more than anything else, making it harder to organize games because people will trust you less to show up.



Most twink guilds are pretty casual. What's more, the average twink mindset isn't always compatible with team games. When you're a twink in a pug, you're special, you have an above average effect on the outcome of the game. When you're a member of a twink team, you're one of many again, and don't have any greater of an effect than anyone else; you're no longer special. This can discourage some people from really wanting to play in a match, especially if they're not very competitive, and/or have never been in a 10v10 before.



A good way to prepare for this is to get your guildies used to scheduling a premade. Decide on a time for running a 10-man to just roll pugs, then schedule it and announce it as many ways as possible: in the message of the day, on the calendar, and perhaps even on forums (definitely on forums if your guild has private forums). Once you can get 10 people showing up for pug rolling, you're probably ready to schedule against another team.



The other part is finding another team that's able and willing to do 10v10s. In some battlegroups this is hard or even impossible to get. For this guide we'll assume there are teams available. So what's left to do is to arrange the game with them. The most important thing is to make sure you have a way of communicating outside the game, preferably so that you both queue for the battleground at the same time. Ventrilo is generally the most popular way, but IM is another way too.



Next, "rules".



I put rules in quotes, because the term "rules" is sometimes a bit too strong. "Guidelines" is a better term. If you want to stay on good enough terms with the other team to be able to 10v10 them again, it's a good idea to be up front and open about what consumables your guild plans on using. Misunderstandings can cause drama, which can be entertaining, but can also get in the way of additional games the next time around.



Most people assume you'll be using minor consumables, healing/mana potions, bandages, maybe a few grenades. It's the extremes that tend to cause issues if one team is surprised. Swiftness potions, Arcane bombs, and most of all, Free Action Potions since they're not that hard to get, are the more contraversial consumables. The point here isn't to define what's "right", the point is to come to an agreement with the other team. Just remember that the priority here is to play, not to play only by a certain set of rules.



Now, for actually playing your first game.



First off, don't go in expecting to win. Not to say that you should tell your team you're going to lose. But personally, as a leader, do not set your private expectations high. If this is the first time you and your guild have ever done a 10v10 against another team, and the other team has done 10v10s before, you are at an automatic disadvantage that nothing short of a massive class balance advantage can overcome. What's important is to treat your first few games as a learning experience. Ideally, you want to play a team that is either playing for the first time as well, or has only been playing for a short time. This isn't arenas, just because you do well in 5v5s against said guild doesn't mean you will do well against them in 10v10s.



Most teams go into their first 10v10 playing it like they would against a pug. This rarely works, and leads to a lack of cohesion in teamwork. But imho, it's important to play one game like this before you can start focusing on playing as a team to win. What you need to concern yourself with is making sure your team doesn't get too demoralized by the loss (we'll get into that in the next section).



If your guild doesn't do this, and/or you win, congrats! You're doing better than many guilds did when they first started out. I suggest playing a harder team, or seeing if you can help the other team improve or something. Be good sports about winning, and give them time (if it was their first game too) to recover and be ready to play again.



After the game.



We'll assume you lost the match, since if you won, most of this section won't be important until your first loss. The important thing is to concentrate on learning from the loss. Do your best to direct people's focus towards productive questions: what can we improve, what do we need, what should we do in battle.

(unfinished)



Some basics of strategy.



Not hardcore strategy, just basics on how to direct your team, and some simple plans to have that can substantially help your team in winning games. I suggest only worrying about this after you play a game or two, since experience is a huge help in implementing strategies.



There are three things that generally distinguish a real team from just a group of twinks rolling around in WSG: Coordination, roles, and strategies. These are just cool words for working as a team, having some people specialized for specific jobs (such as a dedicated flag carrier), and having an overall plan. We'll go through them in reverse order.



A plan

Having a plan seems very simple, but can make all the difference. It doesn't need to be elaborate, it simply needs to be generally sensible and flexible, and everyone on your team needs to follow it. It gives purpose to everyone's movements, and unifies their purpose. If everyone knows what the team is trying to do, then they will be better at knowing how to support it. Your plan should include people's roles and should lead to better coordination amongst them.



It doesn't need to be complicated, for example here is the general plan my guild has when going into premades:

"The premade splits into two 4-5 man groups. Group One is dedicated to running the flag, and rides straight to the enemy ramp for that purpose. Group Two is support/defense; if fighting a team that seems stronger, Two will follow and support One until we have the enemy flag in our base. If both teams crossed midfield with the flag, Group One will stay with the flag and wait to cap, while Group Two will attempt to return the flag. If convienent, a few players from Group One will join and help Two for returns."



This basic strategy then can be modified on the fly by the premade leaders. For instance, if on the way back across midfield with the flag we aren't pressured by the other team, we sometimes send Group Two after the enemy FC to attempt to return in midfield. More details come with time and experience, but are generally more about tricks and smart moves than about overall strategy and plans.



Roles

A lot of this is just about defining how you want to group your team, since it is rarely effective to spend the entire game in one solid mass. But it is also about the flag carrier.



I have yet to see a team without a dedicated FC reliably and repeatably win against an equal team with a dedicated FC. It can be done, but if the opposing force has a dedicated FC with a character built for the task, you may want to get started building one for your team. We'll keep it simple, since this is a guide about WSG in general, not about FCing specifically. While every class can function as a FC, the classes that are best suited for specializing for it are Druids, Warriors, Mages, and Paladins. Druids are generally considered the best class to use since they offer a good balance of mitigation and mobility, but other classes have been very successful in the past as well.



Aside from the FC, you obviously want a balance of classes, a balance of dps and healing, and a balance of melee and ranged dps. Generally you want at least one, but often two healers dedicated to supporting the FC, and at least one dps, preferably one with good CC and snare options in order to discourage pursuit. Aside from that, it depends on a team's style. The two major issues for dps in WSG matches are midfield control and burst. Some teams prefer to control midfield in order to win the game, and should balance their dps class choices accordingly (or decide whether to worry about midfield based on what classes they have available). Either way, an FC with healing support needs to be bursted down. Some classes need to focus on their burst as their main role to kill the enemy FC. Others should recognize this and focus more on CC in order to give their teammates the opportunity to deply that burst. A simple example would be the rogue that stunlocks the EFC so that he can't LoS while the rogue's teammate mage casts a fireball from range. Or a rogue using expose armor on the EFC instead of evis so that his hunter teammates can do much greater dps for the duration.



Coordination

Teamwork is really all about practice, and learning to work together. If you have a good basic overall plan that everyone understands and follows, where everyone knows their role, coordination should be much easier. Another big thing is communication. Yes, it's obvious, but it's something that some players simply aren't used to. If you can, get at least one player with each group to call out what's going on at their end. If your FC is nearing death, you should all know that (I'm assuming you have Vent), and be ready to grab the flag again when he drops.



For more detailed coordination, I recommend practicing in arena, where CC is very important to pull off perfectly.



(unfinished)
 
For Players

A (hopefully) short primer on the basics of playing in a 10v10 match as opposed to pugging or pug rolling.



First off, your damage, healing, kbs, hks, etc, all mean nothing, unless your team can cap the flag. In a premade match, the goal is to capture the enemy flag 3 times, not to kill them, not to do more damage. You don't need to do more damage or kill more players in order to win the game. What matters is doing enough damage at the right moments. And the better you are, the lower the amount of damage you need.



Also, this is often considered Serious Business(tm). Don't get turned off, don't get sidetracked by questions of hardcore vs casual, this is simply another way to play the game. Just as it is fun to some people to run around dealing huge amounts of damage to lower level players, or to beat someone else in a really tough duel, it is incredibly fun to work together and focus with 9 other people to defeat another team in a very tough and intense match. Not everyone enjoys it, but I strongly suggest you at least give it a try or two before deciding one way or the other.



So, back to the task at hand, here are some tips:

- CC

- Support your teammates, wait for your teammates. In a team game, a single person will make a larger difference when he is surrounded and supported by the rest of his team.

- CC

- Don't get sidetracked just because you saw red text. Keep in mind what your overall goal is right now. Is it to get the flag across the field? Is it to return the flag? Is it to slow down or disrupt the other team?

- CC

- Crowd control first, ask questions later. Just as you are stronger with your teammates around you, the enemy is weaker if their teammates are not in the fight.

- Be sneaky

- Disruption and distraction is a legitimate strategy to use at times. Just remember that if the enemy is smart, they'll focus on what their overall goal is as well.

- If you're dueling someone you're probably doing something wrong.

- As dps, your job is not to dps, it is to protect your FC, then your healers, then dps. If you have CC, use it to take pressure off your healers and FC.

- Focus fire. Just remember to do something about their healers so said focus fire is not in vain.

- Communicate what you are doing and what is going on. That said, be aware of the potential to talk too much, creating noise and making it difficult for real communication to happen smoothly.



(unfinished)
 
You could expand the guide from just 39 to all brackets, telling of the basic/advanced techniques used in keeping a healthy active guild/premade rules/mindsets.



you could also expand it to be for warsong, as well as arathi basin.



So far looking pretty good ;)



ps - remember to use big letters, bold text, italics, etc ;) it helps direct people
 
on the part about informing guildies about premades, i would also always send each player potentially involved, a letter ingame, stating times and importance and asking them to add it onto their calender aswell. sh!t like that. so u could add that up there.



im excited for the strategies, as some big stuff is going down in my neighborhood as of late. please dont let me down! =P
 
i find that separating a couple of your best players in the group to distract is a really good strategy. when two well played mages are CCing six people at mid, or when a warlock-healer duo is taking on multiple challengers, or when a paladin is training lots of players while making use of bubble and LoH, it really helps your 'worse' players have less pressure on them and allows their roles to become more defined.
 
my favorite strat in WSG is pretty easy.



step 1) have a dedicated FC team, 2-3.



step 2) have your main group 7-8 stop the enemeys rush mid field.



step 3) if they have a dedicated flag carrier, the mid field group is specficly suppose to target them from even getting across mid field



step 4) support the FC team.



This plan works well for multiable reasons.



1) most of the time your oppenents won't leave alot of D, 2 twinks working togather can get it 95% of the time, sometimes a 3rd is needed.

2) it doesn't require you to be better, more skilled, or being able to kill the enemey, all your simply doing is lasting as long as you can while stopping your oppenents from crossing the field of play.
 
Quoting Sockdolager's critique here for potential discussion:

good guide Jadyn



I was wondering if you could add some specifics when you mention only using general strategies or roles when starting out. Does this mean tell person X,Y,Z - you guys are the flag runners P,D,Q,M you guys try to control midfield, A,B you guys cover our flag spawn?



Is that enough direction? I know for people used to running with team members and in groups it is but what about a twink guild just learning to play together? The difference in a pug situation is that everyone kind of knows what is expected of them to win, but in a group or premade they might not - it's that same psychological phenomenom where the more people around a job to be done then the less chance each individual will act). Playing in a group is very different than going Han Solo all the time I think as you've pointed out it takes some practice to trust your teammates to support you and vice versa.



What role should the GM or raid leader be playing during a game? the flag running? group support? (with an emphasis on improving group play and getting people to be motivated and have fun). How does the premade leader lead without micro managing, or give constructive criticism without seeming a jerk? The best way is probably to lead by example.. Ideally you would have each of your three best players in different roles - i.e. one leading the FCing, one controlling midfield and another calling out the EFC direction



also I was wondering if you could talk about any vent stuff you can - how to direct, coach and strategize over vent quickly and efficiently etc



thanks for the guide - can't wait til I have enough to do premades



XOXOX

Sock
 
I once heard someone liken leading a guild or raid to herding cats. I agree with that assessment.



I can't pretend to know the specifics of how to manage your own guild or raid. I only know my own guild. If you have an exceptionally disciplined guild that was formed only for the purpose of beating other guilds, leading it may in fact not be like herding cats. On the other hand, if your guild was formed only to have a group of people to chat with while pvping (pretty much how my guild started), it may actually be very difficult to even get any sort of organization going.



Ultimately, you need your guildies to buy in to some degree. If they don't want to compete, you're dead in the water, and if you still want to compete, you either have to get new guildies, or wait for your current guildies to get bored enough to try competition again. =/



~*~



At the beginning of the game, I group people up based on the two 5-man groups that raids are divided into, or I simply name names. e.g.: "A, B, C, D, you stick together and run the flag. E, F, G, H, I, J, you go midfield and try to pick off a few of the other team." It's not practical to try to micromanage both groups. You can run with one group, and designate a reliable officer or veteran to "lead" the other group, that way each of you can call out slightly more specific instructions. But you still can't micro everything, at that level you just have to practice, and your teammates have to improve their skill at coordinating CC and such.



In an even matchup, you want vent for coordination. Part of the reason for having a general plan, though, is so that everyone knows generally what to do before the game even starts. I agree that having 2-3, doing most of the talking is a a good idea. Our FC lets us know who's coming after him, how much pressure he's under, whether he's about to die, and where he's going. Our offense leader lets us know how many people they have on defense, and gives basic instructions on who to CC or dps first (sometimes healers or dps have to die before the FC can go down). Ideally, everyone should be ready to call out where the FC is if we're looking for him, and should also let everyone know if they see where the rest of the other team seems to be going.



The actual leader doesn't have to be any specific role, though you should be one of the leaders on vent, since you have the greatest relative authority. If you're pissed or out of control in any way, it has the potential to reflect negatively on your team, so calmness and focus are good things to have imho.



When it comes to improving, experience is the best teacher, even if it is painful to get rolled by a more experienced premade. =/ Actively trying to teach and improve my guildies is something that I've only just started really trying to do (our "A-team" was originally formed by recruiting and practicing with a bunch of pro players). So far, what I do after a loss is get my teammates to say what they think we as a team needed to do better, or what we should've done differently to win. I make sure we don't point fingers at specific people, keeping it to generalized criticism. Things like "Our offense needed to stick together more and not get distracted by midfield fights", or "we simply couldn't keep the FC alive any longer, either we need more on D, or our O needs to step it up or stand by to regrab the flag". This gets feedback, and helps people think about the game and improving, without starting fights.



For individual improvement, I've found that duels and 2v2s can be a big help. For really newb players, I'll duel them, and point out some things they could improve on. This can be anything from "put kick on your cast bar, it's more effective to interrupt than just gouge", to "lets practice vanishing blinds". =) I do believe that you want to give criticism in small doses. And have to consider the person's personality. Some people won't take criticism, either because they're too arrogant (bad), or because they simply are fine with how they play, and prefer to be casual about things (not bad, but obviously doesn't work for a premade).



Another nice thing about this idea (in theory) is that it gives you an excuse to get your more experienced players to invest in improving the guild by helping to teach your newer players.



If you're interested in more details about ways to lead, I'd actually suggest checking out the guild relations forum in the official wow forums. It's quite informative and has a lot of useful threads and helpful people in it. Otherwise, if you're bored or just really serious about it, I suggest looking up some books on leadership irl. >.<
 
Jadyn said:
Coordination

Teamwork is really all about practice, and learning to work together. If you have a good basic overall plan that everyone understands and follows, where everyone knows their role, coordination should be much easier. Another big thing is communication. Yes, it's obvious, but it's something that some players simply aren't used to. If you can, get at least one player with each group to call out what's going on at their end. If your FC is nearing death, you should all know that (I'm assuming you have Vent), and be ready to grab the flag again when he drops.



everybody in your premade should be calling out everything they see. if two people are going up your ramp, it's important to know in case a group of 3 is about to jump off the gy, etc. no 1 person is going to be able to tell from their screen where everything is on the map, so you need to let them all know. 10 heads are better than 1
 

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