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FMB RBG Plays

Ver: 23 Dec 11

Contents
Teams ..............................................................................................................................1 Gilneas Play......................................................................................................................2 Arathi Basin Play..............................................................................................................2 Twin Peaks and Warsong Gulch Play...............................................................................3 Eye of the Storm Play.......................................................................................................4

Teams
Overall Comp (not the only one that can be used)
Healer 3-4: Disc + Hpally +RDruid/RShaman/HolyPriest Tank 1: ProtWarr/BloodDK; or PPally Caster DPS 2-3: AffLock + FrostMage; and/or Boomkin/SPriest/AMage/FMage ElemSham DPS/Melee 2-3: SubRogue + Feral+ Hunter; FrostDK, Warr/RetPally

Flag Team (2): Tank + Healer (HPally preferred). Middle Team (5): 1-2 healer and 3-4 dps. One dps designated to call targets. Float Team (3): 1 healer and 2 dps: Rogue and Feral/Hunter.

Core Team TP/WSG Comp


Flag Team (4): Tank + Healer (HPally preferred) + Disc + (DPS/healer) Middle Team (6): Disc and 5 dps.

Other:
BG Leader directs team maneuvers. Tank and one dps Middle Team player call targets for defense and offense respectively. With a Float Team, Rogue normally leads. (See RBG Best Practices doc)

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Gilneas Play
First Concept feral is on team: Take home node and WW then defend, with possible ninja at LH 1. Tank defends home node. Rest of raid heads to WW. 2. After cap of WW and home node, main body of raid stays between the two nodes to respond to incs. 3. If we appear dominant, Float Team attempts to ninja LH. This a distraction with upside of a 3-cap. No one accompanies or supports. Main body remains on its mission. Float Team leaders discretion once at LH. Second Concept - no feral is on team: Take home node and WW then defend. 1. Tank defends home node. Rest of raid heads to WW. 2. If we are losing WW, Float Team goes to enemy home base and attempts to ninja LH. Float Team leaders discretion. 3. After cap of WW and home node, main body of raid stays between the two nodes to respond to incs. Third Concept Enemy crashes our home base: 1. Float Team continues to WW, rest of the raid heads back to Mine. 2. After cap of WW and home node, main body of raid stays between the two nodes to respond to incs.

Arathi Basin Play


Main concept: Cap 3 and rove to incs. D three nodes with 5 men/each if dominant. 1. Tank defends home node. 2. Rest of raid attacks BS or LM the one the enemy does not go to initially . 3. After cap, attack LM or home node depending on enemy commit. 4. Depending on circumstances, the rest of the team becomes the roving group responding to incs, or we split into 5-man groups, one for each node, and D. Other: If the enemy defeats the main group, we will likely go to enemy home node, mine and start over. If we hold 3, and the they come to us, attempt to engage enemy to hold him in place. Do not fight on the roads. Fight at nodes. Node anchor players return to their original location upon rez unless otherwise instructed.

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Twin Peaks and Warsong Gulch Play


Main Concept (enemy zergs our keep): 1. Entire raid heads toward the middle-right part of the field, quickly turns and kills 2-3 enemy players from the back of the zerg, then awaits the main body. When they come out of our keep, focus efc tank and attempt to wipe them. 2. Flag Team goes directly to cap enemy flag and returns to our keep moving down its left side. Lock or 1 healer (if running with 4) joins Flag Team when it reaches mid-way. Secondary Concept (enemy crashes us right away): Often intended to keep us from the efc. 1. Entire raid moves to the crash and does as much damage as possible. When the efc is visible: a. Float Team breaks off to cc/kill the efc team or delay progress; b. Flag Team leaves to cap enemy flag; and c. Middle Team joins Float Team as soon as possible. Fail at mid-field: 1. Join the Flag Team in our keep, wait to be attacked, try to wipe them. 2. Counter-attack leaving Flag Team behind +; or stay on D and send Float Team after 6 stacks. Other: Float Teams should position themselves on the edge of the initial battle so they can break off easily. After we post a point, group up at mid-field to hold the middle/attack. Flag Team goes to recap. Rez players rejoin their groups and group up together to attack. Never string into anything if possible. If we are up with a short time to go, turtle unless we are dominant.

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Eye of the Storm Play


EoS as an RBG scores quickest with flag caps, not node caps, and a team gets more points for successfully defending than attacking a node. Main concept: Fight it out in the center with Float Team attempting to ninja. 1. Flag Team splits between FR and BE. Rest attack the middle. 2. Float team stays in the middle or comes in at the back of the zerg. Other: This RBG largely comes down to a stand up fight in a narrow space and will depend a lot on player ability. Dispelling and cc-ing will play an important role.

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