Guerilla Warfare against the Albs

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Joshll
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Guerilla Warfare against the Albs

Postby Joshll » Fri Aug 06, 2004 8:37 am

There are effective strategies, and then there are strategies with good intentions that hurt as much as they help. Right now midgard is so outnumbered in RVR, we don't have the luxury of bad strategies. I wanted to make a post to share some ideas I had. I know several of our other leaders have had ideas along these lines, but I'm hoping to get more mids on board. Hell, I hope the hibs can use some of this. This isn't a three realm war right now, it's two little underdogs against the alb zerg.

They are the Empire, we are the Jedi. They are the Germans, we are the French freedom fighters. They are the Americans, we are the Viet Cong. Those were all smaller forces that learned to pick their battles, to hit and run, to not fight the battle the enemy wanted to fight.

Rule # 1 - Pick the fights you can win
When 100 albs are attacking something, and we only have 20 people in the homeland BG, we aren't going to win head on very often. So that little 20 man force needs to pick fights where everything we can get helps us. We need to be dug in on defense not offense. We need to be there before they arrive and have wards up. We need to be ready and not caught by suprise. And the way we can pick those fights is by US determining where they happen, not the albs. We attack the towers and invite the albs to come out, NOT THE OTHER WAY. We don't respond to what the albs do, THEY RESPOND TO WHAT WE DO. This is really important, and too many mids just don't get it yet. We cannot fight the albs head on and win. Don't fight the fight they want to fight.

Rule # 2 - They need us more than we need them.
When we've only got 20 mids running around, thats not alot of RP's to go around for 100 albs. The only way they are going to have good rp's is to kill us over and over. Lets face it, the only reason we are still out here anyway is because we are hardcore. So have some patience, don't feed them easy rp's. Maybe if they get bored the zerg will thin a little, that helps us.

Rule # 3 - Until we get more people, homeland is undefensible. Don't bother, it's counterproductive & hurts more than it helps.
Right now we have no relics, there is nothing to defend but our pride. And when 100 albs invade and take towers because they've got nothing better to do, the WORST thing we can do is to go out and feed the zerg. First, they will likely farm us unless we are already dug in good. Second, to lose a homeland keep and retake it and then lose it and retake it does not make the realm stronger, in fact it's that kind of hopeless fighting that is making mids quit, because in the long run we can't win that fight against 4 times out numbers. Retake homeland keeps and towers when the Albs are not around, or are in Hibernia.

Now, lets do our best to keep teleporting to Glen and Arv open for the docks, but don't be so stubborn we try to take on 3x our number. And when we retake our towers if we can selectively take a tower here and there to disable the albs ability to teleport to our realm, thats great. But this compulsion to make all our keeps blue again is just an invitation for the albs to come zerg it up and farm RP's by taking them back. We are rewarding them for zerging us.

And in some ways, until we get relics, with the new penalties for realms that have alot of keeps, IT IS IN OUR INTEREST FOR ALBS TO HAVE SOME OF OUR KEEPS. It makes their upgrades slower and OURS FASTER. It also means that when we hit one of their towers, it takes longer for flames to appear, increasing our chances of taking a tower before the zerg arrives. And once we get a tower, it upgrades faster so that once they arrive for us to farm them, we've got a better fortified position to do it from.

Rule # 4 - Constantly defending is stressfull. Why not let the Albs experience that?
It is more fun to be the farmers than the farmed. Being farmed makes people quit, farming others keeps people coming back. This is also part of picking fights we can win. When we take the time to run to Surs 3 and quick take the keep, the albs will trickle in, or maybe the main zerg is busy trying to fight the hibs at DC, but most of the time we won't have to fight the whole main force immediately. We'll be able to fight smaller groups until the main zerg arrives. And as defenders against smaller groups, we can win those fights. We get the RP's, not them. Thats what keeps people coming back.

Rule # 5 - Make the zerg move, go where they are not.
When Albs are fighting hibs up at Berkstead, it's a great time to hit something on the other side of the map and use that distance to our advantage. Make them teleport and regroup before they can fight us. Or if the huge alb zerg just wiped all the mids and are still in their own homeland, it's a great time for mids to retake a Nottmore tower to cut off their teleporting. We are light and mobile, make them chase us.

Rule # 6 - Use the realm map to our advantage, create multiple flames
It's much harder for the zerg to know where to go when they have to make decisions. So use that. If the main force is going to hit Eras 3, send a couple hunters/rangers down to Surs 3 to use their fools bow on the doors. Get two towers on fire at the same time to increase the chance that the zerg won't arrive in time to face our main force.

Rule # 7 - Think strategic
Not all towers and keeps are equal. Once you have a single tower, you have cut off enemy teleporting to that keep. It's of much more value to take 3 towers at 3 different keeps to cut alb teleporting than it is to take 3 towers at the same keep without taking the keep. A great area to farm albs is Bold 3, Surs 4, and Eras 3. Those three keeps are in close proximity making it easy to get back and forth, and by taking those three keeps you have cut off teleporting to the 2/3 of the Albion homeland. As for taking keeps, for an outnumbered force the swamp keeps are the easiest to take because it is hardest for the albs to approach them. Once you have cut off teleporting, they can't boat there, they have to run. And part of their run will be through the swamp. It is a very big disadvantage to be fighting from that water where you are effectively rooted. USE THAT. Anticipate that and thin them out as they try to get onto the Eras island. Keep a speed warp up at the Eras 1 side, they will almost certainly be approaching from that direction. And if they are dumb enough to approach from the Beno side, fight them while they are in the swamp.

Rule # 8 - When in hostile territory, don't rally in front of keeps until you are ready to move
Too often while we are getting ready to move on to the next tower, I see mids standing around out in front of the tower. And if we don't get enough warning before the alb zerg arrives we just lost 1/2 the defending force for no reason. So the alb farming expedition was hamstrung before we got started. And after every tower we take, all tanks please go to lord and lord bind just in case.

Rule # 9 - we need to make this fun.
90% of the Midgard realm has abandoned RVR or quit DAOC altogether. What keeps people coming back is fun. So whatever we do we need to have fun. Yelling at people in the BG helps the albs. After a wipe, announcing in the BG that you've had enough and are out of here again helps the albs. Go ahead and quit when you aren't having fun, but no need to bring other people down too. I have my bad days too, but I try to remember this when I can. We won't win the war quickly. We won't be getting our relics back anytime soon. But if we go out and have fun and pick our battles carefully, mids won't be so discouraged and we may get a few more out there with us which will give us more options. So the main thing is we need to have fun. Success will follow later (though we sure could use some help from Mythic)

Rule # 10 - Gank groups can help too
Plenty of times I've seen DE or Desolate swing in and wipe a bunch of albs standing around in front of a keep or tower seige. That helps everyone. So if you can feed info to the gank groups to help them kill albs, do it. Help them to help us. Don't make it adversarial, be a team.

Rule # 11 - Quit using the damn bridges when you are trying to catch up with the main force.
This isn't really guerrilla warfare, but I'm sick and tired of the 5 man alb stealth groups farming stupid mids that don't remember they can swim. Now if you want to go stealther hunting fine, but if you are just trying to get from point A to point B, go around a little and swim. Don't feed easy RP's to those overpowered Infiltrators and Minstrels that love to hang out at bridges.

Rule # 12 - How to not be archer bait
OK, this isn't a guerilla warfare rule either, but I hear so many people talk about how archers are overpowered. I'd like to give a little reminder that there are lots and lots of things that can work against archers if you only think of them.
* Shield tanks stop an archer cold, and a caster with a shield tank using guard and engage is literally archer immune. Bodyguard is just as good. So use the tanks for what they were made for. Then bring your tank protected caster forward and nearsight them all, or mez, or blast them to smithereens as they try to shoot you.
* Pay attention to LOS - don't just stand in front of a tower, you are archer bait. Approach from the side, or stand against the tower, that makes it really hard for an archer to target you. I see so many stupid mend types standing out front where they can see what is going on. Why? You can't heal when out of LOS? I've rekilled plenty of newly rezzed casters that decide to rest right in front of the tower about 800 units out. DOH!
* Trebs on hitting top of tower almost completely shut multiple archers down and makes him move. Not all trebs need to be hitting the doors and walls. I absolutely hate when someone designates themselves for archer suppression duty. =P

Thats all. Yes, too long a post for many of our VN ADD star farmers. But I hope mids and hibs can use some of this. The main thing is we can't fight the fight the albs want, we need to pick the fight we want. And because we have no relics, we have complete freedom on picking the fight we want. The alb zerg needs us more than we need them. ;)
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Postby Kirt » Fri Aug 06, 2004 11:36 am

you know we should really make this section private before spilling plans etc. on it :)


btw good stuff
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Postby Joshll » Fri Aug 06, 2004 12:06 pm

Why, I don't care if the albs know our strategy. Our strategy can be summed up with:
"don't fight the fight that they want, fight the fight that we want"

And hey all you retired RVR people:
Come farm some albs with us. This week has been like the old days in Hadrians. Sure we've only got 20 people, but we go take an alb tower and wait a little, if they don't show up we take another. Eventually they come and we kill a bunch before we die. But sure would be great to have some of the old PBAE squad back.

But at least we don't feel like victims
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Postby Winke » Fri Aug 06, 2004 2:30 pm

seems like good strategy, one thing to keep in mind Josh

BG=does not block archers/casters

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Postby Ormeld » Fri Aug 06, 2004 3:43 pm

a shield tank using guard and engage is literally archer immune.

just for you winke. I will dust off my rm if u want to be my gaurd/engage rp bot =P



p.s. i got a aug healer in the works ^^
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Postby Twystyd » Fri Aug 06, 2004 5:32 pm

Great post Josh. BTW, great VN sig mang.
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Postby Bobyearl » Fri Aug 06, 2004 7:39 pm

Nice... Thing you always have to remember though is the 13 factor. Most albs are either 13 or as smart as a 13 year old. I was with a few guildies and with Convic s and we held off the combined efforts of the alb and hib zerg on the Cruch bridge. Great great fun. We were wiping about 20hibs first... we did that about 3 times until they grew to about 30-40 hibs. then we famred them from the water. Then we had to move into the bridge tower. Then we got stuck in there b/c the ALb zerg was defending Cruch. We all ended up logging. Not dying... It was great fun.


Personally, I think the only strategy you need is to leave our frontier. Fight in alb/hib. Take their keep/towers. You get a smaller zerg on you that way, and you avoid the repition. If we could get EVERYONE to do that then we could move the RVR zone to somewhere else. Look at hibernia. They just concentrated on taking our keeps until alb completely forgot about them. Now alb lives in our frontier. Just do the samething. and then eventually we will get our keeps back too.
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Postby Winke » Fri Aug 06, 2004 8:19 pm

I'll mess around with you Ormeld, I have a big ass shield, I'll bot for you just AIM me.

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Postby TrollFunk » Sat Aug 07, 2004 3:44 am

lol, aften rdy this post i actualy went out and RvR'd for the first time in 2 weeks.

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Great post Josh.
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Postby kordaer » Sun Aug 08, 2004 5:22 am

Great post, agree with all points. Only thing is, tower farming sessions aren't much fun for the tanks or healers. We took bold T3 last night (offpeak) with 7 and more and more mids showed up when they heard 2fg of albs were trying to retake, along with 1fg of hibs (QQ) ganking nearby.

Sure we farmed albs silly, they came back 4 or so times, but our healers and tanks were bored for the most part =/

And yeah Sutt, that night farming hibs and albs near crauch was a lot more fun, lots more open field fighting with dumb hibs not watching their flanks (3+ times lol).
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Postby Joshll » Sun Aug 08, 2004 9:51 am

Thats cool Kodaer, you guys hitting hibs from behind over and over was the same concept - pick the fights you can win, don't let the zerg pick the fights.

We had too many days of Mids getting outzerged on our own keeps over and over. Those days are over.
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Postby TrollFunk » Sun Aug 08, 2004 12:22 pm

23 artifacts activated


im scared.... :nervous:
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Postby msinosic » Sun Aug 08, 2004 4:23 pm

I think the dust is starting to settle on the initial New Frontiers Nuclear Bomb Blast!

Unfortunately it claimed many great players but those that are left are quickly realizing that RvR does not solely exist around keep taking and keep defending (maybe it is because we have nothing to defend at the moment).

Gank groups are finding their way back on a more regular basis. Tanks and healers are realizing that they do indeed still have a much needed place in groups. People are having fun away from towers and keeps by roaming boat drop off spots or playing around and on top of bridges.

If only more people start to realize this we could begin to do some real damage to the albion zerg. We may not be able to take many of their keeps or relics at the moment but persistent farming of them will put a large dent in their hive mind morale.

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Postby pouget » Sun Aug 08, 2004 11:43 pm

A very good post there Joshll. I agree with everything you wrote. I actually had some fun with my skald in RvR on Saturday for the first time in weeks when we were taking towers in Albion. Got some RPs too (was good to have a few DB hunters and an SB in the same group :) ).

More of the same and I'm sure more mids will return to RvR and we will have a chance at doing something grander than merely taking and holding towers.

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Postby Joshll » Mon Aug 09, 2004 5:37 am

Whether we farm them in Mid, Alb, or Hib, all I say is we farm them and that they don't farm us!
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