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kamikrazy's Avatar

05.11.2012 , 11:27 AM | #1
Hello all. I haven't posted much on these forums but I wanted to share my strategies and thoughts on the Alderaan Civil War Warzone.

UPDATE: I am refreshing this guide (August 2, 2013)

Here is a crude layout of the map:




The most basic element to understand about this WZ is that there are three turrets, and each turret that your team owns will reduce your enemy's points. The points start at 600 for each team and a team will lose once they reach 0 points. The object of the warzone is to own at least two turrets (if both teams are evenly balanced, taking three turrets is extremely difficult).

When the warzone first starts, there are two speeders that both will take you to mid. If your team owns a side node, a speeder will appear in the spawn area that will take you there directly (this is subject to change)

Without a plan, your team will probably be doomed to failure. It really is that simple. However, what's more important than a plan is being adaptable.

For all intents and purposes of this guide, I will assume that your team consists of objective-minded players.

Some argue that the opening is the most important part of the game. This is certainly the case in ranked matches since whichever team can cap their side-node generally has the advantage. What is important is to have a plan and to be able to react to what you see the enemy executing.

For example, I like going with a balanced 2-4-2 attack as an opener in regular matches. As everyone hops on the speeders and flies in, I am keeping my eye on the enemy players across the map to see which way they are going. If I see them flooding left, I will announce this and divert the 2 left players since they won't be able to overpower the 4 going left. This also means the enemy is spread thin in other places. Communication is key here since Knowledge is Power™!

What you must try to figure out is how many the enemy team is sending to each node so you can better understand how many of your own team will be needed. However, I have seen this scenario play out far too often:

Our team pushes 2-4-2 and eventually we capture both sides. Mid is still contested, respawns are told to go to either side to defend. The enemy caps mid, then start pushing for Left with 3 players. One of the four players there will call out for help and then 1-2 of your teammates leave Right to bolster Left. 4 of the enemy players hit the 2-3 remaining players at Right. They then call out for help but by the time your teammates arrive, the enemy have already capped Right and are now sitting in Mid and Right.

I'm sure many of you have seen similar situations. This is why it's incredibly important for the team to know where as many of the enemy players are at a given time. Educated guesses have to be made about stealthers. Knowing their positions will give you the initiative in repelling an attack or preparing for their counter-attack. The team in that scenario did the correct thing by calling out, but they should also indicate how many enemies are attacking them and whether they are likely to need help.
Furthermore, when I'm on the losing side I often see players trying to capture nodes by themselves, trickling in 1 or 2 at a time to attack 3-4 enemy players who are fully prepared to take them on. Group up first, use an operative/scoundrel's infiltrate ability to stealth a group of players to a side to not give away which direction you're hitting.

Left or Right Node: In the opening, the best way to capture the node is to have at least two people go to the turret. One will be the 'capper' and the other will be the 'interceptor'. The capper needs to use the node to deny LoS on any enemies trying to stop your cap. As long as they're hidden behind the node, the enemy will have to take those precious extra steps to reach you. The interceptor's job is to interfere with any incoming enemies to allow the capper enough time to take the node. If you suspect there is a stealther on the way, use AoE abilities to try to flush him/her out.

Middle Node: This one's a bit more straightforward, but the same principles apply. Depending on which node your team capped will determine which direction you should be watching for the enemy to be streaming in from. CC and snares are a must. I've seen all too often three enemies trying to capture my team's node at the same time while I just throw a grenade to stop them all from capping. They only need one person to cap while the other two should have been busy knocking me back, snaring and stunning me to give the capper enough time.

Be aware that the middle has two tiers. The upper level is great for ranged classes to just rain damage down from above. There's also plenty of columns for you to lose LoS against enemies if they start to notice you picking them off. You can also heal from the top, but I run into LoS/range issues when trying to get my casts off.

Not the most glamorous job in the world, defending is important nonetheless. Depending on the scenario, you might be alone or your team might be making a last stand to fend off the enemy's push. As mentioned earlier, when you see an enemy, it's vital to call out where the enemy is (L, M, R) and how many are incoming. Try to keep updating that number since your teammates will hopefully be making decisions about how many people should be reinforcing you. Do not stand too close to the node as it will allow a stealther to mez-cap you very easily. If you're defending in stealth, this is extremely important not to get found out first by an enemy stealther.

Another very basic rule is to always keep your eye on the node in case someone tries to ninja a turret from you. On the flip side, this tactic should be used against a stubborn enemy who might be spending a few seconds on Facebook instead of watching the node. Everyone should also try to stay on the platforms or on the ridges to the side, but spread out enough to not all get smashed at once.

If you die, try to use the appropriate speeder to get you to the most contested node as quickly as possible. When your team has the advantage and is holding at least two turrets (with your points more than double the enemy's), the initiative is on the enemy to make the next move so as long as your team can smoothly shift defending between different points, you should eventually be victorious.

I've gone back and made some changes to the guide since I wrote it a long time ago. I hope this is still useful to new players. Feedback is always appreciated