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Hando's Civil War WINNING Guide

STAR WARS: The Old Republic > English > PvP
Hando's Civil War WINNING Guide

kamikrazy's Avatar


kamikrazy
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:

THEM
v---------vv---------v
==============

L--------M--------R

==============
^---------^^---------^
YOU

OBJECTIVE
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)

THE PLAN
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.

MACRO STRATEGY
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.

MICRO STRATEGY
Attacking
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.

Defending
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.


CLOSING
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
White-Hart Legacy The Shadowlands
COYS

GM of <Death >

jibboo's Avatar


jibboo
05.11.2012 , 11:31 AM | #2
Yay Hando!

Now I know all your secrets. Be prepared to lose all your Civil Wars now! Muhahahaha!


-Zimbra

Subatia's Avatar


Subatia
05.11.2012 , 11:46 AM | #3
Great guide.
My only suggestion would be to replace L/R with E/W.
I know this is a raging debate amongst people with lots of free time, but I am in the camp that believes clarity is better.
A little standardization would be awesome.
The CS in this game is amazing. It takes a certain amount of skill to turn a fan into an unsubscriber in 4 short hours.

kamikrazy's Avatar


kamikrazy
05.11.2012 , 11:48 AM | #4
Quote: Originally Posted by Subatia View Post
Great guide.
My only suggestion would be to replace L/R with E/W.
I know this is a raging debate amongst people with lots of free time, but I am in the camp that believes clarity is better.
A little standardization would be awesome.
OK, that's a fair point. Incidentally, Civil War and Huttball are the only warzones where I will use L/R, but I will take your advice and change it just to keep everything consistent and as clear as possible. Thanks for the feedback!
White-Hart Legacy The Shadowlands
COYS

GM of <Death >

kamikrazy's Avatar


kamikrazy
05.11.2012 , 11:49 AM | #5
Quote: Originally Posted by jibboo View Post
Yay Hando!

Now I know all your secrets. Be prepared to lose all your Civil Wars now! Muhahahaha!


-Zimbra
I thought you already knew our secrets? Don't worry, I'm keeping the best tricks up my sleeve just for you
<3<3<3
White-Hart Legacy The Shadowlands
COYS

GM of <Death >

ChoKai's Avatar


ChoKai
05.11.2012 , 12:09 PM | #6
Next Civil War we lose Hando, im blaming on you telling others how to get better.

Fel-ulth

Missandei's Avatar


Missandei
05.11.2012 , 12:26 PM | #7
Quote: Originally Posted by Subatia View Post
Great guide.
My only suggestion would be to replace L/R with E/W.
I know this is a raging debate amongst people with lots of free time, but I am in the camp that believes clarity is better.
A little standardization would be awesome.
And why do you think that your respawn zone is at south?
Then other team apparently is start at north? And from their point of view your «East» is actually «West»..
East-West is lame.

Right-Left is more suitable and correct for BOTH teams.
And more easealy understandable by all the people.. Because at any occasions people definately know where is his right arm and where is left.
Just go to the strret and make an poll - ask people where is his right and left and then ask where is east and west. Compare the results of correct answers and time the people take to make the answers .
Missandei Shadow ...yet shadows can kill. And oft-times a very small man can cast a very large shadow.

Delanay's Avatar


Delanay
05.11.2012 , 12:32 PM | #8
I've found referring to the side turrets as "snow" and "grass" to be less ambiguous, and the majority of my server knows exactly which one you're referring to.

Subatia's Avatar


Subatia
05.11.2012 , 12:44 PM | #9
Quote: Originally Posted by Missandei View Post
And why do you think that your respawn zone is at south?
Then other team apparently is start at north? And from their point of view your «East» is actually «West»..
East-West is lame.

Right-Left is more suitable and correct for BOTH teams.
And more easealy understandable by all the people.. Because at any occasions people definately know where is his right arm and where is left.
Just go to the strret and make an poll - ask people where is his right and left and then ask where is east and west. Compare the results of correct answers and time the people take to make the answers .
I guess you never look at your map?

The point of using E/W is that it is impossible to use it incorrectly, unless you failed 3rd grade Social Studies and don't understand the concept of cardinal directions.

Calling E/W has become standard convention on my server. I'm just hoping for established consistency for when cross server WZs come.
The CS in this game is amazing. It takes a certain amount of skill to turn a fan into an unsubscriber in 4 short hours.

Tacticalshotz's Avatar


Tacticalshotz
05.11.2012 , 01:04 PM | #10
Not a fan of 2-4-2;

I send my teams out on a 1-6-1 with my two strongest players hitting the wings. In most cases a stealth class to the enemies closest turret, a shadow really shines. I would say 90% of the time we end up with middle, and one of the wings. Some times we end up with all 3. Worse case scenario we end up of with just the middle. <-- Not a bad starting turret to control.