A little bit of backstory: The server I play on has apparently been locked in combat with the same two others for months. One of these outnumbers my server, favoring zerg ‘tactics.’ I find my server’s tendency to try to hold indefensible locations from an unstoppably massive horde frustrating, and this got me thinking. The result is the plot below. Bear with me – it’s long.
Phase 1: Everyone split into teams of 3-5. Party up with 2-4 others, maybe get into a squad, to promote unit cohesion and keep track of each other. Strike lightly-defended locations, but don’t commit siege resources; this is a decoy plot. Leave supply traps (sparingly – they halve supply carried, no point halving more than twice) around captured locations and resupply from captured depots.
Phase 2: When the enemy zerg is committed to a particular location, all teams consolidate forces on an easily-taken location far from the zerg, using as much supply as necessary to take the location as quickly as possible.
Phase 3: Having taken the location, the goal is not to keep it, but to let it be retaken as a distraction. Place more supply and stealth traps along choke points and the stairs toward the lords of the keep, and wait for the enemy zerg to arrive to retake. Nonadventurers should waypoint out once this is done. All adventurer classes should place as many traps or turrets as they possess near the keep master’s location when the gate’s health is nearly gone, and upon completing this, should waypoint out if possible, or run like hell if not. All in the keep should make it their goal to take all supply from the keep’s depot, using as much as necessary to do so. Goal is to leave the enemy undersupplied and frustrated, while using stolen supplies to build defensive fortifications (arrow carts, ballistae, oil cauldrons) in strategic locations, reinforce a captured base for a proper stand with more defensive fortifications, or to build siege for phase 4 and 5.
Phase 4: The team scatters again, once more into small groups. Each group selects a target, but does not attack yet, instead either awaiting the signal to strike or building siege while awaiting the signal.
Phase 5: The team farthest from the last-known location of the enemy zerg attacks its target, in whatever manner it pleases. This is to draw the enemy’s attention, and bring the frustrated zerg running across the map. Recon units should alert this group when the zerg appears to be fully committed; it’s up to the group whether they hold the location or scatter.
Phase 6: When the enemy zerg reaches the location in Phase 5, all other teams strike as effectively as possible (with siege, if necessary) at their targets, in order to take them as quickly as possible; if a location is taken, place antisupply traps and ransack the depot. If the takers choose to hold out, they should build as many arrow carts as possible along the walls, both to waste supply and ensure that there is always one cart not on cooldown.
If, at any point, a strategically valuable keep can be taken, it should be, and held for a time, with several roving teams refraining from joining the countersiege in order to continue acting as bandits. From this point on, the walls should be lined with defensive fortifications until all supply has been exhausted; this will aid in the defense of the keep by way of allowing bombardment of aggressors while also reducing supply available to the enemy, if they eventually take the keep once more.
Eventually, the enemy will get the idea and begin putting greater emphasis on recon and defense; this will possibly reduce the number of soldiers in their zerg. They may also mimic the strategy, if they’re clever, but as the goal of this post is to inspire improved strategy all-around…