Background and Introduction.
Our guild has a primary interest in PvE, but has a strong and stable base playing WvW as well. We are members of the EU Fissure of Woe (FoW) server – a server that has been consistently in the bottom EU tier (Tier 9) for a while now; it is perhaps an analogue of Ferguson’s Crossing (FC) from the NA servers. Like FC and others, FoW has a strong and loyal player base, and a number of very smart commanders (hat tip to you guys – you know who you are). We enjoy playing with our servermates since we always get a “hi”, “g’day” and party invites.
But like FC, FoW has a low population density and sometimes low activity rates in WvW, particularly if playing outside peak EU times. Being an Australian based guild, we have taken to guerrilla tactics in the absence of a large home-team zerg or when strong commanders aren’t there. I’d like to share with you some of when I/we’ve learnt during these times by way of an introductory posting on the subject, in the hope that others can benefit from it and provide further feedback and ideas (I’d especially love to hear from other low tier players in NA and EU about these ideas and any other ideas they’ve employed). As kinkywarrior says: a roaming group can contribute to the WvW effort.
A target rich environment and you.
When you are faced with a WvW map that is almost entirely in a colour other than your server’s, don’t lose hope immediately. Being seriously outnumbered means a target rich environment. And to the opposition, it means finding a needle in a haystack, unless they’re spread out over the entire map as player-sentries (I’ve never seen that before, but I have seen people camping out right outside our starting waypoint keep – that needs some thought about how to get around).
So what is a solo-ing or small group squad in Tier 9 to do in such a situation? Sentries, supply camps and NPC camps can be taken quite readily by small groups and should be the prime target, followed by towers. Keeps require more people, a reliable supply and are ultimately slower to capture, so best avoid tackling them unless you’re 100% certain the enemy is not going to come and defend (and that actually happens sometimes).
All sentries and indeed, unescorted caravans, should be solo-able to skilled players of all classes. Practice on sentries and caravans until you’re comfortable with taking them down with a minimum of fuss and in the fastest possible time. Indeed, the ability to take down targets quickly is one of the paramount ingredients for successful guerrillas we’ve found. But sentries don’t yield any points for the server. To get points and contribute to the server’s score, we’ve got to take on supply camps or better.
Constant movement and the escape plan.
Having mastered the art of taking down sentries quickly, the next thing we learnt is that we need to be mobile. Very mobile. Many of our guerrilla acts become noticed by the enemy and hence we need to move along quickly (an elementalist able to share a speed buff when attuning to air, or stealth from other classes, or portal escapes, or similar, is handy) if we don’t want to die to an enemy zerg squad. The only situation in which we haven’t ran immediately is when we feel we can mount a defence to (e.g.) a keep or tower that isn’t being attacked by a large enemy zerg, or we’re facing an analogue group or comparable or lesser number / skill. We have our small team looking out for enemies, even to the extent of lying down in scenery to help disguise our presence (we try not to do this near vistas, as we know that is a valid way of communicating that players are simply after map completion).
The escape plan consists of one of two things: either rapidly moving to a different area (preferably around bends, line-of-sight blocking scenery and circuitous routes, or taking a dive in to a lake); or jumping to the home way point. To achieve the latter, we suggest that one player puts (shift-click) the name of the escape way point in the party chat before tackling a target. Given a lack of chat during an assault, this can be used almost immediately afterward (or when required / not engaged) without scrolling upward. We constantly choose waypoints that are not on the map we’re currently on. This confuses the enemy in the event of being discovered too soon, and in the long term: they don’t know where we’re going to be next and might split their forces. The latter can help the server more generally for when there are large home-team numbers in play.
Guild Leader of Alpharius [Alph]: a PvX guild in Gandara