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Old Aug 28, 2006, 09:46 PM // 21:46   #1
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Default Frozen Isle: General Defensive Analysis

Intro

The Frozen Isle is wide open. The map consists of two bases, both of which are on top of an incline. The flagstand is located to the east, on an island of sorts. The largest structure of the entire map is a central platform, which is accessable through three entrances, two of which won't be open at the start of the map. Much of the map consists of a layer of ice. While movement is not restricted on it, characters who stop for more than one second will have their speed reduced by half for about 5 seconds. The map feature four gates: two in the north, and two in the south. The gates control access to the central platform and a side path to the west. The gates are controlled by two switches located on the platform. For both set of gates, only one can be open at a time (the exception to that is at VoD, when all the gates are open). The switches can be used to determine which one opens and which one closes.



While the map appears to be wide open, and favours neither side, it actually favours the defending side slightly. More on that later.

Because of the map's characteristics, this map is often referred as "split-team heaven". There are very little obstacles, and a team can split off in a gazilion different ways to take advantage of the many possible paths into the opponent's base. There are, thankfully, a few places where a skilled team can use to restrict their opponents' movement. This analysis will focus primarily on this topic.

Important Movement-Control Positions

There are four possible points of entry into a base: through the main path, through the two side paths, and through the ice. Because the central platform controls access to both the side paths, it is the most important position on the map next to the flagstand. A single character manning the gate-controls can restrict the movement of the opponent's split by closing the gates in their faces, while at the same time give one's own team better movement across the map.

There are five other important positions. Two on each side of the map:

defenders:




attackers:




And one on the attacker's bridge:


Those five positions allow a single character with gale (or other ranged knockdowns and snares) to slow a split team, either because of the ice surface's slowdown effect or by creating a bottleneck effect, creating a more advantageous situation for one's team.

Bodyblock Positions

Since there is very little obstacles on the map, bodyblocking options are limited. However, there are a few positions which are very important.

First, it takes at least 3 people to completely block the gates:




It takes only 2 people to block the defenders' bridge:


It takes 3 people with absolutely perfect positioning to block the attackers' bridge:


Strangely enough, it takes only 1 person to block a gate switch:


On the flagstand, only 2 people are required to block the attackers' access to the flagstand:

Note: the footprints created by my monk are actually caused by my character rubberbanding from the slope. It is actually very firmly blocked, and the rubberbanding effect can further slow down a flagrunner by confusing him.

It is, however, almost impossible to block the defenders' access to the flagstand:


Lastly, it takes 3 people to block the defenders' hall:


All other positions takes more than 3 people, which unfortunately also includes the attackers' hall.

As you can see, this map slightly favours the defending side by giving them better bodyblocking positions. Everything else appears to be identical.

General Splitting

The Frozen Isle features 3 distinct paths, which do not include the umpteen paths over the ice surface. As such, the ability to split, or react to an enemy split, is very important. There are two ways to go about this: split reactively (reacting to an enemy split), or split proactively (initiate the split yourself). Of the two, splitting proactively is strong, because it gives you the time advantage. However, splitting proactively can be dangerous if your opponent's build is designed against it.

Splitting Reactively:
This form of splitting is favourable if your build features a strong 8vs8 overall fighting style, and also features one or two few mobile, self-sufficient characters. In this situation, you must keep track of the number of your opponents. For example, if you suddenly notice your opponent's flagstand team is short a few people, you must act fast and send your mobile elements to your base to stall. If your opponent send a Warrior into your base, you might want to send your Air Runner back to counter him. If your opponent send back two Warriors, or a Warrior and an Assassin, you might consider sending back your Air Runner and your Cripshot/one of the Mesmers. Generally with the help of your npcs, you can afford to send back less people than what your opponent is sending, thus giving you the advantage at the flagstand. However, that is not always the case. Basically, you want to force an advantageous situation at the position of your choice, whether it is the flagstand or your base.

Splitting Proactively:
This form of splitting is strong if your build is based on splitting and rapid movement, featuring many mobile, self-sufficient characters. You initiate the split, and try to force your opponents to react to you. It works similarly to splitting reactively, except backwards: you must split off the characters your opponents will have the most difficulty countering. Generally, if you can spare to send in two, you want to force your opponents to send back three, thus giving you the advantage at the flagstand.

Lastly, there's the central platform. If you can spare the character(s) to control it, then by all means do. However, sending in a single character can mean disaster for your flagstand team, so do so very carefully. If you can use the gates to trap your opponent's split, then all the power to you. However, there's no guarantee of success, and your opponent can usually see what you're up to and take out that person.

Conclusion

Battle on the Frozen Isle is all about movement. The team who can best take advantage of strategic positions on the map to slow their opponents will stand the best chance of winning.

Last edited by moriz; Aug 29, 2006 at 12:58 AM // 00:58..
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Old Aug 29, 2006, 04:10 AM // 04:10   #2
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Excellent job - this is one of the largest and most confusing maps in GW, so there should be some kudos headed your way.
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Old Aug 29, 2006, 07:21 AM // 07:21   #3
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Good job Moriz, added to the list.
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Old Aug 29, 2006, 03:07 PM // 15:07   #4
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good job Tomas. hehe it was worth the effort of "stand there", "move a bit", "ok 2 people block the passage", "next one" LOL
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Old Aug 30, 2006, 12:02 AM // 00:02   #5
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yep. i must thank everyone who helped, 'cause i certainly can't do this on my own.
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Old Aug 30, 2006, 03:00 AM // 03:00   #6
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Nice job really helps everyone getting to know maps. It's these sorts of things that matter more then the builds pple run but they help 2. I'll be sure to read if u post anymore about different halls. Nice Job
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Old Jan 14, 2007, 07:19 AM // 07:19   #7
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Thought I might add a little kiting trick for the casters.

If you got a warrior on you on the ice, slow down and let him hit you, the second it takes for him to attack will make him slow for the next few seconds.

Great job on the article.
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Old Jan 14, 2007, 07:25 AM // 07:25   #8
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It works both ways, warrior can also swing a sword/axe and immediately mouseclick away to not get frozen. Much easier to do with 1/2s or 3/4s attack skills.
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Old Jan 14, 2007, 05:37 PM // 17:37   #9
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Mhmm, but it's hard.

I suppose I might as well make a note here, since I'm very comfortable on the frozen isle, that there are basically 3 types of opening moves you can make.

1) Everyone to the flagstand. This is stupid. Don't do this. Sure, you get a slight boost at the stand, but you also leave your base open. You are also forced to be reactive.

2) Main group the the gatehouse. This is smart. Send a self-sufficient runner or a runner and one other chap to the stand (tell them not to engage or they'll die) while you rush the gatehouse. With 2 people to the flagstand, you can often score an advantage in the flag race. In response to the enemy doing #1, push into their base and force them to react (the relative positioning gives you an advantage if you split correctly in case of this turning into a gank race), battle it out here if their main team is at the gatehouse, or cut off a split/gank and win the internets if they're type 3.

3) Ganking/splitting. The usual split here sends one team to the gatehouse (to control it and push in) and one team to the flagstand. 4/4 splits can still be successful sending 4 along the bottom because of the way it forces even a team that controls the gatehouse to react to you. Good movement and flexible splits can often get a win against a team that's not that hot on the frozen isle.
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Old Jan 14, 2007, 06:38 PM // 18:38   #10
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The body blocking is not something you generally want to use on the frozen isle. The two most useful are the body block of the path to the flag stand and blocking the bridges to and from the base from the switches. You don't body block those areas to keep people out however, you do it to trap part of the retreating enemy in.

The ice is a huge part of this isle. For example if your team can push forward and gale a runner on the ice you can cost him an easy 30 second with only a few gales. Gale him, after he gets up he is slowed for a brief period, then gale him again. If also makes one man body blocking ridiculously easy on the ice.

Control of the gate locks grants a lot of control of movement on the map. If you control the gate locks you can gank NPCs, run back and seal anyone trying to deal with you out. It also makes it more difficult for the opponent to access your base.
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Old Jan 15, 2007, 12:05 PM // 12:05   #11
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Don't forget, there's also a small invisible path on the sharp incline next to the stand that can come in handy when used for kiting.
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Old Jan 29, 2009, 05:55 PM // 17:55   #12
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Also, there is possible to stay on the edges of the inclines which is covered by ice.

Its also possible to open the AWAYTEAMS gate by simply standing beside it (not running upp the little path to the lever, but standing under)
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Old Feb 01, 2009, 01:44 AM // 01:44   #13
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if your playing skillz are as uber as your thread necromancy skillz, you'll be winning mATs by now.
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Old Feb 01, 2009, 05:17 AM // 05:17   #14
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JR, sticky this thread!
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