So We're Luxon On Ancestral. "Hold The Bridge," They Say. Are They Serious?
So the last couple of groups that I've played with believe that if you hold the bridge on Ancestral, you win the game. However, every idea that I've managed to come up with for this working has failed. The only one that works; if the other team is completely retarded. The only time it's worked; if the other team is retarded. And yet, they continue to embrace this approach. Is there some greater point that I'm missing here?
If you can hold the bridge with four players, you'll win as long as the other two teams are capping the other outside shrines and occassionally raiding the base when the opportunity presents itself.
You'll absolutely lose if everyone tries to hold the bridge, as the other team will simply outcap the damage you're inflicting.
So the last couple of groups that I've played with believe that if you hold the bridge on Ancestral, you win the game. However, every idea that I've managed to come up with for this working has failed. The only one that works; if the other team is completely retarded. The only time it's worked; if the other team is retarded. And yet, they continue to embrace this approach. Is there some greater point that I'm missing here?
The bridge is strategically valuable because of the three closely-spaced shrines on it, and two of them are resurrection shrines. If you're a Luxon, don't have control of a res, and die, you res in your base. It will then take some time to get back into the action and find your group, if ever.
On the bridge, when luxon-controlled, the north and south res shrines have three npc's each on them that can supply a significant numerical advantage when fighting near them. When the Kurzick's hold the north and south res shrines, they only have one npc monk each. If a Kurzick dies while fighting for the bridge, they'll res in their fort. A Luxon on the other hand will res on the bridge and be able to help defend it. With most of the Luxons around the bridge and with the numerical npc advantage there, the Luxons should score more kills. In the process, they should keep a steady stream of Kurzicks resurrecting in their fort, where they'll be temporarily disorganized and not very effective. Holding the bridge won't guarantee a win, but should improve your score there.
Best strategy on ancestral is imo to rush the base (with a balanced team) and hold the two shrines inside. Since you'll have a ton of retards on the kurzick side trying to take back the base by attacking it in small groups, the other 8 people on your team should get enough shrines to win. Unless they are epicbaed, of course.
If you can hold the bridge with four players, you'll win as long as the other two teams are capping the other outside shrines and occassionally raiding the base when the opportunity presents itself.
You'll absolutely lose if everyone tries to hold the bridge, as the other team will simply outcap the damage you're inflicting.
*cheers* That's how it be done.
My favorite from experience, is when EVERYONE rushes the base on Kaanai after the Kurzick cap the base. We need 10 people to cap the two shrines inside. GG guys. (I say 10, because it is usually me and 1 other outside going WTF to the big red blob inside.)
Let's put it this way: if you lose the res shrines and your side will spawn in base, far away from most shrines, you won't win. So it's definately critical to hold the bridges. If you don't do that, you'd need someone awesome like me to compensate or you'd lose for sure.
I agree with Alleji, having one team cap and hold the base while the other 2 cap outside is the key to winning on Ancestral for the luxons, because otherwise your essentially give the kurzicks 2 free shrines for the entire game.
Holding the bridge has never worked very well mainly because you get an unorganzied mob holding the bridge, I’ve probably won less than 10 times that way.
Best strategy on ancestral is imo to rush the base (with a balanced team) and hold the two shrines inside. Since you'll have a ton of retards on the kurzick side trying to take back the base by attacking it in small groups, the other 8 people on your team should get enough shrines to win. Unless they are epicbaed, of course.
That wins. I never play AB with vent or guild, and I remember a luxon team of 4 just holding the base, and as soon as people ressed they would just rush into the luxons and get killed. But honestly, I think alot of AB comes down to the amount of noobs on a team, rather than strategy.
Basically, the Equipment shrines are most important and should both be checked regularly. The following applies to the attacking side:
- Holding at least one Equip shrine gives allies that spawn in your base a clear 'safe' way out, this drastically enlarges the chances of you regrouping.
- The NPCs on the side gates of a fort are much easier to handle than those at the main gate because of simple positioning; an initial assault should ideally be mounted from one of the Equip shrines.
- Wall NPCs are easier to deal with from inside of the fort. It is worth the effort to take them all out as early as possible, since the fort provides faster routes between many shrines.
Lastly, try to always include a nuker. They have by far the easiest time wiping wall NPC pairs and Equip shrines. If you can hang on to the Equips, the bridge will follow.
Basically, the Equipment shrines are most important and should both be checked regularly. The following applies to the attacking side:
- Holding at least one Equip shrine gives allies that spawn in your base a clear 'safe' way out, this drastically enlarges the chances of you regrouping.
- The NPCs on the side gates of a fort are much easier to handle than those at the main gate because of simple positioning; an initial assault should ideally be mounted from one of the Equip shrines.
- Wall NPCs are easier to deal with from inside of the fort. It is worth the effort to take them all out as early as possible, since the fort provides faster routes between many shrines.
Lastly, try to always include a nuker. They have by far the easiest time wiping wall NPC pairs and Equip shrines. If you can hang on to the Equips, the bridge will follow.
I agree with this post, very good. Iv never actually seen anybody not attack the side gates though. I never join a party who doesnt have a nuker on the fort maps. Its one of the only times i'll actually play as nuker in AB.
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
Quote:
Originally Posted by XDeadboltX
I agree with this post, very good. Iv never actually seen anybody not attack the side gates though. I never join a party who doesnt have a nuker on the fort maps. Its one of the only times i'll actually play as nuker in AB.
You haven't played that long if you haven't seen the following scenario as an attacking player...
- the allied teams from both bridge rezzes converge at the center Equip shrine
- then start a messy assault on the main gate, haplessly falling prey to the NPCs above while they all wait for the bomb to go off
BTW Make things easy on yourself, go /A for a shadow step. There are so many altitude differences on these maps it's usually well worth skipping your normal secondary for.
So the last couple of groups that I've played with believe that if you hold the bridge on Ancestral, you win the game. However, every idea that I've managed to come up with for this working has failed. The only one that works; if the other team is completely retarded. The only time it's worked; if the other team is retarded. And yet, they continue to embrace this approach. Is there some greater point that I'm missing here?
If they say hold the bridge, you and your team should get the equip stations. They're generally the key to win the game anyway.
Holding the 3 bridge shrines also helps compensate for the inner 2 base shrines the home team starts out with. You only need 1 more shrine (equipment or otherwise) to have the overall shrine lead (2 eq, 2 base, 3 bridge.) As long as only one team is defending, you should be able to pull off the victory if the other two teams go for whatever shrine (mob or otherwise) even if they aren't able to hold that particular shrine for an indefinite period. You can even have a few solo cappers go for another to help gain a lead (they only need to neutralize to be truly effective but capping it all the way does help.) If the opposing majority mobs through to the 3 bridge shrines, you should be able to grab the two inner base ones and thus maintaining the lead.
At least, it looks pretty on paper. You can more or less expect epic fail when you hit the fort maps no matter what you try. More often than not, I see people running weird stuff to have fun (at least I hope that's the reasoning) in these maps while waiting for the map to change.
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
Quote:
Originally Posted by Syntonic
/snip
Flaw in reasoning:
If no assault on the fort is attempted at all both sides are effectively fighting over 5 shrines. Assuming the attacking side has the better fighters overall, a likely division of these would be 3:2 in favour of the attackers.
Which in reality is 3:4, of course.
ANet didn't put an entire fort there with the intention of it being ignored. ALL games I have won on the enemy base maps so far have involved at least the threat of a base invasion.
...As long as only one team is defending, you should be able to pull off the victory if the other two teams go for whatever shrine (mob or otherwise) even if they aren't able to hold that particular shrine for an indefinite period....
/snip /snip /snip with bold print for emphasis. Flaw in reading comprehension:
Can you provide an MLA citation to where I said that you don't cap the inner shrines? I did point out that I believe holding the bottom 3 shrines is a completely viable strategy as long as it's only one team doing the holding (maybe don't even need the full team to do so.) The rest could enter the fort from the side closest to the 3 shrines, or go from equipment shrine to equipment shrine, or go from equipment shrine to inside the base or hold/mob one shrine for all I care as long as they can survive long enough for the kill count not to make up the difference and have the shrine lead more often than not. I also happen to believe that any attacking "tank" team that can cap the base should so that they can tank the mob that normally ensues since that is an equally viable tactic. The other two teams should concern themselves with the solo cappers (killing or capping behind them, whatever floats the boat).
if 1 good manages to hold the bridge and the other 2 teams do whatever than Luxons will win.
if no good teams are available 2 can camp bridge, 1 from each side while another just caps the 2 outside shrines.
in either scenario(assuming they're successful) Luxons should have at least a 4:3 shrine advantage.