May 11, 2006, 08:40 PM // 20:40
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#1
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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Group Size in Alliance Battles
This assumes the reader understands the basic rules of Alliance Battles. I refer to control points as shrines.
This discusses how group size affects Alliance Battles. It is relatively elementary, but hopefully is of use to players new to Alliance Battles.
Group Size
The size of your groups is vitally important in Alliance Battles. There are two major goals for managing group size:
- Take as many control points at once as possible. This goals makes having many groups desirable. This also includes being able to defend as many control points as possible, if that turns out to be viable at some point during the match.
- Be able to hold your own or win battles against other groups as necessary. This makes having more characters in a single group desirable (and therefore fewer groups).
- As a minor part of this, groups need to be able to defeat enemy NPCs that protect the shrines on the map. The primary consequence is that characters generally cannot all go solo.
- If you can win while avoiding fighting enemy humans, then this isn't really an issue.
Here's a couple of examples of how group size affects battles (and what is meant by group size if isn't already clear): If all players on Team Alpha stick together as one group of twelve, they will generally defeat any other group except for another group of twelve. (Exceptions to this are ignored for this disucssion.) The best they can expect when facing another group of twelve is a tie, essentially leaving it up to luck.
However, if the enemy Team Bravo splits up into three groups of four, Bravo will be able to capture three control points almost as fast as Alpha can capture one. Enemy NPCs at shrines don't put up a huge fight by themselves, and go down almost as quickly to four humans as twelve. If this continues for very long, soon Bravo will control most of the shrines on the map. Any shrine that Alpha attacks it will get, and Bravo will be forced to retreat in the face of overwhelming firepower, but that doesn't matter for the purposes of actually winning the battle. If Bravo can generally hold on to five of the shrines while Alpha has two, Bravo will win quite easily, giving little faction to the enemy at all.
Let's consider instead that Alpha tries switching to a grouping strategy of 3 + 3 + 3 + 3. Here, they have more but weaker groups than Bravo. In theory, they can take more shrines than the enemy. However, it's unlikely they can avoid combat entirely (especially with three groups of Bravo roaming around), and when combat does happen they will probably lose (since Bravo's four will generally beat Alpha's three). These combat losses on Alpha's part will probably allow Bravo more freedom to take shrines, and will probably result in Alpha's loss (though probably far less dramatically than if Alpha had stayed in one 12-man group).
The optimal configuration for fighting enemies using 4 + 4 + 4 is uncertain, but it may be 6 + 6 (taking shrines slightly slower than the enemy but generally winning all battles), or perhaps 2 + 2 + 2 + 2 + 2 + 2 (taking shrines twice as fast but losing all battles), or possibly even 5 + 5 + 2 (winning 2/3s of all battles and taking shrines just as fast, in theory).
Obviously all of these configurations have their own issues, and each one of them should theoretically prompt a response by the enemy. Should the enemy run six groups of two each, you would almost certainly benefit greatly by running four groups of three (taking shrines 50% slower but having 50% more manpower in each battle).
This isn't nearly the whole story, of course. Actual builds matter (strangely enough), and six groups of two will never be far from each other, possibly allowing any one group to call for backup and become a group of four when needed. And in many cases, a single solo character can be quite effective (and some class combinations are certainly capable of taking out NPCs on their own). Of course, there are only seven shrines, so having twelve solo characters makes little sense.
Hopefully this was informative for some people (if simple), and hopefully someone smarter or more experienced than myself can add to the knowledge base for Alliance Battles.
See you on the Jade Sea.
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May 11, 2006, 09:16 PM // 21:16
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#2
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Pre-Searing Cadet
Join Date: May 2006
Guild: Force of Arms
Profession: W/R
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You have explained the details of the possible group size advantages and disadvantages if the 12v12 model was reimplemented. In the current 4v4v4 - 4v4v4 with its limiations on coordinating and support outside of the basic 4-man unit. We are forced to use that as the the only vialble option as it is today.
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May 13, 2006, 11:13 PM // 23:13
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#4
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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Quote:
Originally Posted by Marcus Varrus
You have explained the details of the possible group size advantages and disadvantages if the 12v12 model was reimplemented. In the current 4v4v4 - 4v4v4 with its limiations on coordinating and support outside of the basic 4-man unit. We are forced to use that as the the only vialble option as it is today.
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It is quite diffucult with the current UI to do anything other than 4-4-4. That doesn't mean it can't be done, especially if you want to do 2-2 or 3-1 units.
Of course, all of this is an argument for ArenaNet to change the system to make it more flexible and interesting and fun.
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