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PUG Warband Leadership
An overview of methods and strategies
Author: Eraserhead
Army: all Race: all Career: all
Type: general Difficulty: all
Average rating: 8/10 Total Votes: 4

Guide Contents
1. Introduction
2. General Strategy
3. People Management

General Strategy
The first and number 1 strategic tip I would give to anyone is to get your self a free copy of "The complete Destruction guide to strategy". Where do you get this little gem? It's already in your head but mislabelled as "The complete Order guide to strategy". Generally speaking Destruction players play exactly the same way we do. They have the exact same goals and go about achieving them in pretty much the same way, in turn making all the same mistakes. From this seemingly obvious but possibly quite often untapped realisation comes a whole range of practical pieces of information that will help determine your whole strategy.

With some degree of accuracy you can know A.where the eneny are and B.where they are likely to want to be. Also from knowing all the common mistakes that we ourselves make we can judge at what point from A to B that they will be at their weakest.

Stop and think about all the annoyingly persistant mistakes that we as Order make. We charge out of warcamps unorganised after a wipe, we often move from A to B in a long string instead of a single group, we chase after "red names" and get split from our warbands and loads of other stupid stuff which a lot of people just can't seem to resist doing.

Depending on the particular enemy at that time and how organised they appear to be you can make a lot of accurate assumptions about their future actions and use that information to maximise your warbands kill rate.

Example 1: Your warband has just successfully defended a keep against what looks like a pug warband, wiping them and sending them back to their warcamp. There's a good chance they aren't coming back to try again depending on how arduous their attempt was for them. There are 2 battle objectives(bo's) open for them to capture one closer to their warcamp than the other. So you know with a fair degree of accuracy A.where they are and B.where they are likely to try to end up. You can also guess judging from their pug nature that they are not likely to move from A to B as a single group and are going to charge out of their warcamp unorganised. You position your warband on the path between the warcamp and the bo and mop them all up as they trundle up in ones and twos. If you have judged that this group are not completely unorganised you may decide that it is likely that they are not going to make this mistake twice and are going to regroup before moving out again. So, the second time you do not position yourself where they are going to now be strong, you adjust and get out of sight and wait for them to engage the bo hero, then move in while they are distracted. Triple kills, triple fun. Playing on their weaknesses.

Example 2: You are fighting what appears to be a very organised guild only group. They don't make many mistakes and work together as a team. They have wiped you and you are back at the warcamp. There is only 1 bo open for you to capture and they hold everything else. This time the shoe is on the other foot. They may well be predicting your next move. If they think you are not too bright they will have assumed you are going to be drawn to the last bo. So second guess the second guesser. Approach that bo from a different angle where you can get the jump on them as they lie in wait or send a few in to lure them out and then attack those that remain.

It's a constant game of predicting and second guessing your enemies next move based off their previous actions, you yourself guessing what they think you are going to do and encompassing that information in your next move. There are however many times when you are not able to confidently predict your enemies actions and therefore not be able to predict when they are going to be in a position of weakness and ripe for killing. Those situations can however be created. We are at our weakest when disorganised, confused and seperated. Using fients and efficient movement you can manouvre in a manner that will create confusion and split up your enemy so that you are faced with smaller, more bite sized chunks of Destruction to chew on. All of the problems your enemy faces during moments of disorganisation and confusion can be recreated and capitalised on.

When faces with an organised enemy of equal or greater number you can't just go head on head and expect to win, not with a pug anyway. If you can get your warband to play along you can lead Destruction on a merry dance that causes them all kinds of problems and creates situations where their organisation and/or greater numbers are negated. Those are the moments when your warband is most likely thank you for giving them a good time just before they log off with a grin on their faces.

Battlefield information:
The more accurate picture of the battlefield you can build up the more successful you will be at deploying the necessary troops to deal with a given situation. It's all well and good knowing that Destruction are heading to a particular area but if you get there and there are 2 warbands and not just 1 like you suspected then you die. Use scouts to check out your enemies location and numbers when ever possible and communicate with other people in the region to find out what the enemy is doing. Then you don't have to waste 2 warbands time travelling to kill a single Destruction party or send a party to get wiped by a whole warband.


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