Guide to fighting in battlegrounds as Horde

Warsong Gulch

 * Abbreviation - WSG
 * 10 vs 10 - Alliance vs Horde
 * Warsong Gulch Useful Terminology

Strategies
This means one person (usually a rogue or druid with stealth) sneaking into the opponent's base and grabbing the flag, ignoring the defenders (or killing a lone defender) and rushing out through the tunnel, ramp, or run back to base. This is good only for teams who effectively control the midfield, because the run back to base is nearly always hampered by the Allies. Most soloists run into up to five enemies in the midfield and will require the assistance of the rest of the attacking team to get through. However, solo attempts are usually unsucessful because a lone person who is concentrating on running and not attacking will usually not survive the onslaught of even one or two determined Allies. If you think you stand a chance of making it, however, blow your instant or fast cast skills. Use your Insignia of the Horde if you have it. However, its hard to cast and run concurrently, which makes solo attempts fail most of the time.
 * Getting the flag: Soloist

With 3 - 5 people all going into the Alliance base together, the chances of survival are much higher. The team should engage the defenders and one person should grab the flag and run out the way that the team came. The team will then fall back after or with the flag carrier. This way, the flag carrier will have a strong support, healing, and defence and chances of sucess are greatly increased. An ideal attacking team would be a Feral Druid, Frost Mage, Holy Priest and extras for DPS and assorted skills. The druid grabs the flag and shifts into Bear form and goes out the ramp way. The Mage will cast Frost Novas and Priest heals the group. If the defence persists after the druid, the Priest can Psychic Scream and the Mage can Frost Nova again. This should buy enough time for the flag carrier to run to the outside area, pop a Rejuvination, shift into Travel form, and run off. The priest provides adequate healing and shielding and the mage can use frost attacks to slow enemies. Of course, any other classes are greatly welcome too; shamans can drop earthbind after a frost nova, rogues can stunlock and give good damage, paladins can stun, heal and give blessing of freedom. However, this may also fail without good midfield support, for 3 or 5 against the whole Ally team spells doom should they manage to concentrate on the FC.
 * Getting the flag: Three to five

With 6 - 8 all going into the Ally base together and going out together, the flag carrier is pretty safe. This bunch can probably DPS the defenders away in a matter of seconds, then grab the flag and go. However, this leaves nearly only 2-4 on defence and these can easily be overcome if the Allies decide to employ the same 6 - 8 tactic. If both sides grab the flags and run, it turns into a massive melee in the midfield. Then if both flag carriers survive, it turns into a turtle.
 * Getting the flag: Six to eight

2 - 5 should always be on defence to prevent stealthers coming in and sneaking the flag away.
 * Defending the flag: Horde flag in spawn spot

The flag carrier usually camps in one of three places; the balcony, the little room on the ground floor, or the roof. He will put his back facing the wall to avoid nasty rogue/druid Ambush/Ravage damage. This also makes the flag less visible. A hunter or druid should have track humanoids on (and sometimes switch to track beasts to make sure shamans and druids are also accounted for) and warn the defence of incoming attackers. The only difference between defending a flag carrier and defending the base, is that a healer is usually needed. Paladins, shamans, and druids can all provide healing, but the best is a priest, who has a powerful stamina buff, shields, a heal over time, and powerful heals.
 * Defending the flag: Someone carrying the Alliance flag

Turtles are situations when ALL or nearly all (8-10) of the team cram into their own flag room and go on defence. This is a very, very safe way of assuring that the flag isn't taken, but it drags the game into one of attrition, and usually only ends when one team quits. 8 - 10 players can easily repel any strike force, except if all 10 of their team come, leaving the base with no D at all, which is a suicidal win-or-die manuver. There's no real strategy to breaking a turtle, at least not when the flag carrier has a good healer supporting him.
 * Turtling