User:Draygo Korvan/GvG Formations

Overview
This is a look at several formations seen in GvG's. In Guild vs Guild combat a formation can be just as important as any other aspect.

Standard formation
The standard formation in a gvg match consists of the frontline, midline, and backline, each are approxamently 50' (aggro bubble radius) long. Frontlines consist of melee characters such as warriors or assassins, midline are offensive casters, such as mesmers, elementalists, necromancers, smiting monks etc, and the backline usually consists of defensive elementalists, monks, and ritualists. This is generally the standard formation seen. A teams position is defined by the relationship of both the attacking and defending teams backline.

Compressed
Collapsed or compressed position is when the monks are in direct healing range of the teams warriors, and often can wand the enemies monks. In a compressed situation, AoE spells and snares can hit miltiple party members. A compressed situation advantages teams that use AoE spells.

Expanded
Expanded or extended is when your monks are more than a 150' away from their warriors. The battle line is usually really spread out. This usually happens when monks fall back do to enemy pressure to try to temperarally get out of range of the enemies midline. This is a very dangerous formation due to the risk of overextension. Teams that have teleportation skills can take advantage of the gap, not allowing monks enough time to run up and heal the target.

Over Extended
Refers to a specific player that is beyond their boundry, an overextended monk is in your teams midline, an overextended energy surge mesmer is in the frontline, an overextended warrior is beyond the frontline (over 150' from friendly monks) without support. This may be ok, but is always risky behavior. Enemies can collapse their formation to spike an overextended player, usually forcing monks to move up.

Push
The act of moving up the backline line. To push the line up to force the enemy to fall back or fight in a compressed position. It also can be in response of enemy warriors falling back to attack friendly warriors. In that case friendly monks push up (with the enemy warriors leaving them alone) to get in heal range of friendly warriors.

Spike formation
Or otherwise the lack of a frontline formation. If a team lacks any high dps warriors or assassins you end up with a spike formation. Your midline becomes the frontline and the backline becomes the midline. The optimal formation is to make sure all teammates are in range of targets while spiking. Enemies running the standard formation will compress their midline forward so the monks are in direct healing range of frontline members.

Split
A split formation is one way to directly counter spike teams. By splitting into multiple groups you can simaltaniously attack enemy base NPCs as well as prevent enemy teams from attacking your base or controlling the flagstand. The objective of a split is to gain an NPC advantage at VOD. Teams that spike usually lack any serious DPS or shutdown and will be unable to kill lone monks if they split in response. There are several types of splits that are employed by top teams.

4 - 4 Split
This split makes two teams of four people, typically offense and defense. Offense side of the split will harrass the enemy base, attempting to get the NPC advantage. Full spike teams that are forced to stick together, will be forced to make a choice, return to base to deal with the attackers, attempt to control the flagstand, or attack the enemy base. If the team moves back to base, the defensive team controls the flagstand, kills any outside NPCs and controls the trebuchet (if there is one). If the enemy team decides to control the flagstand, the defensive team plays keep away, never attempt to suicide cap a flag. Eventually that team will be forced back to base when bodyguards are threatened. The last position is when the enemy team attacks your base, make sure your team controls the flagstand while they are doing this, and attempt to slow down the team as much as possible. With a bit of luck and skill, the fact that you have a monk at your teams base will give you the advantage and time you need to kill the enemy guild lord first.

6 - 1 Split
(flag runner is not counted)

This strategy is used when fighting full on. Usually an offensive position is sacrificed to harrass the enemy base. By only sending one player off a team can maintain a defensive presence at the flagstand while killing NPCs in the enemy base. the 6 players at the flagstand maintain a standard formation, and attempt to fight at a skirmish level without giving up ground. If unhindered the one player at the enemy base may be able to stop the enemies flag runner, resulting in a moral boost for the team unless the enemy team counters. If the enemy teams makeup does not permit an effective counter, your team can be at a significant advantage.

5 - 3 Split
This power split attempts to overload one side of the equasion in order to gain an advantage in a map. The three people left defensively include the flag runner, a monk, and a damage mitigater. The defensive team uses base NPC's to prevent the enemy from moving in. This allows the team to load more power on the other side. This typically follows the standard 4 v 4 engagement procedure.

Stand Off
Stand off is when both teams frontlines have not engaged the enemies midline or backline. Much like people staring each other down, not willing to commit to the fight. Normally warriors will not skirmish but move around waiting to either start engaging or split.

Skirmish
The skirmish level of engagement is when the frontlines have engaged the enemies midlines, but not the backline. In this case enemy monks are not pressured by the opposing midline. This might be done to get a feel for what skills your enemy brought to the fight. It is much easier to withdraw if there is little risk of your monks getting snared.

Fully Engaged
Fully engaged is when your midline is attacking/harrassing your enemies backline. This typically puts your frontline beyond the enemies midline which makes it hard for you or your enemy to retreat. In order to retreat from this position, your midline will have to walk past the enemies frontline (which usually consists of high-dps warriors) in order to disengage. This can often result in a couple of allies in the midline to get snared forcing your monks to move back and continue the engagment or suffer an extra casualty.