I'm probably the only one but I've actually been having a blast playing AV the last few days. I'm usually able to get elected leader and it's probably one of the only groups where the Horde and Alliance both have a reasonable chance of winning. In the higher premade alliance tiers (knight or above I think) I'm pretty sure they just crush the game in 10-12 minutes, and the non-premades get ground to dust at Stonehearth.
Common strategies with some pros and cons:
Balinda Blender
Hide somewhere near Stonehearth bunker and graveyard, try and kill half the Horde but not all of them, then proceed to objectives.
Pros:
Stalls the Horde advance, makes it easier to backcap later as it spreads everything out
Cons:
Any Horde killed respawn at Iceblood graveyard, turning them in to defenders that have to be killed another half-dozen times at Iceblood, Frostwolf, etc.
Hard Right
Pros:
Straight to Galv, can usually get him first, and it lets the Horde go by and start doing their objectives
Cons:
Galv takes a few moments, capping a graveyard comes late, any Horde on the Field of Strife can come back in and ruin your day
Left
Pros:
Straight to IBGY, gets the timer going, gets lieutenants
Cons:
Easier for the Horde to intercept as you're running right past their preferred route to Balinda
Relief Hut Rush
Pros:
Instant win
Cons:
No lieutenants, requires an enormous amount of coordination, vulnerable to recalls.
So here's been my strategy so far:
Zone in and look at Horde opponents. If there's a half-dozen generals / lt generals, pick a conservative strat. If there's lots of grunts, a more aggressive one.
Generally go hard right and get Galv
Soft Cap IBGY, get lieutenants
Get out from IBGY ASAP to avoid Horde returning from Field of Strife
Cap FWGY and sit on it with 20
The trick is to try to never give the Horde a fight worth taking. Last night I did this and it worked well...5 Horde showed up to backcap FWGY, but because there were 15-20 of us sitting on it, they just had to sit there and look at us instead of attacking. This keeps the 15 of us alive of course, which keeps the progression going.
And it's interesting because neither side really wants to win, they both want maximum honor per hour. With the current Horde queues, this means Horde are much more willing to make a game last 20 minutes longer if it gives them the W, whereas if a game is over 30 minutes the Alliance will loudly start complaining to just let them win.
The thing I would really like to do is cap IBGY and sit on the two towers, but it causes so many problems because any Horde defenders spawn at FWGY and now they can't get out to do their objectives. Then they have to be killed a half-dozen times at Tower Point, a half-dozen times at FWGY, a half-dozen times at the FW towers, a half-dozen times at FWRH, and then a half-dozen times when they come back in from their cave. Any Horde that just leave and go on offense cuts the game time significantly, and making sure the Horde have IBGY so they can easily go on offense allows this.
So mostly I'm just here to discuss general strategies, but if there's one specific question I have it's what your opinions are about what it takes to end the game immediately? How many tanks, how many healers, how many DPS, how organized are those players, how organized are the Horde opponents, etc.
And I've had a ton of fun the last few days trying to strategize this all out. And now that I started thinking of it in terms of opponent's psychology instead of in terms of Alterac Valley, it makes a lot more sense. There's no magic combination of the above four strategies that always works, but everyone in that BG wants max honor per hour, so if you realize that and always give Horde an option of:
A. Suiciding against a chunk of Alliance that outnumbers them 3:1 or
B. Going for their own objectives
Guess which one they'll tend to choose. It's when you give them option C: "Fair fight with tons of honor to be earned" that games start turtling.
This is also why sitting on FWGY tends to work well because it doesn't cause enough alarm for people to recall, and then once it caps and 20 Alliance move in to RH, it's also more or less pointless to recall, so everyone stays on offense on both sides and the games end quickly.
I apologize for the stream of consciousness writing here (I'm in a rush for work) but I also dreamed up two other ideas:
The Mordor Strategy
A group of 20+ Alliance fight a huge battle at IB or FW specifically distracting the Horde from the 5 hobbit "burglars" sneaking in to RH.
The Galvangar Grinder:
For when the group barely makes it to Galvangar and is pursued hard...instead of killing Galvangar, you run in to the room like you’re going to but then reset him and smash the players that chased the death ball. (I did do this strategy once tonight and it worked well, we smashed quite a few Horde trying to jump us from behind and still finished Balinda before the Horde, go go 40 people with epic mounts.)
The Snowfall Snooze:
Group sits on top of Snowfall for 2-3 minutes giving the Horde no chance to fight the deathball so they continue to objectives. A strategy more designed for a quick loss than a W. Probably better late at night when the high-ranking Horde are on and won't let the deathball through easily.
The Stonehearth Shuffle:
Group piles in to SH bunker. The Horde, as of Jan 12, aren't used to this and just run past. If they did get organized enough to push the door, you just jump out the window and head south. Horde also cannot mount to pursue due to riflemen. I did this in three games with varying degrees of success. All three times it was successful at causing the Horde to just leave and go north, however:
--one game we held on to IBGY, IBT, and TP on our first attempt and wound up winning despite starting the match outnumbered 30 to 40.
--one game we held on to IBGY but not IBT or TP on the first attempt, which meant it was the 15-minute mark or so we headed south.
--one game we held on to IBGY but never fully finished TP and it was a slog
The problem with holding IBGY in most any game is that the Horde get stuck in the south and that is NOT what you want for fast games. And if you cap IBGY before they have a forward graveyard any Horde dying anywhere on the map come back to FW, the cave, or RH, all of which are bad.
So the opening works pretty well as it doesn't take long for the Horde to run by. However, there's some serious pros and cons to your next step of choosing IBGY or FWGY. [Rushing RH I personally don't advise; the whole point of this is to let the Horde just leave the south, if you go to RH they recall and the whole point of the thing is moot.] If a group really had people following directions you could probably stay in the bunker for 10-15 seconds, then do lieutenants WITHOUT capping IBGY (again, no deaths = no horde respawning there so no real reason to soft cap it), then go to FW and set up a perimeter...half the group at the FWGY, half the group at TP, and then just forgetting about IBT and killing the warmaster when FWGY ticks over.
The Killing Fields:
Turtle hard in the middle, cap Snowfall, and recall and get the druids going. 5-10 minutes in to the game you’re basically at the beginning again except with Snowfall and druids.
Hold IB while Ivus walks in circles around the middle, then IBT and TP go down about the time he's ready to start walking south.
A strategy designed for a long win, I doubt you could get many premades to do it.
Thundercloud Formation
For a Hard Right strategy, the group lines up like a thundercloud. The edges of a thundercloud are where the lightning comes from, so that's where all the ranged shoot from. The dark, swirling center of the cloud is where the melee are, and anyone foolish enough to enter does not return. And above the clouds is the sun, where the healing Light shines down on the rest. And yes, I've spent WAY too much time thinking about this.