Actually, after reading people's posts, I think I will describe how to properly play this BG in simple bullet points.
- Take bombs. Ranged Ride, Melee Drive. As soon as you reach a wall, the ranged riding drop out, lay their bombs then get back in and try their best to get dps off the tanks. Two Engineers would be ideal for riding tanks... do you research. Any ranged on the beach, TAKE DOWN THE GUNS.
(Counter)
Man the fucking guns! Aim does count! A direct hit on a tank can mean the difference between a few hundred damage and upwards of 4500 (X2 if both are manned) damage. Kill the tanks as soon as their attackable, but watch both walls. To much focus on one side will leave another side to be open. All it takes for a wall to go down is the time to get from one end of the beach to the other. That's all it takes. Divide your team up so that balance is achieved.
- Cap those flags as soon as possible. Capping a flag will open up a workshop that are closer to the relic. Capping the flag could be a ground trooper's main objective. Many will be so focused on bringing down your tank that is assaulting the second wall that it may be possible to "Ninja" a flag, but a group assault is preferred. Either way, the opposite team has to divide their troops into defending the flag, or bringing down bombers and tanks. The key is to find their weak point.
(Counter)
Use the map like a fiend. If you see troops massing on your strong side, all it takes is one or two people to ruin the tank that is assaulting an unprotected wall. Keep cappers off that flag with instant or quick attacks. All it takes is a single direct damage spell or attack to interrupt a flag capper. Manning the guns at the second point is also important as they can offer support to the flag defenders. YES they can reach the flag, and firing a single rocket can not only interrupt a capper, but it can also cause massive aoe damage and keep the pressure on.
- Capping the last (South) Gy can mean the difference between victory or death. Taking down the yellow wall's guns is probably the best thing you can do at this point. If you choose to cap the last GY, then you'll need to divide your team up into groups, one for bombings, and one for running for tanks. Keep in mind that as soon as you cap the last GY, you'll spawn at that point, making it an extra long run to get a tank. This is why some teams decide NOT to cap it, but it only usually works if you have lots of time to spare. Those who are on the bombing team will need abilities that allow them to easily get through crowd control. Dispersion, Bubble, Cloak of Shadows, etc, are preferred. Once you lay a bomb you'll need to make sure it goes off. Using AoE like Holy Nova are a perfect way to keep yourself up, and interrupt would-be disarms. Any tanks that get through is only the icing on the cake.
(Counter)
Get to yellow, and defend. Man the guns, it's important! This is where the fun begins, where you can get into various 1v1 battles, or rack up massive amounts of damage. Your main priority are to down tanks, and to down anyone who looks like they are running to bomb your wall. Disarming bombs will be important, but extremely difficult. It's really better to just kill bombers FIRST. Once your wall goes down, you could fall back, keeping two gunners active, but leaving the rest to down any tanks that get by, and to kill any potential bombers. At this point it's do or die, and if the opposite team has gotten THIS far, then it should be a challenge to hold them off.
There are a ton of more details that I could go into, but this is what I'm hoping people will learn once rated bgs come out. In fact, I'd like all of the tips I've listed above to be made obsolete by arising strategists that lead entire teams into victory.
Arenas be damned. Yeah that's right. Focusing the healer won't always work.
---------- Post added 2010-08-03 at 05:00 AM ----------
P.S.
I think that holy priests, with their reduced holy nova global cooldown and occasional fear, will be the ultimate bomb defenders.