AV Favors Alliance:
Bunkers > Towers - no debate, alliance can literally skip archers and go straight for the flag tag AND hit the archers through the tower wall with no retaliation, while horde has to kill basically all archers in the bunkers before they can safely tag the flag and have no way to cheese kill said archers.
Balinda > Galvangar - in terms of annoying abilities, namely sheep, arcane explosion and mass slow whereas Galv has cleave (capped at 3 targets), whirlwind, mortal strike and aoe fear. Galv can be completely shut down with a simple disarm, and his fear only lasts 6 seconds… oh and you can kite him endlessly because he has no ranged abilities LUL.
Alterac Ram > Frostwolf - Ram has Charge (which stuns) and Wolf has a mere Rend. pray who do you think gets more easily dazed off their mounts?
Icewing choke is easier to attack and hold for horde compared to Iceblood choke for alliance. but both are attackable and defensible nonetheless, it depends on your ability to hold the graveyard at the choke, for both sides.
Alliance base layout > Horde base layout
Alliance base:
Clumped up NPCs
A Bridge covered by 2 bunkers firing cancer arrows at whoever tries to cross
Trinket recall point right next to aid station flag, makes for easy ninja tag.
Horde cannot cheese/skip the marshals for easy Vanndar kill.
ONE backdoor that is hard to exploit, a lone alliance ranged class can hold this backdoor 1 vs 10-15 a simple blizzard aoe makes it impossible for any horde to get up.
Irondeep mine tucked away behind SP gy aka easily defended.
Commanders/Lieutenants clumped up near all the essential base exits for easy regen buff and easy choke defense.
The only downside to the alliance base is the fact that entrance to AV is tucked in the back of the base, meaning it takes them 10 seconds longer to get to the mid field when the game starts, this does, however, become an advantage in the late game when alliance should be defending their base (instead of just giving up)
Horde base:
NPCs all spread out, easy access to base essentials like Relief Hut.
No bridge.
Barracks that block west/east towers from firing at incoming alliance.
Walls with 3+ sections that can be ‘exploited’ by a simple jump (no wall climb needed, like with that ONE alliance backdoor) - not defendable.
Coldtooth mine outside of base, just behind tower point; hard to defend
Commanders/Lieutenants separated and alone just like all the other NPC’s, easily killed.
Drek’thar easily cheesed for quick kill, making towers even more useless to the horde.
Trinket recall point at least 90 yards away from relief hut flag, right in front of Drek’thar’s barracks, good luck getting to the relief hut flag with 30+ allies camping the location.
No geographic advantages at FW GY, as opposed to the hill/mountainside next to SP GY.
Horde’s only advantage is their cave entrance being next to their frontline which becomes a DISADVANTAGE late game when they need (and want to) defend base.