First of all, i want to thank you for actually reading my points and secondly, i admire the attempt to argue with them, however, it seems to me you are overall dwelling on the âbackdoor exploitâ point for almost all of your counterpoints, while straight up dismissing other arguments that i have made.
i shall now proceed to tell you why that âexploitâ doesnât really make or break games (especially since alliance can do it too, which comically enough, you werenât even aware of).
iâll go through your counterpoints, point by point and do my best to argue with them. hell, i even agree with some of them. but nevertheless youâre obviously being a big condescending especially with that âschlongâ note you ended on

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You seem to be arguing that Horde can stand on pike doodads to cap bunker flags, which first of all, is false since not all the bunkers have doodads in them and secondly, no we canât (i actually tried, and the flag is not in reach in the bunkers that DO have doodads like stacked crates, pikes and what not) and third, even if it is possible it still takes way more effort to cheese a jump puzzle to tag a flag than it does for you to literally run into the flag uncontested by horde archers and tagging it, and you conveniently ignored the point of alliance being able to smack our archers through the walls of the towers as well.
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Balindaâs Arcane explosion does not hit like a wet fish, in fact it will definitely kill the group trying to kill her if there is no healer around. and no, Galvangar does not reset if he fears someone out (it would honestly be a miracle if someone who also happened to have aggro DID get feared all the way out of the barracks in the mere 6 seconds it lasts) he will change target to the next person on the aggro list, cleave and whirlwind wonât be used if you disarm him, now who hits like a wet fish? he can literally be 3-4 manned by a group of warriors if they do the rotation properly, this is an example of the arguments you conveniently ignore in your reply, but there is more.
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Yes it is definitely an argument, you canât just sweep it aside like it doesnât matter, especially when most horde players anecdotal experience is exactly that of being dismounted because a goat randomly charges them and gets a lucky daze, which in some cases actually kills them because there is usually other mobs already chasing them (guards) now i will admit that you gotta be severely unlucky to actually get killed by the guard patrols, but the point remains; it happens way more to horde than it does to alliance because frostwolves donât have any chase mechanic.
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look, this is one of the points i sorta agree with you on, and iâm pretty sure i even mentioned that in my original post, but the fact of the matter is that this becomes the fact for alliance once they cap it as well, there is only 1 way to get through the choke, and you will literally spawn right on it if you control the GY, hence why i said âit depends on your ability to hold the graveyardâ and for the love of god stop acting like iceblood tower is somehow this nuclear weapon that the horde have at its disposal when it comes to preventing you from capturing IB GY, it gets destroyed within a minute if 1-2 people attack it and put in an effort to take out its archers, which they might as well since they will already be going there to tag the flag. and the reverse scenario at IWB has horde dedicating at least 5-6 people to quickly take out the bunker as it will most certainly be reinforced and has a much more troublesome layout in regards to the archers occupying (guarding) it. youâd be surprised how easy it is for you to hold IWB choke if you keep your archers in the bunker protected even a little bit.
- All can be ignored and are not aggressive unless attacked.
you know god damn well this is next to impossible with 20-30 people all running around in there, quit BSing me. and yes, they most certainly are aggressive, i can guarantee you that.
- Only 1 tower can reach the bridge but it doesnât matter anyway because horde donât cross the bridge, they just exploit into alliance base.
False again, both BUNKERS can reach the bridge and they frequently kill whoever dares to cross the bridge first, and you got it reversed, horde always use the bridge and rarely if ever use the backdoor, thatâs pretty much only used by rogues who are going for ninjacaps during tough (losing) battles.
- Irrelevant. You know exactly where they will spawn so defend it. Itâs not a surprise.
Okay, i see, its irrelevant that Horde has to run 90 yards to tag relief hut after using their trinket and all that alliance has to do is literally click their trinket and tag the flag when teleported⌠Yes, very irrelevant. this is another example of you just sweeping a good argument under the rug.
- No but they can solo pull van by causing the npc by door to run in and pull van out. Alliance need a paladin for this exploit, any horde class can solo pull van.
how often do you think this happens? there is always some idiot killing the NPC. this trick literally only works 1/20 times, first you have to rely on the NPC to actually flee in the correct direction, and secondly you gotta rely on your team not to (willingly or accidentally) tap that last 10% of life that she has when she runs, oh and btw her total healthpool is like 1400, so you can imagine how often this happens, literally all it takes is an unlucky crit at the wrong time or a dot that lasts for too long for her to bite the dust.
- An exploit so easy to access that itâs exploited in 90% of games. Itâs laughable that you think 1 person can defend against 10-15
I literally laughed out loud when I read that. Bring a hunter and 1 shot the Mage with aimed shot since hunters can have 41 yard range and blizzard is 36 yards.
you can laugh all you want mate, this âexploitâ is literally the best point of defense on the entire map, too bad the allies never actually does it⌠and btw, its not like you donât have hunters on alliance side, which i recall also have several slowing abilities that can screw up any would-be jumpers day.
- Mines are beyond irrelevant and provide no benefit whatsoever
oh then you wonât mind if horde start AV with champion guards, will you?
again, very relevant and definitely a benefit.
- Wow an extra 15 health per second!!! Surely the alliance will win every ga⌠oh wait.
âŚand mana⌠if you refuse to defend your commanders and lieutenants when you have the chance, thatâs a you-problem.
- It takes more than 10 seconds even for the 100% mounters. The horde already have 60% mounts at mid whilst alliance 60% are still at stonehearth. The positioning of the alliance entrance never becomes an advantage.
this is a lie. horde 60% mounts will be lucky to have reached IB GY by the time alliance 100% mounts reach Balinda. i know because i happen to have 100% mount and always clash with alliance around Balindaâs bunker⌠or well, i would, if it wasnât for the brave heroes of the alliance trying to sneak around to the sides each and every game⌠seriously, do you guys think horde players are blind? that we wonât notice that long train of red text going east/west in a vain effort to avoid a clash? i laugh every time i see it.
- NPCs can be ignored, same as in alliance base. Must run past both towers to get to Relief Hut, whilst being shot at by no less than 6 archers at the same time. This point really is weak.
Aye, horde NPCs can indeed be ignored because as oppose to the alliance base, the horde NPCs are spread out so much you barely even have to acknowledge their presence, and if you happen to somehow pull any of them, youâll have at least 10-20 yards kiting room to work with.
- So??? lol
are you serious for real? youâre actually gonna act like having the only entrance to your base be a raised platform that you can toss people off of using mind control while said platform is also covered by no less than 2 bunkers, is nothing?. and before you say âmuh backdoor exploitâ just hold your horses, because once the horde have reached SP GY that âbackdoorâ becomes useless as a frontal assault is way more efficient⌠oh and also, weâve already been over how easily defended this âexploit backdoorâ is on the alliance end of things.
- Alliance get shot by opposite tower as they are walk up the other. Smallest choke point in the game. 1 hunter frost trap or focused AoE can stop the entire alliance getting past.
hahahaha good one. the whole 5 yards they have to cross after going through the first barracks must be such a death zone right. its not like you can literally just walk under the towers and avoid them altogether. and no, one frost trap or aoe spell will not stop an entire alliance raid from passing through, thatâs ridiculous.
- Never seen the horde base exploited. In any AV game Iâve ever played and I donât even know where the exploit is. Alliance base gets exploited in 90% of games. Look at the facts and decide which one is more accessible. Just put 1 Mage there to defend against 10-15 imaginary alliance players who exploit this every game lololololol.
Want me to post some videos showing all the horde side exploit points that you can use?.. oh wait, the horde base is so trash you donât even need to use them, lololololol no wonder you didnât know they existed⌠and no, i already said that you canât just put a mage there to defend these exploit routes as they are so easily exploited he wonât be able to do it, as i said; no wall climbing required. literally just a mount and a jump from a hill over the wall.
- Mines are irrelevant
weâve already been over this one, mines are definitely not irrelevant. no wonder alliance lose all the time if thatâs their general consensus on mine occupation.
- Not sure where you got this from? All lieutenants are pretty balanced in their positioning. Only thing I can point out is that the alliance lieutenant that patrols between ice win and Belinda can be avoided completely with no fear he will patrol up behind the attacking force at stonehearth because he doesnât come up the hill.
i was talking about horde commanders/lieutenants, not alliance ones.
- See point 4 of alliance advantages lol. Drek also has 2 badass wolves.
i would appreciate if you could be more specific here, but i presume you are referring to how horde can use that nonelite to solo pull vanndar? yeah no, weâve already been over that. this is why you donât use a point to refer to another point, because its just confusing.
- See point 3 of alliance advantages
again, more specificity please, but no, weâve been over this too, assuming you are referring to the trinket recall. it definitely matters that one team recalls right in front of their base flag while the other team recalls to a location 90 yards away from it.
- Horde can access the hill and mountain side. Provides no advantage at all.
right, all they have to do is run from SP gy back to IWB and take the path up the hill to the right and then run another 500 yards to reach that one annoying hunter standing on top of the hill ganking anyone who resses at SP gy

- This is such a massive advantage that it slows down the alliance attack so much, the horde have usually already exploited into alliance base by the time alliance reach frostwolf gy. They can also reach Belinda faster than alliance can reach galv, they can reach snowfall faster and they can reach the middle of the map faster. This is literally the biggest horde advantage out of all of them because itâs not even an exploit. The fact that this becomes a disadvantage in late game is also irrelevant because once the alliance take frostwolf, you have a clear path straight into the alliance base with no resistance (exploit) yet the alliance still have to get past the choke point between barracks and east/west tower.
you really wonât let that fatally flawed exploit point rest huh?
okay so if Horde were able to reach Ally base before Alliance reaches Frostwolf GY, how do you explain that Alliance could 7 min rush Drekâthar not very long ago without horde being able to make it up there in time even without a single alliance player defending?
and no, it does not become irrelevant just because you say so. it makes it objectively harder for horde to defend main base when they got much farther to run to get there compared to alliance cave to base distance⌠and weâve already been over how that east/west tower âchokeâ is a god damn joke, those towers might as well not even be there at all because they arenât performing their intended purpose which is to deter attackers from rushing in to take relief hut.
hope you enjoyed the read.