Battlegrounds

Maps, plans and calls for all four battlegrounds

Warsong Gulch

10 vs 10Levels 10-60, in brackets of ten levels (10-19 up to 50-59) plus 60

Capture the flag. Take the enemy flag from their base and bring it to your own flag spot while your own flag is at home. The first team to 3 captures wins.

New in Forever: No map or rule changes have been published. Blizzard said it would raise Honor from Warsong Gulch, Arathi Basin and Darkspear Islands while lowering Alterac Valley, but gave no numbers. Warsong Gulch has its own Mark of Honor, used for some PvP gear slots and for Silverwing Sentinels (Alliance) or Warsong Outriders (Horde) reputation quests.

Alliance flag room (Silverwing Hold): Alliance flag sits here. Horde must reach it to steal it.Alliance front door: Main entrance facing the middle field.Alliance tunnel: Side entrance into the base. Called 'tun'.Alliance graveyard: Alliance players revive here, close to their base.Middle field: Open ground between the bases. Most big fights happen here.Horde graveyard: Horde players revive here, close to their base.Horde tunnel: Side entrance into the base. Called 'tun'.Horde front door: Main entrance facing the middle field.Horde flag room (Warsong Lumber Mill): Horde flag sits here. Alliance must reach it to steal it.Alliance flag roomAlliance front doorAlliance tunnelAlliance graveyardMiddle fieldHorde graveyardHorde tunnelHorde front doorHorde flag room
schematic, not to scale. Alliance base at the top (north), Horde base at the bottom (south), as on the in-game map. Blue: Alliance. Red: Horde. Gold: neutral.

The plan

  1. The first minuteMost of the team runs to the enemy base with the flag carrier. Two or three players stay home to guard your own flag. Fast classes go first to grab the flag.
  2. The middle gameOnce your team has the enemy flag, bring it home. You can only score when your own flag is in your base. If both flags are taken, kill the enemy carrier (the EFC) to return your flag, while your carrier hides in your base.
  3. Closing it outEach capture puts the flags back home. Keep the same plan: guard home, escort your carrier, hunt the enemy carrier. At 2 captures, the next one wins, so call every enemy move.

Your job by role

Flag carrier

Usually a tough or fast player, often a druid or warrior. Grab the flag, run home by the safest path, and say where you are in chat.

Escort

Stay near your carrier. Slow, stun or kill anyone chasing them. Do not run off to fight elsewhere.

Healer

Keep your carrier alive first. Stay out of sight of enemy damage dealers and stay close to the carrier.

Flag defender

Stay at home. Stop thieves before they grab your flag. If they get it, call it out and chase.

Damage

Kill the enemy flag carrier and their healers. Damage on other targets does little to win.

Scout

Watch the middle and the enemy base. Call where the enemy carrier is going: tunnel, ramp, middle or graveyard side.

Calls you will see in chat

FCFlag carrier, usually your own team's carrier.
EFCEnemy flag carrier. The person holding your flag.
EFC tun / EFC ramp / EFC midWhere the enemy carrier is going: tunnel, ramp, or middle field.
inc 3Three enemies coming to your flag room.
flag midYour carrier or the enemy carrier is in the middle field.
FC needs helpYour carrier is under attack. Escorts and healers go to them now.
DDefend. Someone needs to guard the flag.

Newcomer mistakes

  • Everyone leaving home so a lone thief takes your flag.
  • Chasing kills in the middle field instead of hunting the EFC.
  • Not knowing you need your own flag at home to score.
  • Flag carrier running alone with no healer or escort.
  • Staying silent. Call where the EFC goes, even if you cannot reach them.
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Arathi Basin

15 vs 15Levels 20-60, in brackets of ten levels (20-29 up to 50-59) plus 60

Hold resource nodes. Five nodes give resources over time while you own them. More nodes means faster points. In Classic, the first team to 2000 resources wins (later versions use 1500; Forever's number is not confirmed).

New in Forever: No map or rule changes have been published. Blizzard said Arathi Basin Honor will go up relative to Alterac Valley, with no numbers given. Arathi Basin has its own Mark of Honor for some PvP gear slots and League of Arathor (Alliance) or Defilers (Horde) reputation.

Alliance start (Trollbane Hall): Alliance spawn and last-resort graveyard.Stables (ST): Closest node to the Alliance start. Easy Alliance node.Gold Mine (GM): Northeast node. Far from both starts.Lumber Mill (LM): West node on a high cliff. Good view over Blacksmith.Blacksmith (BS): Center node. Key node most fights go through.Farm: Closest node to the Horde start. Easy Horde node.Horde start (Defiler's Den): Horde spawn and last-resort graveyard.Alliance startStables (ST)Gold Mine (GM)Lumber Mill (LM)Blacksmith (BS)FarmHorde start (Defiler's Den)
schematic, not to scale. Alliance start at the top left (northwest), Horde start at the bottom right (southeast), as on the classic in-game map. Blue: Alliance. Red: Horde. Gold: neutral.

The plan

  1. The first minuteOne or two players take your closest node (Stables for Alliance, Farm for Horde). The main group goes to Blacksmith. A small group goes to Lumber Mill or Gold Mine.
  2. The middle gameThree nodes beats two. Pick three nodes and hold them. Leave at least one or two defenders on each. Send a group to break an enemy node only when your own three are safe.
  3. Closing it outWatch the score. If you are ahead, defend, do not chase. If you are behind, the whole team hits one enemy node at a time. A node is not yours until the capture timer ends, so stay on it.

Your job by role

Base defender

Stay on your node, even when nothing happens. Call 'inc' the moment you see enemies. Stand on the flag to block or delay a capture.

Healer

Stay with the main group or the hardest-hit node. A healer on a defended node can hold it against more attackers.

Damage

Move with the main group. Stop enemies who are capturing a flag. Any damage interrupts their capture.

Scout / roamer

Fast or stealth players watch enemy nodes and look for weak ones. Call what you see, then the group decides.

Calls you will see in chat

inc BS 3Three enemies coming to Blacksmith. Swap BS for ST, LM, GM or Farm.
BS / LM / ST / GM / FarmBlacksmith, Lumber Mill, Stables, Gold Mine, Farm.
LM clearNo enemies at Lumber Mill right now.
help BSBlacksmith is being attacked and will fall without help.
hold 3Keep three nodes and stop pushing for more.
zergA large enemy group moving together.

Newcomer mistakes

  • Leaving a node empty after taking it. One stealthy enemy can flip it.
  • The whole team chasing one fight while nodes fall behind them.
  • Walking off the flag before the capture finishes.
  • Trying to hold all five nodes and getting spread thin.
  • Not calling 'inc' early. Late calls lose nodes.
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Darkspear Islands (new)

15 vs 15Levels 30-60 (reported brackets 30-39, 40-49, 50-59, 60)

Hold four capture points and run the center flag. Points tick in while you hold bases, faster with more bases. Bringing the center flag to a base your team holds gives bonus points. The first team to 2000 points wins.

New in Forever: New in Forever. Darkspear Raiders (Horde) fight the Theramore Expeditionary Force (Alliance) on islands off Dustwallow Marsh. Queue at a battlemaster in a capital, or at the faction bases in the Barrens (Merchant Coast for Horde, Northwatch for Alliance) where a portal takes you in. Each faction has its own reputation, vendors and battleground quests. Marks of Honor go into reputation quests. Exalted unlocks a short questline for a faction tabard. It has its own Mark of Honor (reported 3 for a win, 1 for a loss in beta).

Alliance start (stone fort): North end of the green northern island.Shipwreck Cove: Northwest base by wrecked ships. Its spot moved in an October beta build, so older videos may show it elsewhere.Abandoned Tower: Northeast base. Defenders can stand on top and hold it from above.Center flag: Flag spawns here. Carry it to any base your team holds.Camp: Southwest base. Troll camp in the red hills of the southern island.Ruins: Southeast base. Troll ruins with the capture flag in the open.Horde start: Southern red island.Alliance start (stone fort)Shipwreck CoveAbandoned TowerCenter flagCampRuinsHorde start
schematic, not to scale. Two islands joined by bridges. Alliance starts on the north island, Horde on the south island (Conquest Capped). Base positions come from beta data and may change. Blue: Alliance. Red: Horde. Gold: neutral.

The plan

  1. The first minuteTake the bases closest to your start and leave a defender on each. Do not send everyone to the center flag. You need a base you own before the flag is worth anything.
  2. The middle gameHold two bases safely before going for a third. Then send the flag with a small escort to your closest safe base. The flag gives more points the more bases you hold.
  3. Closing it outCheck the score before each push. If you are ahead, protect your bases and pull enemies away from them. If you are behind, take a weak enemy base or stop their flag carrier.

Your job by role

Base defender

Two per base is a good default. Stay on the base, call attackers early, and do not chase.

Flag carrier

Pick up the center flag only when your team holds a base. Take the shortest safe path to it. Use bridges, not water.

Escort

Keep the carrier moving. Slow or stop anyone chasing them.

Healer

Stay with the main group or the carrier. Keep out of sight lines near the Tower top.

Damage

Move with the main group to take or retake bases. Kill the enemy flag carrier when they run.

Scout / stealth

Watch enemy bases. One stealthy player can flip an empty base.

Calls you will see in chat

inc Tower 3Three enemies coming to the Abandoned Tower. Same for Cove, Camp or Ruins.
Tower / Cove / Camp / RuinsThe four bases: Abandoned Tower, Shipwreck Cove, Camp, Ruins.
flag upThe center flag is ready to take (common carry-over from other flag maps).
FC to CoveOur flag carrier is heading to Shipwreck Cove to score.
EFCEnemy flag carrier. Stop them before they reach a base.
hold 2Keep two bases safe before pushing more.

Newcomer mistakes

  • Everyone rushing the center flag while the enemy takes your bases.
  • Leaving a base empty. One stealthy enemy can flip it.
  • Attacking the Abandoned Tower with melee only. Bring ranged and crowd control, or pick another base.
  • Fighting near edges. Knockbacks can throw you into the sea, and the water is reported to be deadly.
  • Trying to swim between islands, especially with the flag.
  • Chasing a lone enemy far from your base.
  • Trusting old beta videos for Shipwreck Cove's location.
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Alterac Valley

40 vs 40Levels 51-60 (reported; one database lists a wider range)

Push down the valley and kill the enemy general (Vanndar Stormpike in Dun Baldar for Alliance, Drek'Thar in Frostwolf Keep for Horde). Towers, bunkers, graveyards and captains along the way make the push easier. In later Classic versions, teams also lose by running out of reinforcements; whether Forever uses that is not confirmed.

New in Forever: Blizzard said Alterac Valley will give less Honor than before so it is not the obvious Honor farm, while the other battlegrounds give more (Forever podcast, Oct 15 2026, via Wowhead). No numbers were given. No map changes have been published, and it is not known which Classic version of Alterac Valley Forever uses. It has its own Mark of Honor, plus Stormpike Guard (Alliance) and Frostwolf Clan (Horde) reputation.

Dun Baldar (Vanndar Stormpike): Alliance base and general. Horde wins by killing Vanndar here.Dun Baldar North and South Bunkers: Two bunkers guarding Dun Baldar. Burning them removes their archers.Irondeep Mine: Mine on the Alliance side. Gives supplies to the team that holds it.Stormpike Aid Station: Graveyard near Dun Baldar.Stormpike Graveyard: Alliance graveyard. Key target for Horde pushing north.Icewing Bunker: Bunker on the road south of Stormpike.Stonehearth Outpost (Balinda): Alliance captain Balinda Stonehearth. Stonehearth Graveyard and Bunker are nearby.Snowfall Graveyard: Middle graveyard. Starts neutral; either side can take it.Field of Strife: Open middle ground where the two armies often meet.Iceblood Garrison (Galvangar): Horde captain Galvangar. Iceblood Tower and Graveyard are nearby.Tower Point: Horde tower south of Iceblood.Coldtooth Mine: Mine on the Horde side. Gives supplies to the team that holds it.Frostwolf Graveyard: Horde graveyard. Key target for Alliance pushing south.Frostwolf East and West Towers: Two towers guarding Frostwolf Keep.Frostwolf Relief Hut: Graveyard near Frostwolf Keep.Frostwolf Keep (Drek'Thar): Horde base and general. Alliance wins by killing Drek'Thar here.Dun Baldar (Vanndar Stormpike)Dun Baldar North and South BunkersIrondeep MineStormpike Aid StationStormpike GraveyardIcewing BunkerStonehearth Outpost (Balinda)Snowfall GraveyardField of StrifeIceblood Garrison (Galvangar)Tower PointColdtooth MineFrostwolf GraveyardFrostwolf East and West TowersFrostwolf Relief HutFrostwolf Keep (Drek'Thar)
schematic, not to scale. A long valley with Alliance at the top (north) and Horde at the bottom (south), as on the in-game map. Blue: Alliance. Red: Horde. Gold: neutral.

The plan

  1. The first minutesMost of the team rides down the main road toward the enemy. A few players stay home to defend. Listen to the raid leader. In a 40-player battle, following the plan matters more than any single fight.
  2. The middle gameTake enemy graveyards so your dead revive closer to the front. Burn towers and bunkers by clicking their flag, then guard them until they burn. Kill the enemy captain if the leader calls it.
  3. Closing it outGather at the enemy base before pulling the general. The general has guards and hits hard. Pull together on the leader's call. Do not run in one by one.

Your job by role

Defender

Stay at your towers, bunkers and graveyards. Click an enemy-taken flag back before it burns. Call 'inc' early.

Healer

Stay with the main raid, behind the front line. Heal the tanks on the general and captains.

Damage

Push with the raid. Take graveyards and towers. Stop enemies who are clicking your flags.

Tank

Hold the general and captains on the leader's call.

Scout

Watch the main road and the mines. Call big enemy groups so the raid is not surprised.

Calls you will see in chat

SH / SP GYStonehearth or Stormpike graveyard.
IB / TPIceblood or Tower Point.
FW GYFrostwolf graveyard.
SF / SFGYSnowfall graveyard in the middle.
DBDun Baldar, the Alliance base.
Drek / VannThe Horde general Drek'Thar or the Alliance general Vanndar.
inc IB 5Five enemies coming to Iceblood. Swap in any location.
wait for pullDo not attack the general or captain until the leader says go.

Newcomer mistakes

  • Attacking the general before the raid is ready.
  • Leaving after a tower is clicked. It needs guarding until it burns.
  • Ignoring the raid leader and running off alone.
  • Fighting in the middle forever while no one takes objectives.
  • Everyone pushing, nobody defending, so enemy graveyards end up on your doorstep.
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Not published yet: Darkspear Islands: points per tick, flag delivery value and capture timer are not published. One guide (Overgear) says the win is at 1500 and the flag carrier moves at 85% speed; Blizzard's post says 2000, so 2000 is used here. Darkspear Islands: Shipwreck Cove moved in an October beta build. Final positions of all four bases, graveyards, bridges and the flag spawn are from beta data and fan maps only. Darkspear Islands: whether water is always deadly (Conquest Capped says a shark kills you) is from beta reports. Darkspear Islands: exact level brackets are reported from beta data, not a Blizzard table. Marks of Honor: 3 for a win and 1 for a loss is beta data. The mark cap is unclear (one guide says 20, beta notes raised the stack to 30). Exact Honor values for any battleground after the Alterac Valley reduction are not published. Which Classic version of Alterac Valley Forever uses (early long-game version or later reinforcement version) is not confirmed. Alterac Valley's level range is reported as 51-60, but one database lists 20-60. Arathi Basin win score in Forever (Classic was 2000) and node capture time are not confirmed. Whether Warsong Gulch in Forever has a time limit or carrier debuffs is not confirmed. Classic had no time limit at launch. Battleground chat calls listed are common player shorthand, not official terms. Darkspear Islands calls are guesses based on the base names, since the map is new. Graveyard positions and power-up spots in Warsong Gulch are approximate.

Sources

  1. Blizzard to Lower Alterac Valley Honor and Increase All Other Battlegrounds Honor in WoW: Forever (Wowhead News)
  2. WoW Forever Honor changes: Alterac Valley and the other battlegrounds (Forever Wisp)
  3. WoW Forever Battlegrounds: All Four Maps, Brackets and Marks (wowforevertierlist.com)
  4. Warsong Gulch (Warcraft Wiki)
  5. Arathi Basin (Warcraft Wiki)
  6. Battle for the Darkspear Islands in World of Warcraft: Forever (Blizzard, Oct 7 2026)
  7. WoW Forever: Darkspear Islands Battleground Overview (Conquest Capped)
  8. WoW Forever Darkspear Islands PvP Guide (Overgear)
  9. WoW Forever Darkspear Islands Guide (LePreStore)
  10. Darkspear Islands (battleground) (Warcraft Wiki)
  11. WoW Forever Darkspear Islands Guide (wow.gg)