First off, if you play Horde, and are on the Emberstorm battlegroup, don't read this.
An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever. Welcome to the Isle of Conquest.
The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources. An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it's an all-out war between the factions.
Isle of Conquest is a sort of mish-mash of Arathi Basin, Alterac Valley, and Strand of the Ancients.
IoC, IoQ, Isle: Isle of Conquest
WS, wksh: Workshop
base, fort, keep: The Keep
Ref, R: Refinery
Glaives: Glaive Throwers
bombs: Huge Seaforium Bombs, or Seaforium bombs.
capt, gen: General
Isle of Conquest is one of the last battlegrounds a player can enter, being available only once a player reaches level 71. There are two brackets, 71-79 and 80.
Death is common in all battlegrounds, with IoC being no exception, and therefore the game has mechanics in it to help with dying. You can resurrect as normal (returning to your body), but the most common way to resurrect is to wait near a faction NPC who will resurrect you with no sickness, nor damage to your armor, and the NPC does so every 30 seconds. Hunters, Warlocks, and Unholy Death Knights who have died will be resurrected with whichever pet was active when they died, at no reagent cost to the player.
Isle of Conquest is currently the most complicated battleground in existence. 40 players are allowed to participate on each side. The game begins with all players quartered up inside their faction¡¯s respective keep. Once the timer is up, the three gates (north for Alliance, south for Horde, and east and west) open up for a short period of time and players can traverse the battleground to their desire.
Each faction begins with 300 reinforcements. Whenever a player dies, their faction loses 1 reinforcement. If a faction¡¯s reinforcements reach 0, the opposing faction wins.
There are five capture points: Workshop, Hangar, Docks, Quarry, and Refinery.
The Workshop provides Demolishers, Siege Engines, and Seaforium Bombs to the faction that controls it.
Hangar provides an airship that circles around the opposing faction¡¯s keep. Players can jump off the airship and will automatically deploy a parachute (similar to slow fall or levitate) so they take no damage upon landing.
The Docks provide Catapults and Glaive Throwers.
The Quarry provides a 15% bonus to siege damage, and a constant flow of reinforcements and honor.
The Refinery provides a 15% bonus to siege damage, and a constant flow of reinforcements and honor.
Each faction¡¯s Keep has three gates (Main (south for Horde, north for Alliance), East, and West) which are not targetable, but take damage from siege vehicles and bombs. When a gate is destroyed, there is an easy way into the opposing team¡¯s Keep. Once inside, there is a small fort, inside which the enemy general resides. He is similar to the enemy general in Alterac Valley, in that upon his death, the opposing faction wins.
However, each keep has two towers in the front, and mounted on the towers are cannons, similar to those in Wintergrasp. They deal damage to both players and vehicles, and can put fire on the ground. The fire can be used as a test of whether or not the opposing faction has ever raided. :)
Also, each keep has portals that can be used by the team that owns the keep to teleport into or out of the keep. Teleporting places a debuff on you that prevents you from using the portal for a short period of time.
Siege Engines: Provided once every 3 minutes by the Workshop, the Siege Engine has 4 positions for passengers: Driver, main turret, and two side turrets. The Driver can knock back players in front of the siege, or charge forward, dealing damage to everything in its path. The main turret can knock back and damage all enemies at point-blank range and can shoot cannonballs. The side turrets can deal fire damage to players in front of the cannon, or shoot a Living Bomb-like effect at a distance.
Demolishers: Provided 4 at a time by the Workshop, each Demolisher has 3 positions for players: Driver, and two passengers. The driver can shoot firey cannonballs and knock back enemies directly in front of the demolisher. The passengers SHOULD BE RANGED so they can deal damage to enemies, because they have no special vehicle abilities.
I¡¯ll repeat that. RANGED SIT IN DEMOS AND, FOR THE LOVE OF WARCRAFT, DEFEND THE DARN DEMO.
Excuse my yelling, please.
Glaive Throwers: provided by the Docks, have only a position for the driver. Abilities: can shoot a big old glaive that deals high damage, and at a long range, or can deal a channeled AoE attack.
Catapults: provided by the Docks, and have only a driver position. Abilities: can stealth and move fast, and can shoot the driver at a targeted location.
Work in progress, input any ideas you may have. After all, I¡¯ve never seen an Isle premade.
Individual strategies aka tips and tricks
Use a catapult or the airship to get into the enemy base, and take out their walls with the bombs from the inside.
KILL THE FREAKING GLAIVES. They do tons of damage to walls, but are easily soloable if you can move around a little and avoid their close-range attack.
Defense and Offense are equally important, but only about 12 max should be on D, and the rest on O. Defense is the key to slowing down the enemy, but you won't go anywhere if the other team has all the bases!
STAY WITH BUDDIES. This is a 40v40 bg, did you honestly expect to win on your own You will get globaled by a group if you're alone.
*A-Bomb-inable: In a single Isle of Conquest battle, use 5 seaforium bombs on the enemy gates. This is a fairly straightforward achievement, and only requires control of the workshop.
*A-Bomb-ination: In a single Isle of Conquest battle, use 5 Huge Seaforium Bombs on the enemy gates. This requires you to be inside the enemy Keep.
*All Over The Isle: In a single Isle of Conquest battle, kill a player at Workshop, Docks, Hangar, and each keep. Self-explanatory. Only requires HKs, not KBs.
*Back Door Job: In Isle of Conquest, enter the enemy courtyard while their gates still stand. Use a catapult or jump off the gunship and land INSIDE the enemy Keep.
*Cut the Blue Wire... No the Red Wire!: In Isle of Conquest, disarm 25 bombs. Not in a single battle. Just right click on a bomb dropped by an enemy player.
*Demolition Derby: Destroy one of each vehicle. Not in a single battle. Requires the Killing Blow.
*Four Car Garage: Control one of each vehicle. Not in a single battle. Self-explanatory.
*Glaive Grave: In Isle of Conquest, kill 10 players with a Glaive Thrower without dying. This can be tough, but only requires HKs.
All-Star: In a single Isle of Conquest battle, assault a base, defend a base, destroy a vehicle and kill a player. Destroying a vehicle requires the killing blow, but the player kill can be an HK.
*Veteran: Complete 100 victories in Isle of Conquest. Get Grinding.
*Mine: Win Isle of Conquest while controlling the Quarry, Oil Refinery, Shipyard, Siege Workshop and Hangar. Can be incredibly hard if you play on a crappy battlegroup. If you¡¯re going for Veteran, it¡¯ll happen eventually.
*Mowed Down: In Isle of Conquest, destroy 10 vehicles and 100 players with turrets. Sit in a cannon and shoot things.
* means the achievement is required for the Meta.