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Logrin’s Forge

Scenario Type: King of the Hill
Size: 12 Vs 12
Time Limit: 15 minutes
Victory Conditions: 500 points
Scoring: 75 points for holding both capturAe points, 5 points per player kill.

Overview

Logrin’s Forge will test your skill at King of the Hill with two capture points and some difficult terrain to navigate. The two capture points, Logrin’s Hammer to the west and Logrin’s Anvil to the east, flank the center expanse. Main walkways connect the capture points to the center, and on either side of these are a pair of narrow passages. They make great shortcuts, as long as you mind that they can suddenly become choke points at any moment when a brawny enemy steps in your way.

Order Strategy

You begin on the north side. You have multiple exit routes from your spawn point. Head to the far right or left if you want to go straight for the objectives. Controlling the middle between the capture points cuts off fast access between them and also allows your team to send smaller groups out to capture lost points. Melee bashers, such as Swordmasters and Ironbreakers, should cut off any enemies using the thin passages; you can really bottle the enemy up if have a competent fighter or two with an Archmage or Rune Priest behind them.

Destruction Strategy

You begin on the south side. You have multiple exit routes from your spawn point. Head to the far right or left if you want to go straight for the objectives. the middle between the capture points cuts off fast access between them allows your team to send smaller groups out to capture lost points. such as Chosen and Marauders, should cut off any enemies using
the thin passages; you can really bottle the enemy up if have a competent fighter or two with a Shaman or Zealot behind them.
RvR Tip: Save instant cast spells until you need to move. Instant spells can be cast while on the run and usually have a longer recovery time than spells
with a cast time.

The mechanic of this scenario is switched to rotating king of the hill. Same as in the Reikland Hills scenario. The fight starts at Logrin’s Anvil, then one realm captures it the fight will move either to Logrin’s Hammer or Logrin’s Axe. Then you have to decide if you rush to the new objective or if you stay to defend the previous objective, which remains open for a short while.

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