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FOREVER / PVP / AV

Alterac Valley

40v40, graveyards, towers and two generals. A good advance preserves reinforcement routes and secures objectives before forcing the final fight.

Updated: 8 November 2026DE / ENMap · Objectives · Tactics
Team size
40 vs 40
Levels
51–60
Mode
Large battle with PvE objectives
Victory
Defeat the enemy general

01 / GAME PLAN

How to win

The classic main objective is the opposing general: Alliance attacks Drek’Thar in the south; Horde attacks Vanndar Stormpike in the north. Graveyards and fortifications shape the advance; towers and the generals’ guards are important PvE objectives.

Rules source: Blizzard · Classic baseline ↗

Prepare accessible bindings for control, interrupts and defensive abilities. Bring suitable supplies, agree on your role and read current Forever tooltips. On joining, check the objectives and displays for your match.

02 / GAME PLAN

Map & orientation

Alliance’s Dun Baldar lies in the north; the Horde’s Frostwolf Keep is in the south. A long valley links graveyards and defensive positions. Think in stages: a reachable resurrection point, a secured intermediate objective, then the next push.

Alterac Valley: Classic map showing starting bases and terrain
Classic reference map with original English labels. Open for full size. This is not a survey of the current Forever version. Map artwork © Blizzard Entertainment, image source Wowhead/ZAM.
Dun Baldar / north
Vanndar and Alliance defences. Destination of the Horde advance.
Frostwolf Keep / south
Drek’Thar and Horde defences. Destination of the Alliance advance.
Graveyards
Determine the route after death. A forward point helps only if you can also hold it.
Towers & bunkers
Assignments for securing groups. An assaulted objective needs protection until completion.

03 / GAME PLAN

From opening to finish

Our suggested opening plan: adapt it to the enemy and your team.

  1. State the battle plan

    Assign offense, objective security and home defence. Riders at the front need support, not merely many players in sight. Name tanks and healers for PvE fights before someone pulls.

  2. Keep reinforcements connected

    Secure a useful resurrection route for the advance. After dying, return to the agreed group. A distant forward graveyard is not a gain if the route to it remains cut off.

  3. Hold intermediate objectives

    Leave a named security group at assaulted towers or bunkers. Call counterattacks early. Leave only after completion or a clear handover; the main group needs to know the objective’s state.

  4. Regroup before the general

    Check tanks, healing, resources and surviving guards. Do not pull with half a group while the others are still travelling. One coordinated attempt is more valuable than several rushed solo pulls.

  5. Respond to counterattacks

    If the advance stalls, agree on home defence or a new regroup point. A small targeted response may save a route. If everyone turns back independently, offensive pressure disappears at the same time.

04 / GAME PLAN

Your role in the team

PvE group & protection

Tanks and healers organize fights against important NPCs. Other players protect them from enemy pressure and watch for additional enemies. Your assignment follows the situation, not your damage-meter position.

Security & home defence

Security holds intermediate objectives and calls help with a precise location. Home defenders slow the enemy advance and report its actual position. A long duel away from reinforcement routes serves neither assignment.

Use the tools of your actual playstyle: control to protect a teammate, healing from a reachable position and damage on a shared target. Forever class changes make rigid class requirements for these jobs inappropriate.

05 / GAME PLAN

Solve common situations

The offense is stalled

Do more than count enemies: check where resurrected allies rejoin and which group arrives together. Regroup for another push rather than entering the same choke one by one. Call which fortification still needs securing.

Enemies are near your base

Send a specifically assigned defence and give the offense a clear update. Example: “Six defend south; offense keep regrouping north.” Numbers and objectives should match the actual situation rather than a rigid template.

A general attempt fails

Identify the cause: missing tanks, disrupted healing, additional guards or enemy interference. Change that part of the preparation. Repeating the same uncoordinated pull faster does not automatically improve it.

Mistakes that cost objectives

Leaving objectives without security; pulling the general in scattered groups; attacking graveyards without considering resurrection routes; importing numbers from later AV versions. This guide does not assume an unverified 600-reinforcement counter or fixed Forever tower or summon timers.

06 / GAME PLAN

Queueing & progression

Queue with an appropriate capital battlemaster. Minimum level: 51. The associated reputation factions are Stormpike Guard (Alliance) and Frostwolf Clan (Horde). Check quests and vendor inventories on your current Forever character; old Era price lists are not a reliable Forever shopping list.

Honor and Rank Points are separate parts of Forever progression. Use our general PvP guide for rank unlocks and the reward overview. After each match, also review one learning goal: did you reach the carrier, call help early enough or actually secure the intermediate objective?

Read the Honor, ranks & equipment guide ↗

07 / GAME PLAN

Context & sources

As of 8 November 2026. Team sizes and levels come from Forever client data (build 1.60.1.70862). Darkspear Islands uses Blizzard’s Forever announcement. For the three classic maps, Blizzard’s Classic descriptions provide the rules baseline; unpublished Forever-specific values remain open. Tactics and example calls are our recommendations.

Unconfirmed time limits, resurrection intervals and version-specific special rules are not presented as Forever facts. The embedded terrain artwork is explicitly a Classic reference.

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