Welcome to Praag! This promises to be one of the most violent and chaotic cities you've been in since you last picked up the last Grand Theft Auto game. The history of this vast city is extensive and can best be told by Mythic themself:

"To the north and east of the Empire lies the wintry realm of Kislev. A land of barren steppes and arid tundra, Kislev is bordered by the Sea of Claws to the west, Troll Country to the north and the Worlds Edge Mountains to the north-east and east. The people of Kislev are a hardy race, well used to getting by with scarce resources and grappling with the many fearsome beasts that make their home in this cold and rugged land.

The nation of Kislev is sparsely populated, dotted with settlements and villages that are surrounded by miles of uninhabited land. There are only three large cities in Kislev; the capital, also called Kislev, Erengrad, and the northern city of Praag, which is closer to the dreaded Realm of Chaos than any other city in the Old World."wastes of the far north."

Of course there is more but you aren't here for lore, you are here to see what to expect in Praag. Frequently the central location of an on going struggle between Order and Destruction this is one of three zones which must be controlled in order to push into Reikland or Chaos Wastes and on to the enemy city.

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PvE:

While it is far from the focus, there is a little bit of PvE to be done here which can be found on either side in the form of quests. You can also find the Chapter 17, 18 and 19 Public Quests.

Order:

Chapter 17: Dark Revelation - Captain Lieberholz is your Rallymaster and Screaming Daemons, The Sundered Fortress, and Unlikely Allies are the corresponding PQ's. These are located in southweast Praag.

Chapter 18: Flood - Captain Becker is your Rallymaster and Broken Ground, Eyes in the Dark, and Gospodar Square are your corresponding PQ's. These are located north of the Chapter 17 PQ's.

Chapter 19: Knight's Watch - Krasa Falkenheim is your Rallymaster and Beasts of War, Griffon's Last Stand, and Hell's Fall are your corresponding PQ's. These are located in the northwest portion of Praag.

Destruction:

Chapter 17: Kozrah's Assault - Korzah the Exalted is your Rallymaster and Chasing Shadows, Gates of Praag, and Sundered Fortress are your corresponding PQ's. These are located in the far northwest of the zone (near the Order PQ's).

Chapter 18: A Losing Battle - Exalted Magus Thurik is your Rallymaster and Cinderash Enclave, Eastern Breach, and Tomb of Deathsword are your corresponding PQ's. These are in the northeast of Praag.

Chapter 19: The Fall of Praag - Lord Xyshrenth is your Rallymaster and Southern Breach, The End is Nigh, and Wings of the Griffon are your corresponding PQ's. These are in the southeast of Praag.

Warcamps:

Like every other RvR lake in Warhammer Online, Praag has a warcamp on either side for Order and Destruction. Unlike most zones these are almost identically mirrored however. Order is on the center west side while Destruction the center east. Both provide fairly immediate access to the Martyr's Square Battlefield Objective.

Map Objectives:

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There are 4 Battle Objectives and two Keeps in this zone which will require the coordination of multiple warbands to maintain control of.

Northern Garrison - This keep is to the far north and is your standard keep plus exterior wall. The walls are a little unusual as the stairways aren't near the front door. Normal approach is from a wide plain on the south coming from the city but of you have pushed Order from the Chaos Wastes then you might zone in from the north.

Kurlov's Armory - This Battlefield Objective is on the eastern side of north Praag. Approach can be made from the west directly or utilizing a break in the wall to the east against the river. Defensive positions on the upper walls of a burned out building to the south are also frequently utilized and an entrenched enemy can be hard to remove.

Martyr's Square - The center of the battle, this is easily the quickest objective to try and grab. Sitting on a platform it really on has 3 approaches and can create quite a bottleneck during a large scale fight. Luring a large enemy force to the platform and blanketing it with AE's can be devastating.

Manor of Ortel Von Zaris - Located in the western portion of Praag this might sound like a building but it's really a fenced in courtyard. While the fence might make you think it's a little easier to defend, don't get your hopes up. With three gates this presents enough entry points to make a sizeable assault tricky to repel.

Russenscheller Graveyard - Located in the southwestern portion of Praag the Graveyard is a semi- ontrolled access point. While the main approach is through a small gate on the exterior, groups have been known to ride up the mountain behind and attack from an elevated position. Groups attempting to defend this area must be on guard for both.

Southern Garrison - Located in the very south of Pragg this is built very similar to the Northern Garrison with a few exceptions. The Keep backs up against a large mountain and sits on a plateau. This means you will approach from the east and can sometimes make reinforcing defenders a little tricky. Many groups use the mountain as cover and harass the back line of casters and healers.

Tips for Survival:

* Try and stay with your warband - This is tough especially if there are 40+ people just on your side running around. When moving between objectives it's easy for people to peel off with another group. A good warband leader will make decisions and try to direct people.

* Focus your attacks - Don't run circles between the objectives non-stop. Large groups which concentrate on attacking a single objective almost always succeed versus small attacks on every objective.

* Cooperate with others and coordinate - Coordinating the defense and assaults is a complex job and requires a good alliance to pull off. This is not the time for egos and smack talk about how bad everyone sucks. If there was any time in Warhammer Online you should cooperate, it's the Tier 4 zones.

* Don't panic - With over 100 people running around, these zones can become pure chaos. You can become separated, killed, abandoned, and neutered (ask anyone). Don't be impatient, just try and find out where everyone is and make your way back there as quick as possible.

* Don't chase them into their warcamp - This is advice that everyone should be following in EVERY Tier. Don't chase them back and pin them in their warcamp. First of all because they have abilities that can yank you right into their Hero con guards assuming somebody didn't accidentally attack one. More importantly, if you pin them in there they aren't outside fighting and dying giving you Renown. They just pack up and go somewhere else. You can dominate the battlefield by killing them in the open.

* Don't split off from the main group - This happens more than you'd believe. One enemy runs off down an alley or over a hill and you with perhaps another give chase. Before you know it, you are separated from the main source and notice the enemies name is "Bait."


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Last Updated: Mar 13, 2016

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