Since this is the double faction weekend in FA I figured I'd put down a few tips that make it easier for the Kurzick to win. Hopefully by following some of these basic rules you will become more aware of the battlefield and what works and then hopefully you'll end up on my teams so that I can get faction faster!

1. Go monk.
The point of the Kurzick side is to defend. Monks excel at this job.
Hence go monk.
WARNING:
Smite monks aren't monks.
Neither are fire monks.
Or domination monks.
Or ...
If you want to go in as the best possible option - go in as a healing/protting monk. There is absolutely nothing that can match this option.
2. As a monk, you need to focus on key NPCs.
Your priorities are:
1. NPCs
2. other healing/protting players
3. everyone else
And each time you are about to use a skill, you need to ask yourself if that skill is better spent on a player than a NPC. And around 90% of all case the answer is no. The only punishment for death of a player is the 10 sec wait.
The punishment for the death of Gunther is losing.
If you end up healing players most of the match, that means something went seriously wrong. Either the Luxon suck beyond words, or you suck beyond words. And this is also something that you need to be aware of each time you do not play a monk. Things are going wrong when your monks are healing you. Either for the Luxon or your team.
3. Positioning is everything.
As long as the doors the doors stay up ANYONE that requires a line of sight to perform a negative action towards you is NOT able to do so. And not only that, you are also able to get out of the casting range of the Luxon that can target you by simply making a few steps back. Plus it also means that the folks on the other side have a much harder way of following your actions - enabling you to minimize the chances of interrupts or other crap landing on you.
Here you can see my monky healing and protting the NPC without any danger to his cute little outfit:
Tank' n' spank in PvP.
Abuse it.
4. Or so you would think.
If you look carefully at the map of the picture you will see a red dot behind a closed green gate. That means that some "interesting" player opened the gate while there were Luxon near it.
YOU.DO.NOT.EVER.DO.THAT!
EVER!
If you can not get in, that means the Luxon can not get in.
And if the Luxon can not get in, they can not win.
Which, once again, means
YOU DO NOT OPEN THE GATES IF THE LUXON ARE NEAR THEM.
Which then brings us to the question:
5. What other guys can you bring if you do not want to go monk?
Once again, by choosing to not go monk you are choosing a sub-par option. Which means, you should be running a monk.
6. Screw your monks! I want something else!
A restoration ritualist.
The problem with restorers is that you do not have access to the insanity that is the Protection Prayers line. Despite the fact that the turtle removes enchantments with each hit, Protection is the thing you want to run. When the turtle hit for those 300 damage you'd wish you'd have had the Protective Spirit on the guy. Keep in mind - you NEED to cover it. Pretty much the most important skills are Protective Spirit and Shield Of Absorption. Everything else is used to pretty much just cover these two skills.
Now, if you REALLY do not want to play a monk and agree with the fact that this will cause your victory to be harder to achieve, a restoration ritualist is a very decent option. It gives you access to some very nice heals and it gives you access to unremovable weapon spells. Keep in mind - Weapon Of Warding won't work. The NPCs do not know when to stop attacking.
7. Oh, screw you again! I want something that is really different.
Fine.
Rangers.
8. Oh you didn't just say rangers!
As I have mentioned before, the main goal is to have the gates up. This means that the Luxon players that require a line of sight can not target you but this also means the Kurzick that require a line of sight can not reach the Luxon. Unless of course you use the teleporters which means you leave the safety of the Fort.
The reason why you want rangers is the range.
The Fort is a building that is built in an elevated area. Which means that a Kurzick ranger not only has the range bonus of a flatbow, the guy also has the elevation difference in his favour.
And that is vital for:
9. Glitching the turtle.
And here you have some examples of my guy doing just that.
The first position - center of the Fort:
This enables you to make stop the turtle in it's tracks. The turtle will keep firing at you, why is why a SELF HEAL is a must here! If the turtle is not getting healed, you should be able to take it down in some 10ish seconds.
If on the other hand the turtle is getting healed, that means that the healer needs to juggle between the turtle and his team-mates.
Because the turtle can only be shot at ONCE the outer orange gate falls, this will mean that the healer will sooner or later need to make the decision whether to leave heal the turtle or go after his team-mates on the orange side. And the only winner in a decision like this - is you.
If the guy goes after his team-mates you trash the turtle removing some nice damage and enchantment removal.
If the guy stays, you removed the turtle, the warriors AND a luxon player out of the game.
The second position - between the gates:
Flatbow range allows you to reach the turtle while being COMPLETELY out of reach of the Luxon. You either kill the turtle or just stand there making the turtle glitch while still being able to cover huge ground due to your range.
You can also glitch it in way like this:
Notice that this will not allow you to actually HIT the turtle, but at the same time it will get stuck. Which means you can just stand there and then shoot down anyone that runs between the doors.
Keep in mind that there are places the Luxon can hide at where you WILL not be able to reach them. So there absolutely ARE downsides to the bow. But all in all, it is going to be one of the best options for this map.
10. Taking the mines.
Flatbow range will also allow you to take the orange mine by standing on the outer Fort defences. And then you just shoot down anyone that tries to take it back.
taking the mines is a tactic that is heavily advertised in FA. The problem is that you don't need to take a SINGLE mine and still win.
This also means that the rangers should be positions in the Fort that I mentioned and the monks should go DIRECTLY to the gates and start healing and protting when the first wave comes in.
If the players decide to take the mines, keep in mind the specifics of your character. And here, once again shows superbly why you do not want to run anything that requires a line of sight to achieve a goal. Most options that require a line of sight are martial options. And martial classes NEED their weapon to actually do something. Which means, if you will be taking mines, please go with a caster. That allows you to use your skills EVEN if you are carrying an amber chunk. And this comes in handy if there are Luxon at the gate. You will need to kill them first, but it's going to be "hard" executing that Eviscerate with amber in your hands.
Also keep in mind WHEN to take mines.
The green area NPCs will NOT take amber if there are Luxon in the green room. Which basically means when the green gate is down you do not want to be anywhere else other than the green room.
11. Taking other cap points.
Do not take them. There is absolutely no point in taking the mines so you can imagine how useless taking the command posts is.
DO.NOT.CAP.COMMAND.POSTS.
12. Taking control.
This is PvP so some basic knowledge of the skills used is needed. This also means that you'll need to understand who are priority targets.
Priority targets are targets that need to die pretty much instantly.
If you can't take them down alone - call the target.
This is how a recent battle looked in the team log:
Now keep in mind, it's also advisable to call skills USED by the Luxon players. This doesn't mean that the player needs to die instantly, but it signals which player could pose a threat. So, you call skills that will give other players some sort of a basic idea of the build the player is running. So you will call things like Word of Healing, Blessed Signet, Aura of the Lich, ...
Calling the targets becomes REALLY important if the green gate goes down.
That way EVERYONE focuses on one target, killing it pretty much instantly. And then you move onto the next target.
Rinse and repeat.
Once things get hectic, it's important to keep your cool. And certain players will find having targets called for them or being giving advice mid-battle really helpful. If not for that battle, then for the next one. It allows bad players to go into C+SPACE mode.
And last but not least:
13. Just get in the way.
If the Luxon are killing you, they aren't killing NPCs and if they aren't killing NPCs, they can't win.
So have fun, abuse the map and earn me some keys!
(I plan on adding additional tips and pictures, but everyone else is free to add them also.)
(The reason why I put this into Riverside is:
1. it's current
2. it showcases some imbalanced crap that needs to die, but until it does - abuse the hell out of it
You are free to move it after the weekend is over, but until then I'd LOVE to see it stick around here so that my team-mates learn something from it.)