Let's try to stick with what we know the Devs can do...
If we are ever going to have a war it needs to be dynamic and not limited to raids by WA forces or the Gifted doing hunts in the Blighted areas. It needs to be more than that.
Currently, the WA has no strategy, no apparant Operational direction.
I would like to see...
1) Patrols on roads leading to and adjacent to resource areas. This is a logical approach to striking the industrial base of the Gifted. The patrols could be wraith groups or kwellan groups and they should be on timers. Gifted wipes out a patrol, that road is clear until WA can transfer forces to it again.
2) Blighted Golems and Treants. They should have power somewhere about the halfway mark between the highest lvl ordinary golem or treant in the spawn and the named one. No more than a dozen or so per spawn. Put them on a very slow respawn timer.
3) We built an Outpost near Eastern Deadlands. WA should attempt to build Outposts near our towns. This might be a bit tricky to accomplish but, I think it could be done.
WA chooses a location to build an outpost and the scaffolds etc appear. WA convoys of crafters, I suggest Ogres for this, loaded with building materials start heading toward WA outpost, The convoys are guarded...the vanguard, the direct guard and the rear guard. The direct guard would be linked to the crafters making a total of 3 separate groups in the convoy. None of the these groups are linked to each other nor will they help each in battle. The Gifted can attack and attempt to destroy the convoys. Guards should have standard loot, crafters should be loaded to the gills with lootable building materials and blighted tools.
If the WA convoy(s) succeeds in making it to the WA Outpost they apply their material and recall out. The application of materials will either construct some of the Outpost, or undo what the Gifted have done to it. Yep, undo what Gifted have done to it read on...
The Gifted may also build the Outpost. Gifted applications can either build the Outpost or undo WA applications. First side to complete the Outpost wins!.
If WA completes it then the Outpost becomes a spawning ground for WA forces and a base of operations from which to launch raids. If the Gifted complete it, at the worst, it is of no use to WA. Perhaps it could become location from which future quests could be obtained.
4) Bring back the Anchors. And let's have em of all tiers. I think at most, 50% of resources should be blighted by Anchor mobs. This is a sop to the crafters. In a real war, all resource would be blighted and machines destroyed.
Futhermore, anywhere one finds resourses except Beginner Islands, should be at risk of seeing an Anchor. Saritova and Island of Ice come readily to mind.
5) Some manner of weaker mobs should be created for the Beginner Islands. Let the new folks get a taste of the war but, dont overwhelm them. Perhaps the mobs could be set to attack only when attacked. I know many high powered folks are gonna want to immediately port to the Islands to help the new folks. I dont think this should happen. Disable the function to port to Beginner Islands while mobs are up. If they are not destroyed within a given time they should despawn and porting to Beginner Islands would again be allowed.
6) Raids on Bristugo. Regular and nasty. The Withered Aegis has learned that The Vielo provide unlimited formulae and technique components to the Gifted for a price. The Withered Aegis had decided this must stop. Orders have been issued to assault Bristugo at every opportunity with the intent of killing the Vielo or at the very least, destroying their stock.
These raids should be frequent, once a day or maybe every other day. The Gifted have XX minutes to destroy the raiders or the Vielo's stock is considered destroyed. A futher passage of time of XX minutes would result in the Vielo being killed. The Gifted may ressurect the Vielo or they will respawn after a set amount of time. The Vielo's stock will return gradually, preferrably several hours to a few days.
Ok, before ya'll break out your flamethrowers consider this. We have an Alliance among the races. Why? Let's see, BECAUSE WE ARE AT WAR! Wars are nasty, dirty dangerous things. There is no such thing as a kind, gentle, peaceful, no risk Care Bear war. Everyone is at risk, everyone faces death, everyone faces disruption of normal routines, everyone can and will be inconvenienced. That is the nature of war. To think otherwise is foolish, to want otherwise is beyond my capability to express my disbelief in words.