How To Defend 2Fort5

Defensive Delight
2Fort5 is arguably the easiest of all the maps to defend if a solid strategy is implemented. All entrances to the basement are narrow and can easily be covered. Usually any enemies who do reach your basement are severely damaged and are easily finished off by the basement soldier or engineer. However most clans run four defence instead of three on this map, so you'll have to be careful not to be caught off guard and concede an easy cap. Most wars on 2Fort5 between quality clans are decided by only a cap or two. Try to make sure your defence is not the one which cracks first.

Ramp Room Soldier

This guy has a similar role to the bam4 ramp room soldier except he�s less vulnerable to concussion grenades and has a nice big resupply room right next to him. He must call all incoming enemies down both lift and spiral to make life easy for the rest of the defence. Grenades and rockets should be used to damage or injure most incoming enemies. There�s only two narrow ramps which the enemy can get up, thus even when cussed, the soldier should be able to inflict severe damage on his opponents. However this soldier should not frequently use nail grenades on the ramp room floor, as this is a cheap and unskilled tactic that will be frowned upon by your opposition.

Demoman In Spiral

This is arguably the easiest defensive demoman position out of all of the major maps, and thus a competent demoman should cut of the spiral nearly to completion. Pipe traps should be alternated throughout the spiral so the offence doesn�t know where you�ve laid them. The most common position is to pipe the very top of the spiral, placing the pipes just inside the door-frame so the enemy cant see them. The demo should stand either inside the spiral, as far back as possible whilst still being able to see the spiral entrance. Or the demo can stand in the darkness on top of the grate. Mirvs and Grenade launcher grens should be used to delay/kill enemies who are not eliminated with the pipe trap.

Flag Room Engineer

His sentry gun should be placed in the middle of the flag room so it can �see� down both corridors leading to the flag room. As it�s out in the open, all it takes is one nail or mirv grenade to easily destroy it. Thus the rest of the defence must ensure that no soldiers, demomen or spies get anywhere near it.

The dispenser should be built in the doorway to the top of the lift, impeding scouts who try to use the lift, and generally making life a lot easier for the ramp room soldier. Once the sentry and dispenser are built, the engineer can either attack, or patrol the basement, grenading and emping anyone who the soldiers/demoman miss. If you�re running two basement soldiers however, it�s highly advisable that the engineer attacks as having three people in the basement will only clutter it up and make you vulnerable to spy attacks.

If you're playing with TP 11 as a server setting (team damage on), be very careful not to destroy your sentry gun with mis-thrown EMP's or Grens.

 

Sentry Gun Placement

Dispensor Placement

 

Basement Soldier #1

Reserve this position for the best defensive soldier on your team. No heavy classes should ever get past this guy, as if they do, the sentry gun will most probably be destroyed. He should stand in the centre of the basement so he can cover both lift and spiral. However if your spiral demo is good, then chances are that most enemies will come down the lift, thus he may choose to orientate himself near the lift. He relies on the incoming calls from the rest of the team as he has to cover a wide area and ensure that no one gets past. Nail grens may be used to close off the base of the lift and spiral when he�s resupplying

Extra Defense

If you're feeling particularly shaky about your defensive prospects on this map, then it may be advisable to use a fifth man on defence:

* Frontal Soldier / Pyro : This soldier should stand out the front of the base and / or under the grate. He should aim to destroy / damage most of the enemy attack, generally making it *much* easier for the rest of the defence. People playing this position should expect to be concussed - a *lot*.

* Ramp Room Engineer: If the RR sold is having problems with scouts, then a sentry in the Ramp Room can be quite beneficial. However beware, as most good offenses will beable to destroy a ramp room sentry rather easily. Make sure you vary it's placement to keep the enemy guessing.

* Sniper: Not entirely recommended when playing against a smart offensive as they'll probably just take the water - leaving the sniper with no one to kill. But if they choose not to, a middle sniper (especially a lbp), can be very effective.

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