How To Defend Rock2

The Masterpiece
Rock 2 is in my opinion the finest map ever created for Team Fortress. It's unique styling and multiple objectives provide many options for the offence, but features such as bottlenecks and great sentry spots ensure that a well structured defence can counter any offence. Many newbies automatically hate Rock 2 due to it's complexity. But those who understand how it works, and know their way around the map, water at the mouth at the mention of such a beautiful piece of craftsmanship. Thus your first aim is to make sure *all* your members know their way around Rock2. The best thing to do would be to get an experienced TF'er who knows Rock 2 to guide you and your clan-mates around the map, as there's quite a lot of important information that you'll need to take in.

 

Entrance Demoman

Demoman Piping Entrance - If this demoman is good, the rest of the defence will find the map easy. This is a difficult position to play, as you�re often concussed, and usually have to face a torrent of scouts. Having a courtyard sentry gun makes things a lot easier. This demo should place his pipes at the entrance to the yard, and use mirvs, and grenade launcher grenades to delay / kill people who try and get him to prematurely detonate his pipes. He must be aware of people who attempt to take the powerkey.

Flag Room Engineer

This engineer�s sentry is really the last resort. If the rest of your defence is competent, it should be rarely called into action. However it is essential as no doubt a few scouts will make it to the gas key room. His dispenser should be placed in the doorway to the gas room, and his sentry can be in one of two positions. The primary position is somewhere in the key room. Usually in the corner to the left (as you enter the room). However it can also be built at the end of the long corridor that�s opposite the key room if the rest of the defence is good.

Media:Rock2 Engineer Demo [qwd]

Courtyard Engineer

He should build his sentry high up on one of the four towers or the guard rail so it can eliminate people who make it past the yard entrance demoman. He should make sure that every time his sentry is destroyed (which may happen quite often), he rebuilds it in a different position to keep the enemy attack on it�s toes. His dispenser can be used to block off one of the doorways to the flag wing.

Flag Side Soldier

He should stand around the entrance to the wing where the gas key is located, and clean up any heavy classes who manage to evade the water defence (if used), the yard demo and yard SG. Most enemies who come to him will be severely damaged, so like the basement soldier in 2Fort5, he should try to be pretty much perfect with his efficiency.

Water/Showers/Tunnel Soldier

The final defensive soldier in your line-up can play either of three positions. Usually he'll have a preferred position (out of the three) and stick to it for the entire map, but it's quite acceptable for him to rotate between the positions as long as he lets his team know when he moves. All three attempt to cover the same area (the showers/water entrance), however each have distinct advantages and disadvantages. The soldier must be very aware of the state of the rocks in the tunnel, as if they're closed shut, it's probably not too beneficial if he's hanging around the showers.

(a) Water Soldier: This guy floats around in the water between the two bases. He will be concussed for most of the map, and will be killed quite a lot. His role is to damage as many incoming enemies as possible, and more importantly, let his team mates know about any enemies who enter the base via the water and front entrances.

(b) Showers Soldier: This guy should position himself in the showers, primarily aiming down on the trapdoor. His main weapon is his rocket accuracy, as few people should be able to get through the trapdoor, and those who do should be killed soon after. If perchance anyone does get past him, it's imperative that he lets the rest of the team know.

(c) Tunnel Soldier: This guy should stand at the water end of the underground tunnel. He should be able to kill most people who enter before they manage to get out of the water. A heavy weapons guy can also be used effectively in this position. Once again, it's vital that the rest of the team is informed when anyone manages to get past the tunnel defender.

Basic Rock2 Defensive Tips
* A good Rock2 defence can result in the main gas key being pretty much untouchable. Thus the enemy may devote most of their time to attacking the more vulnerable power key (which is located near the main sniper deck). The power key may only be worth four points per cap compared to the gas key's 15 points per cap, however this doesn't mean the def should pay any less attention to it. Many a game is decided as 4-0 as a result of one powerkey cap.

* If the enemy does manage to cap your power key, they still keep it. It doesn't go back to it's base position like the normal key does when capped. They will be able to shut off your power as many times as they please until someone hunts them down and kills them. So make sure, if anyone does cap your power key, you hunt them down and kill them before they do it to you again.

* An enemy who has your power key will only be moving at half speed. Thus they'll most probably look to grenade jump (usually concussion) across your courtyard. It's advisable to have at least one person at the entrance to the generator wing when your power key is out to cover for concussion jumping enemies. If both keys are out, you might want to temporarily pull back some of your attackers to defence.

* Your team will score 2 points for blowing a hole in the enemy's yard. So if you haven't done it at the start of the match, make sure you do it before the match finishes to boost your score.

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