How To Defend Well6

An Attacker's Picnic
Well6 is undoubtedly one of the hardest maps to defend and can be quite a nightmare if you're unorganised. However the bases are quite far apart, and they key return time is short, so if your key is displaced, you have every chance to prevent the cap. It is a map that if the key is out in a quite precarious position, it's vital that the defence shuffles around to cover it. Many clans often pull back their offence to defend in close games when the key reaches the ramp room or the front of the base. However with a lot of practice, and a decent strategy (such as the one below), your key may never even leave your flag room.

Lift Soldier #1

This soldier should stand around the top of one of the lifts. His role is to ensure that no one comes up the lifts. Thus he should aim to kill/knock anyone off the lifts using his rocket launcher. He also must be alert and ready for enemies who cuss or grenade jump up. A measure of how good the lift soldiers are is how often the sentry gun gets destroyed. If the sentry is only killed once or twice, the lift soldiers can claim to be doing a very good job. Enemies will look to concuss the lift soldiers frequently, so stand a bit back to avoid concussion. Also be on the lookout for detpacks coming up the elevators.

Lift Soldier #2

This guy has exactly the same role as the first lift soldier, except he takes the other lift. If you have a very good sniper, then the second lift soldier may be interchanged with this sniper. The first lift soldier should now take up a position in front of the grated window, allowing him to cover both lifts at once. Be careful though, unless the sniper is one of exceptional quality, two lift soldiers is by far the better option.

Water Soldier

The water soldier should hang around at the corner of the water pipe. It�s vital that he lets the rest of the defence know if anyone gets past him, as chances are they will try to grenade jump up. Snipers also prefer to enter the base via the water, so this soldier must always be alert. Opposing scouts and medics will always try to keep this soldier cussed, so being fairly skilled with your grenades will help.

Flag Room Engineer

FlagRoom Sentry - Well6

Flag Room Sentry Gun ---> 

If the rest of the defence is not up to scratch, this can be one of the most frustrating positions to play. But if the rest of the defence is solid, it�s very rewarding. The engineer should build his gun in one of two positions. Either to the left of the grated window (just in front of the button) or to the right of the grated window. This sentry is really a last resort, and is easily destroyed by any heavy classes who make their way up top. However it is sufficient to stop scouts/medics, and is an essential part of the defence.

The dispenser should be built on the outside of the grated window, allowing the window to be closed. This blocks off the window, meaning anyone who gets the key must escape through the back entrance, giving the defence a lot more time to respond if the flag is taken.

Once the sentry and dispenser are in place, if the rest of the defence is set, the engineer may choose to attack or roam the base entrance. Loitering around the flag area will only make the defence more vulnerable to spy attacks and impede your soldiers and snipers.

Media: Building The Dispenser [demo]

Attic Demoman

The Well6 Attic demoman is perhaps the hardest role for the defensive demoman on any of the major maps. He must stand up in the attic, looking down on the ramp room below. The demo should lay his pipe traps in the lower doorway leading to the main flag area. When an enemy approaches from below, the demo should unload a lot of gren1�s, mirvs and grenade launcher grenades. A good attic demoman must be a little bit �spammy� but not over the top as his pipetrap should be his main priority.

Media: Demo Of Attic Demo [75kb qwd]

[ Back to Clan Strategies ]