Pr. Offence
 Pr. Defense
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The Offence is the most important action for your team. The offence will put you in the position of scoring. The offence should therefore always be your objective. A team in the defense will eventually lose. An offensive team will always win. It is as simple as that. However, some people choose to think that an offence consists of their team attacking the enemy at various points and whoever gets through to score wins. This is a misconception as a defensive team will be able to capture and kill any opponent if they are organised. This means that a defensive team can basically set up a defensive line between the enemy and its needed scoring point and take out any attacker. It is my conviction that organized attacks, be it brute force or strategic, will be more efficient and have a better result then so-called �pub-style� attacks.

CAIVS IULIUS CAESAR

1. For your group attack work on a point-to-point basis, only select one waypoint and take it with overwhelming force. This point should be your property at the end of the exercise, through which reserves can easily back you up. Then select the next point. Overrunning a base for various points at the same time is unnecessary and can only be done with a tremendous majority of people. Remember that the enemy respawns and will return with an easy target when you attack through various points at the same time. A smaller force has the advantage as it can move quickly without trace, and be upon the enemy with surprise on their side.

2. Destroy the enemies defenses as soon as possible. A way is to attack with a number of your team members and have one or two people run through the enemy front line, either pulling defenders away or being ignored at which point they can start a rear attack. If you do this, you cut of the supply and refreshment line. In most cases the defender will see himself attacked on two fronts. Very few of the TeamFortress maps have taken the rear attack into account, resulting in the fact that most defensive positions are easily penetrated from the rear. Only when you are able to isolate an enemy will he be easier to destroy. In the 2fort5/2forts-maps this means that sending an attack group through the water and having them regroup at the water entry in the enemy base, while a big attack is started on the front can easily take out an enemy forward defensive line. The main objective, however, must always be followed. This means that this attack group should not try to gain access to the upper levels on its own but first secure the entry for the other members. It also means that nobody should be allowed to go of to kill retreating enemies as this means that they will run, unprotected, into an enemy position.

3.This one point focus should be done even when you have a bigger force. It should be taken into account that it is very rare in TeamFortress to find a map which enables you to surround the enemy and, even then, you will never have enough men to completely surround them. Furthermore, do not let numbers give you a safe feeling, as I said, a smaller group moves more easily.

4. The objective of TeamFortress is to win. The variables making this certain are the following:
- Control of the field
- Drive the enemy back
- Secure the game assignment
- Return the object of your assignment to your base, or going through the motions of a score
- Repeat these steps

All battle plans must be directed to this end. Any other actions will confuse and isolate your team members.

5.Keeping a structured array of offence/defense positions will make it easier for you to react to counter attacks. Even with a small number of team members you will see that the enemy will not be able to follow through any covert moves (like setting up sentry guns in your fortress), as you have eyes in all possessed area. This makes communication important, when you go down tell the others about it and do not respawn until you have observed the enemy. Being in all places will confuse the enemy. Your force will look bigger, and your offence and defense will be more effective, causing the enemy to be confused and act individually.

6.The rules of engagement should be easy and understood by all team members. First of all, a maximum two operatives should carry out an attack on an enemy operative, and if accompanying team members find no other enemy to attack in the immediate vicinity they should stay out of the fire line and guard the place. These rules are based on the following: any attack should be a group action. However, it usually doesn't take more than a few well-placed shots to kill an enemy. Two persons should be able to counter all moves. More than two have a higher risk of hitting each other and accidentally killing team members (unless this has been turned off). Furthermore, if you are attacking an enemy with four men, who is watching your back? A rocket in the back becomes highly probable and the shooter will very likely remain anonymous. Furthermore, if the engaged couple is downed, the waiting people are fresh and ready to engage. Of course, if two people are downed from the offence, this means that a reserve couple will immediately take their place.

7.Direct your attacks only on decisive parts of the field. In 2fort5/2forts, for instance, the centre court and the flag basement are vital. If you can establish a base head in the flag basement this will mean that you have the flag permanently under control. However, it is not wise to establish this when you are on a minority team. The centre court of any map or the front of the enemy camp is a vital position. Ignore non-decisive parts, try to figure out where the enemy is walking, and what the key positions are. Example: In the Z7-map, of TeamFortress, the entrance hall is the key-position and the most decisive part of the map. Everyone walks through here. Therefore this position must be captured and held.

8.Like the defense it should be considered that engineers and medics could supply you with anything you need in an offence. So as long as they can bring you up to speed and supply you with ammo the attack can go on. As soon as you see yourself separated from the group, decide to continue or to retreat on the basis of expected resistance. In 2fort5/2forts this means that if you are in the flag basement all alone, stay there until somebody has reached you. Do not attack or take the flag. This will only alert the enemy and make sure that, while an attack from your side is going on to reach the flag, there will be enemy defenders in the flag area: either hunting you, or returning from a kill. Only do one of these things when the captain allows you.

9.Keep your groups compact but not too compact. A long line of people will make it impossible for the last one to intervene when the first ones are attacked. If you are walking next to each other well-aimed rockets could kill both of you. Consider using the buddy system. Two people of different (but equal in speed) classes next to each other. The following pair behind them, etc.The benefit of this is that, provided your reserve is working perfectly, the enemy is faced with an unending army. It will also guarantee that positions are permanently taken because of troops moving through. If your buddy is killed, fall back to base and refill your supplies and health. Why not attack? Well, you don' t wants to give the enemy free frags do you?

10.Concerning the buddy system. If you are part of a clan: practice working together with your buddy, go in to battle and cover each other. Learn to operate independently of anyone but your buddy, because it could happen that you are isolated, and then you need to know what you and your buddy are going to do...together. Develop similar skins, whatever. Your buddy is your life and you hold his. If he attains the goal of the game you will score with him (because you are covering him)

11. The strongest weapon in warfare and in TeamFortress is the Surprise Attack. The more the enemy is unexpecting the higher the victory chances. Any enemy will have built up some sort of defence, either human, sentry or pipebomb. If you tread on and pass this defence in an unexpecting moment, chances are that weapons are being refilled, or enemies have wandered off. I have played one TF-CTF game whereby it happened that 7 members of my team managed to get into the flag base unnoticed. Did we have fun getting the flag out! Even an engineer can handle one person at a time, but an army flowing out of a previously secure area will even make him run. In 2fort5/2forts orchestrating a complete attack from under the water could do this.

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