Offence
 Defense
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1.It should be considered that a defensive position is never a final position. It is just a preparation for an offence. It should always be considered that the team, which gets stuck in a defensive position, is the team that will eventually lose

2.The defense, like the offence, should consist of three layers. These layers consist basically of the same types. A defense must be viewed as a starting point for an offensive. If the offensive of the enemy weakens the defensive team should immediately fold out of their own camp and occupy the enemies forces and positions.

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3.If the enemy team gains a foothold in your base they should only do so on your terms. You can let the enemy make a depth-attack only if it is followed by the famous pincer movement, i.e., folding your front defense back into their rear.

4.The positioning of your troops must always be based on the consideration of "How do I hinder the enemy most?" and making use of the terrain as much as possible. Pyro's and soldiers need wide-open spaces. Hwguys need long hallways, preferably with level changes. Snipers need dark corners, away from any direct troop movement. Use these needs to build up an impenetrable defence. Let's consider the main ramproom in 2fort5.There are two ramps, two exits on top, two exits/entrances on the floor, and one connecting bridge to one of the exits. The placement of troops can be simple. A hwguy is placed at the top of the short ramp, an engineer on top of the long one, building and repairing a sentry gun pointing to the opposing wall and covering the hwguy's back. A pyro or soldier takes up position on the floor strafing from exit to exit.In the shadows near the exit/lift to the flag-room, a sniper can take up position. The result of this placement is that it is self-contained, as everyone has their backs covered, except for the Hwguy, who, as we all know, can take a few shots. Most importantly, everyone is also covering the others. The engineer and his sentry take out any threat trying to attack the hwguy or taking the long ramp. The Hwguy sprays everyone attacking the pyro and trying the short ramp. The sniper attacks any threat to the pyro, and the pyro covers any threat to the others. In short, we can see the buddy system appearing: sniper/pyro, and engineer/hwguy whereby it can be assumed that the second duo is in a safer position, so they cover the other duo.

5.In defending any large number of hallways or rooms, try to imagine where an enemy will enter and what his route will be. If we have a room with an entrance whereby the enemy would go to an exit at the far left side he will probably not take notice of anything directly right of the entrance.

6.Keep surprising the enemy. The goal while defending is that the enemy should stay on guard at all times. This will slow him down and make him more insecure about, otherwise, familiar territory. If you have discovered two positions, which may be good places of defence: use them both. There is nothing easier then to lob a grenade at an unseen defender, whom you know, will be in that position.

7.Keep your position. In many games it can be observed that defenders get tired of waiting and move from their positions. This means that if an enemy breaks through your first line of defence, he will have no problem at all capturing points. Furthermore, your teammates expect you to be there, so they may decide to let an attacker through when they are running low on health/armour/ammo. Another thing is that defenders, who are on low health, or armour, get annoyed with this and start attacking the enemy. These individual actions may have some result, although this doesn't happen frequently. The biggest problem is that, you give the enemy an easy frag, and you are gone from your defensive position allowing anyone entry.

8.Identify spies. Apart from the binding of the ID command, an organized defence can recognize a spy immediately. First of all, know your classes, there are some spies out there who use classes, not in your team. Secondly, if you all have taken your position, who is then that guy running around. If per chance you get caught away from your position, and you are returning, warn the others that you are coming so you won't get shot as a spy. In general, if a spy is discovered, please communicate his assumed class and the direction he is heading in.

9.Open up and keep a supply route. Your team medic and engineer should be servicing you and your co-defenders. The goal is that all players are ready for an offensive position. This means that they have to be stocked up with ammo, and loaded with health. All through the defense moment, medics and engineers should run around to do this

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