If the teams are evenly balanced in terms of skill, the defenders should probably win most of the time. Unfortunately it tends to be ‘cheap’ tactics that are the most effective, a few of which I’ll cover below. I’ll just use this first paragraph to reiterate a point very close to my heart – teleporters! Most defensive engineers simply rush to the first control point straight away to start building their sentry gun, but in fact it’s the teleporter that is the most effective form of defence. Remembering that the attackers are probably going to open with an über rush, any dangerous sentry guns are likely going to fall within the first 20 seconds of game time. On the other hand, a well hidden teleport will last until after they take the first point and proceed. Besides, it’s not as if you can’t have both, just build the teleporter entrance first. Heavies and soldiers will love you and medics become even more effective.
On to team strategy. The main reason for defenders losing is a poor class mix. Your team should not have more than 1 sniper or any scouts, and should definitely have at least 1 demoman and heavy and 2 medics. You should also have about 2 or 3 engineers, not too many and not too few, to allow a smooth teleportation cycle and to get some buildings up. Pyros are also very effective at repelling waves of attackers momentarily, but they have an unfortunate habit of dying. At least one gives you a nice card to pull out when you would otherwise be outgunned.
The most effective and cheapest tactic I know is the demoman spam. There doesn’t have to be that many, but even 4 demomen can create an almost impenetrable defence. The control points usually have 2 or 3 entrances, and if these entrances are visibly plugged with sticky bombs, few attackers will dare risk their skins, and it will come down to an übercharge to clear out the demomen. Of course the demomen can plug up the control point as well, and even if they flee the übercharge they can detonate from wherever they want before returning for reapplication. Especially effective at the beginning of stage 2 and the second half of stage 3 (through the canal thing).
Engineers I said were the other crucial defensive asset. Their job should pretty much follow the 10-point plan of:
- Run out of spawn
- Build teleporter entrance as soon as it’s allowed
- Return to spawn and restock on metal (cabinets)
- Run the first control point
- Find a spot behind something where the attackers won’t go (generally about a 5 second walk backwards from the control point) and build teleporter exit (please note exit direction)
- Find an ammo box to restock on metal
- Build a dispenser
- While the dispenser is building find some more metal
- Return to dispenser and build sentry gun right next to it
- Look after the dispenser/sentry gun combination for as long as it survives, occasionally grabbing metal or repairing teleporters.
The place they build the sentry gun is quite important especially if it survives the opening rush. See vantage points for good locations on each stage.
Other than plugging with the demoman and building with the engineer, the rest of the classes pretty much improvise. Remember your priorities (medics first!) and if the attackers manage to take the first point, have a spy ensure their teleporters are constantly disrupted. I’ll say it again however – at least 2 medics. A quick heal from a medic can be the difference between life and a 30 second trip from a corpse back to the front line. Add up the number of lives saved and you have a lot of extra defence. And of course always stay on the lookout for spies - remember, more lives than your own may depend on your fitness.
Finally, even though you are defending a specific point, don’t be afraid (in fact be encouraged) to push forward about 20 metres to a point where the enemy’s entrances are easier to cover. For example on stage 1 it is much easier to defend the room with the half health and ammo boxes (on the left) and the two doors on the right than it is to sit back on or behind the control point and kill them as they come. Similarly on cap 2 of stage 2, try to control the entrances to the caves, but if you can’t at least hold the exits. Don’t let the attackers push that far up. Finally with stage 3, it is critical you hold the canals, for two reasons. Firstly your demomen make superb defenders since there is really only one way through which can be easily plugged, and secondly if you let the attackers push up and take the house thing, they can safely take pot shots at your defence, and it’s only a matter of time before an übercharged demoman or heavy storms in and ruins everything.





posted on April 15th, 2008 at 8:03 am
posted on April 16th, 2008 at 2:59 am