Difference between revisions of "Horseless Headless Horsemann match-ups"

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#redirect [[Community Mann Manor strategy#Class-specific Horseless Headless Horsemann Strategy]]
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| Playing as [[Scout]] while being 'It' allows you to dodge the Horsemann's attacks and pursuits due to your agility and ability to double/triple jump.
 
A good idea for a Scout who is "It" is to flee while the Horsemann pursues you away from your team's spawn room. If anything, lure the Horsemann towards the enemy team's spawn room to provide a distraction. Also be aware the Horsemann has a specific search radius around the active control point.  It is possible to stop him from chasing you by running away from the control point and evading him until he loses interest in you.  This will cause him to attack someone else, or if there is nobody in his search radius, to run back and stand upon the control point to await more victims or to execute a "Boo!" attack.
 
 
 
The [[Shortstop]] remains the Scout's best weapon choice incase a head-on assault against the Horsemann is required.
 
 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| [[Jumping#Rocket jump|Rocket jumping]] over the Horsemann while "IT" will cause him to hesitate while changing directions. It can also keep you well outside of the reach of his attacks, thus giving you the opportunity to either make an escape or draw the Horsemann into a group of enemies.
 
The [[Buff Banner]] cannot generate charge by damage to the Horsemann. It is not recommended that you take this to battle with you. Use the [[Shotgun]] instead, making the switch to it when you run out of ammo for your primary weapon. This layout allows you to deal the most damage to the Horsemann. As with the Buff Banner the special effect of the [[Black Box]] does not work and therefore a considerable drawback when the reduced ammo is taken into account.
 
 
 
A friendly [[Kritzkrieg]] Medic will allow a skilled Soldier to make short work of the Horsemann, as a pack of critical rockets will take a huge chunk of his health away.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| Because the Horsemann does not suffer afterburn damage, using the Pyro against the Horseless Headless Horsemann is not recommended. In addition, the short effective range of the Pyro makes attacking head-on a very deadly prospect. However, using the Backburner while he is distracted can be effective in defeating him.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The [[Demoman]] can deal a considerable amount of damage to the Horsemann by planting stickybombs where the Horsemann's spawns, before he appears. This would deal a huge amount of damage in an instant. This strategy is particularly effective with a [[Kritzkrieg]] charge.
 
It is also possible to outrun him by charging with the [[Chargin' Targe]] in a single direction across open ground.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| A [[Heavy]]/[[Medic]] pair should camp the control point where he will spawn next, while building up a [[Kritzkrieg]] charge. Then unleash it upon him while he is spawning which subsequently kills him after his spawn animation is complete.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| [[Sentry Gun]]s will target the Horsemann even when he is outside their normal range. You can use the [[Wrangler]] to hurt the him even more. The Horsemann is not affected by the Sentry Gun's knockback. Note that the Wrangler's slight auto-aim will not activate, rendering it slightly more difficult to keep the Sentry Gun's fire on-target.
 
Also the Horsemann will attack anything blocking his path, this includes untargeted players and buildings. Keep in mind wrangled [[Sentry Gun]]s can survive a few hits, allowing you and your team to profit from the distraction.
 
Beware of any Spies that may sap your wrangled Sentry or try to backstab you while your team is focused on the Horsemann.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| Use your [[ÜberCharge]] on a teammate so they can attack the Horsemann. When the ÜberCharge wears off run away.
 
If you do not have an ÜberCharge or [[Kritzkrieg]] charge, run away and build one up. Also, keep in consideration that an ÜberCharge should be also saved for a later offensive or defensive push, as the control point is still a priority objective.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The [[Huntsman]] deals extra damage on headshots against the Horsemann. While the power charge affects the Horsemann properly with any Sniper primary, headshots with the [[Sniper Rifle]] do not.
 
[[Jarate]] does not affect the Horsemann so using Jarate or the [[Sydney Sleeper]] is ineffective.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The [[Spy]] is rather ineffective against the Horsemann as a [[Backstab]] will not result in an instant death or a Critical hit and does not contribute significant damage. As with the [[Sniper Rifle]], the [[Ambassador]] does not contribute extra damage by aiming at its head. The [[Revolver]] is the Spy's best choice for a head-on attack.
 
|}
 
 
 
== See also ==
 
* [[Scream Fortress]]
 
* [[Mann Manor]]
 
 
 
{{CommunityStrategyNav}}
 
[[Category:Halloween]]
 

Latest revision as of 18:37, 20 March 2024