Difference between revisions of "Community Gold Rush strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Fixed mistake)
m (mc)
 
(94 intermediate revisions by 13 users not shown)
Line 1: Line 1:
 +
 
{{Map infobox
 
{{Map infobox
| game-type=Payload
+
  | map-strategy              = yes
| file-name=pl_goldrush
+
  | map-status                = official
| map-image=Goldrush.jpg
+
  | map-name                  = Gold Rush
| map-multiple-stages = 3
+
  | map-game-type             = Payload
| map-environment = Desert
+
  | map-file-name             = pl_goldrush
| map-setting = Daylight, sunny
+
  | map-image                 = Goldrush_1.jpg
| map-health-pickups-small = 9
+
  | map-released              = {{Patch name|4|29|2008}}
| map-health-pickups-medium = 14
+
  | map-released-major        = Gold Rush Update
| map-health-pickups-large = 4
+
  | map-has-n-stages         = 3
| map-ammo-pickups-small = 4
+
  | map-environment           = Desert
| map-ammo-pickups-medium = 12
+
  | map-setting               = Daylight, sunny
| map-ammo-pickups-large = 14
+
  | map-has-pyrovision        = yes
 +
  | map-pickups-health-small = 9
 +
  | map-pickups-health-medium = 14
 +
  | map-pickups-health-large = 4
 +
  | map-pickups-ammo-small   = 4
 +
  | map-pickups-ammo-medium   = 12
 +
  | map-pickups-ammo-large   = 14
 +
  | map-has-bots              = yes
 
}}
 
}}
  
 
This article is about '''Community Gold Rush strategy'''.
 
This article is about '''Community Gold Rush strategy'''.
  
== General (All Classes) ==
+
'''Note''': It is recommended to read the main [[Gold Rush]] article first to become familiar with the names of key map locations used in this article.
* Stage A, Checkpoint 2: It is imperative that BLU takes and holds the attic to set up [[Teleporter]]s and [[Dispenser]]s for attack classes. BLU [[Sentry Gun]]s in the attic should be primarily defensive, as placing a Sentry Gun facing RED spawn, such as on the catwalk or in a window, gives [[Soldiers]] and [[Demomen]] a wide open target. A heavily defended attic allows BLU to heal and resupply ammo and charge [[Über]]s, and gives access to the final point for a quick [[Scout]] rush if necessary. RED must prevent the attic from being taken. This is not essential to a good defense, as there are ample Sentry positions outside the Attic, but pivotal for a good offense. A single RED ÜberCharged [[Pyro]] can destroy a Sentry Gun nest in the Attic, so upgrade them to level 3 for [[knockback]].
+
 
 +
{{TOC limit|3}}
 +
 
 +
=== General strategy ===
 +
====Offense====
 +
''Stage 1''
 +
* Upon exiting the spawn, attackers should first focus their attention on the Raised Tracks, due to the [[High ground advantage]] they provide.
 +
** Red members on top of the Red Tracks can either be spammed out from the Right spawn exit, or approached with an [[ÜberCharge]] from the left.
 +
* With the Raised Tracks secured, the attacking team should be able to easily capture the Cliffs, which offer sizeable height advantage.
 +
* The Hut is usually Red's last holdout on checkpoint A. Surrounding it and then spamming it out with explosives will usually neutralize it.
 +
* Since the Attic directly overlooks the Cart's tracks, it should be Blu team's first priority on point B.
 +
** To capture it, one usually requires an ÜberCharge, since the Attic is commonly filled with [[Sentry Gun]] nests.
 +
 
 +
''Stage 2''
 +
* Since the Blu team starts out at a severe height '''disadvantage''', exiting the spawn will almost always necessitate an Über.
 +
* Taking over the Watchtower is imperative for Blu's success on point A.
 +
** This can be done by first using an ÜberCharge to clear out any Sentry Guns present on the Watchtower, before sending in [[Soldier]]s to rocket jump and take over the Watchtower.
 +
* The House is often the Red's final defensive line for point A. However, just like the Hut, it can be fairly easily surrounded and obliterated.
 +
* In order to capture the second checkpoint, Blu first needs to secure the two areas leading up to it, those being the Choke area and the Final area.
 +
** Choke area can be secured by either making an Über push trough the Tunnel, or by slowly grinding out Red's defenses from within the Battlements.
 +
** Final area, on the other hand, can most easily be conquered by literally jumping out of the Main Buildings and thus landing directly on top of the defenders.
 +
 
 +
''Stage 3''
 +
* The Truck House and the Platform and two immensely important places, since they directly overview the Cart's path. As such, one cannot push the Cart without capturing them first.
 +
** By going through the Blu's upper right exit, the attackers will reach a small ledge directly in front of the Platform, from which a successful attack can be launched.
 +
** Once the Platform is secured, one can simply jump over to the Truck House besides it.
 +
* The path to checkpoint B is basically one long hallway, which can only be pushed through with sheer brute force.
 +
** Unless Blu managed to completely obliterate the defenders on the previous point, thus rendering them unable to organize a proper defense.
 +
* There are three possible ways for an attackers to reach the Final checkpoint.
 +
** The first one is the Choke. This route is the most direct and straightforward route to point C, but due to its "chokey" nature, it usually requires an Über to safely traverse.
 +
** House is the second route. It offers some flanking potential, as well as concealed pathway to the Battlements.
 +
** Sniper's Deck is the last route at Blu's disposal. It grants a good overlook of the Red Yard and the Narrow Building, which can be utilized to spam out the Red Sentry Guns from a safe distance.
 +
 
 +
====Defense====
 +
''Stage 1''
 +
* It is not advised for a Red team to commit too hard on defending checkpoint A. This point is very easy to capture, even by a relatively unexperienced Blu team.
 +
** And because of that, it is in many cases better to retreat to the next point, rather then wasting one's life on this one.
 +
* The Raised Tracks' height advantage makes them a somewhat good defensive position. But do not count on them too much.
 +
* The Hut is very easily encircled by the Blu, essentially making it a death trap. It is often times better to simply retreat rather then bother defending it.
 +
* On Point B, the Attic should be the center of Red defenses, as its numerous advantages are too hard to ignore.
 +
** However, this does not mean that every single Red members should be stationed in the Attic. Other locations, such as the Large Healthpack Room are also important.
 +
 
 +
''Stage 2''
 +
* Holding on to the Watchtower, and consequently the only high ground present on point A, should be Red team's highest priority.
 +
* The House is valuable for protecting the flanks. However, without the Watchtower in Red's possession, it becomes a death trap which is not worth defending.
 +
* The Choke Area acts as a buffer zone between Points A and B, making it an important defensive position, alongside the Main Buildings.
 +
* Due to the Tunnel's cramped nature, explosives are exceptionally effective in it.
 +
* [[Pyro]]s are important in the Final area, as they can [[Compression blast|Airblast]] away Übered pairs jumping out of the Main Buildings, which are a big threat.
 +
 
 +
''Stage 3''
 +
* Often times, a Red team will be able to sneak an ÜberCharge into the Blu's spawn area, thus initiating a spawn-camp.
 +
* Red strategy on Point A is simple, just defend the advantageous Platform and the Truck House, essentially denying high ground from the enemy.
 +
** These two locations can also cover each other with crossfires. E.g. if Blu captures the Platform, then Reds on the Truck House will be able to attack them from the sides.
 +
* On the Final checkpoint, a defending team will have to keep an eye out on three routes.
 +
** The first one is the Choke. Although this is the fastest path to Point C, it only requires a couple of Soldiers or Demomen in order to successfully defend.
 +
** The second one is the House, which is most easily controlled by [[Scouts]] and Soldiers, which are capable of reaching it.
 +
** The Sniper's Deck is the final and the most dangerous route, as its concealed nature, coupled with the fact that Blu [[Engineer]] love to setup sneaky [[Teleporters]] in there, often make it a starting point for many last-minute pushes which quickly overwhelm the unprepared defenders.
 +
 
 +
===Class-specific strategy===
 +
==== {{class link|Scout}} ====
 +
Unfortunately, a Scout is usually going to have a pretty tough time on Gold Rush. Numerous [[Chokepoint]]s, corridors and other tight spaces will severely restrict your  [[Speed|Mobility]]. Meanwhile, the few open areas available will probably be covered by enemy [[Sentry Gun]]s. Due to these shortcomings, a Scout will need to play smartly and patiently, if he wishes to achieve good results against a formidable team.
 +
=====Offense=====
 +
''Stage 1''
 +
* The first checkpoint is surprisingly open and ''almost'' absent of Red Sentry Guns, allowing you to operate a lot more freely then on the rest of the map.
 +
* Make heavy use of the Cliffs, whose spacious nature turns them into perfect dueling grounds.
 +
* Once Cliffs have been captured, you will have two options:
 +
** Either proceed to the Hut for the purpose of harassing enemy [[Sniper]]s.
 +
** Or make your way to the Tunnel, thus blocking off the entire Red team's escape route.
 +
* It is recommended that you take up a more supportive role on checkpoint B, as unlike on the previous point, your Scouting capabilities here are limited.
 +
** Because of the Attic's cramped nature, fighting in it will put you at a big disadvantage.
 +
** Your other option, which involves playing around the Ditch area, is also denied due to an array of Sentry Guns overlooking the said Ditch.
 +
*** In this case, you might be able to use the [[Bonk! Atomic Punch]] in order to safely flank around and reach the Red spawn.
 +
 
 +
''Stage 2''
 +
* You should primarily choose the left spawn exit at the beginning of a round, since it allows you to flank under the House and subsequently reach the Sniper's ledge.
 +
** Just be wary of the Sentry Gun often situated in the House, which can easily prevent you from doing such a maneuver. Unless you are using the Bonk! Atomic Punch.
 +
* Once in the Red's backline, you can either focus on directly harassing the defenders, or making your way to their spawn and taking out their [[Teleporters]].
 +
* Avoid travelling through the Tunnel when attempting to reach checkpoint B.
 +
** Instead, you should make your way up to the Battlements and drop down from its left side. This way, you don't have to traverse a chokepoint, and can avoid most of the Sentry Guns.
 +
* There is a group of rocks in the Final Area, on which you can jump on and gain a big [[High ground advantage]].
 +
* Prematurely harassing Red [[Engineer]]s trying to setup in the Final area will make your team's life easier in the future.
 +
 
 +
''Stage 3''
 +
* If the coast is clear, you can attempt to flank under the Truck House and into the Red's rear.
 +
** However, due to a common Sentry spot located on top of the Truck, this may not always be possible.
 +
* Aiding your team in clearing out the Platform will open up another avenue of approach. Both for you and your teammates.
 +
* Checkpoint B is very unfriendly to Blu Scouts, since its basically just one long hallway with no alternate paths to speak off.
 +
** Only way to break through it is to use the Bonk! Atomic Punch, or to rush it down before the Red has had time to setup a proper defense.
 +
* Although the final checkpoint has multiple routes, only one is worthwhile to the Scout. That being the House flank, which can bring you to the wide open area of Red Yard.
 +
** The other two paths, those being the Choke and the Sniper's ledge, are either too dangerous or require long-ranged weaponry to effectively utilize.
 +
 
 +
=====Defense=====
 +
''Stage 1''
 +
* On checkpoint A, focus on playing around the Cliffs, where there is plenty of space for your excellent mobility to shine.
 +
* When the Cliffs get inevitably captured, you can run along the Raised Tracks, peppering at the enemies below in hopes of further delaying their push.
 +
* Even if the situation is dire, you should still stay and defend checkpoint A to the bitter end, relying on your speed to get you out before its too late.
 +
* On checkpoint B, you should primarily play around the Ditch area, since it is one of the few pieces of open ground present.
 +
** Avoid engaging in the Tunnel at all costs. Any fight in that claustrophobic corridor will rarely end in your favour.
 +
** Although you can occasionally venture into the Attic to score a couple of kilsl, it is not recommended that you stay in there for any prolonged periods of time.
 +
* You can use the Scout's jump-extending weapons, such as the [[Soda Popper]] or the [[Boston Basher]], to reach the Imperial Building even from the Ditch.
 +
** It is also possible to reach the Imperial Building by flanking around through the Tunnel, but this is highly risky.
 +
 
 +
''Stage 2''
 +
* A very risky, but also rewarding tactic is too flank through the Blu's left (From your perspective right) exit in an attempt to reach their spawn.
 +
* The [[Mad Milk]] is particularly effective inside the Tunnel, where its area of effect can douse multiple enemies.
 +
** However, although you can throw the Mad Milk into the Tunnel, you yourself should not venture inside the said Tunnel.
 +
* Use one of your ranged weapons, such as the [[Flying Guillotine]] or [[Wrap Assassin]], to harass Snipers up on the Battlements.
 +
 
 +
''Stage 3''
 +
* The Scout's double jump ability is useful when it comes to moving between the Truck House and the Platform in a swift fashion.
 +
* If the stars align, an opportunity for you to flank through the Blu's left (right from your perspective) exit might open up.
 +
* Due to the Basin's long hallway, weapons like the Wrap Assassin or the [[Sandman]] are quite effective.
 +
* Although other classes will do the job of defending checkpoint B much better then a Scout, you are far from useless.
 +
** Tasks such as throwing Mad Milks and [[Spy checking]] are still equally important.
 +
* Flanking through the House on Checkpoint C will allow you to surprise the Blu from their side. But you are going to need a jump-extending weapon in order to reach that position.
 +
* Acting as a second line of defense by cleaning up any attackers which managed to get past your team's defenses is a viable strategy on the final point.
 +
 
 +
==== {{class link|Soldier}} ====
 +
* A Soldier is an important aspect to any team on Gold Rush. His explosive primary makes him quite good when it comes to taking out Engineer nests, while his ability to [[Rocket jump]] allows him to capture and hold vital position.
 +
=====Offense=====
 +
''Stage 1''
 +
* Make sure to target the Raised Tracks when exiting your spawn, since they often house Red defenses.
 +
* Use the Cliffs' [[High ground advantage|height advantage]] to destroy anything below you, thus clearing out a path for the Cart to go through.
 +
* The Red Sentry nest located in the Hut can be relatively easily neutralized by rocket jumping onto the Hut's balcony and targeting it from there.
 +
* Try to help out your team in the Attic, since it is a vital position that also has many cramped spaces, making it a perfect combat environment for you.
 +
* Once the Attic has been captured, you can use it to spam out the usual Sentry Guns on top of the Red Decks from a safe distance.
 +
** With the Sentry Guns gone, you will be able to rocket jump onto the Red Decks and gain a vantage point directly over the Red spawn, enabling an effortless spawn camp.
 +
 
 +
''Stage 2''
 +
* Your primary objective on checkpoint A should be to capture the Watchtower as soon as possible. Considering the strategic importance that place has.
 +
** To do this, you will first need to destroy the Sentry Guns guarding it, before directly rocket jumping on it and pushing off the remaining defenders.
 +
*** The aforementioned Sentry Guns can either be spammed out from the Blu's left spawn exit, or taken out via an [[ÜberCharge]].
 +
* If you have managed to successfully secure the Watchtower, you can use its vantage point to bombard any Red position in sight, whether that be: The House, the Bridge or the Ledge.
 +
* The [[Battalion's Backup]] comes in handy when attempting to push through the Tunnel.
 +
* The Battlements offer a great overview of the Choke area, which can be used to destroy key targets in it from a far.
 +
* Assuming no enemy [[Sniper]]s are present, you should be able to safely spam out the Sentry deck from within the Left flank.
 +
 
 +
''Stage 3''
 +
* Both the Platform and the Truck House are immensely valuable positions for the Blu team. So you should prioritize your efforts on them.
 +
** The Platform can be taken out by heading to the right spawn exit and using its slight height advantage to flush out the defenders.
 +
** The Truck House can be easily accessed via your rocket jump. Once you are on it, beware of the common Sentry nest located on top of the Truck itself.
 +
* The defensive buff provided by the Battalion's Backup is very useful when attempting to push through the long and narrow checkpoint B.
 +
* On checkpoint C, you can occupy the Sniper's Deck and use its powerful position to safely harass the defenders inside the Narrow Building.
 +
 
 +
=====Defense=====
 +
''Stage 1''
 +
* The Raised Tracks offer a good defensive position for a Soldier, due to the height advantage they provide.
 +
** However, they do not contain any [[Healthpack]]s, so being on them is quite risky. Use the [[Blackbox]] if you wish to mitigate this drawback.
 +
* The Attic's strategic importance makes it a prime target for the Blu team. But its cramped corridors also make it very Soldier-friendly. Due to this, it is your main concern.
 +
* Occasionally, you can rocket jump into the Imperial Building to kill off any Blu Snipers or Engineers camping in it.
 +
* The Red Decks allow you to overview the last stretch of Cart's tracks, in addition to acting as a "springboard" for the potential retaking of the Attic.
 +
 
 +
''Stage 2''
 +
* It is advised that you hold on to the Watchtower at all costs, as it is yours, and generally the Red team's biggest advantage on checkpoint A.
 +
** In the event that it falls into Blu's hands, employ your rocket jump ability to quickly retake it back.
 +
* You can exploit the fact that the Blu team '''has''' to push the Cart through the tight and narrow Tunnel by using your explosives, which excel in such an environment.
 +
** And if you manage to find the entire enemy team clumped up together, you can do devastating damage, especially if using the [[Buff Banner]] or being [[Kritzkrieg]]ed.
 +
* Since you are one of the few classes which can realistically reach the Battlements, it should be your duty to occasionally head in there, just to disrupt any Blu's plans.
 +
** There is also a nice ambush spot right above the doorway which leads to the Battlement's left side.
 +
 
 +
''Stage 3''
 +
* There are a couple of standable ledges right above the Blu's middle spawn exit, which serve as very nice ambush spots.
 +
* The Truck House and the Platform both offer great height advantage. Pick one as your main position and get to bombarding.
 +
* Unlike many other classes, you can take advantage of both the House's dropdown and the Valley's dropdown with your rocket jump capability.
 +
 
 +
==== {{class link|Pyro}} ====
 +
Pyros will quickly find that this map suits them well. Generally tight and narrow spaces, which are present nearly everywhere, allow the Pyro to close the distance between him and his target. Meanwhile, the numerous concealed nook and crannies open up an opportunity for a more passive playstyle with their ambush potential.
 +
=====Offense=====
 +
''Stage 1''
 +
* It might be wise to hold off from immediately rushing out of your spawn and wait for the usual [[Sentry Gun]] on top of the Raised Tracks to get destroyed first.
 +
* Take care to [[Spy checking|Spy check]] the common Spy hiding spots on checkpoint A, which include: The Raised Tracks, The right side boxes and ledge, between the Cliffs and a rock.
 +
* Your [[Compression blast]] can be used to shield friendly teammates from [[Projectiles]] coming from the: Hut, Red Decks or Attic.
 +
** The aforementioned positions offer valuable [[High ground advantage]] to the Red team. As such, it is no wonder that many projectiles originate from there.
 +
* Try to stick with your teammates on checkpoint B. They are probably going to be fighting inside the Attic, where your offensive capabilities can shine.
 +
* If the [[Sniper]]s camping on top of the Red Decks are giving your team a rough time, you can then employ one of your [[Flare Gun (disambiguation)|Flare Guns]] to fend them off.
 +
* The Mine Shaft can be used to sneakily reach the Red spawn, at which point the [[Backburner]] becomes very effective.
 +
 
 +
''Stage 2''
 +
* Immediately exiting the spawn, or more specifically the right spawn exit is usually quite dangerous, due to the heavily fortified Red positions on top of the neighbouring Watchtower.
 +
** If you do not posses the patience required for waiting out until the said positions are neutralized, you can always attempt to flank under the House and avoid them entirely.
 +
* The [[Detonator]] can be used to swiftly reach the [[Watchtower]] and give yourself an advantage.
 +
* Protecting your teammates with your Compression blast while they are traversing the Tunnel is a must, as they will be very vulnerable to explosives and ÜberCharges during that phase.
 +
* Make sure to regularly Spy-check the battlefield. A nook near the Blu's right exit, a fence near the Watchtower, under the House and the Bridge are all possible Spy hiding spots.
 +
* Assuming one of your team's [[Medic]]s decides to Über you, you can jump out of the Main Buildings and into the Final area, landing practically right on top of the Red defenses.
 +
** But without a Medic, this is not possible. Leaving your area of operations confined to the Left flank.
 +
 
 +
''Stage 3''
 +
* After entering the Basin, you will be able to use the [[Thermal Thruster]] in order to launch yourself upwards and land on the Truck House.
 +
** If you plan on doing this, then it is recommended that you equip the [[Back Scratcher]], as there is only ''one'' small [[Healthpack]] in the Truck House.
 +
* Due to the sheer volume of fire and Sentry Guns present on checkpoint B, your offensive capabilities there are unfortunately limited.
 +
** As such, the best thing you can do in this situation would be to support your team via extinguishing, Spy-checking and denying enemy ÜberCharges.
 +
* By going through the House you will be able to either ambush the defenders in their Yard, or to climb up to the Battlements and take out the Red Snipers.
 +
* The Sniper's deck offers an overview of the final checkpoint, allowing you to cause severe harassment with any one of your Flare Guns, or major damage with the [[Scorch Shot]].
 +
 
 +
=====Defense=====
 +
''Stage 1''
 +
* Checkpoint A contains many ambush spots in which you can await for the attackers, such as: behind the left side boxes, under the Raised Tracks, up on the ledge etc.
 +
** In addition, there is also a section of the roof in between the Blu's middle and right exits. It requires the Thermal Thruster too be accessed, but is extremely well concealed.
 +
* Once the attackers reach the Cliffs, they will use the newly gained height advantage to start bombarding your team, making your Compression blast a necessity.
 +
* The narrowness of the Tunnel allows your flames to spread like wild fire. This advantage can be utilized when the attackers start to push the Cart through the said Tunnel.
 +
* The Attic's claustrophobic space gives you a big advantage when fighting against Blu members, who often venture in there.
 +
* If the Attic has been captured, you can use the Detonator to quickly reach it and flush out the attackers.
 +
* Red's last line of defense are usually Sentry nests on top of the Red Decks. So it is very important that you keep those Guns alive by reflecting incoming projectiles.
 +
 
 +
''Stage 2''
 +
* Due to the structure of Blu spawn, that being of a very cramped dugout accompanied by two even tighter Tunnels, your damage potential starts to exceed all logic.
 +
** Assuming you can get a Medic to Über you, you can carelessly walk right into one of the Blu's two tunnels, trap and burn anyone inside it, before moving on to the next tunnel.
 +
*** Even better results can be accomplished by using the [[Phlogistinator]], whose [[Critical hits]] will melt through the attackers even faster.
 +
* On checkpoint B, you can wait outside the Tunnel for enough Blu members to gather in it, before asking a Medic to Über you and proceeding to run inside, burning everything in sight.
 +
* You can aid your Soldiers defending the Battlements by using either the Detonator, or the Thermal Thruster to reach them.
 +
* Because of the two large [[Ammo]] packs in them, Spies love to hang around the Main Buildings. Take note of that.
 +
 
 +
''Stage 3''
 +
* The Detonator is an extremely useful weapon on checkpoint A, as its vertical mobility comes in handy when traversing the numerous platforms and differing elevations.
 +
** For example, it can be used to reach the Blu's left exit, to position oneself above the middle exit, to swiftly exchange positions in between the Platform and the Truck House etc.
 +
* Keep an eye out on Blu Snipers, as they can be quite devastating on this section of Gold Rush.
 +
* When defending the second checkpoint, your only task should be to push away Blu ÜberCharges, due to the fact that an Über is Blu's only means of breaking through the B's defenses.
 +
* Spies will often attempt to sneak into the Red Yard via the dropdown. Because of this, make sure to consistently Spy-check the stairs leading out of the Valley.
 +
* That same Dropdown can also be utilized by you. But unlike a Spy who will drop down through it, you will need the Thermal Thruster in order to ascend up it.
 +
** But doing this is not advised, as you are likely to end up in an unfavourable position.
 +
 
 +
==== {{class link|Demoman}} ====
 +
Gold Rush is essentially Demoman heaven. With plenty of [[Chokepoint]]s, confined spaces and other explosive-friendly terrain, a single good Demoman can completely obliterate the enemy team.
 +
=====Offense=====
 +
''Stage 1''
 +
* Take the right most exit when leaving your spawn, as that will bring you into a prime position for destroying the Raised Tracks' defenses.
 +
* Hut is usually the Red's main defensive hold out. However, due to its compact structure, it can be quite easily spammed out.
 +
** Alternatively, you can [[Sticky jump]] to its balcony and use the newly gained [[High ground advantage|High ground]] to your advantage.
 +
* By sticky trapping the Tunnel, you will essentially block the Red teams' only escape route. Thus preventing them from retreating back to point B and setting up a defense there.
 +
* Assuming a [[Medic]] is willing to [[ÜberCharge|Über]] you, you can head up to the Attic in order to take out the key fortifications commonly found there.
 +
** If, however, you do not have access to a Medic. You can still spam out the Attic from within the Imperial building.
 +
* The advantageous position of the Attic can be used to bombard Red [[Sentry Gun]]s on top of the appropriately named Red Decks.
 +
** However, enemy [[Sniper]]s can and will put a stop to this. In that case, you can launch your [[Projectiles]] through a hole in the fence of the Large Healthpack Room.
 +
 
 +
''Stage 2''
 +
* Focus on taking out the defenders on top of the Watchtower, as that location is extremely valuable to your team.
 +
** This can be done by asking a friendly Medic for an ÜberCharge before proceeding through the right spawn exit, which will bring you directly to the Watchtower.
 +
* The Red team has only one escape route from checkpoint A, that being the Tunnel. If you can sticky trap, they will not be able to safely evacuate.
 +
* Due to the openness and high [[Skybox]]es found on checkpoint B, using the [[Base Jumper]] to float high above the ground is a viable strategy.
 +
* The Sentry Ledge can be safely targeted from the left side flank.
 +
 
 +
''Stage 3''
 +
* Use your explosives' [[Knockback]] in order to push off defenders from the Platform.
 +
* You can utilize the arc of Demoman's projectiles to bypass the wooden wall shielding the Sentry Nests behind it.
 +
* Because of point B's long nature, the [[Quickiebomb Launcher]]'s fast travelling stickies can be used to target the Red [[Sniper]] sitting all the way at the back of the map.
 +
* Your primary concern on the Final point should be to neutralize the Sentry Guns situated inside the Narrow Building, as they pose a great threat to your team.
 +
** Their destruction can be accomplished by approaching them from the Sniper's ledge, which is out of their range.
 +
 
 +
=====Defense=====
 +
''Stage 1''
 +
* Unlike other classes, you can stay behind the Cliffs and fire upon the advancing Blu members, thus making use of your projectiles' arc.
 +
* The Tunnel connecting the two checkpoints can be taken great advantage of, as its acts as chokepoint which the Blu has to traverse.
 +
* The Attic is not only the Blu's prime target, but also a favourable position to Demomen, due to its cramped spaces and chokey nature.
 +
* You can lob continues waves of grenades and stickies from within the Ditch. However, be wary of any attackers which may drop on your head from the Imperial Building.
 +
* Sticky jumping can be used to reach the Imperial Building in a swift fashion.
 +
 
 +
''Stage 2''
 +
* Since the Blu team only has two exits leading out of their spawn, trapping them inside it is not too difficult, especially with the [[Scottish Resistance]].
 +
* The Watchtower and the House offer a safe place to retreat to when you run out of ammo.
 +
* Just like your Blu counter part, you can employ the unorthodox strategy of gliding high above Choke and Final area via the Base Jumper.
 +
* Repeatedly bombarding the two opening in the Battlements will prevent the offensive team from pushing through them.
 +
 
 +
''Stage 3''
 +
* You can use your Sticky jump ability in order to reach the Blu's upper left exit and setup a sneaky Sticky trap in there.
 +
** This will surprise many opponents, as they were not expecting action so early.
 +
* Since the Red team starts out with height advantage, shelling the Blu members attempting to push through the Basin is not particularly difficult.
 +
* Defending checkpoint B is quite easy. Simply spam down the Hallway and ensure that no attacker gets through in one piece.
 +
 
 +
===={{class link|Heavy}}====
 +
Due to a general lack of alternative flank routes, every stage has at least one position from which a Heavy can completely control the map.
 +
=====Offense=====
 +
''Stage 1''
 +
* Make sure to take the left spawn exit at the beginning of a round, as that puts you behind the Cliffs and out of the [[Sniper]]'s sightlines.
 +
* Enemies often hide on top of the Raised Tracks, which can easily be cleared out with your large DPS (Damage per second).
 +
* If you are fast enough, you might be able to catch out the Red team as it is retreating through the Tunnel.
 +
* An unusual tactic of yours involves heading up to the Imperial Building and acting as a Sniper, by using your [[Tomislav]] to lay heavy but accurate fire on anyone below.
 +
 
 +
''Stage 2''
 +
* For the first checkpoint, simply push the Cart and help your team capture the Watchtower.
 +
* Due to your large [[Health]]pool, you are arguably the best candidate for pushing the Cart through the Tunnel.
 +
** It might just be a wise idea to ask a [[Medic]] to accompany you while doing this. Since even 300 health sometimes is not enough.
 +
* If a Medic is willing to [[ÜberCharge|Über]] you, you can jump out of the Main Buildings and land directly in the Final area, causing unbridled chaos and disorder among Red lines.
  
* The cart provides great cover from attacks. Crouching makes this even more effective. It also is an extremely useful tactic when there are Sentry Guns around, as you can simply crouch on the side of the cart that isn't facing the Sentry Gun. You may eventually be shot by it, but this tactic at the very least saves several seconds, and that can mean the difference between RED pushing back and BLU backup arriving.
+
''Stage 3''
 +
* Going straight for the Cart immediately after exiting the Spawn is not recommended. Instead, focus on capturing the surrounding area, that being the Platform first.
 +
* During the battle for the final checkpoint, defenders usually do not expect a Heavy to suddenly emerge on their left flank. As such, flanking through the House is a viable option.
  
* Brute force shouldn't be underestimated on this map. If you have enough firepower hitting the other team, it is difficult for them to do much unless they do the same to you. An advance is usually made when one team is unable to deal enough damage to the enemy because they are mostly waiting to respawn with only a few on the front lines. You must be able to keep sustainable firepower on the front line.
+
=====Defense=====
 +
''Stage 1''
 +
* Since the Heavy has so much health, you can afford to stay right on top of the Cliffs, where you will attract the most attention and be able to deal the most damage.
 +
** Then, when your health is depleted, you can retreat behind the said Cliffs and heal up there, before returning back to your original position.
 +
* You can also position yourself on top of the Raised Track, which is a less aggressive position then that of the Cliffs.
 +
** However, doing this will put you among your teammates, ensuring that they also get hit by projectiles aimed at you.
 +
* By positioning yourself right at the Tunnel's exit, you are essentially blocking the three available routes to Checkpoint B.
 +
** Of course, this will make you a big target for the Blu team, so its recommended that you have a [[Medic]] buddy accompanying you in this endeavor.
 +
*** If a Medic is not available, you can always retreat into the Ditch and heal up there using one of your [[Lunchbox]] items.
 +
* The Mine Shaft offers an excellent ambush position spot in the event that the Cart has nearly reached the Point B.
  
* For RED Demomen, placing sticky bombs along the track the cart follows is generally a good defensive idea. Once the enemy team gets the cart moving over the portion of track you've placed the bombs on, set them off to stop the cart and gib its escort. This tactic works especially well inside the tight turns of both stages A and B because the enemy team will turn the corner and move over the bombs without realizing their presence. Demomen are also extremely successful at the chokepoint turn after the first checkpoint on Stage A, often stalling an assault. Demomen at this chokepoint can harass Engineers attempting to build in the Upper Right Attic and enemies on the cart track.
+
''Stage 2''
 +
* Try to position yourself forward of the House, where you will be able to monitor the two spawn exits at Blu's disposal.
 +
** If you get pushed back, you should relocate into the House, from which you can support the Watchtower and the Sniper's Ledge.
 +
* By using the Tomislav's silent rev and quickly jumping around the corner, you will be able to surprise the Attackers just as they are pushing through the Tunnel.
 +
** And if you are [[Kritzkrieg]]ed or Übered during this, there is a potential to completely wipe off the enemy team.
  
==Class-specific strategy==
+
''Stage 3''
=== {{class link|Scout}} ===
+
* On checkpoint A, you can utilize the [[High ground advantage|Height advantage]] provided by the Platform in order to unexpectedly dropdown onto the Blu members below.
* On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them at times.
+
** But doing this is risky without [[Overheal]] or an ÜberCharge.
 +
* If you are positioned on top of the Truck House, make sure to watch out for [[Spy|Spies]] and other classes approaching you from the rear.
  
* Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
+
===={{class link|Engineer}}====
 +
=====Offense=====
 +
''Stage 1''
 +
* On stage 1, you can use either the [[Jag]] or the [[Gunslinger]] to quickly construct a simple Sentry immediately after exiting the spawn.
 +
* The [[Wrangler]] can be used to pester defenders on top of the Raised Tracks and in the Hut.
 +
* Once the Raised Tracks have been cleared off, an opportunity for you to move up your Sentry onto the Cliffs will open up.
 +
* There are two possible nesting positions on checkpoint B. You can either setup a Sentry nest in the Imperial Building, or in the Attic.
 +
** While the Imperial Building does seem like a superior position, it is not of much use other then to fellow [[Sniper]]s.
 +
** The Attic, on the other hand, is much more important to the overall progress of the Bu team.  
  
* Gold Rush is a [[Sniper]] heaven, but [[Scouts]] can easily circumvent the more open areas and close the distance between them and the Snipers.
+
''Stage 2''
 +
* Unlike on the previous stage, now you have an entire area in front of Blu's spawn at disposal, allowing you to construct an entire Sentry nest before the round even begins.
 +
* Moving up your gear before the Watchtower is captured usually does not end well. Unless you have the Jag and can quickly redeploy your nest.
 +
* The Wrangler can be used to harass Red Snipers on the Sniper Ledge.
 +
* Once the House has been captured, you should be able to move up your Sentry onto the Bridge, where it can directly monitor the checkpoint A.
 +
* If your teammates are struggling in the Tunnel, you should setup a [[Teleporters|Teleporter]] inside the Battlements, which can bring your team directly to an advantageous position.
 +
* If the defenders inside the Final Area get distracted enough, it might be possible to advance your Gun onto the bridge connecting the Main Building, thus securing victory.
  
* On offense and at the final checkpoint of the last stage, there is a pathway under the map to flank the enemy, use your speed to get behind the enemy and eliminate them while they are focused on your teammates with a few well placed shots.
+
''Stage 3''
 +
* Immediately at the beginning of a round, you should direct your efforts onto establishing a forward base on the Platform.
 +
* An unorthodox strategy involves [[Sentry jump]]ing to the Truck House and maintaining a nest there. But this is quite risky.
 +
* Considering that the Blu team has no forward spawns, Teleporters are of utmost priority here. Especially when attacking the Checkpoint C which is very distant.
 +
** Consider equipping the [[Eureka Effect]] in order to maintain these vital buildings more easily.
 +
* Assuming the coast is clear, you can try sneaking a Sentry into the Sniper's deck, from where it can attack the Red's right flank.
 +
** Even better, you can setup an entire nest here, as well as Teleporters. So that your team can together organize an attack from the sides.
  
* If your team does not have a Medic, [[Bonk! Atomic Punch]] is another way to distract a Sentry for a little while.
+
=====Defense=====
 +
''Stage 1''
 +
* For the first checkpoint, you can setup your Sentry on top the Raised Tracks, where it will be able to significantly delay the attackers, albeit at a cost to its life span.
 +
* For a more passive position, the Sentry can be placed behind the Cliffs, alongside the [[Dispenser]].
 +
* When the Cliffs get captured, you will have to make a choice:
 +
** Risk being encircled and destroyed by setting up in the Hut in hopes of preventing Point A's demise.
 +
** Or safely retreat through the Tunnel and organize a more successful defense of checkpoint B, at a cost of giving up point A.
 +
* Assuming you have managed to successfully evacuate from Point A, you should setup a nest in the Attic, as it is an immensely important position to the Red team.
 +
** If there is already another Engineer setting up there, you can move your gear down into the Ditch, where it can support Reds in the Tunnel.
  
* [[Mad Milk]] can help your teammates when on either team with some extra health while in combat.
+
''Stage 2''
 +
* There are two viable Sentry nest positions on checkpoint A. They are: the Watchtower and the House.
 +
** Since the House is prone to being surrounded, it might be wise to equip the Eureka Effect if you plan on staying in it.
 +
* If you have the Wrangler, you can sentry jump onto the Battlements.
 +
* The Main Buildings offer an excellent position for defending the Choke Area.
  
* Using the [[Force-A-Nature]] can push away enemies from the cart with ease and effectiveness. This also deals decent damage, making them think twice about rushing in as a Pyro.
+
''Stage 3''
 +
* There is a sneaky little Sentry spot directly on top of the Truck. It is hard to see and even more harder to destroy once detected, so it is great at holding of the attackers.
 +
* Alternatively, a relatively common, and subsequently easy-to-take-out Sentry position can be found on the Platform.
 +
* On the Final checkpoint, you have a number of options where choosing where do you want to organize a defense.
 +
** First and the most common Sentry spot would be the Narrow Building. It is an overall good position, but has the fatal flow of being severely exposed from the Sniper's Deck.
 +
** Second location is a tiny room directly under the Battlements. It does not offer much visibility, but is extremely well protected due to it essentially being a bunker.
 +
** In contrast, placing your beloved Gun on top of the Yard's Truck will allow it to overview the entire area of Point C, while leaving it exposed from multiple directions.
  
=== {{class link|Soldier}} ===
+
===={{class link|Medic}}====
* You can use [[jumping#Rocket jump|rocket jumps]] to get across the map and get to the cart faster, if you need to. (For example, during [[Overtime]].) To save health while doing this, equip the [[Gunboats]].  
+
=====Offense=====
 +
''Stage 1''
 +
* The Raised Tracks are usually the first defensive entrenchment you will encounter. They do not require an ÜberCharge in order to successfully take down.
 +
* The [[Sniper]]s inside the Hut and the Tunnel are sure to be looking for you, so take cover behind the Cliffs if you can.
 +
* [[Overheal]]ing [[Soldiers]] is quite a powerful tactic on checkpoint A, since they can reach the Hut's balcony and easily take out anything inside.
 +
* An offensive Medic is immensely important inside the Attic, where your heals can negate the lack of [[Health]]packs, while your ÜberCharge can crack the Attic's tough defense.
 +
* Once the Attic is secured, you can use the [[Crusader's Crossbow]] to provide long-range support to Soldiers and Demomen attacking the Red Decks.
  
*It will help your team a lot if you use the [[Concheror]], the [[Buff Banner]], or the [[Battalion's Backup]] either while pushing or while holding off a push.
+
''Stage 2''
 +
* At the beginning of a round, take the right exit out of spawn and Über a Heavy or a [[Demoman]], so that they can quickly neutralize the Watchtower's defenses.
 +
** Alternatively, you can take the left spawn exit and direct your efforts onto the House, banking on a flank-attack instead.
 +
* Do not forget about the Snipers on top of the appropriately named Sniper Ledge. They are a big problem on checkpoint A.
 +
* If you have an ÜberCharge to spare after the fighting on Point A, it is best advised that you use it while pushing through the Tunnel.
 +
* The best way to quickly take over the Final area is to Über someone while unexpectedly jumping out of the Main Buildings.
  
*While defending the second stage, it may be a good idea to wait up in the tower and, once [[setup]]'s over, fire continuous rockets at their spawn. However, if you do this, watch your back for Spies.
+
''Stage 3''
 +
* Simply take the right spawn exit at the beginning of an match and Über onto the Platform.
 +
* With the Platform hopefully in your hands, you can orientate yourself on securing the Truck House, by healing teammates attempting to do so, and preparing an assault on Point A.
 +
* If the enemy managed to prepare sufficient defenses for checkpoint B, then the [[Stock]] ÜberCharge  is simply a must if you wish to breakthrough.
 +
* Although taking the most direct route to the final checkpoint, that being the Choke, can work out, sometimes its better to look at other options.
  
=== {{class link|Pyro}} ===
+
=====Defense=====
*Pyros should use their compression blast on both offense and defense to keep enemies away from the cart. Even pushing enemies away for a second can provide enough of a distraction that flanking teammates can finish them off.
+
''Stage 1''
*On BLU, Pyros should generally be near the cart, both helping with the push and checking for Spies. They can also use their compression blast to push RED Stickybombs out of dangerous spots.
+
* Do not position yourself on the Raised Tracks, where you are heavily exposed. If you want to heal your teammates, you can easily, and more safely, do it from behind the Cliffs.
*The [[Flare Gun]] or [[Detonator]] can be helpful in defending the choke point right after Stage A, Checkpoint 1. Long distance flare shots through the window will discourage BLU Snipers and Soldiers from camping on the second story platform accessed through the tunnel. The [[Manmelter]] well for spamming shots due to its unlimited ammo.
+
* Remember that Checkpoint A is heavily skewed in attackers' favour. So it is okay to retreat early and abandon your team, if you think that it is not worth risking it anymore.
*On Stage 1, Point 1, their is a raised 'dune' on the right (BLU perspective) of the BLU spawn. You can get up their by using the rocks located near the cliff (See above), allowing for devastating ambushes as the attackers will not likely notice you.
+
* If you can Über a Pyro and let him loose inside the Tunnel, he will be able to cause devastating damage to the Blu team.
*At least one RED Pyro should regularly [[Spy check]] the RED deck, the roof of the RED spawn, and the tunnel next to the RED spawn.
+
* Be wary of the Imperial Building, since flanking enemies can easily sneak through there.
 +
* In the event that the Attic is lost, it can retaken back by overhealing a couple of Demomen or Soldiers, and letting them blast jump to it.
  
=== {{class link|Demoman}} ===
+
''Stage 2''
* A Demoman on RED should use the [[Stickybomb Launcher]] on various checkpoints and on the Payload to stop further progression of the bomb. The [[Scottish Resistance]] is a good choice for area control in this situation.
+
* The Crusader's Crossbow is useful both when attempting to heal teammates on the Watchtower, or to heal teammates from the Watchtower itself.
*A Demoman on BLU should use the [[Chargin' Targe]]/[[Splendid Screen]] strategy to accumulate heads and help cap the Payload. An ÜberCharged Demoman can quickly destroy multiple Engineer nests with the Stickybomb Launcher. Watch out for airblasting Pyros.
+
* Due to the nature of Blu spawn, a single ÜberCharge on a Pyro or a Heavy will usually initiate a spawn camp.
 +
* Take advantage of the Tunnel's narrowness by letting loose a short-ranged class inside it, such as the Pyro, during a Blu push.
 +
* The Crusader's Crossbow is useful for healing teammates which managed to reach the Battlements, thus keeping them in fight up there.
 +
* If you have been pushed back to the Final area, it might be wise to equip the [[Quick-Fix]], as you can expect a lot of incoming damage from multiple directions.
  
=== {{class link|Heavy}} ===
+
''Stage 3''
* Generally on BLU, just stay by the cart. That's where you are most needed. Don't worry about wasting ammo, as the cart acts as a moving level 1 Dispenser.
+
* Try to stick to either the Platform or the Truck House. These positions drastically increase your survivability, due to the height advantage and healthpacks they provide.
 +
** The Truck House is a little better in this regard, since it offers more cover. While the Platform is Red's primary defensive positions, meaning that you will be more needed there.
 +
* Focus on healing explosive classes on point B, as they excel in such an environment.
 +
* Focus your healing attention onto the teammates which are defending the Choke entrance, as that is likely the first route the attackers will take to Point C.
 +
** Then, when the Blu's assault has been repelled, you can use your ÜberCharge to push through the Choke and retake lost ground.
  
* A Heavy perched on top of the cart will function much like a Heavy by a Dispenser, but with the added bonus of staying on the front lines (and the problem of being on a higher perch). Be careful, as a skilled [[Sniper]] can easily headshot a slow moving, inattentive Heavy.
+
===={{class link|Sniper}}====
 +
=====Offense=====
 +
''Stage 1''
 +
* Make sure to neutralize the Red Snipers, which will be hiding: In the Hut, in the Tunnel, on the Red Decks and outside the Mine Shaft.
 +
* From the Cliffs, you will be able to target the Red defenders retreating from Checkpoint A.
 +
* Once Point A is captured, a gate on the left will open leading to the Imperial Building. This location is excellent for a Sniper, as it allows you to overlook the entirety of Ditch.
 +
* When the Attic gets captured, you can either stay in the Imperial Building, or move over to the Attic, from which you will be able to target anyone exiting Red Spawn.
  
*A Heavy with the [[Brass Beast]] can stand in front of the cart. The cart will push the Heavy while shooting which is actually faster than walking with the Brass Beast.
+
''Stage 2''
 +
* At the beginning of a round, you should try to take the left spawn exit, as that will put you in a concealed position from which you can target the Watchtower.
 +
** Alternatively, you can proceed to flank under the House in order to gain a vantage point over the Tunnel, thus preventing Red reinforcements.
 +
* When your team is assaulting checkpoint B, you should occupy the Battlements, a very powerful position which grants you a complete overview of the Choke area.
 +
** Then, when fighting moves to the Final area, you can either stay in the Battlements' left side and support your teammates from there, or reposition yourself in front of the Tunnel.
  
* A BLU Heavy crouching behind the cart (preferably with the [[Fists of Steel]]) is very safe from Spies and out of sight for Sentry Guns when pushing along the narrow path in front of The Attic. This push can get the cart almost all the way to the finish.
+
''Stage 3''
 +
* Due to its importance, you should first focus your attention on the Platform, which you will be able to oversee from the right spawn exit.
 +
* Because of checkpoint's B long and narrow nature, it can essentially be described as a Sniper-heaven. However, the same applies to the enemy Sniper, so beware.
 +
* There is a small bunker right behind the Choke. It grants a powerful sightline which stretches all the way to the Red spawn, so it is advised that you try to take it.
 +
* As the name implies, the Sniper's Deck is a very handy position for a Sniper, since it allows you to overview the Red Yard and the Narrow Building, two important locations.
 +
** However, unless you have teammates close by, you will be quite isolated here. So it is recommended that you bring [[Jarate]] and the [[Bushwacka]] for self defense.
  
* On RED, hide in the various alcoves by the cart for an ambush when people come near. Stay near a Dispenser and act as a human Sentry Gun, or buddy up with a Medic. If there are no Dispensers or Medics, bring the [[Sandvich]] with you and know where the ammo boxes are for prolonged combat. If you are not constantly moving, the Brass Beast might be a better choice if available.
+
=====Defense=====
 +
''Stage 1''
 +
* On checkpoint A, the Hut is arguably the best Sniper position, since it allows you to overview the entire area of Point A, including the inside of Blu's spawn.
 +
** However, you are very exposed in this position, so it might be a better idea to retreat into the much safer Tunnel.
 +
* The best Sniping position on Point B would be the Red Decks, due to the vast array of sightlines they grant you.
 +
** If, for some reason, you do not want to occupy the aforementioned Red Decks, then you can position yourself in front of the Mine Shaft.
  
*On Stage 2 as BLU, it may be a good idea to ignore the cart for a little bit and take the side route right out of setup. By doing this, you can destroy Sentry Guns before they become a problem to your team.
+
''Stage 2''
 +
* While the Watchtower is a powerful position, it is often overrun by friendly teammates which may get in your way. Due to this, the Sniper Ledge is usually a better choice.
 +
* The tactic of spamming [[Huntsman]] arrows down the Tunnel is a perfectly valid one.
  
=== {{class link|Engineer}} ===
+
''Stage 3''
* For both teams on the final stage, especially BLU, [[Teleporters]] are important as there are large distances to cover and for BLU team there are no forward spawn points. The ability to get your team to the front lines quickly can be a game-changing asset.
+
* Right around the area where the Basin ends the wooden wall begins is a powerful Sniper spot, which allows you to see nearly every important area on checkpoint A.
* On the last stage, defensive Engineers can [[Sentry jump]] using the [[Wrangler]] to get on top of the archway just outside of RED's forward spawn. Once up there, you can setup Teleporters that allow you to get behind enemies while they are pushing the cart to Point B that is relatively more safe than the ground-based Teleporters.
+
** However, being able to see everything also means that everyone can see you, making this a particularly dangerous spot.
* Dispensers can really help your teammates on both teams when placed around a corner, hiding behind an obstacle, or generally away from harm.
+
* The Battlements on checkpoint C grant sizeable height advantage and good vision.
*On stage B and C you may want to set up a sentry outside your spawn guarding the exits, as red may push into your spawn once the gates open.
 
*On defense, on the last stage on the battlements overlooking the final point, it may be advantageous to place a [[Combat Mini-Sentry Gun|Mini-Sentry]] in the corner of the ledge just to the left of the exit from the spawn below. Especially when combined with a dispenser kept further back, it will deny BLU most of the final stretch and be hard to destroy. If it is destroyed, it can be replaced very quickly, making it very hard for BLU to get past. Pair this strategy with the [[Frontier Justice]] and the [[Pistol]] to swiftly build up revenge crits and pick off distant targets.
 
  
=== {{class link|Medic}} ===
+
===={{class link|Spy}}====
* Medics are almost the key to winning any push, or guaranteed to be a great help. The [[Medi Gun]] [[ÜberCharge]] can help destroy Engineer nests (preferably with a Demoman), the [[Kritzkrieg]] ÜberCharge can eliminate entire groups of enemies, and most importantly, healing is a great way to keep teammates alive while pushing the cart or defending.
+
=====Offense=====
 +
''Stage 1''
 +
* The right spawn exit is usually the calmest one.
 +
* There is a large [[Ammo]] pack near the Hut, which you can use to replenish your [[Cloak]] meter.
 +
* If the enemies inside and around the Hut are too Spy-aware, you can always make your way to the Red spawn in order to take out their [[Teleporters]].
 +
* The Red Decks offer a sizeable height advantage, which is useful for dropping down on unsuspecting enemies and getting a quick [[Backstab]].
 +
* Due to the lack of Ammo on checkpoint B, equipping the [[L'Etranger]] is highly recommended.
 +
* There is often a Red teleporter to Attic, something which a smart Spy can exploit.
  
* Communicating with your teammates is a good way to properly activate an ÜberCharge. A simple message can make all the difference when making a push, and can prevent losing a few seconds of a precious charge.
+
''Stage 2''
 +
* At the start of the round, it is best to use the left spawn exit, as it is usually left out of action.
 +
* The Sniper Ledge often contains clueless [[Sniper]]s for your Knife to feast on.
 +
* You can find two large Ammo packs in the Main Buildings.
 +
** Defenders will also often pass under the said Main Buildings, opening up opportunities for a dropstab.
  
=== {{class link|Sniper}} ===
+
''Stage 3''
* Use the advantage of long and narrow pathways to either prevent the cart from moving by killing the enemies pushing it; or, on offense, protect the cart from incoming enemies.
+
* The Platform's linear nature often ensures that its defenders back right into your knife, due to the mounting pressure from your team.
* [[Jarate]] can help defend the cart on RED by helping finish off large groups of enemies. The [[Sydney Sleeper]] is a good choice if the player is not good at head-shooting with the Jarate effect applied on hit and a faster charge rate for full-charged bodyshots.
+
* The Truck House usually contains Red Sentry nests, so take note of that.
* A RED Sniper can safely defend the Second Checkpoint on Stage A camping above the RED Spawn with the [[Razorback]]. Only Spies and other Snipers pose a serious threat up there.
+
* The [[Dead Ringer]] is very useful on checkpoint B, where traversing a narrow hallway while both teams are throwing [[Projectiles]] down it is quite hard indeed.
 +
* Since the last point almost always transforms into a [[Sentry Gun]] "alley", it might be advisable to equip the [[Your Eternal Reward]].
  
=== {{class link|Spy}} ===
+
=====Defense=====
*On each stage it's a good idea to take out [[Teleporter]]s either on BLU or RED, as most stages in this map are very large and require a long time to get to the front lines for either team without a Teleporter. At the start of the stage, the priority target should be Engineer buildings.
+
''Stage 1''
 +
* You can patiently wait, for the attackers to exit their spawn, either below the Raised Tracks or on top of a small ledge on the left.
 +
* There is a miniscule indent located near the ladders which lead out of the Ditch. In here, you can wait for the attackers to exit the Tunnel.
 +
** Conversely, you can brute force your way through the Tunnel with the Dead Ringer.
 +
* Blu Snipers often cluster up in the Imperial Building.
  
*On BLU and at the final checkpoint of the last stage, there is a pathway under the map that leads behind the enemy, this is a very good path to take that puts you in a prime position for backstabbing the RED team.
+
''Stage 2''
 +
* It might be possible to sneak through the Blu's left (from your perspective right) spawn exit at the beginning of a round.
 +
* Most enemies will be looking at the Watchtower when exiting their spawn.
 +
* Enemies will often cluster up in the Tunnel, opening up a possibility for a chainstab. Assuming you are in the right position.
 +
* You can wait below the Battlements for the attackers to drop down into your hands.
  
*On RED and at the very first stage you can go through the building, onto the balcony, and onto a ledge that leads above and across the battlefield. This path can be useful for when the enemies have their area on [[Turtling|lockdown]].
+
''Stage 3''
 +
* Use the Platform's and the Truck House's elevation to drop down onto the Attackers in the Basin.
 +
* Since the Spy only has one way to reach the Blu's backline on checkpoint C, it is advised that you play very cautiously, in order to preserve your life while in a superb position.
 +
* Teleporters are incredibly important to the Blu team on point C. So make sure to take them out.
  
{{Map strategy}}
+
{{Map Strategy Nav}}

Latest revision as of 15:43, 28 October 2024

Gold Rush
Goldrush 1.jpg
Basic Information
Map type: Payload
File name: pl_goldrush
Released: April 29, 2008 Patch
(Gold Rush Update)
Developer(s): Valve
Map Info
No. of Stages: 3
Environment: Desert
Setting: Daylight, sunny
Pyrovision Support: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×9  •  Mediumhealth.png ×14  •  
Largehealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×12   •  
Largeammo.png ×14
Map Photos
Loading screen photos.
Map Overview
Gold Rush overview.png

This article is about Community Gold Rush strategy.

Note: It is recommended to read the main Gold Rush article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

Stage 1

  • Upon exiting the spawn, attackers should first focus their attention on the Raised Tracks, due to the High ground advantage they provide.
    • Red members on top of the Red Tracks can either be spammed out from the Right spawn exit, or approached with an ÜberCharge from the left.
  • With the Raised Tracks secured, the attacking team should be able to easily capture the Cliffs, which offer sizeable height advantage.
  • The Hut is usually Red's last holdout on checkpoint A. Surrounding it and then spamming it out with explosives will usually neutralize it.
  • Since the Attic directly overlooks the Cart's tracks, it should be Blu team's first priority on point B.
    • To capture it, one usually requires an ÜberCharge, since the Attic is commonly filled with Sentry Gun nests.

Stage 2

  • Since the Blu team starts out at a severe height disadvantage, exiting the spawn will almost always necessitate an Über.
  • Taking over the Watchtower is imperative for Blu's success on point A.
    • This can be done by first using an ÜberCharge to clear out any Sentry Guns present on the Watchtower, before sending in Soldiers to rocket jump and take over the Watchtower.
  • The House is often the Red's final defensive line for point A. However, just like the Hut, it can be fairly easily surrounded and obliterated.
  • In order to capture the second checkpoint, Blu first needs to secure the two areas leading up to it, those being the Choke area and the Final area.
    • Choke area can be secured by either making an Über push trough the Tunnel, or by slowly grinding out Red's defenses from within the Battlements.
    • Final area, on the other hand, can most easily be conquered by literally jumping out of the Main Buildings and thus landing directly on top of the defenders.

Stage 3

  • The Truck House and the Platform and two immensely important places, since they directly overview the Cart's path. As such, one cannot push the Cart without capturing them first.
    • By going through the Blu's upper right exit, the attackers will reach a small ledge directly in front of the Platform, from which a successful attack can be launched.
    • Once the Platform is secured, one can simply jump over to the Truck House besides it.
  • The path to checkpoint B is basically one long hallway, which can only be pushed through with sheer brute force.
    • Unless Blu managed to completely obliterate the defenders on the previous point, thus rendering them unable to organize a proper defense.
  • There are three possible ways for an attackers to reach the Final checkpoint.
    • The first one is the Choke. This route is the most direct and straightforward route to point C, but due to its "chokey" nature, it usually requires an Über to safely traverse.
    • House is the second route. It offers some flanking potential, as well as concealed pathway to the Battlements.
    • Sniper's Deck is the last route at Blu's disposal. It grants a good overlook of the Red Yard and the Narrow Building, which can be utilized to spam out the Red Sentry Guns from a safe distance.

Defense

Stage 1

  • It is not advised for a Red team to commit too hard on defending checkpoint A. This point is very easy to capture, even by a relatively unexperienced Blu team.
    • And because of that, it is in many cases better to retreat to the next point, rather then wasting one's life on this one.
  • The Raised Tracks' height advantage makes them a somewhat good defensive position. But do not count on them too much.
  • The Hut is very easily encircled by the Blu, essentially making it a death trap. It is often times better to simply retreat rather then bother defending it.
  • On Point B, the Attic should be the center of Red defenses, as its numerous advantages are too hard to ignore.
    • However, this does not mean that every single Red members should be stationed in the Attic. Other locations, such as the Large Healthpack Room are also important.

Stage 2

  • Holding on to the Watchtower, and consequently the only high ground present on point A, should be Red team's highest priority.
  • The House is valuable for protecting the flanks. However, without the Watchtower in Red's possession, it becomes a death trap which is not worth defending.
  • The Choke Area acts as a buffer zone between Points A and B, making it an important defensive position, alongside the Main Buildings.
  • Due to the Tunnel's cramped nature, explosives are exceptionally effective in it.
  • Pyros are important in the Final area, as they can Airblast away Übered pairs jumping out of the Main Buildings, which are a big threat.

Stage 3

  • Often times, a Red team will be able to sneak an ÜberCharge into the Blu's spawn area, thus initiating a spawn-camp.
  • Red strategy on Point A is simple, just defend the advantageous Platform and the Truck House, essentially denying high ground from the enemy.
    • These two locations can also cover each other with crossfires. E.g. if Blu captures the Platform, then Reds on the Truck House will be able to attack them from the sides.
  • On the Final checkpoint, a defending team will have to keep an eye out on three routes.
    • The first one is the Choke. Although this is the fastest path to Point C, it only requires a couple of Soldiers or Demomen in order to successfully defend.
    • The second one is the House, which is most easily controlled by Scouts and Soldiers, which are capable of reaching it.
    • The Sniper's Deck is the final and the most dangerous route, as its concealed nature, coupled with the fact that Blu Engineer love to setup sneaky Teleporters in there, often make it a starting point for many last-minute pushes which quickly overwhelm the unprepared defenders.

Class-specific strategy

Leaderboard class scout.png Scout

Unfortunately, a Scout is usually going to have a pretty tough time on Gold Rush. Numerous Chokepoints, corridors and other tight spaces will severely restrict your Mobility. Meanwhile, the few open areas available will probably be covered by enemy Sentry Guns. Due to these shortcomings, a Scout will need to play smartly and patiently, if he wishes to achieve good results against a formidable team.

Offense

Stage 1

  • The first checkpoint is surprisingly open and almost absent of Red Sentry Guns, allowing you to operate a lot more freely then on the rest of the map.
  • Make heavy use of the Cliffs, whose spacious nature turns them into perfect dueling grounds.
  • Once Cliffs have been captured, you will have two options:
    • Either proceed to the Hut for the purpose of harassing enemy Snipers.
    • Or make your way to the Tunnel, thus blocking off the entire Red team's escape route.
  • It is recommended that you take up a more supportive role on checkpoint B, as unlike on the previous point, your Scouting capabilities here are limited.
    • Because of the Attic's cramped nature, fighting in it will put you at a big disadvantage.
    • Your other option, which involves playing around the Ditch area, is also denied due to an array of Sentry Guns overlooking the said Ditch.
      • In this case, you might be able to use the Bonk! Atomic Punch in order to safely flank around and reach the Red spawn.

Stage 2

  • You should primarily choose the left spawn exit at the beginning of a round, since it allows you to flank under the House and subsequently reach the Sniper's ledge.
    • Just be wary of the Sentry Gun often situated in the House, which can easily prevent you from doing such a maneuver. Unless you are using the Bonk! Atomic Punch.
  • Once in the Red's backline, you can either focus on directly harassing the defenders, or making your way to their spawn and taking out their Teleporters.
  • Avoid travelling through the Tunnel when attempting to reach checkpoint B.
    • Instead, you should make your way up to the Battlements and drop down from its left side. This way, you don't have to traverse a chokepoint, and can avoid most of the Sentry Guns.
  • There is a group of rocks in the Final Area, on which you can jump on and gain a big High ground advantage.
  • Prematurely harassing Red Engineers trying to setup in the Final area will make your team's life easier in the future.

Stage 3

  • If the coast is clear, you can attempt to flank under the Truck House and into the Red's rear.
    • However, due to a common Sentry spot located on top of the Truck, this may not always be possible.
  • Aiding your team in clearing out the Platform will open up another avenue of approach. Both for you and your teammates.
  • Checkpoint B is very unfriendly to Blu Scouts, since its basically just one long hallway with no alternate paths to speak off.
    • Only way to break through it is to use the Bonk! Atomic Punch, or to rush it down before the Red has had time to setup a proper defense.
  • Although the final checkpoint has multiple routes, only one is worthwhile to the Scout. That being the House flank, which can bring you to the wide open area of Red Yard.
    • The other two paths, those being the Choke and the Sniper's ledge, are either too dangerous or require long-ranged weaponry to effectively utilize.
Defense

Stage 1

  • On checkpoint A, focus on playing around the Cliffs, where there is plenty of space for your excellent mobility to shine.
  • When the Cliffs get inevitably captured, you can run along the Raised Tracks, peppering at the enemies below in hopes of further delaying their push.
  • Even if the situation is dire, you should still stay and defend checkpoint A to the bitter end, relying on your speed to get you out before its too late.
  • On checkpoint B, you should primarily play around the Ditch area, since it is one of the few pieces of open ground present.
    • Avoid engaging in the Tunnel at all costs. Any fight in that claustrophobic corridor will rarely end in your favour.
    • Although you can occasionally venture into the Attic to score a couple of kilsl, it is not recommended that you stay in there for any prolonged periods of time.
  • You can use the Scout's jump-extending weapons, such as the Soda Popper or the Boston Basher, to reach the Imperial Building even from the Ditch.
    • It is also possible to reach the Imperial Building by flanking around through the Tunnel, but this is highly risky.

Stage 2

  • A very risky, but also rewarding tactic is too flank through the Blu's left (From your perspective right) exit in an attempt to reach their spawn.
  • The Mad Milk is particularly effective inside the Tunnel, where its area of effect can douse multiple enemies.
    • However, although you can throw the Mad Milk into the Tunnel, you yourself should not venture inside the said Tunnel.
  • Use one of your ranged weapons, such as the Flying Guillotine or Wrap Assassin, to harass Snipers up on the Battlements.

Stage 3

  • The Scout's double jump ability is useful when it comes to moving between the Truck House and the Platform in a swift fashion.
  • If the stars align, an opportunity for you to flank through the Blu's left (right from your perspective) exit might open up.
  • Due to the Basin's long hallway, weapons like the Wrap Assassin or the Sandman are quite effective.
  • Although other classes will do the job of defending checkpoint B much better then a Scout, you are far from useless.
    • Tasks such as throwing Mad Milks and Spy checking are still equally important.
  • Flanking through the House on Checkpoint C will allow you to surprise the Blu from their side. But you are going to need a jump-extending weapon in order to reach that position.
  • Acting as a second line of defense by cleaning up any attackers which managed to get past your team's defenses is a viable strategy on the final point.

Leaderboard class soldier.png Soldier

  • A Soldier is an important aspect to any team on Gold Rush. His explosive primary makes him quite good when it comes to taking out Engineer nests, while his ability to Rocket jump allows him to capture and hold vital position.
Offense

Stage 1

  • Make sure to target the Raised Tracks when exiting your spawn, since they often house Red defenses.
  • Use the Cliffs' height advantage to destroy anything below you, thus clearing out a path for the Cart to go through.
  • The Red Sentry nest located in the Hut can be relatively easily neutralized by rocket jumping onto the Hut's balcony and targeting it from there.
  • Try to help out your team in the Attic, since it is a vital position that also has many cramped spaces, making it a perfect combat environment for you.
  • Once the Attic has been captured, you can use it to spam out the usual Sentry Guns on top of the Red Decks from a safe distance.
    • With the Sentry Guns gone, you will be able to rocket jump onto the Red Decks and gain a vantage point directly over the Red spawn, enabling an effortless spawn camp.

Stage 2

  • Your primary objective on checkpoint A should be to capture the Watchtower as soon as possible. Considering the strategic importance that place has.
    • To do this, you will first need to destroy the Sentry Guns guarding it, before directly rocket jumping on it and pushing off the remaining defenders.
      • The aforementioned Sentry Guns can either be spammed out from the Blu's left spawn exit, or taken out via an ÜberCharge.
  • If you have managed to successfully secure the Watchtower, you can use its vantage point to bombard any Red position in sight, whether that be: The House, the Bridge or the Ledge.
  • The Battalion's Backup comes in handy when attempting to push through the Tunnel.
  • The Battlements offer a great overview of the Choke area, which can be used to destroy key targets in it from a far.
  • Assuming no enemy Snipers are present, you should be able to safely spam out the Sentry deck from within the Left flank.

Stage 3

  • Both the Platform and the Truck House are immensely valuable positions for the Blu team. So you should prioritize your efforts on them.
    • The Platform can be taken out by heading to the right spawn exit and using its slight height advantage to flush out the defenders.
    • The Truck House can be easily accessed via your rocket jump. Once you are on it, beware of the common Sentry nest located on top of the Truck itself.
  • The defensive buff provided by the Battalion's Backup is very useful when attempting to push through the long and narrow checkpoint B.
  • On checkpoint C, you can occupy the Sniper's Deck and use its powerful position to safely harass the defenders inside the Narrow Building.
Defense

Stage 1

  • The Raised Tracks offer a good defensive position for a Soldier, due to the height advantage they provide.
    • However, they do not contain any Healthpacks, so being on them is quite risky. Use the Blackbox if you wish to mitigate this drawback.
  • The Attic's strategic importance makes it a prime target for the Blu team. But its cramped corridors also make it very Soldier-friendly. Due to this, it is your main concern.
  • Occasionally, you can rocket jump into the Imperial Building to kill off any Blu Snipers or Engineers camping in it.
  • The Red Decks allow you to overview the last stretch of Cart's tracks, in addition to acting as a "springboard" for the potential retaking of the Attic.

Stage 2

  • It is advised that you hold on to the Watchtower at all costs, as it is yours, and generally the Red team's biggest advantage on checkpoint A.
    • In the event that it falls into Blu's hands, employ your rocket jump ability to quickly retake it back.
  • You can exploit the fact that the Blu team has to push the Cart through the tight and narrow Tunnel by using your explosives, which excel in such an environment.
    • And if you manage to find the entire enemy team clumped up together, you can do devastating damage, especially if using the Buff Banner or being Kritzkrieged.
  • Since you are one of the few classes which can realistically reach the Battlements, it should be your duty to occasionally head in there, just to disrupt any Blu's plans.
    • There is also a nice ambush spot right above the doorway which leads to the Battlement's left side.

Stage 3

  • There are a couple of standable ledges right above the Blu's middle spawn exit, which serve as very nice ambush spots.
  • The Truck House and the Platform both offer great height advantage. Pick one as your main position and get to bombarding.
  • Unlike many other classes, you can take advantage of both the House's dropdown and the Valley's dropdown with your rocket jump capability.

Leaderboard class pyro.png Pyro

Pyros will quickly find that this map suits them well. Generally tight and narrow spaces, which are present nearly everywhere, allow the Pyro to close the distance between him and his target. Meanwhile, the numerous concealed nook and crannies open up an opportunity for a more passive playstyle with their ambush potential.

Offense

Stage 1

  • It might be wise to hold off from immediately rushing out of your spawn and wait for the usual Sentry Gun on top of the Raised Tracks to get destroyed first.
  • Take care to Spy check the common Spy hiding spots on checkpoint A, which include: The Raised Tracks, The right side boxes and ledge, between the Cliffs and a rock.
  • Your Compression blast can be used to shield friendly teammates from Projectiles coming from the: Hut, Red Decks or Attic.
    • The aforementioned positions offer valuable High ground advantage to the Red team. As such, it is no wonder that many projectiles originate from there.
  • Try to stick with your teammates on checkpoint B. They are probably going to be fighting inside the Attic, where your offensive capabilities can shine.
  • If the Snipers camping on top of the Red Decks are giving your team a rough time, you can then employ one of your Flare Guns to fend them off.
  • The Mine Shaft can be used to sneakily reach the Red spawn, at which point the Backburner becomes very effective.

Stage 2

  • Immediately exiting the spawn, or more specifically the right spawn exit is usually quite dangerous, due to the heavily fortified Red positions on top of the neighbouring Watchtower.
    • If you do not posses the patience required for waiting out until the said positions are neutralized, you can always attempt to flank under the House and avoid them entirely.
  • The Detonator can be used to swiftly reach the Watchtower and give yourself an advantage.
  • Protecting your teammates with your Compression blast while they are traversing the Tunnel is a must, as they will be very vulnerable to explosives and ÜberCharges during that phase.
  • Make sure to regularly Spy-check the battlefield. A nook near the Blu's right exit, a fence near the Watchtower, under the House and the Bridge are all possible Spy hiding spots.
  • Assuming one of your team's Medics decides to Über you, you can jump out of the Main Buildings and into the Final area, landing practically right on top of the Red defenses.
    • But without a Medic, this is not possible. Leaving your area of operations confined to the Left flank.

Stage 3

  • After entering the Basin, you will be able to use the Thermal Thruster in order to launch yourself upwards and land on the Truck House.
    • If you plan on doing this, then it is recommended that you equip the Back Scratcher, as there is only one small Healthpack in the Truck House.
  • Due to the sheer volume of fire and Sentry Guns present on checkpoint B, your offensive capabilities there are unfortunately limited.
    • As such, the best thing you can do in this situation would be to support your team via extinguishing, Spy-checking and denying enemy ÜberCharges.
  • By going through the House you will be able to either ambush the defenders in their Yard, or to climb up to the Battlements and take out the Red Snipers.
  • The Sniper's deck offers an overview of the final checkpoint, allowing you to cause severe harassment with any one of your Flare Guns, or major damage with the Scorch Shot.
Defense

Stage 1

  • Checkpoint A contains many ambush spots in which you can await for the attackers, such as: behind the left side boxes, under the Raised Tracks, up on the ledge etc.
    • In addition, there is also a section of the roof in between the Blu's middle and right exits. It requires the Thermal Thruster too be accessed, but is extremely well concealed.
  • Once the attackers reach the Cliffs, they will use the newly gained height advantage to start bombarding your team, making your Compression blast a necessity.
  • The narrowness of the Tunnel allows your flames to spread like wild fire. This advantage can be utilized when the attackers start to push the Cart through the said Tunnel.
  • The Attic's claustrophobic space gives you a big advantage when fighting against Blu members, who often venture in there.
  • If the Attic has been captured, you can use the Detonator to quickly reach it and flush out the attackers.
  • Red's last line of defense are usually Sentry nests on top of the Red Decks. So it is very important that you keep those Guns alive by reflecting incoming projectiles.

Stage 2

  • Due to the structure of Blu spawn, that being of a very cramped dugout accompanied by two even tighter Tunnels, your damage potential starts to exceed all logic.
    • Assuming you can get a Medic to Über you, you can carelessly walk right into one of the Blu's two tunnels, trap and burn anyone inside it, before moving on to the next tunnel.
  • On checkpoint B, you can wait outside the Tunnel for enough Blu members to gather in it, before asking a Medic to Über you and proceeding to run inside, burning everything in sight.
  • You can aid your Soldiers defending the Battlements by using either the Detonator, or the Thermal Thruster to reach them.
  • Because of the two large Ammo packs in them, Spies love to hang around the Main Buildings. Take note of that.

Stage 3

  • The Detonator is an extremely useful weapon on checkpoint A, as its vertical mobility comes in handy when traversing the numerous platforms and differing elevations.
    • For example, it can be used to reach the Blu's left exit, to position oneself above the middle exit, to swiftly exchange positions in between the Platform and the Truck House etc.
  • Keep an eye out on Blu Snipers, as they can be quite devastating on this section of Gold Rush.
  • When defending the second checkpoint, your only task should be to push away Blu ÜberCharges, due to the fact that an Über is Blu's only means of breaking through the B's defenses.
  • Spies will often attempt to sneak into the Red Yard via the dropdown. Because of this, make sure to consistently Spy-check the stairs leading out of the Valley.
  • That same Dropdown can also be utilized by you. But unlike a Spy who will drop down through it, you will need the Thermal Thruster in order to ascend up it.
    • But doing this is not advised, as you are likely to end up in an unfavourable position.

Leaderboard class demoman.png Demoman

Gold Rush is essentially Demoman heaven. With plenty of Chokepoints, confined spaces and other explosive-friendly terrain, a single good Demoman can completely obliterate the enemy team.

Offense

Stage 1

  • Take the right most exit when leaving your spawn, as that will bring you into a prime position for destroying the Raised Tracks' defenses.
  • Hut is usually the Red's main defensive hold out. However, due to its compact structure, it can be quite easily spammed out.
  • By sticky trapping the Tunnel, you will essentially block the Red teams' only escape route. Thus preventing them from retreating back to point B and setting up a defense there.
  • Assuming a Medic is willing to Über you, you can head up to the Attic in order to take out the key fortifications commonly found there.
    • If, however, you do not have access to a Medic. You can still spam out the Attic from within the Imperial building.
  • The advantageous position of the Attic can be used to bombard Red Sentry Guns on top of the appropriately named Red Decks.
    • However, enemy Snipers can and will put a stop to this. In that case, you can launch your Projectiles through a hole in the fence of the Large Healthpack Room.

Stage 2

  • Focus on taking out the defenders on top of the Watchtower, as that location is extremely valuable to your team.
    • This can be done by asking a friendly Medic for an ÜberCharge before proceeding through the right spawn exit, which will bring you directly to the Watchtower.
  • The Red team has only one escape route from checkpoint A, that being the Tunnel. If you can sticky trap, they will not be able to safely evacuate.
  • Due to the openness and high Skyboxes found on checkpoint B, using the Base Jumper to float high above the ground is a viable strategy.
  • The Sentry Ledge can be safely targeted from the left side flank.

Stage 3

  • Use your explosives' Knockback in order to push off defenders from the Platform.
  • You can utilize the arc of Demoman's projectiles to bypass the wooden wall shielding the Sentry Nests behind it.
  • Because of point B's long nature, the Quickiebomb Launcher's fast travelling stickies can be used to target the Red Sniper sitting all the way at the back of the map.
  • Your primary concern on the Final point should be to neutralize the Sentry Guns situated inside the Narrow Building, as they pose a great threat to your team.
    • Their destruction can be accomplished by approaching them from the Sniper's ledge, which is out of their range.
Defense

Stage 1

  • Unlike other classes, you can stay behind the Cliffs and fire upon the advancing Blu members, thus making use of your projectiles' arc.
  • The Tunnel connecting the two checkpoints can be taken great advantage of, as its acts as chokepoint which the Blu has to traverse.
  • The Attic is not only the Blu's prime target, but also a favourable position to Demomen, due to its cramped spaces and chokey nature.
  • You can lob continues waves of grenades and stickies from within the Ditch. However, be wary of any attackers which may drop on your head from the Imperial Building.
  • Sticky jumping can be used to reach the Imperial Building in a swift fashion.

Stage 2

  • Since the Blu team only has two exits leading out of their spawn, trapping them inside it is not too difficult, especially with the Scottish Resistance.
  • The Watchtower and the House offer a safe place to retreat to when you run out of ammo.
  • Just like your Blu counter part, you can employ the unorthodox strategy of gliding high above Choke and Final area via the Base Jumper.
  • Repeatedly bombarding the two opening in the Battlements will prevent the offensive team from pushing through them.

Stage 3

  • You can use your Sticky jump ability in order to reach the Blu's upper left exit and setup a sneaky Sticky trap in there.
    • This will surprise many opponents, as they were not expecting action so early.
  • Since the Red team starts out with height advantage, shelling the Blu members attempting to push through the Basin is not particularly difficult.
  • Defending checkpoint B is quite easy. Simply spam down the Hallway and ensure that no attacker gets through in one piece.

Leaderboard class heavy.png Heavy

Due to a general lack of alternative flank routes, every stage has at least one position from which a Heavy can completely control the map.

Offense

Stage 1

  • Make sure to take the left spawn exit at the beginning of a round, as that puts you behind the Cliffs and out of the Sniper's sightlines.
  • Enemies often hide on top of the Raised Tracks, which can easily be cleared out with your large DPS (Damage per second).
  • If you are fast enough, you might be able to catch out the Red team as it is retreating through the Tunnel.
  • An unusual tactic of yours involves heading up to the Imperial Building and acting as a Sniper, by using your Tomislav to lay heavy but accurate fire on anyone below.

Stage 2

  • For the first checkpoint, simply push the Cart and help your team capture the Watchtower.
  • Due to your large Healthpool, you are arguably the best candidate for pushing the Cart through the Tunnel.
    • It might just be a wise idea to ask a Medic to accompany you while doing this. Since even 300 health sometimes is not enough.
  • If a Medic is willing to Über you, you can jump out of the Main Buildings and land directly in the Final area, causing unbridled chaos and disorder among Red lines.

Stage 3

  • Going straight for the Cart immediately after exiting the Spawn is not recommended. Instead, focus on capturing the surrounding area, that being the Platform first.
  • During the battle for the final checkpoint, defenders usually do not expect a Heavy to suddenly emerge on their left flank. As such, flanking through the House is a viable option.
Defense

Stage 1

  • Since the Heavy has so much health, you can afford to stay right on top of the Cliffs, where you will attract the most attention and be able to deal the most damage.
    • Then, when your health is depleted, you can retreat behind the said Cliffs and heal up there, before returning back to your original position.
  • You can also position yourself on top of the Raised Track, which is a less aggressive position then that of the Cliffs.
    • However, doing this will put you among your teammates, ensuring that they also get hit by projectiles aimed at you.
  • By positioning yourself right at the Tunnel's exit, you are essentially blocking the three available routes to Checkpoint B.
    • Of course, this will make you a big target for the Blu team, so its recommended that you have a Medic buddy accompanying you in this endeavor.
      • If a Medic is not available, you can always retreat into the Ditch and heal up there using one of your Lunchbox items.
  • The Mine Shaft offers an excellent ambush position spot in the event that the Cart has nearly reached the Point B.

Stage 2

  • Try to position yourself forward of the House, where you will be able to monitor the two spawn exits at Blu's disposal.
    • If you get pushed back, you should relocate into the House, from which you can support the Watchtower and the Sniper's Ledge.
  • By using the Tomislav's silent rev and quickly jumping around the corner, you will be able to surprise the Attackers just as they are pushing through the Tunnel.
    • And if you are Kritzkrieged or Übered during this, there is a potential to completely wipe off the enemy team.

Stage 3

  • On checkpoint A, you can utilize the Height advantage provided by the Platform in order to unexpectedly dropdown onto the Blu members below.
    • But doing this is risky without Overheal or an ÜberCharge.
  • If you are positioned on top of the Truck House, make sure to watch out for Spies and other classes approaching you from the rear.

Leaderboard class engineer.png Engineer

Offense

Stage 1

  • On stage 1, you can use either the Jag or the Gunslinger to quickly construct a simple Sentry immediately after exiting the spawn.
  • The Wrangler can be used to pester defenders on top of the Raised Tracks and in the Hut.
  • Once the Raised Tracks have been cleared off, an opportunity for you to move up your Sentry onto the Cliffs will open up.
  • There are two possible nesting positions on checkpoint B. You can either setup a Sentry nest in the Imperial Building, or in the Attic.
    • While the Imperial Building does seem like a superior position, it is not of much use other then to fellow Snipers.
    • The Attic, on the other hand, is much more important to the overall progress of the Bu team.

Stage 2

  • Unlike on the previous stage, now you have an entire area in front of Blu's spawn at disposal, allowing you to construct an entire Sentry nest before the round even begins.
  • Moving up your gear before the Watchtower is captured usually does not end well. Unless you have the Jag and can quickly redeploy your nest.
  • The Wrangler can be used to harass Red Snipers on the Sniper Ledge.
  • Once the House has been captured, you should be able to move up your Sentry onto the Bridge, where it can directly monitor the checkpoint A.
  • If your teammates are struggling in the Tunnel, you should setup a Teleporter inside the Battlements, which can bring your team directly to an advantageous position.
  • If the defenders inside the Final Area get distracted enough, it might be possible to advance your Gun onto the bridge connecting the Main Building, thus securing victory.

Stage 3

  • Immediately at the beginning of a round, you should direct your efforts onto establishing a forward base on the Platform.
  • An unorthodox strategy involves Sentry jumping to the Truck House and maintaining a nest there. But this is quite risky.
  • Considering that the Blu team has no forward spawns, Teleporters are of utmost priority here. Especially when attacking the Checkpoint C which is very distant.
    • Consider equipping the Eureka Effect in order to maintain these vital buildings more easily.
  • Assuming the coast is clear, you can try sneaking a Sentry into the Sniper's deck, from where it can attack the Red's right flank.
    • Even better, you can setup an entire nest here, as well as Teleporters. So that your team can together organize an attack from the sides.
Defense

Stage 1

  • For the first checkpoint, you can setup your Sentry on top the Raised Tracks, where it will be able to significantly delay the attackers, albeit at a cost to its life span.
  • For a more passive position, the Sentry can be placed behind the Cliffs, alongside the Dispenser.
  • When the Cliffs get captured, you will have to make a choice:
    • Risk being encircled and destroyed by setting up in the Hut in hopes of preventing Point A's demise.
    • Or safely retreat through the Tunnel and organize a more successful defense of checkpoint B, at a cost of giving up point A.
  • Assuming you have managed to successfully evacuate from Point A, you should setup a nest in the Attic, as it is an immensely important position to the Red team.
    • If there is already another Engineer setting up there, you can move your gear down into the Ditch, where it can support Reds in the Tunnel.

Stage 2

  • There are two viable Sentry nest positions on checkpoint A. They are: the Watchtower and the House.
    • Since the House is prone to being surrounded, it might be wise to equip the Eureka Effect if you plan on staying in it.
  • If you have the Wrangler, you can sentry jump onto the Battlements.
  • The Main Buildings offer an excellent position for defending the Choke Area.

Stage 3

  • There is a sneaky little Sentry spot directly on top of the Truck. It is hard to see and even more harder to destroy once detected, so it is great at holding of the attackers.
  • Alternatively, a relatively common, and subsequently easy-to-take-out Sentry position can be found on the Platform.
  • On the Final checkpoint, you have a number of options where choosing where do you want to organize a defense.
    • First and the most common Sentry spot would be the Narrow Building. It is an overall good position, but has the fatal flow of being severely exposed from the Sniper's Deck.
    • Second location is a tiny room directly under the Battlements. It does not offer much visibility, but is extremely well protected due to it essentially being a bunker.
    • In contrast, placing your beloved Gun on top of the Yard's Truck will allow it to overview the entire area of Point C, while leaving it exposed from multiple directions.

Leaderboard class medic.png Medic

Offense

Stage 1

  • The Raised Tracks are usually the first defensive entrenchment you will encounter. They do not require an ÜberCharge in order to successfully take down.
  • The Snipers inside the Hut and the Tunnel are sure to be looking for you, so take cover behind the Cliffs if you can.
  • Overhealing Soldiers is quite a powerful tactic on checkpoint A, since they can reach the Hut's balcony and easily take out anything inside.
  • An offensive Medic is immensely important inside the Attic, where your heals can negate the lack of Healthpacks, while your ÜberCharge can crack the Attic's tough defense.
  • Once the Attic is secured, you can use the Crusader's Crossbow to provide long-range support to Soldiers and Demomen attacking the Red Decks.

Stage 2

  • At the beginning of a round, take the right exit out of spawn and Über a Heavy or a Demoman, so that they can quickly neutralize the Watchtower's defenses.
    • Alternatively, you can take the left spawn exit and direct your efforts onto the House, banking on a flank-attack instead.
  • Do not forget about the Snipers on top of the appropriately named Sniper Ledge. They are a big problem on checkpoint A.
  • If you have an ÜberCharge to spare after the fighting on Point A, it is best advised that you use it while pushing through the Tunnel.
  • The best way to quickly take over the Final area is to Über someone while unexpectedly jumping out of the Main Buildings.

Stage 3

  • Simply take the right spawn exit at the beginning of an match and Über onto the Platform.
  • With the Platform hopefully in your hands, you can orientate yourself on securing the Truck House, by healing teammates attempting to do so, and preparing an assault on Point A.
  • If the enemy managed to prepare sufficient defenses for checkpoint B, then the Stock ÜberCharge is simply a must if you wish to breakthrough.
  • Although taking the most direct route to the final checkpoint, that being the Choke, can work out, sometimes its better to look at other options.
Defense

Stage 1

  • Do not position yourself on the Raised Tracks, where you are heavily exposed. If you want to heal your teammates, you can easily, and more safely, do it from behind the Cliffs.
  • Remember that Checkpoint A is heavily skewed in attackers' favour. So it is okay to retreat early and abandon your team, if you think that it is not worth risking it anymore.
  • If you can Über a Pyro and let him loose inside the Tunnel, he will be able to cause devastating damage to the Blu team.
  • Be wary of the Imperial Building, since flanking enemies can easily sneak through there.
  • In the event that the Attic is lost, it can retaken back by overhealing a couple of Demomen or Soldiers, and letting them blast jump to it.

Stage 2

  • The Crusader's Crossbow is useful both when attempting to heal teammates on the Watchtower, or to heal teammates from the Watchtower itself.
  • Due to the nature of Blu spawn, a single ÜberCharge on a Pyro or a Heavy will usually initiate a spawn camp.
  • Take advantage of the Tunnel's narrowness by letting loose a short-ranged class inside it, such as the Pyro, during a Blu push.
  • The Crusader's Crossbow is useful for healing teammates which managed to reach the Battlements, thus keeping them in fight up there.
  • If you have been pushed back to the Final area, it might be wise to equip the Quick-Fix, as you can expect a lot of incoming damage from multiple directions.

Stage 3

  • Try to stick to either the Platform or the Truck House. These positions drastically increase your survivability, due to the height advantage and healthpacks they provide.
    • The Truck House is a little better in this regard, since it offers more cover. While the Platform is Red's primary defensive positions, meaning that you will be more needed there.
  • Focus on healing explosive classes on point B, as they excel in such an environment.
  • Focus your healing attention onto the teammates which are defending the Choke entrance, as that is likely the first route the attackers will take to Point C.
    • Then, when the Blu's assault has been repelled, you can use your ÜberCharge to push through the Choke and retake lost ground.

Leaderboard class sniper.png Sniper

Offense

Stage 1

  • Make sure to neutralize the Red Snipers, which will be hiding: In the Hut, in the Tunnel, on the Red Decks and outside the Mine Shaft.
  • From the Cliffs, you will be able to target the Red defenders retreating from Checkpoint A.
  • Once Point A is captured, a gate on the left will open leading to the Imperial Building. This location is excellent for a Sniper, as it allows you to overlook the entirety of Ditch.
  • When the Attic gets captured, you can either stay in the Imperial Building, or move over to the Attic, from which you will be able to target anyone exiting Red Spawn.

Stage 2

  • At the beginning of a round, you should try to take the left spawn exit, as that will put you in a concealed position from which you can target the Watchtower.
    • Alternatively, you can proceed to flank under the House in order to gain a vantage point over the Tunnel, thus preventing Red reinforcements.
  • When your team is assaulting checkpoint B, you should occupy the Battlements, a very powerful position which grants you a complete overview of the Choke area.
    • Then, when fighting moves to the Final area, you can either stay in the Battlements' left side and support your teammates from there, or reposition yourself in front of the Tunnel.

Stage 3

  • Due to its importance, you should first focus your attention on the Platform, which you will be able to oversee from the right spawn exit.
  • Because of checkpoint's B long and narrow nature, it can essentially be described as a Sniper-heaven. However, the same applies to the enemy Sniper, so beware.
  • There is a small bunker right behind the Choke. It grants a powerful sightline which stretches all the way to the Red spawn, so it is advised that you try to take it.
  • As the name implies, the Sniper's Deck is a very handy position for a Sniper, since it allows you to overview the Red Yard and the Narrow Building, two important locations.
    • However, unless you have teammates close by, you will be quite isolated here. So it is recommended that you bring Jarate and the Bushwacka for self defense.
Defense

Stage 1

  • On checkpoint A, the Hut is arguably the best Sniper position, since it allows you to overview the entire area of Point A, including the inside of Blu's spawn.
    • However, you are very exposed in this position, so it might be a better idea to retreat into the much safer Tunnel.
  • The best Sniping position on Point B would be the Red Decks, due to the vast array of sightlines they grant you.
    • If, for some reason, you do not want to occupy the aforementioned Red Decks, then you can position yourself in front of the Mine Shaft.

Stage 2

  • While the Watchtower is a powerful position, it is often overrun by friendly teammates which may get in your way. Due to this, the Sniper Ledge is usually a better choice.
  • The tactic of spamming Huntsman arrows down the Tunnel is a perfectly valid one.

Stage 3

  • Right around the area where the Basin ends the wooden wall begins is a powerful Sniper spot, which allows you to see nearly every important area on checkpoint A.
    • However, being able to see everything also means that everyone can see you, making this a particularly dangerous spot.
  • The Battlements on checkpoint C grant sizeable height advantage and good vision.

Leaderboard class spy.png Spy

Offense

Stage 1

  • The right spawn exit is usually the calmest one.
  • There is a large Ammo pack near the Hut, which you can use to replenish your Cloak meter.
  • If the enemies inside and around the Hut are too Spy-aware, you can always make your way to the Red spawn in order to take out their Teleporters.
  • The Red Decks offer a sizeable height advantage, which is useful for dropping down on unsuspecting enemies and getting a quick Backstab.
  • Due to the lack of Ammo on checkpoint B, equipping the L'Etranger is highly recommended.
  • There is often a Red teleporter to Attic, something which a smart Spy can exploit.

Stage 2

  • At the start of the round, it is best to use the left spawn exit, as it is usually left out of action.
  • The Sniper Ledge often contains clueless Snipers for your Knife to feast on.
  • You can find two large Ammo packs in the Main Buildings.
    • Defenders will also often pass under the said Main Buildings, opening up opportunities for a dropstab.

Stage 3

  • The Platform's linear nature often ensures that its defenders back right into your knife, due to the mounting pressure from your team.
  • The Truck House usually contains Red Sentry nests, so take note of that.
  • The Dead Ringer is very useful on checkpoint B, where traversing a narrow hallway while both teams are throwing Projectiles down it is quite hard indeed.
  • Since the last point almost always transforms into a Sentry Gun "alley", it might be advisable to equip the Your Eternal Reward.
Defense

Stage 1

  • You can patiently wait, for the attackers to exit their spawn, either below the Raised Tracks or on top of a small ledge on the left.
  • There is a miniscule indent located near the ladders which lead out of the Ditch. In here, you can wait for the attackers to exit the Tunnel.
    • Conversely, you can brute force your way through the Tunnel with the Dead Ringer.
  • Blu Snipers often cluster up in the Imperial Building.

Stage 2

  • It might be possible to sneak through the Blu's left (from your perspective right) spawn exit at the beginning of a round.
  • Most enemies will be looking at the Watchtower when exiting their spawn.
  • Enemies will often cluster up in the Tunnel, opening up a possibility for a chainstab. Assuming you are in the right position.
  • You can wait below the Battlements for the attackers to drop down into your hands.

Stage 3

  • Use the Platform's and the Truck House's elevation to drop down onto the Attackers in the Basin.
  • Since the Spy only has one way to reach the Blu's backline on checkpoint C, it is advised that you play very cautiously, in order to preserve your life while in a superb position.
  • Teleporters are incredibly important to the Blu team on point C. So make sure to take them out.