Difference between revisions of "Community Gold Rush strategy"

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{{community strategy stub|Missing page image. Existing information needs to be grammar-checked and elaborated on.}}
 
{{correction}}
 
  
 
{{Map infobox
 
{{Map infobox
   | game-type                 = Payload
+
   | map-strategy              = yes
   | file-name                 = pl_goldrush
+
  | map-status                = official
   | map-image                = Gold Rush.jpg
+
  | map-name                  = Gold Rush
   | map-multiple-stages       = 3
+
  | map-game-type             = Payload
 +
   | map-file-name             = pl_goldrush
 +
   | map-image                = Goldrush_1.jpg
 +
  | map-released              = {{Patch name|4|29|2008}}
 +
  | map-released-major        = Gold Rush Update
 +
   | map-has-n-stages         = 3
 
   | map-environment          = Desert
 
   | map-environment          = Desert
 
   | map-setting              = Daylight, sunny
 
   | map-setting              = Daylight, sunny
   | map-health-pickups-small  = 9
+
   | map-has-pyrovision        = yes
   | map-health-pickups-medium = 14}n
+
  | map-pickups-health-small  = 9
   | map-health-pickups-large  = 4
+
   | map-pickups-health-medium = 14
   | map-ammo-pickups-small    = 4
+
   | map-pickups-health-large  = 4
   | map-ammo-pickups-medium  = 12
+
   | map-pickups-ammo-small    = 4
   | map-ammo-pickups-large    = 14
+
   | map-pickups-ammo-medium  = 12
 +
   | map-pickups-ammo-large    = 14
 +
  | map-has-bots              = yes
 
}}
 
}}
  
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{{TOC limit|3}}
 
{{TOC limit|3}}
  
== General strategy ==
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=== General strategy ===
===Offense===
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====Offense====
====Stage 1, Checkpoint A====
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''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.
  
*The Blu team has three exits to choose from in order to exit they're spawn: the ''left'' exit, the ''middle one'', and the one on the ''right'' side. In general, its a good idea for the majority of the team to push out of the ''left exit'' since it provides minimal [[Sniper]] risk and puts the Blu team in a good position to immediately take the position out of they're spawn and push out to the edge of the ''cliff''. Flanking classes such as [[Scout]] and [[Spy]] should take the ''right most exit'' since it gives them the ability to flank much of the Red team which will usually be positioned on the ''elevated tracks'' up the left side of the map.
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''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.
  
*When the round begins the Blu team should aggressively push out of they're spawn from the ''left'' exit and try and take the space outside they're spawn and secure it as fast as possible. The Red team and they're [[Sentry gun|Sentry Gun]]s will often be positioned on the ''elevated tracks'' on the left side of the map so the main focus of the Blu team should be to push the Red team of those ''elevated tracks'' by either taking a couple of Soldiers who will take the right exit out of spawn and spam out the Reds on the tracks or simply taking a [[ÜberCharge|Übercharged heavy or demo]] through the left exit and letting them destroy/kill everything on the tracks. After securing the ''elevated tracks'', the Blu team can easily proceed to push to the edge of the ''cliff'' beneath which often lie more Red '''sentry nests''' and hostile enemies. However, since the Blu team is on top of the ''cliff'' and has [[High ground advantage|Height advantage]] it can easily destroy and kill anything below the ''cliff'' thus paving the way for the Cart to be pushed through the small gap in the ''cliff''.  
+
''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.
  
*After destroying the defensive holdouts on the ''elevated tracks'' and beneath the ''cliff'' only one more common Red holdout remains, and that is the one in the ''hut''. At first glance, the ''hut'' may seem like a good defensive position but it really isn't. It can be easily surrounded and the Red team members who are stuck inside can slowly be killed by spamming explosives from all directions or by simply taking a Übercharged Pyro or Soldier into the ''hut'' to kill and destroy everything in it while the rest of the Blu team is surrounding the ''hut'' preventing any Red stranglers from escaping. After the ''hut'' is cleared out, the Blu team may cap the first checkpoint and proceed to the tunnel.  
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====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 1, Checkpoint B====
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''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.
  
*The Blu strategy for point two is really simple, take the '''''attic'''''. The ''attic'' is really important, simply because in order to reach the checkpoint 2, the cart needs to run right beneath the ''attic''. This allows Red players who are up on the ''attic'' to easily bombard any Blu players below them who will be trying to push cart to the second checkpoint.
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''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.
  
*''Attic'' is often very well defended by Sentry Guns and Red players and there is really only one way to get to the it for the Blu so taking it will almost always require an '''Übercharge'''. So, after capping first point, a small portion of the Blu players should stay on the left to push the cart through the ''tunnel'' while the majority of the Blu team accompanied by a [[Medic]] with full Über will make they're way up the small ''staircase'' in the middle and proceed to the the ''attic''. The best way to clear out the ''attic'' is to take an Übercharged [[Demoman]] up in the ''attic'' to clear it out, but an Übercharged [[Heavy]] works too.  
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===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:
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** 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.
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* 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.
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** Your other option, which involves playing around the Ditch area, is also denied due to an array of Sentry Guns overlooking the said Ditch.
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*** In this case, you might be able to use the [[Bonk! Atomic Punch]] in order to safely flank around and reach the Red spawn.
  
*After the ''attic'' is secured the Blu players can relatively easily push the cart from the ''tunnel'' to the final checkpoint on this stage now that they don't have to worry about someone attacking them from above.
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''Stage 2''
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* 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.
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** 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.
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* 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]].
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* Avoid travelling through the Tunnel when attempting to reach checkpoint B.
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** 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.
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* There is a group of rocks in the Final Area, on which you can jump on and gain a big [[High ground advantage]].
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* Prematurely harassing Red [[Engineer]]s trying to setup in the Final area will make your team's life easier in the future.
  
====Stage 2, Checkpoint A====
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''Stage 3''
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* If the coast is clear, you can attempt to flank under the Truck House and into the Red's rear.
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** However, due to a common Sentry spot located on top of the Truck, this may not always be possible.
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* 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.
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** 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.
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* 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.
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** 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.
  
*On this stage, the Blu team has two ways to exit they're spawn. The ''left exit'' and the ''right exit''. The ''left exit'' opens up flanking opportunity's for the Scouts and Spies to sneak under the house and get to the ''snipers ledge'' thus threatening the Snipers who will usually be positioned there. On the other hand the majority of the Blu team should push out of the ''right exit'' with an Übercharge allowing them selves to establish a small foothold outside of they're spawn for further advances.
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=====Defense=====
 +
''Stage 1''
 +
* On checkpoint A, focus on playing around the Cliffs, where there is plenty of space for your excellent mobility to shine.
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* 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.
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* 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.
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* On checkpoint B, you should primarily play around the Ditch area, since it is one of the few pieces of open ground present.
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** Avoid engaging in the Tunnel at all costs. Any fight in that claustrophobic corridor will rarely end in your favour.
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** 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.
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* 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.
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** It is also possible to reach the Imperial Building by flanking around through the Tunnel, but this is highly risky.
  
*As the Blu team is pushing out of the ''right exit'' they should be looking to take over the ''watchtower''. The ''watchtower'' is a group of elevated structures stretching on the right side of the map with a watchtower in the middle of them, this is where the majority of Red team members should be, and just like the ''attic'' on stage 1, ''watchtower'' is very important since it gives the Red a '''height advantage''' over blue and a direct line of sight of the cart tracks allowing them to bombard the Blu members who will be trying to push the cart. So its imperative for the Blu to take over the ''watchtower'' before they can make any further advances. There is often a Sentry Gun on the ''watchtower'' so the Blu should Über right out of the spawn and destroy the Sentry Gun. After the sentry is destroyed and the Über fades away for the Blu team, Blu Soldiers and Demomen should [[Rocket jump]] and [[Sticky jump]] onto the ''watchtower'' and clear out remaining Red players who are up there now that the sentry is gone. Alternatively, the Blu team can choose to go out the ''left exit'' and spam out the Sentry Gun from outside of this range and then go out of the ''right exit''. This way, Blu Medics can save they're Über although this strategy takes more time and can be a lot more difficult.
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''Stage 2''
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* 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.
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* The [[Mad Milk]] is particularly effective inside the Tunnel, where its area of effect can douse multiple enemies.
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** However, although you can throw the Mad Milk into the Tunnel, you yourself should not venture inside the said Tunnel.
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* Use one of your ranged weapons, such as the [[Flying Guillotine]] or [[Wrap Assassin]], to harass Snipers up on the Battlements.
  
*After the ''watchtower'' is secured the remaining Red defensive holdout is usually in the house on the left side of the map. However, just like the ''hut'' on stage 1, the ''house'' can be easily surrounded and cleared out. Usually there is a Sentry Gun positioned on the perch of the ''house'' but that Sentry Gun can be easily spammed out if the Blu team has control over the ''watchtower''. Destroying this Sentry will usually push remaining defenders further in the ''house'' which is even more cramped then the ''hut'' and only has one exit allowing the Blu Demoman and Soldiers to spam out the house and destroy everything inside while the rest of the Blu team pushes the cart to the first control point.
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''Stage 3''
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* The Scout's double jump ability is useful when it comes to moving between the Truck House and the Platform in a swift fashion.
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* If the stars align, an opportunity for you to flank through the Blu's left (right from your perspective) exit might open up.
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* Due to the Basin's long hallway, weapons like the Wrap Assassin or the [[Sandman]] are quite effective.
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* Although other classes will do the job of defending checkpoint B much better then a Scout, you are far from useless.
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** Tasks such as throwing Mad Milks and [[Spy checking]] are still equally important.
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* 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.
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* 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.
  
====Stage 2, Checkpoint B====
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==== {{class link|Soldier}} ====
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* 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.
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=====Offense=====
 +
''Stage 1''
 +
* Make sure to target the Raised Tracks when exiting your spawn, since they often house Red defenses.
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* Use the Cliffs' [[High ground advantage|height advantage]] to destroy anything below you, thus clearing out a path for the Cart to go through.
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* 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.
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* 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.
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* 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.
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** 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.
  
*We can start the strategy for the checkpoint B by first splitting the area leading to the checkpoint in two major areas. The '''''choke area''''' and the '''''final area'''''. The ''choke area'' is an area right outside the exit of the ''tunnel'' , it is defined by the walls of the ''battlements'' which are situated above the ''tunnel'' through which the cart passes and the ''main buildings'' which are situated right across the ''tunnel''. The area in between the ''battlements'' and the ''main buildings'' is called the '''''choke area'''''. The '''''final area''''' is the area situated '''behind''' the main buildings and in between them and the Red spawn, you could say that the ''main buildings'' are in between the ''choke area'' and the ''finale area''. The ''final area'' contains the last  stretch of tracks leading to the second point while the ''choke area'' contains the tracks exiting the ''tunnel'' and leading to the ''final area''.
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''Stage 2''
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* Your primary objective on checkpoint A should be to capture the Watchtower as soon as possible. Considering the strategic importance that place has.
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** 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.
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*** 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.
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* 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.
  
* Now that we got that out of the way we can start talking about strategy. Since the ''choke area'' precedes the ''final area'', the Blu team is obviously going to have to capture the ''choke area'' first. There are two ways to do this. Simply push right through the ''tunnel'' with the cart and capture the ''choke area'' that way. However, since the ''tunnel'' is very ˝chokey˝ and there are countless good sentry spots for Red Engineers to set up in the ''choke area'' pushing through the tunnel is very dangerous and almost always requires an Über to execute a successful push, but this method is the quickest and the simplest one to do. However, if your team doesn't have a Medic with Über then the other method is a better option. The other method involves occupying the ''battlements'' (which should be a relatively easy task to do since the gates to the ''battlements'' don't open till the first point is capped meaning that there shouldn't be any Red team members up there) and then attacking the choke area from both the ''battlements'' and the ''tunnel''. This way the Reds in the ''choke area'' are getting pummeled from the high ground of the ''battlements'' and the ''tunnel''. This method of attack doesn't require an Über to successfully execute but it does take more time and some coordination to pull off.
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''Stage 3''
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* Both the Platform and the Truck House are immensely valuable positions for the Blu team. So you should prioritize your efforts on them.
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** The Platform can be taken out by heading to the right spawn exit and using its slight height advantage to flush out the defenders.
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** 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.
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* 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.
  
*After capturing and securing the ''choke area'' the Blu team now needs to push in the ''finale area'' to capture the final checkpoint and win the stage 2. The easiest and the quickest way to do this is to go in to the ''main buildings'' and jump out of the ''main buildings'' into the ''final area'' with an Übercharged Heavy who will practically land right on top of the two most common sentry spots allowing him to destroy them quickly and then mow down any Red players thus securing the ''final area'' and consequently the capture point. However, if the Blu team once again doesn't have an Übercharge, then the alternative way to win this area is to do a massive flank on the left. On the left side of the ''choke area'' there is a wide open area which leads right into ''final area''. Majority of this area is outside the range of the most common sentry spots since Sentry Guns will usually be positioned on the right side of the map. This allows the Blu Soldiers to take this left flank and spam out the Sentry Guns allowing the remaining Blu team members to also start pushing in from the left overwhelming the defenders.
+
=====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 3, Checkpoint A====
+
''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.
  
*Blu team has three options to choose from if they want to exit they're spawn. The ''left exit'', the ''middle exit'' and the ''right exit''. Once again, the ''left exit'' opens up some flanking opportunity's allowing Scouts,Spies or anyone else who want to flank to sneak under the ''house'' and potentially get behind the Red team which will be up on the ''platform'' or in the ''truck house''. The ''middle exit'' leads directly to the ''basin'', however, the ''middle exit'' is also a part of a huge '''Sniper sightline''' so be ready to expect a bullet in your head as soon as the gates open plus, the ''middle exit'' is also on the low ground so don't be surprised when an onslaught of [[Rockets|rockets and grenades]] greet you when those gates lift up. And then there is the ''left exit'' which leads directly to the ''platform'' where the majority of Red team will be situated.
+
''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.
  
*Now, running alongside the cart are the ''platform'' and the ''truck house''. Both of these two locations are '''elevated''' pieces of terrain which run parallel to the cart tracks from either side. Players standing on these two locations have '''direct line of sight''' to the cart and its tracks leading to the first checkpoint and also have a '''height advantage''' compared to the players standing in the ''basin'' AKA the cart tracks. Since at the beginning of the round Red has the control of these two locations allowing them to stay on the high ground and bombard the Blu players trying to push the trucks, Blu will first have to clear out these two locations before they can push the cart up the ''basin'' to the first checkpoint.
+
==== {{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.
  
*Blu should start by first taking control of the ''platform''. Luckly for the Blu, the ''left exit'' leads directly to the ''platform'' allowing players who will be dropping from it to quickly take control of the ''platform'' and push any Red players back. Doing this shouldn't be hard considering that the ''left exit'' provides a slight height advantage to the Blu players enabling them to "flush out" Reds of the ''platform'' by spamming them out. After taking control of the ''platform'' the Blu now needs to turn they're attention to the the ''truck house'', another elevation overlooking the ''basin''. To secure the ''truck house'' the Blu team needs to send a couple of Soldiers and Scouts or Demomen to blast/double jump over the ''basin'' to reach the ''truck house''. At the truck house there usually isn't much resistance except an occasional sentry positioned on truck so be vary of that. After capturing both the ''truck house'' and the ''platform'' the Blu team can '''safely''' push the cart up the basin and capture the first checkpoint
+
''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, Checkpoint B====
+
''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]].
  
*In order to reach the second checkpoint, Blu team will need to first push the cart through a long narrow ''hallway'' which stretches all the way from checkpoint one to checkpoint two. There is no flanking here, no alternative routes, its just a long hallway with no way around it.
+
=====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.
  
*The ''hallways'' if often extremely well defended with multiple Sentry Gun's and Red members spamming down it, since there is no way around this ''hallway'' duo to lack of  flank routes the Blu team will '''have''' to just brute force they're way through it. Übercharge is a must for the Blu team here. If the ''hallway'' is defended you aren't going to push through it without an Über.
+
''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, Checkpoint C====
+
''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.
  
*The Blu team has three ways to enter and thus capture the final checkpoint: Entering through the ''chokepoint'', entering through the dropdown in the ''house'', and finally, dropping down the ''chute'', going through the ''tunnels'', sneaking by the ''valley'', and ending up on the ''snipers deck'' on Reds left flank.
+
==== {{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.
  
*Entering through the ''chokepoint'': Since the ''chokepoint'' is a [[chokepoint]], it is constantly getting spammed meaning that it is very dangerous to pass through it with out and Übercharge. In addition to that, ''chokepoint'' sits right across the ''battlements'' which are a common Sniper spot making an Übercharge all that more neccesary. The ''chokepoint'' is also quit long meaning that its going to take a few seconds to just pass through it, by the time you finally go through it the Über you popped few seconds ago just so that you can safely pass the ''chokepoint'' has by now drained to at least 50% giving you limited time to deal with all the Sentry Gun's and Red player's. Plus there's no way to surprise anyone with this Über. The Red team can see you coming miles away allowing them to safely retreat back to they're yard, and then when your Über is over they can return back and demolish you. In general, going through the choke point is a bad idea. It requires an Übercharge to go through it and duo to its length you can't achieve much with your Uber.
+
''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.  
  
*Entering through the ''house'': Going through the ''house'' is a bit more sneakier. The ''house'' lies on the right flank of the Red team (from Red's perspective its the left flank), meaning that when you go through it there's an opportunity to flank the whole Red team. Also, while your exiting the ''house'' into the Red's yard the Red team can't see you for a good while duo to the fact that that there is a truck in between the ''house'' exit and the ''Red yard''. Overall, if you have an Über ready, this is where you want to take it. You can sneak through the house and exit it behind a truck. When your ready you can suddenly pop up from the truck and surprise the whole Red team.
+
''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.
  
*Dropping down the ''chute'' and going up to the ''snipers deck'': This is another sneaky strategy, the best class which can utilize this route is the Engineer. A single Blu Engineer can drop down from the ''chute'', sneak past the ''valley'' and set up a base on the ''snipers deck'', a small building on the left flank of the ''Red yard''. This building is often unchecked and forgotten by the Red team allowing Blu Engineer to safely set up a sentry nest. After a setting up a [[Teleporter]], Engineers team mates can start teleporting to the ''snipers deck''. After enough team mates get teleported and a big enough force is assembled, the Blu team can go for an massive attack from the flank often times overwhelming and surprising defenders which usually completely forget about the ''snipers ledge''. In addition to that, Blu Soldiers in the ''snipers deck'' can safely spam out all common sentry spots while out of they're range removing the need for an Überhcarge to execute this flank succesfully.
+
=====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.
  
*In general, the best way to win the finale is to take either of the flanking routes (the ''snipers deck'' or the ''house''), Going through the ''chokepoint'' can work but it usually doesn't even with an Über.  
+
''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.
  
===Defense===
+
''Stage 3''
====Stage 1, Checkpoint A====
+
* 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.
  
*The Red strategy on the first point of Stage 1 is simple, don't overcommit and don't be afraid to retreat. The first point is extremely easy to lose and even if you try really hard, even an average team with any kind of problem solving skills will be able to overcome your defenses and capture the point. As a general rule of thumb, as soon as the Blu team pushes out of spawn and starts peeking over ''cliff'' and threatening anything below it, you can safely conclude that the point is already lost and you should start considering your retreat. This is because when the Blu team takes control of the ''cliff'' the only remaining ˝viable˝ defensive holdout is the ''hut'' which, as discussed earlier is is a terrible defensive holdout. So, excluding the ''hut'' there is nothing else there to stop the Blu team for pushing the cart and capturing the point. The reason why the ''hut'' is so bad is because the ''hut'' doesn't actually stay in the way of the cart and the Blu team. It merely stays on the side of the map not defending anything significant, this allows the Blu team to easily push up to the area in front of the ''tunnel'' thus effectively cutting of the ''hut'' and anyone in it from the rest of the Red team and allowing Blu team to surround the ''hut'' and take there sweet time in clearing it out. So generally, as a Red team member, when the ''cliff'' is lost, stay in front of the ''tunnel'' and and be ready to retreat to the second point as soon as the Blu team makes and pushes to capture the point. '''Remember''', its a lot better to save your life allowing yourself to organize a defense on second point which is a lot more easily defendable then to lose your life on first point for no reason.
+
===={{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 1, Checkpoint B====
+
''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 Red strategy is also very simple, hold control of the '''''attic'''''. As discussed earlier the ''attic'' is very important as it does a good job of preventing the Blu team pushing the cart from the ''tunnel'' to the final. Luckly for the Red team, ''attic'' is pretty easily defendabble. Positioning some Sentry Guns and Red players up there will make it hard for the Blu team to capture it without an Übercharge. However, once the Blu team has an Übercharge it is very easy for them to kill/destroy everything in the ''attic'' with a single Demoman duo to its cramped nature. So to prevent this from happening, a small group of Red players, consisting of a: Medic, Heavy and a Soldier or a Demoman, should stay below the attic right in front of the ''tunnel exit'' blocking the way for Blu players who will be making they're way from the first point to the ''attic'' in hopes of capturing it. If that small group of players makes them selves a big enough threat they can force the Blu Medic to use they're Übercharge to try and clear them out making the Blu team waste they're Über which could have been employed a lot better in clearing out the ''attic''.
+
''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.
  
*If the ''attic'' is captured there isn't a lot the Red team can do to hold onto the final point except try and spam out the attic or retake it for them selves by using an Über of they're own.
+
=====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, Checkpoint A====
+
''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.
  
*The Red strategy on this place revolves around holding the ''watchtower'' duo to its importance. So the majority of the Red team should be up on it with the sentry nests. After the Blu team ÜberCharges out of the ''right exit'' the Sentry Guns should be temporarily moved back while the Über is going on so that the Blu Solders and Demomen who will be blast jumping onto the ''watchtower'' expecting that the Sentry got destroyed in the Über will be met with a surprise. Another power full thing the Red team can do is to Über right after the Blu Über fades away, preferably taking an Übered [[Pyro]] right to the the Blu spawn usually tempomarily spawn camping them. This wastes time for the Blu team and can even undo all the work the Blu Über achieved.
+
''Stage 3''
 +
* 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.
 +
** 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.
  
*Until the Blu gets another Über, the Red team should continue to stay up on the ''watchtower'' with only few exceptions, mainly Heavy and Scout and Pyro who should be playing below the ''watchtower'' on the cart tracks to either stop ÜberCharges, block the cart or just be another layer of defense.
+
===={{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.  
  
*After the ''watchtower'' is lost the Red team can safely conclude that the point is lost and can start retreating to the second point since except the ''watchtower'' there is no other viable defensive holdouts on this checkpoint.
+
''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.
  
====Stage 2, Checkpoint B====
+
''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.
  
*The Red strategy for the second checkpoint is to try and hold on to the ''choke area'' as long as possible since its a lot easier to defend then the ''final area''. To do this, Red [[Engineer]]s can set up sentry positions in the ''main buildings'' which will be overlooking the ''choke area'' as well as the ''tunnel''. From time to time, Red Soldiers and Demomen should occasionally blast jump there way up to the ''battlements'' to disrupt any Blu Engineers and/or other Blu team members from setting up in there. If the Blu team is in the process of pushing the cart through the ''tunnel'' Red Medics can Über a Pyro or [[Kritzkrieg|Kritz]] a Soldier to quickly wipe out the entire Blu team in the ''tunnel''.
+
=====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.
  
*If the ''choke area'' is lost and the Red team is pushed back to the ''final area'' then defending gets exponentially more difficult. The first big danger the Red team needs to watch out for is Übered Heavies or Demomen jumping out of the ''main buildings'' right into the ''final area'' often times destroying everything and wiping out the whole Red team. For that reason the Red team should always have a Pyro on standby to [[airblast]] away any Übered combos jumping out of the ''main buildings''. The other big threat the Red team needs to watch out for is that massive flank on the right (from Blu's perspective left) which can be devastating. The right flank is pretty open which makes Scouts and Heavies the ideal classes to operate so if you have some players watching that flank then things usually should't spiral out of control for Red.
+
''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, Checkpoint A====
+
''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.
  
*The strategy of the Red team for the first checkpoint is pretty simple. Hold control over the ''platform'' and the ''truck house'' thus denying the Blu players in pushing the cart up the ''basin''. However, doing this is easier said then done.
+
===={{class link|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 [[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.
  
*Holding control over the ''truck house'' is relatively easy, the Blu team has no viable routes to get up the truck house right at the beginning of the match except blast jumping up there which can be easily denied by placing a sentry there to punish Soldiers or Demomen who will try to get to the ''truck house''. Meanwhile, holding control over ''platform'' is a different story. The left exit (the right one from the Blu's perspective) leads directly to the platform giving Blu's direct access to it. To make matters worst, the left exit is slightly more elevated then the ''platform'' giving Blu players a height advantage allowing them to rather easily spam out the Reds at the ''platform''. For all of these reasons standing at the ''platform'' is very dangerous for Reds, however, despite being hard to defend, there is still a way to hold on to the ''platform'' (to a certain degree atleast) using a bit of coordination. For example: Red players standing on the ''platform'' should play very passively, almost acting as a bait to the Blu players. When Blu players inevitably take control of the ''platform'' the Reds who are positioned at the ''truck house'' should start shooting the Blu's at the ''platform''. At the same time the Reds who have retreated off the ''platform'' can now start pushing up again thus putting Blu's in a sort of a crossfire between the Red team members standing on the ''truck house'' and the Red team members who would be retaking the ''platform''.  
+
''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.
  
*However, if the Blu team is fast enough, they can take the ''platform'' and then quickly capture ''truck house'' before any sort of crossfire can be established by the Red. If this happens, the Red should slowly start retreating to defend the second point.
+
''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.
  
====Stage 3, Checkpoint B====
+
=====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.
  
*There is unfortunately not much to be said about defending this checkpoint. As said earlier, the entire route from the first checkpoint to the second checkpoint is just one huge ''hallway'' with practically no flank routes. Since there is only one point for the Blu team members to come from, you don't have much to do. Simply spamming down the ''hallway'' and [[airblast]]ing away Blu Übercharegs which will try and push they're way through the ''hallway'' will do the trick and preventing the Blu from capturing the second checkpoint.
+
''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, Checkpoint C====
+
''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.
  
*The Red strategy is quit simple, just watch out for the flanks since that is where the main threat can often come, its a good idea to have a [[Heavy]] positioned somewhere around the ''house'' near the truck so that he can keep an eye on the ''house'' and have a direct line of sight on the ''chokepoint''. As for dealing  with potential flank attacks from the ''snipers deck'', its best to send a Soldier or another close range class  every once and awhile to check out the ''snipers deck'' and make sure there aren't any Blu Engineers setting up. Spamming down the ''chokepoint'' is also more then enough to deter and players from going that way.
+
===={{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.
  
==Class-specific strategy==
+
''Stage 2''
=== {{class link|Scout}} ===
+
* 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.
*Playing Scout on this map is all about choosing your battles. Gold rush is filled with lots of [[chokepoint]]s, corridors and tight hallways. This environment is not ideal for Scout, however there are certainly open parts of the map where you can shine, those would be: (On Stage 1) the entire first checkpoint and around the ''ditch'' area on the second checkpoint, (On Stage 2) the majority of the first checkpoint, the ''choke'' and the ''final'' area, (On stage 3), the first checkpoint and the ''Red yard''.
+
* 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.
  
*Like said earlier, choose your battles, don't engage enemies in the tight, chokey and cramped areas, lure your enemies into more open spaces where you have the advantage.  
+
''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.
  
*As a member of the Blu team, your main job should be trying to constantly flank the defenders. On stage 2 and 3, choosing to go through the ''left exit'', upon leaving the spawn as the round starts, will provide you with a relatively concealed flanking route which leads right to the Red [[Sniper]]s usual position and consequently the Reds back line. On stage 1 if your team has captured ''attic'' you can go through it and the go to through the small ''tunnel'' on the right side of the Red spawn. Additionally, on stage 2, when your team is fighting for the ''choke area'' you can go to the battlements and drop down from them to relatively easily sneak into the Reds back line. On stage 3 last point, you can either drop down the ''chute'' and end up in the valley which leads to ''Reds yard'' or go through the ''house'', climb up the Red ''battlements'' and kill they're Snipers. If you find yourself in a situation where there is no way to get to the Red's back line with out going through heavy fire (example: stage 3, the ''hallway'' leading to the second checkpoint) you can use the [[Bonk! Atomic Punch]] to break through the Red's 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.
  
*While on the Red team, your main focus should be baiting out the Blu team to follow you to more open areas where you can easily duel them or also going for flanking plays  youraelf to try and eliminate Blu's Snipers. On stage 1, using the [[Boston Basher]], [[Atomizer]] or [[Soda Popper]]s hype you can jump up to the ''imperial building'' which is positioned above the ''ditch'' and where often Blu Snipers reside. You can also use your '''area of effect''' the Mad Milk to douse the enemies who will be pushing through the chokepoints,
+
''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|Soldier}} ===
+
''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.
  
*Soldier is a good choice for Gold rush. There are lots of tight corridors and chokepoints which you can use to you advantage, but there is also plenty of open areas for rocket jumping too. Soldier can on this map be played almost as a flanking class or and ambush class. There are plenty of ledges you can rocket jump on and wait for the enemy to come.
+
===={{class link|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.
  
*When on Blu, you don't have to worry about pushing the [[Cart]] or capturing checkpoints to much, best contribution you can do for your team is to use your [[Rocket Jumping]] ability to get to and occupy certain positions which other classes don't have immediate access to but have enormous strategic value for the Blu team. On stage 1, first point, once the ''cliff'' has been secured you can rocket jump to the balcony of the ''hut'' threatening everything in it, on second point, you can rocket jump from the ''attic'' to the ''Red deck'' to harass they're Snipers and get and angle on they're spawn. On stage 2, first point, you should be looking to jump up to the '' watchtower'' and possibly occupy it (Capturing ''watchtower'' in this case is extremely important for the Blu team). On stage 3, you can choose to rocket jump up to the ''truck house'' thus capturing a very important position but also having ability to fire upon the Red on the ''platform'' who will also be taking fire from your team mates. You should also work in conjunction with your [[Demoman]] to destroy Red's [[Sentry Gun]]s allowing you and your team to push forward. In general, just try and take the high ground from the Red.
+
''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.
  
*On Red, you should occupy the high ground and spam down the chokepoints and Blu's pushing the cart, but you can also be useful in rocket jumping to unexpected positions and surprising the Blu team. For example. On stage 1, checkpoint A, you can rocket jump up to a small roof overhang in between the Blu's middle spawn exit and they're right spawn exit. On stage 3, checkpoint A, there is a small set of wooden ledges right above the middle spawn of the Blu team, you can jump up to these ledges and wait for the Blu team to exit the ''middle exit'' below you with out even noticing you. You also work as a great "flank watcher" on the Red team. On the first stage, checkpoint B, occasionally jumping to the ''imperial building'' to harass the enemy Snipers and disrupt any [[Engineer]] sentry nests being made will do a big favour to your team. On stage 2, checkpoint B, simply blast jumping your way onto the ''battlements'' (A great holding area for the Blu to launch they're attacks), a place which the majority of your team doesn't have access, will occasionally reward you with a group of clueless players who weren't even thinking about a Soldier suddenly poping up from behind them while they were focused on trying to destroy your team's Sentry Guns.
+
''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]].
  
=== {{class link|Pyro}} ===
+
=====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.
  
*Pyro has quit a big potential on Gold Rush. Pyro can make use of the overall cramped nature of this map to quickly close the distance and ambush enemy players. This map is also Soldier and Demomen heaven so there will be plenty of rockets and grenades to reflect. Combine that with the fact that except Pyro, only other class which excells at close range combat is the Soldier which gets countered by Pyro and you can see the potential Pyro brings to the table for this map.
+
''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.
  
*Although this map is almost perfect Pyro, on offense Pyro doesn't have a lot of potential simply because the Blu team will have to fight a lot of Sentry Guns which are Pyro's natural counter. So for that reason Pyro should take a more supportive role while playing offensively such as [[Spy checking|checking for Spies]], [[Compression blast|air blasting away projectiles]], pushing the cart etc... Pyro's should take note of the common [[Spy]] hiding spots. These include but aren't limited to: (Stage 1) Checkpoint one: Under the ''elevated tracks'', behind the boxes on the right side of the map, ''elevated tracks'' themselves, in between the ''cliff'' and the rock also on the right side of the map in front of the ''hut''. Checkpoint 2: The ''ditch'' and the ladders which lead out of the ''ditch''. (Stage 2) checkpoint one: A "indent" in the rocks which serve as a wall for your spawn, in the ''ditch'' usually under the bridge. Checkpoint two: Right beneath the window of the ''battlements''. Stage 3, checkpoint one: Right beneath the ''right exit'', on a small ledge right above the ''middle exit'', on top of the boxes on the ''platform'', somewhere on the ''truck house'' over looking the ''basin'', and on a stack of tires on the corner of the ''platforms shack''. Checkpoint two: under the ''main deck'', right across the ''main deck'' in a small indent in the building where there are two wooden barrels. However, a Pyro on Blu doesn't always have to support his team, equipping the [[Flare Gun]], [[Scorch Shot]] or even the [[Detonator]] can give the Pyro a decent medium range capabilities to deal with enemies from a safe distance without putting himself in harms way of Sentry Guns. On certain stages, a Pyro can use his [[Thermal Thruster]] to either jump over the Red defenses to get to they're back line or get himself in a more advantageous position to deny it from the Red, allowing his team to focus on pushing the cart.  
+
''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.
  
*On defense Pyro's can take up a lot more aggressive approach now that there isn't as many Sentry Guns to deal with. A recommend thing to do is to use the [[Phlogistinator]] as there are many corners and nooks where a Pyro can  hide in and then pop up from and quickly close the gap between his enemies and burn the entire Blu team with [[Critical hits|crits]]. However, Pyro's can also take a supportive role here if they wish to. The most important thing a Pyro can do for the Red team is to deny Blu's [[ÜberCharge]]s. Since this map contains a lot of chokepoints and not much flank routes, breaking through the Red's defense can be hard for the Blu team. Often times, pushing through a chokepoint can only be achieved with an Über. So for that reason, Red Pyro's should always be ready to [[Airblast]] away Blu ÜberCharges. This is especially important on stage 2, second checkpoint where there is a long narrow ''hallway'' which leads to the checkpoint. If well defended, only way for the Blu to push through this hallway is with an Über, so having a Pyro be ready to push away any Blu ÜberCharges thus denying the only way for the Blu to break through the checkpoint's two defense is very powerful and can win the round for the Red team. Another important thing a Pyro can do is airblast away the various projectile from Red [[Engineers]] Sentry Guns. On stage 1 checkpoint two, once the ''attic'' has been taken by the Blu team, only remaining viable defensive spot for the Red is on the ''Red deck'' where Sentry Guns are often set up. However, since the Sentry Guns on the ''Red deck'' don't cover the entire attic, they can often be spammed out from outside of they're range and destroyed. For that reason, having a Pyro airblasting away the projectiles coming from the ''attic'' can often times save the Red's last line of defense. Same goes for Sentry Guns positioned in the ''Red's yard'' on stage 3 which can be spammed out from the ''snipers deck'' or the common Sentry position on the on the ''sentry ledge'' of stage 2. All of these Sentry Gun positions are powerful as they deny a lot of area from the Blu team but have a weakness of getting destroyed by projectiles from outside of they're range, but having a single Pyro protecting them can counter that weakness.
+
{{Map Strategy Nav}}
 
 
=== {{class link|Demoman}} ===
 
 
 
This map is Demomans heaven. With abundance of chokepoints, a single good Demoman can make all the difference in the world.
 
 
 
*On Blu, Demomen should mostly focus on on taking out sentry nests, for that reason it might be a good idea to bring the [[Loch-n-Load]] duo to the sheer amount of Sentry Guns you will be facing. You should take note of all the common sentry spots to be able to react to them quickly, they are as following. Stage 1: Up on the ''elevated tracks'', below the ''cliff'' and in the ''hut, also in the ''attic'', up on the ''Red decks'' and in the ''ditch''. Stage 2: Up on the ''watchtower'', in the ''house'', in the ''main buildings'' on the ''sentry ledge'' and in the ''alcove'. Stage 3: Up on the ''platform'', on the ''main deck'' and the ''sentry decks'', on the truck and right in the small alcove exiting the ''chokepoint''.
 
 
 
*On Red, Demomen should take full advantage for all the chockpoints to stop the Blu team right in they're tracks. There are also many corners on Gold rush where Demomen can lay down sticky traps to surprise Blu team members who will be coming around the corner.
 
 
 
=== {{class link|Heavy}} ===
 
 
*Heavy isn't exactly the best class on Gold rush simply because of the fact that on this close-quarters map explosive classes and Scout can easily surprise you and kill you before you even get a chance to rev up your gun, however if you have a few team mates near you (especially [[Medic]]s you can become a formidable force.
 
 
 
*On Blu your main job should be pushing the cart, generally speaking you should never rev down while pushing to be able to quickly deal with any threats which can easily pop from the many corners of Gold Rush. Since you will be spending much of your time revved up and have a cart at disposal to push a good choice for your primary would be the [[Brass Beast]]. It provides more damage and a 25°% damage [[resistance]]. Its downside's off slower movements speed while revved up can be countered by having the Cart push you around.
 
 
 
*As a member of the Red team, your main concern should be blocking the Cart and Blu team's movement by taking advantage of you massive [[health]]. On every stage there are a few positions you can stand on to watch all the possible routes the Blu team can take. On stage 1 you can stand right in front of the exit of the ''tunnel'' thus watching over the ''tunnel'' the ''imperial building'' behind you and  the small drop down on the right of you. This position is particularly power full since you can watch over '''all''' routes which lead from the first checkpoint to the second one. Other such positions include standing on top of the small wooden fence on Stage 2, checkpoint one. This position puts you right in between the two exits Blu can take when leaving spawn. And the final such position would be on the very edge of the ''truck house'' on stage 3. This location gives you overview of the ''basin'' the ''platform' and you can even catch a glimpse of the Blu's right spawn exit.
 
 
 
=== {{class link|Engineer}} ===
 
 
 
*At first glance, the Engineer' doesn't seem like the best choice for Gold Rush. His main tool, the Sentry Gun works poorly in small, cramped and "chokey" areas. Plus, Gold Rush tends to attract a lot of Soldiers and Demomen who are a natural counter to the Engineer.  Despite this, Engineer is still and important asset and can have great influence on the outcome of the battle. His Sentry Gun can cover the relatively small amount of open areas which are still strategically important. Duo to the liner and very long map design, his [[Teleporters|Teleporter]] is a god sent for he's team mates while his [[Dispenser]] is always helpful in healtpack starved stage 1.
 
 
 
*On Blu team, the main focus of the Engineer should be providing supportive assets to his team, such as [[Dispenser]]s and [[Teleporter]]s while guarding the team's flank with his Sentry Gun. Teleporters are extremely important for the Blu team as duo to the linear map design and the fact that the Blu team never gets any forward spawn, the distances the Blu team often has to travel to reach the front lines are very large (For example the stage 3). Dispensers are also very important since Gold Rush isn't exactly known for its abundance of health packs. Engineer on Blu won't often be presented with an opportunity to move up his sentry in a lot more offensive spots beyond just sitting behind the team's back and guarding they're back. But if such a possibility were to arise Blu Engineers should definitely take it.
 
 
 
*On Red, he take advantage of multiple sentry spots which are listed above in the Demomen guide or below in the gallery. Using the [[Wrangler]] is almost necessary simply because of the fact that they are many spots from which the Sentry Gun can be spammed out from outside of his range.
 
 
 
*Gallery of all the common Red Engineer building spots
 
<gallery widths=300px heights=100px>
 
File:GoldrushStageA.jpg|
 
File:Goldrush StageB.png
 
File:Goldrush StageC.png
 
</gallery>
 
 
 
=== {{class link|Medic}} ===
 
*Medics are usually very important on every map, but they are especially important on this one (For the Blu). Duo to sheer amount of [[chokepoint]] and a lack of flanking routes there are many times when you simply '''need''' a Medic's Übercharge to push through the Red's defense.
 
 
 
*As described earlier, on Blu you invaluable to the team as your [[Medi Gun]]s Übercharge is often times the only way to push through certain chokepoints (For example: Stage 3, the hallway to checkpoint two). So for that reason it is very important that you do '''everything''' you can to stay alive. On stage 1 first checkpoint, be aware of Snipers standing on the balcony of the ''hut'', use ''cliffs'' in front of you as cover and don't peek over them until your team starts threatening the ''hut'' forcing the Sniper to retreat, also, there is usually no need to use an Über on this point, it is very easy to capture and unless your team is very incompetent or there is an enemy Medic with an [[Kritzkrieg]] there is no need for an Übercharge, save you Über for checkpoint two where it is a lot more valuable. On checkpoint two you need to use the Über you saved to push into the ''attic'' and capture it. ''Attic'' is often time very defended so pushing into it without an Übercharge is very hard. On stage 2, first checkpoint, you'r main goal should be to allow you'r team to capture the ''watchtower'', use an Über when exiting the ''right exit'' to destroy the Sentry Guns on Watchtower and allow you Soldiers and Demomen to blast jump up there. Watch out for the Snipers sitting on the Snipers ledge, on stage 3 your Über is '''invaluable''' when the Blu team is coming up against the ''hallway'' so try and save it for then.
 
 
 
*On Red it is advisable that you take the Kritzkrieg, duo to the tight nature of the map it is possible to catch the entire team in a single place such as when they are pushing the cart through one of many tunnels.
 
 
 
=== {{class link|Sniper}} ===
 
*Sniper can be pretty powerful Gold Rush. The linear map design can produce some very long sightlines which can be easily exploited by a good Sniper, and a general lack of flank routes means that for the most part, the Sniper usually doesn't have to worry about someone sneaking behind him and surprising him.
 
 
 
*On Blu you should slowly move up with your team occupying certain positions as you move forward. On the first stage, checkpoint A, as you'r leaving spawn your obviously going to try and kill the enemy Sniper positioned on the balcony. After that, you can move up with your team to the edge of the ''cliff''. Here, you have a sightline of the ''tunnel'' and the checkpoint A. This position is pretty powerful as once your Team pushes up to the ''hut'', unintelligent Reds will stay in the ''attic'' and get surrounded while the smart Red members will panic realizing that they are about to be cut of and will attempt to escape via the ''tunnel''. Your position looking directly at the tunnel allows you to pick off escaping Reds who will be trying to evacuate from the ''hut'' to the checkpoint B. When your team starts pushing through the ''tunnel'' to the second checkpoint your going to want to make your way to the ''imperial building''. From there you will have a huge sightline overlooking the entire ditch. After your team captures the ''attic'', you should drop down from the ''imperial building'' and make your way to the ''attic'' where you will be able to overlook the entire ''Red decks''. On stage 2, first checkpoint, you have two options. Exit through the ''right exit'' or the ''left exit''. When exiting through the right exit you have can kill the Red Sniper standing on the ''Snipers ledge'' right across you. This way you can instantly get rid of a huge problem for your team but other then killing the enemy Sniper you can't do much when exiting the right exit. Majority of the enemies will be positioned up on the ''watchtower'' and when you exit through the right side you will be right next to the ''watchtower'' which isn't good considering that your a long range class . So, to snipe out the Reds sitting on the ''watchtower'' your going to exit through the left most exit to get and angle on the ''watchtower'' from a decent range.  After your team has captured the first checkpoint you should head to the ''battlements'' and start taking out the Reds in the ''choke area''. When your team has captured the ''choke area'' your going drop from the battlements and move to the ''left flank''. On this flank you can be quit devastating since in front of you now lies a huge open area (The ''finale area'') where the Red team is all bungled up and has nowhere to hide from you. On the finale stage, checkpoint A, your primarily going to want choose the right exit when making your way out spawn. This way, your going to get an entire view of the ''platform'' and will be immune to Spies as they won't be able to reach you. Also, when your team pushes all the way to the end of the Platform, the Red team will try and escape to the second checkpoint by crossing your sightlines giving you an opportunity to pick them off. On the final checkpoint, you can drop down the ''chute'' and get to the ''snipers deck''. Standing on the Sniper deck gives you an entire view of the ''Red yard'' and best of all, the Red team usually doesn't even know your there.
 
 
 
*Here are all viable Sniper positions on the Red team. On stage 1, checkpoint A, standing on the ''hut's'' balcony is a pretty safe bet to get a load of kills. From the balcony you have a great point of view and can see pretty much everything, from the Blu spawn to all the way down to the checkpoint itself. Plus, until Blu members reach the ''hut'' they won't have much objects for taking cover behind to hide from you except the Payload [[cart]] and one single big rock sticking out of the ''cliffs''. Excluding that, everything in front of the ''hut'' is just open ground guaranteeing that noone can escape your sight. However, this spot does have its weakness, since you can see everything at all times, everyone can see you at all times aswell, so watch out for Blu Snipers. Also, as discussed in the general strategy for Gold Rush, this point tends to fall really fast. As soon as the Blu team members get to the edge of the ''cliff'' and start pushing the cart through the gap in the ''cliff'', it is recommend that you retreat from the balcony to the entrance to the ''tunnel''. This is because once the enemy pushes over the ''cliff'' they can rather easily threaten you by either blast jumping onto the balcony or spamming at you from below the ''hut'', also, by staying in the ''hut'' you are running a risk of being encircled by the Blu team so its better to retreat from it to the ''tunnel'' entrance, or even in the ''tunnel'' itself. From the ''tunnel'', you don't have as good as an overview of the map as you would have if you were positioned on the balcony, but now you at least have an escape route to the second checkpoint. Once the Blu team starts pushing the cart through the ''tunnel'' you can either retreat to the ''Red decks'' or the exit to the ''mine mhaft''. Placing your self near the exit of the '''mine shaft'' gives you a sightline deep into the ''tunnel'' from which the Blu's will be coming out from and also gives you a view of the ''imperial building'' and the ''ditch''. However, if the Blu team takes the ''attic'' expect Soldiers and flanking classes bombarding you from your right as that is where the ''attic'' will be in relationship to you. So for that reason, its a better idea to move over to the ''Red decks'' once your team losses the ''attic''. From the decks you can have a much clearer view of the ''attic'' and the cart tracks but you do lose the view of the ''ditch'' and the ''imperial building''. Just be aware of the Soldiers and Demomen blast jumping from the ''attic'' to the ''Red decks''. On stage 2,checkpoint 1 the best position would be on the ''Snipers ledge''. As the name indicates, this position is made just for you. From here you get a long sightline staring right down the Blu team's exit and the overview of the Payload tracks. Just beware of the Scouts and Spies sneaking under the ''house'' and flanking you from your right. When defending checkpoint B you should stay in the ''finale area'' and Sniper enemies who will be exiting the ''tunnel'' or peeking out of the ''battlements''. On stage 3, checkpoint A, the best Sniper position is right where the ''basin'' reaches the same ground height as the ''platform'' next to it, or right on the end of the ''basin''. From there, you can see the left and middle Blu spawn exit including the cart tracks, and if you were to move slightly to the right you could also see the right Blu exit. Basically, this spot grants you the entire control of all the possible routes the Blu can take when exiting there spawn, but this power does come with a price. Just like with the hut balcony on the first stage, using this ''basin'' spot means that just as you can see everything, so can everyone see you. You will have to watch out for Blu Snipers exiting on the left exit, deal with the power classes exiting the middle exit and slowly crawling they're way up the ''basin'' and take care of the flanking classes such as the Scout and the Spy coming at you from the right direction. If you fell that this is too overwhelming for you then you could retreat even further back to the second checkpoint, where a small wooden ledge is awaiting you. From this ledge you will be protected by your friendly Engineer's Sentry Gun and will be able to maintain sightlines on the ''basin'' and the ''platform'' but won't have eyes on the right flank. When your team losses the checkpoint A and retreats to the checkpoint B then you should head all the way to the end of the ''hallway'' to snipe anyone heading through the ''hallway''. And finally, when defending the last checkpoint, you should just climb up to the battlements. From there you will be practically safe from anyone except the enemy Snipers and will be able to look at he ''chokepoint'' and the ''house exit''.
 
 
 
=== {{class link|Spy}} ===
 
*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.
 
 
 
*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.
 
 
 
*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]].
 
 
 
{{Map strategy}}
 

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.