Difference between revisions of "Community Mann Manor strategy"

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(Correcting a number of horrible spelling mistakes.)
m (Auto: EnforceCapitalization(Crits), WordFilter(Mini-crits → Mini-Crits), WordFilter(Critical Hits → Critical hits) (Review RC#3632815))
 
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{{stub}}
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{{community strategy stub|This page could use strategy specific to the map itself besides that applying to the HHH, Mention some of the differences from the [[Mountain Lab|standard variant]] and how they may affect combat. ''Note: True most of the article is about the HHH, but even though the HHH now appears on other maps, the HHH is the most unique element of the map AND strategy for engaging and defeating the HHH and [[Horseless_Headless_Horsemann#Ghostchievements|obtaining the achievements]] applies ''only'' on this map; on each of the other maps, engaging the HHH bad strategy.'' }}
  
 
{{Map infobox
 
{{Map infobox
| game-type = Control Point
+
  | map-strategy                = yes
| file-name = cp_manor_event
+
  | map-status                  = community
| map-image = mannmanor_cp_01.png
+
  | map-name                    = Mann Manor
| developer = [[Valve]]<br>{{steamid|id|Y_M|Tim "YM" Johnson}}<br>{{steamid|id|Emeriastone|Alex "Rexy" Kreeger}}
+
  | map-game-type               = Control Point
| map-environment = Halloween
+
  | map-file-name               = cp_manor_event
| map-setting = Nighttime
+
  | map-image                   = mannmanor_cp_01.png
| map-hazards = [[Pumpkin bomb]]s,<br />[[Horseless Headless Horsemann]],<br/ >[[Environmental_death#Pit Fall Death|Pit]]
+
  | map-released                = {{Patch name|10|27|2010}}
| map-health-pickups-small = 6
+
  | map-released-major          = Scream Fortress Update
| map-health-pickups-medium = 9
+
  | map-environment             = Halloween
| map-health-pickups-large = 1
+
  | map-setting                 = Nighttime, overcast
| map-ammo-pickups-small = 4
+
  | map-hazards                 = [[Pumpkin bomb]]s,<br>[[Horseless Headless Horsemann]],<br>[[Environmental_death#Pitfalls|Pit]]
| map-ammo-pickups-medium = 6
+
  | map-has-pyrovision          = yes
| map-ammo-pickups-large = 2
+
  | map-pickups-health-small   = 6
| map-special-pickups-hhgift = yes
+
  | map-pickups-health-medium   = 9
| map-special-pickups-pumpkin = yes
+
  | map-pickups-health-large   = 1
 +
  | map-pickups-ammo-small     = 4
 +
  | map-pickups-ammo-medium     = 6
 +
  | map-pickups-ammo-large     = 2
 +
  | map-pickups-special-sgg    = yes
 +
  | map-pickups-special-pumpkin = yes
 +
  | map-stamp-link              = https://steamcommunity.com/stats/TF2/leaderboards/30393
 +
  | map-has-bots                = yes
 
}}
 
}}
 +
 +
{{Other uses|this=strategy specific to the [[Halloween map|Halloween]] variant of [[Mountain Lab]]|for=strategy specific to the standard variant|Community Mountain Lab strategy}}
  
 
This article is about '''Community Mann Manor strategy'''.
 
This article is about '''Community Mann Manor strategy'''.
  
==General (All Classes)==
+
'''Note''': It is recommended to read the main [[Mann Manor]] article first to become familiar with the names of key map locations used in this article.
*For Defense, shoot from high grounds, corners, and windows.
+
 
*For Offense, run from corner to corner and take out any enemy classes before starting to cap.
+
{{TOC limit|3}}
 +
 
 +
== General Map Strategy ==
 +
''This Halloween map features [[pumpkin bomb]]s, [[Halloween pumpkin]]s, and the [[Soul Gargoyle]]; see [[Community Halloween maps strategy]].''
 +
 
 +
*This map is a reskin of [[Mountain Lab]], so any class specific [[Community Mountain Lab strategy|strategies]] that apply there will work here.
 +
 
 +
== General Horseless Headless Horsemann Strategy ==
 +
* The Horsemann can traverse the entire map except for spawn rooms and a few ledges, such as a rooftop between points A and B which Scouts, Soldiers and Demomen can access. If you are IT, going up to these ledges will cause the Horsemann to lose interest in you and chase someone else.
 +
* When you are IT and the spots above aren't nearby, look for enemies to either run around or hit with your melee weapon (the latter will pass the IT status to them). Doing so gives you a better chance of surviving being IT.
 +
* Wearing a [[Saxton Hale Mask]] or [[Horseless Headless Horsemann's Head]] will prevent you from getting [[stun]]ned by the Horsemann's taunt.
 +
* The Horsemann runs at Scout speed, so do not attempt to outrun him unless you are a Demoman and have a [[Demoman shield|shield]] with you.
 +
* A strategy for the player designated IT is to act as bait for the Horsemann, while all other players inflict as much damage as they can.
 +
* The Horsemann's target can trap him by standing on the ledge behind the wall of the shack on the rock outcrop. Standing there while you are IT makes the Horsemann attack the wall of the shack and ignore all other players for the duration that you are IT, including those attacking him with melee weapons.
 +
* Another effective spot for trapping the Horsemann is just in front of BLU's spawn in the shelf-filled building; by crouch-jumping onto the barrel and then again onto the middle shelves, one can stand on top and the Horsemann will run about below, trying to attack the player. While upon the shelves the player and other teammates can safely attack the Horsemann until he dies or switches targets.
 +
* The control points stay active while the Horseless Headless Horsemann is out. It is a good strategy to use this time to take control of the point while the enemy is distracted.
 +
** If you are IT and are near the currently contested point, you can try to lead the Horsemann to enemies trying to cap the point.
 +
** On RED, while defending the last point, stay close to the spawn and wait until someone on your team is IT. The Horsemann will spend a lot of time chasing the BLU team, defending the point for you.
 +
* Use the gap around the final control point as a buffer. If the Horsemann gets too close, it is possible to simply jump the gap while he will be forced to maneuver around the crack in the floor in order to reach you.
 +
* While the Horsemann can chase IT onto the roof of B, he cannot chase players onto the roofs of the buildings near it. Therefore, it is still possible to deal damage without the risk of being killed.
 +
* The Horsemann cannot jump, but he will walk off of ledges and fall down to reach those marked as IT.
 +
 
 +
== Class-specific Horseless Headless Horsemann Strategy ==
 +
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 +
! class="header" colspan="3" width="200"| Class
 +
! class="header" | Strategy
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|{{Info}}Playing as [[Scout]] allows you to evade the Horsemann's attacks more easily than other classes with your jumping and running abilities.
 +
 
 +
{{Info}} Hit-and-run tactics are a necessity when attacking [[Horseless Headless Horsemann]].
 +
 
 +
{{Pro}} [[Bonk! Atomic Punch]] will allow you to survive the Horsemann's melee attack. Just stay at a distance so as to not get killed while consuming it.
 +
 
 +
{{Pro}} The [[Winger]] can be used for extra damage. The frequent reloading can be negated by staying at a distance.
 +
 
 +
{{Pro}} The [[Force-A-Nature]], while it may not be used for direct combat, also makes for a mobility weapon if you are good with force jumps.
 +
 
 +
{{Pro}} The [[Atomizer]] and [[Soda Popper]] are an upgrade in terms of evasion. You're not likely to engage in melee combat with the Horsemann anyway, so it's downsides are negligible.
 +
 
 +
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Pretty Boy's Pocket Pistol]], [[Flying Guillotine]] [[Crit-a-Cola]], [[Mad Milk]], [[Sandman]], [[Candy Cane]], [[Boston Basher]] / [[Three-Rune Blade]], [[Sun-on-a-Stick]], [[Fan O'War]] and [[Wrap Assassin]].
 +
 
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} [[Jumping#Rocket jump|Rocket jumping]] is a viable method of retreating if the Horsemann is chasing you. Jumping from the different heights around Control Point B will force the Horsemann to take long routes, and he may give up chasing you.
 +
 
 +
{{Pro}} A [[Kritzkrieg]] [[ÜberCharge]] will allow a skilled Soldier to make short work of the Horsemann, as a pack of [[critical hits|critical]] rockets and [[Shotgun]] shells will take a large chunk of its health away. This can be combined with rocket jumping to stay clear of the Horsemann's melee attack.
 +
 
 +
{{Pro}} The [[Direct Hit]] is probably the Soldier's best primary weapon to use against the Horsemann. The projectiles are fast and do high damage, and the Horsemann is large enough for you not to worry too much about missing it.
 +
 
 +
{{Pro}} The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal.
 +
 
 +
{{Pro}} While the [[Cow Mangler 5000]] might not deal much damage, it is good as an escape weapon due to the extra ammo loaded and infinite ammo carried. You can perform better escapes from the Horsemann, especially with the [[Gunboats]] equipped for survivability.
 +
 
 +
{{Pro}} The [[Disciplinary Action]] can help classes escape from the Horsemann, especially Heavies and other Soldiers.
 +
 
 +
{{Con}}Charging the Horsemann with the [[Equalizer]] at very low health will only be effective if the enemy team is not around and the Horsemann is very distracted, as your Crits will deal around 300 damage. Otherwise, it's a risky strategy.
 +
 
 +
{{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit, and on-kill attributes: [[Black Box]], [[Buff Banner]], [[Battalion's Backup]], [[Concheror]], [[Reserve Shooter]] and [[Half-Zatoichi]].
 +
 
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} Because the Horsemann does not suffer [[afterburn]] damage, using the Pyro against the Horsemann is inadvisable. In addition, the Pyro's short range of effectiveness and the Horsemann's resistance to [[Flame Thrower]]s makes attacking head-on a very deadly prospect.
 +
 
 +
{{Pro}} The [[Backburner]] can be moderately effective if the Horsemann is distracted.
 +
 
 +
{{Pro}} Using the [[Phlogistinator]]'s Mmmph is useful as well, since the Crits will inflict a great deal of damage to the Horsemann.
 +
 
 +
{{Pro}} The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal.
 +
 
 +
{{Con}} [[Compression blast|Airblasts]] will not work on the Horsemann, as he cannot be knocked back.
 +
 
 +
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Flare Gun]], [[Detonator]], [[Scorch Shot]], [[Manmelter]],  [[Reserve Shooter]], [[Axtinguisher]] / [[Postal Pummeler]], [[Powerjack]] and [[Sharpened Volcano Fragment]].
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} You can try to retreat by charging with the [[Chargin' Targe]] or [[Splendid Screen]] in a single direction across open ground.
 +
 
 +
{{Pro}} Direct hits with the [[Grenade Launcher]] or [[Loch-n-Load]] will deal large amounts of damage to the Horsemann, so it is advisable to lead your shots slightly to ensure they connect. This strategy is especially effective with a [[Kritzkrieg]] ÜberCharge.
 +
 
 +
{{Pro}} Stickybomb traps are very effective against the Horsemann, as he will not try to avoid them; it just requires having the IT player lure the Horsemann onto the trap. This works even better with the [[Scottish Resistance]], since it has 6 extra bombs and a faster fire rate at the cost of a slower arming time. Plan your traps well.
 +
 
 +
{{Pro}} Convincing a Medic to use a Kritzkrieg charge on you to lay sticky bombs can deal huge damage in a single hit. A cluster of critical stickybombs will take a huge chunk of its health away and can kill it very quickly.
 +
 
 +
{{Con}} Playing as a Demoknight is risky as the Horsemann attacks if he feels something is blocking his movement, and a player will be made IT if they are closest when the Horsemann changes target.
 +
 
 +
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]] / [[Nessie's Nine Iron]], [[Persian Persuader]], [[Claidheamh Mòr]], and [[Half-Zatoichi]].
 +
 
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} The Heavy is one of the best classes to go head-on against the Horsemann. Despite his resistance to [[Minigun]] bullets, any Minigun will shred the boss in a matter of seconds at short range, even without Crits.
 +
 
 +
{{Info}} The Heavy is slow, thus vulnerable, if he does not have a Medic pocketing him ready to pull an Über if the Horsemann picks either of them as his next target. The [[G.R.U]] and the [[Buffalo Steak Sandvich]] give some time to prepare for escapes, especially if he is still firing if he is marked as IT.
 +
 
 +
{{Pro}} A Heavy under the effects of a [[Kritzkrieg]] can shred the boss in mere seconds, and since the Horsemann targets those who are closest to him, and Critical hits have no damage falloff, this can be done quite safely.
 +
 
 +
{{Pro}} The [[Tomislav]] has good use for hit and run strategies, due to its faster spin-up time. Just remember that the fire rate is lower than the other Miniguns.
 +
 
 +
{{Con}} The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking the Horsemann, so you can use the Shotgun effectively from further ranges than normal.
 +
 
 +
{{Con}} The [[Brass Beast]], even under a Kritzkrieg charge, is only recommended if the Horsemann is distracted and you are far away, since you are very slow while revving and moving with it, which gives the Horsemann and even the enemy team a good reason to attack you.
 +
 
 +
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Natascha]], [[Buffalo Steak Sandvich]], [[Killing Gloves of Boxing]], [[Fists of Steel]], [[Warrior's Spirit]], [[Eviction Notice]], and [[Holiday Punch]].
 +
 
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} Since the Horsemann is not affected by [[knockback]], the player should never rely on his [[Sentry Gun]] to keep the monster away.
 +
 
 +
{{Info}} The Horsemann will attack anything he walks into - this includes players and buildings. He generally will not pay attention to them unless the player who is IT is alongside a building.
 +
 
 +
{{Pro}} Sentry Guns will target the Horsemann even when he is outside their normal range.
 +
 
 +
{{Pro}} Because Sentry Guns never deal Critical hits (except Mini-Crits, which do not affect the Horsemann), your Sentry Gun can be an effective way to deal damage to the Horsemann without risking being marked as IT. Use the [[Wrangler]] for maximum damage.
 +
 
 +
{{Pro}} The Shotgun and Pistol can both be effective against the Horsemann as their base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal.
 +
 
 +
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Widowmaker]] and [[Southern Hospitality]].
 +
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} If you do not have an ÜberCharge ready, it is best advised to stay away and build one up, as the Horsemann attacks in order of whoever is closest.
  
==Class-specific strategy==
+
{{Info}} Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role. Use your ÜberCharge on teammates so they can attack the Horsemann.
==={{class link|scout}}===
 
* Travel to the second control point to deal damage to the enemy players before they get to the first point. This allows your teammates to kill them with no problem and allows faster capping.(Use in the beginning of the round)
 
  
* Distract the [[Snipers]] shots by getting in his line of sight and running towards him in a unpredictable fashion to kill him and let your team pass with no worries of getting their heads blown off.
+
{{Pro}} If you are really aggressive against the Horsemann, then the [[Vita-Saw]] can allow you to deploy ÜberCharges more quickly. The health penalty is negligible since the Horsemann's axe is an instant kill anyway.
  
==={{class link|soldier}}===
+
{{Con}} It is risky to use the [[Quick-Fix]] or the Kritzkrieg against the Horsemann, as The Horsemann's melee attack takes 80% of the target's base (not current) health except against Übered players and Dead Ringer Spies. However, at a distance, the Kritzkrieg charge is effective at dispatching the Horsemann.
* Use your rockets to spread the enemies team around and lower their health.
 
* Aim for [[Sentry Gun]]s, [[Medics]], and [[Snipers]].
 
* Shoot at the enemies' feet to reduce the chance of a Pyro blowing your rockets back and to spread the enemy around with no real aiming time.
 
  
==={{class link|pyro}}===
+
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Blutsauger]] and [[Ubersaw]].
* The [[pumpkin bombs]] are your best friends in this map. Compression blast your enemies next to the bombs then shoot them. This works best when the enemies on fire.
 
* Because there are pits in this map when the enemy team is capping the last point blast them into the surrounding pit for easy cap blocking.
 
  
==={{class link|demoman}}===
+
|-
* Plant your sticky bombs in corners and next to [[pumpkin bombs]] to launch opponents into the air and blow their cover or just blow them up.
+
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} The basic [[Sniper Rifle]] has medium effectiveness against the Horsemann, as [[headshot]]s do not deal extra damage. However, charging shots is still worthwhile as the damage will properly scale against the Horsemann. The [[Machina]] will deal slightly more damage in this regard.
  
==={{class link|heavy}}===
+
{{Pro}} The [[Sydney Sleeper]]'s faster charge rate makes it more useful than the standard Sniper Rifle, since the Sniper Rifle can not score headshots on the Horsemann.
* Staying near the objective is always a good idea.
 
* Choke points are fairly common and provide a great area to attack with another [[Heavy]] around with [[Medics]] healing.
 
  
==={{class link|engineer}}===
+
{{Pro}} Additionally, the [[Huntsman]] is the only Sniper weapon that can cause Critical hits upon headshotting the Horsemann.
*You can set up a [[Sentry Gun]], [[Dispenser]], and a [[Teleporter]] exit just behind the hut on the cliff face.
 
**On RED team this gives a surprise rear attack against the advancing BLU team.
 
**On BLU team this can prevent RED pushing BLU back to the first point.
 
**Act as a distraction on ground level by shooting at enemies to get their attention so that they do not notice the Sentry Gun, and when they come to attack you, the Sentry Gun should finish the job.
 
**Refrain from using the [[Wrangler]] as this will give away the Sentry Gun's position before it's had a chance to cause any damage.
 
**In this spot the [[Horseless Headless Horsemann]] will come after you but cannot kill you.
 
  
==={{class link|medic}}===
+
{{Pro}} The [[SMG]] is viable as a last resort weapon if the Horsemann is actively chasing you. You'll probably use up the three clips it has by the time he kills you anyway.
* Stay behind a teammate and avoid [[pumpkin bombs]] and [[Pyros]] to keep your charge up to push against the enemy when needed.
 
  
==={{class link|sniper}}===
+
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Bazaar Bargain]], [[Cleaner's Carbine]], [[Jarate]], [[Tribalman's Shiv]] and [[Bushwacka]].
* Not the best sniping map because of its cramped space. The [[Huntsman]] is probably the best sniping weapon here because you still have full range of sight with it.
+
|-
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 +
| class="xsmall" | vs
 +
| class="small" align="center" valign="center" style="padding:0.5em" | [[File:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 +
|
 +
{{Info}} The [[Dead Ringer]]'s feign death ability will allow you to survive one hit; however, the Horsemann will continue to follow you even when cloaked.
  
* The [[Jarate]] would be helpful in this map's space because [[Pyro]]s would generally dominate small areas. Use your [[Jarate]] to extinguish teammates and yourself.
+
{{Pro}} The [[Revolver]] and the [[Enforcer]] are the most viable weapons to use, although they should only be used against the Horsemann if he is focused on another player.
  
* Going into high buildings usually have ledges from which you can climb onto. Walls from the building block sneak attacks and a great area to snipe.
+
{{Con}} The Spy is rather ineffective against the Horsemann, as a [[backstab]] only does normal knife damage, rendering its primary function useless.
  
* High-Up areas usually give an advantage as pumpkin bombs usually spawn in the range of [[The Huntsman]] and any Sniper Rifle.
+
{{Con}} The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: [[Ambassador]], [[L'Etranger]], [[Your Eternal Reward]] / [[Wanga Prick]], [[Conniver's Kunai]] and [[Big Earner]].
  
==={{class link|spy}}===
+
|}
* Sneak into corners behind enemy lines and wait for medics and Engineers to come out. It may note sound like much but it's very helpful to your team when they don't have to worry about charges and Sentry Guns.
 
  
* A good idea when sneaking into the Manor on offense is to take the higher road, as there are less enemies commuting through here than through the front door.
+
{{Map Strategy Nav}}
  
{{Map strategy}}
+
[[Category:HHH]]

Latest revision as of 15:00, 21 September 2024

Mann Manor
Mannmanor cp 01.png
Basic Information
Map type: Control Point
File name: cp_manor_event
Released: October 27, 2010 Patch
(Scream Fortress Update)
Variants: Mountain Lab
Developer(s): Valve
Tim "YM" Johnson
Alex "Rexy" Kreeger
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Pumpkin bombs,
Horseless Headless Horsemann,
Pit
Pyrovision Support: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Healthbar.png ×6  •  Healthpie.png ×9  •  
Health Cauldron.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×6   •  
Largeammo.png ×2
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Map Photos
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Map Overview
Mann Manor overview.png
This article is about strategy specific to the Halloween variant of Mountain Lab. For strategy specific to the standard variant, see Community Mountain Lab strategy.

This article is about Community Mann Manor strategy.

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

General Map Strategy

This Halloween map features pumpkin bombs, Halloween pumpkins, and the Soul Gargoyle; see Community Halloween maps strategy.

General Horseless Headless Horsemann Strategy

  • The Horsemann can traverse the entire map except for spawn rooms and a few ledges, such as a rooftop between points A and B which Scouts, Soldiers and Demomen can access. If you are IT, going up to these ledges will cause the Horsemann to lose interest in you and chase someone else.
  • When you are IT and the spots above aren't nearby, look for enemies to either run around or hit with your melee weapon (the latter will pass the IT status to them). Doing so gives you a better chance of surviving being IT.
  • Wearing a Saxton Hale Mask or Horseless Headless Horsemann's Head will prevent you from getting stunned by the Horsemann's taunt.
  • The Horsemann runs at Scout speed, so do not attempt to outrun him unless you are a Demoman and have a shield with you.
  • A strategy for the player designated IT is to act as bait for the Horsemann, while all other players inflict as much damage as they can.
  • The Horsemann's target can trap him by standing on the ledge behind the wall of the shack on the rock outcrop. Standing there while you are IT makes the Horsemann attack the wall of the shack and ignore all other players for the duration that you are IT, including those attacking him with melee weapons.
  • Another effective spot for trapping the Horsemann is just in front of BLU's spawn in the shelf-filled building; by crouch-jumping onto the barrel and then again onto the middle shelves, one can stand on top and the Horsemann will run about below, trying to attack the player. While upon the shelves the player and other teammates can safely attack the Horsemann until he dies or switches targets.
  • The control points stay active while the Horseless Headless Horsemann is out. It is a good strategy to use this time to take control of the point while the enemy is distracted.
    • If you are IT and are near the currently contested point, you can try to lead the Horsemann to enemies trying to cap the point.
    • On RED, while defending the last point, stay close to the spawn and wait until someone on your team is IT. The Horsemann will spend a lot of time chasing the BLU team, defending the point for you.
  • Use the gap around the final control point as a buffer. If the Horsemann gets too close, it is possible to simply jump the gap while he will be forced to maneuver around the crack in the floor in order to reach you.
  • While the Horsemann can chase IT onto the roof of B, he cannot chase players onto the roofs of the buildings near it. Therefore, it is still possible to deal damage without the risk of being killed.
  • The Horsemann cannot jump, but he will walk off of ledges and fall down to reach those marked as IT.

Class-specific Horseless Headless Horsemann Strategy

Class Strategy
Scout.png
Scout
vs HHH.png
Horseless Headless Horsemann
Pictogram info.png Playing as Scout allows you to evade the Horsemann's attacks more easily than other classes with your jumping and running abilities.

Pictogram info.png  Hit-and-run tactics are a necessity when attacking Horseless Headless Horsemann.

Pictogram plus.png  Bonk! Atomic Punch will allow you to survive the Horsemann's melee attack. Just stay at a distance so as to not get killed while consuming it.

Pictogram plus.png  The Winger can be used for extra damage. The frequent reloading can be negated by staying at a distance.

Pictogram plus.png  The Force-A-Nature, while it may not be used for direct combat, also makes for a mobility weapon if you are good with force jumps.

Pictogram plus.png  The Atomizer and Soda Popper are an upgrade in terms of evasion. You're not likely to engage in melee combat with the Horsemann anyway, so it's downsides are negligible.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Pretty Boy's Pocket Pistol, Flying Guillotine Crit-a-Cola, Mad Milk, Sandman, Candy Cane, Boston Basher / Three-Rune Blade, Sun-on-a-Stick, Fan O'War and Wrap Assassin.

Soldier.png
Soldier
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  Rocket jumping is a viable method of retreating if the Horsemann is chasing you. Jumping from the different heights around Control Point B will force the Horsemann to take long routes, and he may give up chasing you.

Pictogram plus.png  A Kritzkrieg ÜberCharge will allow a skilled Soldier to make short work of the Horsemann, as a pack of critical rockets and Shotgun shells will take a large chunk of its health away. This can be combined with rocket jumping to stay clear of the Horsemann's melee attack.

Pictogram plus.png  The Direct Hit is probably the Soldier's best primary weapon to use against the Horsemann. The projectiles are fast and do high damage, and the Horsemann is large enough for you not to worry too much about missing it.

Pictogram plus.png  The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal.

Pictogram plus.png  While the Cow Mangler 5000 might not deal much damage, it is good as an escape weapon due to the extra ammo loaded and infinite ammo carried. You can perform better escapes from the Horsemann, especially with the Gunboats equipped for survivability.

Pictogram plus.png  The Disciplinary Action can help classes escape from the Horsemann, especially Heavies and other Soldiers.

Pictogram minus.png Charging the Horsemann with the Equalizer at very low health will only be effective if the enemy team is not around and the Horsemann is very distracted, as your Crits will deal around 300 damage. Otherwise, it's a risky strategy.

Pictogram minus.png The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit, and on-kill attributes: Black Box, Buff Banner, Battalion's Backup, Concheror, Reserve Shooter and Half-Zatoichi.

Pyro.png
Pyro
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  Because the Horsemann does not suffer afterburn damage, using the Pyro against the Horsemann is inadvisable. In addition, the Pyro's short range of effectiveness and the Horsemann's resistance to Flame Throwers makes attacking head-on a very deadly prospect.

Pictogram plus.png  The Backburner can be moderately effective if the Horsemann is distracted.

Pictogram plus.png  Using the Phlogistinator's Mmmph is useful as well, since the Crits will inflict a great deal of damage to the Horsemann.

Pictogram plus.png  The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal.

Pictogram minus.png  Airblasts will not work on the Horsemann, as he cannot be knocked back.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Flare Gun, Detonator, Scorch Shot, Manmelter, Reserve Shooter, Axtinguisher / Postal Pummeler, Powerjack and Sharpened Volcano Fragment.

Demoman.png
Demoman
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  You can try to retreat by charging with the Chargin' Targe or Splendid Screen in a single direction across open ground.

Pictogram plus.png  Direct hits with the Grenade Launcher or Loch-n-Load will deal large amounts of damage to the Horsemann, so it is advisable to lead your shots slightly to ensure they connect. This strategy is especially effective with a Kritzkrieg ÜberCharge.

Pictogram plus.png  Stickybomb traps are very effective against the Horsemann, as he will not try to avoid them; it just requires having the IT player lure the Horsemann onto the trap. This works even better with the Scottish Resistance, since it has 6 extra bombs and a faster fire rate at the cost of a slower arming time. Plan your traps well.

Pictogram plus.png  Convincing a Medic to use a Kritzkrieg charge on you to lay sticky bombs can deal huge damage in a single hit. A cluster of critical stickybombs will take a huge chunk of its health away and can kill it very quickly.

Pictogram minus.png  Playing as a Demoknight is risky as the Horsemann attacks if he feels something is blocking his movement, and a player will be made IT if they are closest when the Horsemann changes target.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Eyelander / Horseless Headless Horsemann's Headtaker / Nessie's Nine Iron, Persian Persuader, Claidheamh Mòr, and Half-Zatoichi.

Heavy.png
Heavy
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  The Heavy is one of the best classes to go head-on against the Horsemann. Despite his resistance to Minigun bullets, any Minigun will shred the boss in a matter of seconds at short range, even without Crits.

Pictogram info.png  The Heavy is slow, thus vulnerable, if he does not have a Medic pocketing him ready to pull an Über if the Horsemann picks either of them as his next target. The G.R.U and the Buffalo Steak Sandvich give some time to prepare for escapes, especially if he is still firing if he is marked as IT.

Pictogram plus.png  A Heavy under the effects of a Kritzkrieg can shred the boss in mere seconds, and since the Horsemann targets those who are closest to him, and Critical hits have no damage falloff, this can be done quite safely.

Pictogram plus.png  The Tomislav has good use for hit and run strategies, due to its faster spin-up time. Just remember that the fire rate is lower than the other Miniguns.

Pictogram minus.png  The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking the Horsemann, so you can use the Shotgun effectively from further ranges than normal.

Pictogram minus.png  The Brass Beast, even under a Kritzkrieg charge, is only recommended if the Horsemann is distracted and you are far away, since you are very slow while revving and moving with it, which gives the Horsemann and even the enemy team a good reason to attack you.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Natascha, Buffalo Steak Sandvich, Killing Gloves of Boxing, Fists of Steel, Warrior's Spirit, Eviction Notice, and Holiday Punch.

Engineer.png
Engineer
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  Since the Horsemann is not affected by knockback, the player should never rely on his Sentry Gun to keep the monster away.

Pictogram info.png  The Horsemann will attack anything he walks into - this includes players and buildings. He generally will not pay attention to them unless the player who is IT is alongside a building.

Pictogram plus.png  Sentry Guns will target the Horsemann even when he is outside their normal range.

Pictogram plus.png  Because Sentry Guns never deal Critical hits (except Mini-Crits, which do not affect the Horsemann), your Sentry Gun can be an effective way to deal damage to the Horsemann without risking being marked as IT. Use the Wrangler for maximum damage.

Pictogram plus.png  The Shotgun and Pistol can both be effective against the Horsemann as their base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Widowmaker and Southern Hospitality.

Medic.png
Medic
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  If you do not have an ÜberCharge ready, it is best advised to stay away and build one up, as the Horsemann attacks in order of whoever is closest.

Pictogram info.png  Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role. Use your ÜberCharge on teammates so they can attack the Horsemann.

Pictogram plus.png  If you are really aggressive against the Horsemann, then the Vita-Saw can allow you to deploy ÜberCharges more quickly. The health penalty is negligible since the Horsemann's axe is an instant kill anyway.

Pictogram minus.png  It is risky to use the Quick-Fix or the Kritzkrieg against the Horsemann, as The Horsemann's melee attack takes 80% of the target's base (not current) health except against Übered players and Dead Ringer Spies. However, at a distance, the Kritzkrieg charge is effective at dispatching the Horsemann.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Blutsauger and Ubersaw.

Sniper.png
Sniper
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  The basic Sniper Rifle has medium effectiveness against the Horsemann, as headshots do not deal extra damage. However, charging shots is still worthwhile as the damage will properly scale against the Horsemann. The Machina will deal slightly more damage in this regard.

Pictogram plus.png  The Sydney Sleeper's faster charge rate makes it more useful than the standard Sniper Rifle, since the Sniper Rifle can not score headshots on the Horsemann.

Pictogram plus.png  Additionally, the Huntsman is the only Sniper weapon that can cause Critical hits upon headshotting the Horsemann.

Pictogram plus.png  The SMG is viable as a last resort weapon if the Horsemann is actively chasing you. You'll probably use up the three clips it has by the time he kills you anyway.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Bazaar Bargain, Cleaner's Carbine, Jarate, Tribalman's Shiv and Bushwacka.

Spy.png
Spy
vs HHH.png
Horseless Headless Horsemann

Pictogram info.png  The Dead Ringer's feign death ability will allow you to survive one hit; however, the Horsemann will continue to follow you even when cloaked.

Pictogram plus.png  The Revolver and the Enforcer are the most viable weapons to use, although they should only be used against the Horsemann if he is focused on another player.

Pictogram minus.png  The Spy is rather ineffective against the Horsemann, as a backstab only does normal knife damage, rendering its primary function useless.

Pictogram minus.png  The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, Mini-Crits, on-hit and on-kill attributes: Ambassador, L'Etranger, Your Eternal Reward / Wanga Prick, Conniver's Kunai and Big Earner.