Difference between revisions of "Rush"
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==Class Rush Strategies== | ==Class Rush Strategies== | ||
===Scout Rush=== | ===Scout Rush=== | ||
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{{Quotation|'''The Scout'''|Let's get 'em!|sound=Scout_battlecry02.wav}} | {{Quotation|'''The Scout'''|Let's get 'em!|sound=Scout_battlecry02.wav}} | ||
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===Soldier Rush=== | ===Soldier Rush=== | ||
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The '''Soldier rush''' is quite deadly at close to medium range with an entire volley of rockets being harder for the enemy team to dodge. Your shock tactics and high mobility may allow you to steamroll over the enemy for a quick and decisive victory. A Soldier rush can be foiled however by a combination of [[sticky bomb]] carpets, [[Sniper]]s and/or [[Spies]]. Also without [[Medic]]s on hand, your Soldiers will suffer high damage that is unlikely to be healed, though [[Equalizer]]s will substitute for that to kill off distracted opponents. Pyros setting multiple Soldiers on fire can spell doom for the rush. All in all, the Soldier rush is a "do or die" tactic, where you will either win easily, or die quickly. Some Soldiers will carry [[Buff Banner]]s to aid the assault. | The '''Soldier rush''' is quite deadly at close to medium range with an entire volley of rockets being harder for the enemy team to dodge. Your shock tactics and high mobility may allow you to steamroll over the enemy for a quick and decisive victory. A Soldier rush can be foiled however by a combination of [[sticky bomb]] carpets, [[Sniper]]s and/or [[Spies]]. Also without [[Medic]]s on hand, your Soldiers will suffer high damage that is unlikely to be healed, though [[Equalizer]]s will substitute for that to kill off distracted opponents. Pyros setting multiple Soldiers on fire can spell doom for the rush. All in all, the Soldier rush is a "do or die" tactic, where you will either win easily, or die quickly. Some Soldiers will carry [[Buff Banner]]s to aid the assault. | ||
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===Heavy Rush=== | ===Heavy Rush=== | ||
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The '''Heavy rush''' is a tactic where you use the superior health and firepower of multiple Heavies to create a steamrolling vanguard few opposing teams can withstand. However, with low mobility and the absence of [[Medic]] partners this can prove a risky tactic. Eventually, the enemy is likely to overpower you and your slow speed may prevent you reforming the vanguard before the enemy have set up stronger defenses. On an unprepared foe this tactic can be devastating, though they are likely to be prepared a second time, and counter. | The '''Heavy rush''' is a tactic where you use the superior health and firepower of multiple Heavies to create a steamrolling vanguard few opposing teams can withstand. However, with low mobility and the absence of [[Medic]] partners this can prove a risky tactic. Eventually, the enemy is likely to overpower you and your slow speed may prevent you reforming the vanguard before the enemy have set up stronger defenses. On an unprepared foe this tactic can be devastating, though they are likely to be prepared a second time, and counter. | ||
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===Engineer rush=== | ===Engineer rush=== | ||
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The '''Engineer rush''' is normally ineffective except in specific circumstances. This tactic is best used with a large number of [[Gunslinger]]s ready to place [[Combat Mini-Sentry Guns]] to cover the construction of regular [[Sentry Gun]]s. In general, Engineers lack high direct damage attacks and Sentry Guns take time to build. It is often best to let the enemies get themselves killed on your Sentry Guns before rushing forward against their reduced numbers. This is far more effective on defensive maps and games such as the RED team in Payload maps, and it can also be used for more effective [[turtling]]. | The '''Engineer rush''' is normally ineffective except in specific circumstances. This tactic is best used with a large number of [[Gunslinger]]s ready to place [[Combat Mini-Sentry Guns]] to cover the construction of regular [[Sentry Gun]]s. In general, Engineers lack high direct damage attacks and Sentry Guns take time to build. It is often best to let the enemies get themselves killed on your Sentry Guns before rushing forward against their reduced numbers. This is far more effective on defensive maps and games such as the RED team in Payload maps, and it can also be used for more effective [[turtling]]. | ||
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[[Category:Strategy]] | [[Category:Strategy]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 20:00, 9 November 2010
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: none given Please see Team Fortress Wiki style guide for information on how to improve this article. |
“ | If you know what's good for ya, you will run!
Click to listen
— The Soldier
|
” |
The Rush is an offensive strategy involving members of a team selecting a single class and attempting to push through the enemy together for a brief period.
Coordination and the element of surprise are required for the Rush to work. The aim is to use the chosen class's advantages, along with sheer numbers, to overcome the opposing force. Often than not, the Rush may result in an opportunity to seize an objective, resulting in a quick decisive victory.
Contents
Class Rush Strategies
Scout Rush
“ | Let's get 'em!
Click to listen
— The Scout
|
” |
The Scout rush strategy requires all team members (or at least a large majority of the team) to choose the Scout class and 'rush' towards the objective, such as the center Control point on traditional Control point maps such as Granary or Well. The large number of agile Scouts all taking advantage of their double capture speed makes it likely they will capture the center point before the other team has enough manpower in the area to contest it. While the capture is still in progress, the remaining Scouts use their speed to slip past the advancing front of the opposing team to the perimeter control point and then the final point.
Scout rushes can also work on Capture the Flag maps. Several Scouts taking different routes into the enemy base may overwhelm the emerging enemy team and not give opposing Engineers enough time to erect Sentry Guns.
Note: Some servers impose a limit upon number of players in any given class. Limits on the Scout class can reduce Scout rush effectiveness.
The best counter for a Scout rush is several Sentry Guns, as their automatic tracking renders the quick speed of the Scout nearly useless. Multiple Pyros are also a good counter, due to the spread of the Flamethrower and the fact that the afterburn will remove nearly half of a Scout's health. A Natasha-wielding Heavy may also spell death at longer rangers; especially if he has Medic support.
Soldier Rush
The Soldier rush is quite deadly at close to medium range with an entire volley of rockets being harder for the enemy team to dodge. Your shock tactics and high mobility may allow you to steamroll over the enemy for a quick and decisive victory. A Soldier rush can be foiled however by a combination of sticky bomb carpets, Snipers and/or Spies. Also without Medics on hand, your Soldiers will suffer high damage that is unlikely to be healed, though Equalizers will substitute for that to kill off distracted opponents. Pyros setting multiple Soldiers on fire can spell doom for the rush. All in all, the Soldier rush is a "do or die" tactic, where you will either win easily, or die quickly. Some Soldiers will carry Buff Banners to aid the assault.
Demoman Rush
A Demoman rush or Demo rush combines a solid defense with strong offensive capabilities, with volleys of stickies preventing the enemy from moving forward or even leaving the gate. If they manage to get on the point and booby trap the entrances to the area then they can weather a sustained assault. The Pain Train is a very helpful weapon to carry if your focus is on capturing Control Points. A Demoman Rush is one of the few class rushes that is able to overcome an ÜberCharged pair. However, the rush is vulnerable to Spies and skilled Pyros. Many Demomen rushes consist of the team using a combination of Sticky bombing Demomen (Using the regular Stickybomb Launcher) and Chargin' Targe Demomen.
Heavy Rush
The Heavy rush is a tactic where you use the superior health and firepower of multiple Heavies to create a steamrolling vanguard few opposing teams can withstand. However, with low mobility and the absence of Medic partners this can prove a risky tactic. Eventually, the enemy is likely to overpower you and your slow speed may prevent you reforming the vanguard before the enemy have set up stronger defenses. On an unprepared foe this tactic can be devastating, though they are likely to be prepared a second time, and counter.
A subset of this rush is a Heavy+Medic Rush, in which half the team are Medics and the other half Heavies. This allows for a series of ÜberCharges that can quickly destroy any unprepared enemy defenses.
Engineer rush
The Engineer rush is normally ineffective except in specific circumstances. This tactic is best used with a large number of Gunslingers ready to place Combat Mini-Sentry Guns to cover the construction of regular Sentry Guns. In general, Engineers lack high direct damage attacks and Sentry Guns take time to build. It is often best to let the enemies get themselves killed on your Sentry Guns before rushing forward against their reduced numbers. This is far more effective on defensive maps and games such as the RED team in Payload maps, and it can also be used for more effective turtling.