Turtling
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Turtling is the player-given name (referring to a turtle retreating into its shell) for when the majority of a team stay behind their own lines during a match rather than attacking to strongly reinforce a specific crucial location. This is usually very near or inside either their Intelligence room or main control point. This strategy is mostly employed by groups of Engineers who fortify a location with multiple Sentry Guns. Turtling could be considered a method of Camping. It is not to be confused with having a strong defense, where the team has a good balance of Offensive and Defensive classes.
Turtling is frowned upon by most players as it is considered a cheap strategy which makes it too difficult for the attacking team to capture, usually resulting in Sudden death. It is also discouraged during sudden death itself, as opposing Engineers can end up guarding their own Sentry Guns and waiting for the enemy to come to them, rather than attacking the enemy and so prolonging the round.
How to be an Effective Turtle
- Ironically, despite how team-oriented a Turtle is, an Engineer will often find himself alone, manning his equipment. A wise Engineer should never leave his equipment for more than a few moments, lest an enemy (most likely a Spy) could arrive and destroy the camp with no Engineer to repair the damage.
- Teleporters, while an integral part of a "Turtle nest," should not be near the Sentry Gun or Dispensers, as a stray rocket or grenade, which would've ordinarily destroyed the Sentry Gun and Dispenser, could also destroy the Teleporter. The mobility provided by the Teleporter can be vital during a final push on a Control Point or Payload cart, and losing that mobility could cost the team victory.
- There is strength in numbers. With each additional Engineer, the odds of the nest surviving the round increases exponentially.
Tips on How to Break Through a Turtle
- As with most strategies a coordinated assault is the ideal way to break down a Turtle. Multiple ÜberCharges of high damage output classes such as Demomen and Pyros combined with Spies sapping the Engineers buildings will soon clear the area and allow the rest of the team through. Heavies are generally less recommended, due to the heavier knockback.
- Kritzkrieg Ubers are typically not recommended, as buildings are immune to Crits. A couple of well placed Critical Rockets, however, could kill off the turtling Engineers, letting a Spy clean up the Sentry Guns unhindered.
- Send in an ÜberCharge right after a Spy to kill as much as possible. This becomes exponentially more effective if the rest of the offensive team is hiding behind the Ubered pair, as Sentry Guns target the closest enemy, which you want to be your invulnerable teammate. This also helps with the knock back when attempting to push forward and break their defense.
- Single uncoordinated Übers or lone Spies will generally fail as they will not take down enough of the opposing team or Sentry Guns and Dispensers to succeed.
- Do not underestimate the power of Dispensers. If a Sentry Gun is destroyed but its accompanying Dispenser is not, then a new level three sentry can be back online in less than a minute.
- Keep in mind that the strength of a Sentry Gun-based Turtle is the team building multiple Engineers can employ. Properly organized, a team of three to six Engineers can get a pair of level 3 Sentry Guns up in seconds with the rest of the Turtle following soon after. A forward base with a level 3 Teleporter manned by an Engineer can bring re-spawned teammates to the front quicker where they can disrupt the rebuild of the Turtle. Unless there are Spies threatening this forward base, this Engineer should still fight in the front to offer greater assistance in breaking the Turtle.
- When in sudden death, it's best to go for the Engineers directly, as any buildings they have constructed will be instantly destroyed upon their demise.