Anti-Soldier strategy
“ | Oi, lend us yer shovel, so I can dig yer grave!
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— The Sniper
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The Soldier is a well-rounded, bulky class that is capable of both taking and dealing a decent amount of damage. While slow on foot, the Soldier is known for his trademark ability to rocket jump, which allows him to quickly maneuver around a map. He is most effective at close range or on high ground, where he can use the powerful splash damage from his rockets to reliably dispatch foes. The Soldier has a number of different loadout options that, according to the situation, allow him to increase his offensive or defensive capabilities as well as buff teammates, making him extremely versatile. Although lacking many exploitable weaknesses, the Soldier is not the master of any one trade; for example, the Scout is faster while the Demoman and Heavy can deal more damage.
Contents
General
Attributes | Anti-Soldier strategy |
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Role |
Due to the Soldier’s versatility, he is capable of performing many different tasks, such as assaulting an enemy base, defending mission objectives, or picking off important enemy targets. No matter what you are doing, always be prepared to deal with a Soldier. |
Health |
The Soldier has a relatively large amount of health, allowing him to keep fighting for long periods of time. |
Speed |
The Soldier's base speed is low. However, he can make use of rocket jumps, the Equalizer, or the Disciplinary Action for quick bursts of speed. If kept grounded, he should be easier to hit. |
Power |
The Soldier’s rockets are highly damaging, but are less powerful and can more easily be dodged as the distance between the two of you increases. |
Weapons
Primary Weapons
Weapon | Anti-Soldier strategy |
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Rocket Launcher |
While the projectiles from the Rocket Launcher travel fairly slowly, a Soldier will typically aim at your feet to hit you with the splash damage. Thus, seizing the high ground or keeping a distance makes it more difficult for him to hit you. Additionally, the Rocket Launcher has a low magazine size and reloads slowly; if a Soldier misses his shots, he becomes extremely vulnerable afterwards. |
Direct Hit |
Rockets from the Direct Hit move faster and are capable of killing weaker classes in one hit at close range. However, the splash damage radius is extremely low, so keep a moderate distance from the Soldier so that you can more easily dodge his shots. If launched into the air by a rocket, continue maneuvering to avoid being airshot. |
Black Box |
The Black Box heals the Soldier for a small amount when its rockets hit an enemy, allowing him to stay in combat for prolonged periods of time. However, its reduced clip size leave him vulnerable once he’s expended his three shots. Rather than simply exchanging harassment, take out the Soldier before he can recover from any damage. |
Rocket Jumper |
Although there is no practical use for the Rocket Jumper In serious gameplay, a Soldier might use it to quickly maneuver around the map to secure important positions. The Rocket Jumper deals no damage, so you shouldn’t have any trouble against a Soldier wielding it. |
Liberty Launcher |
The Liberty Launcher’s rockets maintain the standard splash radius but travel as fast as those from the Direct Hit. While dodging the Soldier’s shots may be more difficult, he only has three shots and thus becomes vulnerable more quickly. |
Cow Mangler 5000 |
The Cow Mangler 5000's small penalties in damage and reload time are minor, so treat it as a regular Rocket Launcher with one extra shot. If the Soldier tries to utilize the powerful charged shot, attack him; is he immobile during the long charging process and the shot expends his entire clip. While a Solider using the Cow Mangler 5000 can disable buildings, he still deals reduced damage to them, making him less effective against a Sentry Gun encampment. |
Original |
Aside from a few minor differences, the Original functions similarly to the Rocket Launcher and should be treated as such. |
Secondary Weapons
Weapon | Anti-Soldier strategy |
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Shotgun |
While not as powerful as the Rocket Launcher, the Shotgun is still a strong weapon at close to medium range. A Soldier will typically use it after he is out of loaded rockets, or does not wish to damage himself with the rockets' splash. Either way, he is more vulnerable to attack when he is wielding the Shotgun as opposed to his primary weapon. |
Gunboats |
A Soldier with the Gunboats will often use the reduced self-damage from rocket jumping to reach high ground without suffering too much damage. Without his Shotgun, he is less effective in direct combat. |
Reserve Shooter |
The Reserve Shooter is capable of landing Mini-Crits on airborne targets, even if the target is simply jumping, so stay grounded. If bounced into the air by a rocket, air strafe to avoid his fire and do your best to quickly reach solid ground. The Reserve Shooter's reduced magazine side makes it less reliable of a sidearm than the Shotgun. |
Mantreads |
A Soldier using the Mantreads will receive considerably less knock back from most damaging sources, allowing him to more easily maintain a high ground advantage. Like with the Gunboats, he is deprived of a secondary weapon. Keep an eye out for any airborne Soldier; aside from firing rockets at you, while he might not try to utilize the Manthreads' stomp damage, he will almost always rain rockets down on you from above or try to utilize the Manthreads' stomp damage. |
Righteous Bison |
The Righteous Bison deals considerably less damage than the Shotgun but pierces through enemies and is effective at medium range harassment. Avoid clustering near your teammates to reduce the effectiveness of its piercing shots, as well as the splash damage of the Soldier's rockets. |
Banners
- Killing the Soldier using a banner buff will end the effect immediately. Aim for him first, if possible.
- A Soldier's teammates must be within close proximity to him in order to receive his buff. Against such a cluster of enemies, splash damage and other attacks affecting multiple enemies, such as Jarate or the Flamethrower, becomes incredibly effective.
- Soldiers will often make a quick retreat in search of their team once they have a full charge. If you see this happen, give chase and kill them before they reach reinforcements.
- Soldiers using a banner lack a mid-range weapon. Fight from a distance where you can avoid any rockets fired, or, under dire circumstances, get close enough so that the Soldier also harms himself by his rockets.
Weapon | Anti-Soldier strategy |
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Buff Banner |
Attack from under cover for the duration of this buff; while Mini-Crits are not as strong as critical hits, they are still dangerous and can take down an unprepared team. Fire and bleed damage can also mini-crit, so beware of taking damage from any weapons that induce these effects. |
Battalion's Backup |
This buff will reduce damage taken by 35% and negate all critical hits for its duration. Quickly eliminate the Soldier to resume dealing full damage to his teammates. A Soldier can only use the Battalion's Backup once he has lost 350 HP; this means he needs to heal himself multiple times if he wants to live long enough to activate the buff. Prevent him from reaching a Medic or Resupply Cabinet, and from picking up health kits. |
Concheror |
Have you and your team keep their distance and/or take cover if an enemy Soldier activates his Concheror, to prevent him and his team from replenishing their health by damaging you. A well-organized team should concentrate their fire on one target at a time, as any buffed enemy left to their own devices will quickly regain any health they have lost. The ideal target is, of course, the Soldier who created the buff. |
Melee Weapons
Weapon | Anti-Soldier strategy |
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Equalizer |
If an enemy Soldier is running quickly with the Equalizer out, it may be more useful to try and pick him off with a hitscan weapon such as the Shotgun or Pistol; most of the time, a Soldier uses the speed boost of the Equalizer in order to reach the safety of allies, health kits, and/or his team's Resupply Cabinet. On the other hand, if he's moving towards you, be sure to kill him before he can reach you, as his speed and attack will greatly increase as he nears death. |
Pain Train |
If you see a Soldier with the Pain Train, take advantage of his increased vulnerability to bullets, and watch your control points more carefully, as the extra capture speed can prove significant. |
Half-Zatoichi |
A Soldier who draws out his Half-Zatoichi cannot switch to another weapon until he kills someone with it. Use this to your advantage, as he will be helpless if you harass him outside of his melee distance. Be careful starting a fight with a Soldier who just killed one of your teammates with this weapon, as he will be back to full health and can switch to his other weapons. If you are also wielding a Half-Zatoichi, have some teammates distract the Soldier while you land a surprise killer blow. |
Market Gardener |
Try to attack a Soldier who has the Market Gardener while on the ground, since he cannot deal crits unless he is airborne via Rocket Jumping. That said, beware of ledges where Soldiers can rocket jump up to and strike you. Try not to idle in place either, as a Soldier may attempt to ambush you from above. |
Disciplinary Action |
If an enemy Soldier has the Disciplinary Action out, you will likely have to contend with his teammates first, who have been given a temporary speed boost after being struck with the weapon. If you can force a Soldier to use it against you, you should have a slight advantage due to the Disciplinary Action's 25% damage penalty. |
Item sets
Set | Anti-Soldier strategy |
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A Soldier using the Tank Buster set will be 20% more resistant to Sentry Gun damage, but his Black Box can only carry three rockets at a time, and he lacks a sidearm. If you encounter this Soldier, try to finish him off; letting him escape would allow him to recover and prepare his Battalion's Backup. Due to the defensive nature of this set, avoid fighting a Tank Buster in his own territory, since he would have the distinct terrain advantage. | |
A Soldier wearing this set will likely stay with teammates, speeding them and himself up by using his Disciplinary Action. If he does get separated, he only has his Rocket Launcher as a reliable source of damage. Try not to linger in places where a Soldier could fall on you. | |
As the name implies, this set focuses on aerial combat. So try to keep your distance to avoid being juggled. If he tries to rocket jump towards you to land a crit with his melee weapon, just move away and take advantage of his decreased clip size. | |
This set is geared towards fighting groups of enemies, so maintain a distance between your teammates to make the Soldier's attacks less effective. Take advantage of the reduced damage his weapons deal to buildings by leading the Soldier into Sentry Guns; just be sure he doesn't hit any with the Cow Mangler 5000's charged shot, or they'll be temporarily disabled. |
See also
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