Soldier match-ups
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— The Soldier on the enemy
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Class | Strategy | ||
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![]() Soldier |
vs. | ![]() Scout |
Both of you are strong at close range. Rocket jump to higher ground so you can keep track of the erratic Scout and fire at him from above. Use your Rocket Launcher’s splash damage so that you don’t have to land direct hits. If he is too far away or too hard to hit with your rockets, switch to your hitscan Shotgun. Some Scouts will make use of weapon heckling to force you to switch weapons; with good aim, the Shotgun can still be used over the Rocket Launcher at close range. While the Direct Hit can instantly kill a Scout at close range, the lack of splash damage will make hitting him with a rocket difficult. |
![]() Soldier |
vs. | ![]() Soldier |
When in a deathmatch against another Soldier, you want to make each rocket count. Use nearby cover to avoid his splash damage while aiming carefully yourself. Switch to the Shotgun instead of reloading your Rocket Launcher to finish him off. Having a height advantage is very important; damaging yourself with one rocket during a rocket jump is worth avoiding two of his. Rocket jumping over the enemy Soldier will not only allow you to rain down rockets, but also force him to land direct hits, a moderately difficult task with the Rocket Launcher. If the enemy Soldier is actively rocket jumping, you can rocket jump into the air yourself, use precise aim to land an aerial, or fire a rocket where he is going to land. |
![]() Soldier |
vs. | ![]() Pyro |
A Pyro who is skilled with the compression blast can render your rockets useless. At medium to long range, harass an enemy Pyro with your Shotgun. Once he gets close, continue to use the Shotgun or shoot rockets at his feet; the closer he is, the harder it is to reflect your rockets. Rocket jumping is particularly useful, both to create some distance and to get into the air, where the Pyro is hard-pressed to hit you with any of his weapons. The Black Box can be used to help negate a Pyro's afterburn with its healing, although you will have to be more precise with your shots or carry the Shotgun in case you empty your clip. |
![]() Soldier |
vs. | ![]() Demoman |
In terms of one-on-one encounters, the two of you are pretty evenly matched when it comes to damage output. Stay within medium range and maintain a direct line of sight, as your Rocket Launcher is easier to aim than his Grenade Launcher or Stickybomb Launcher. If you allow the Demoman to maintain a distance, he can freely shell you with grenades and charged Stickybombs. Rocket jumping can allow you to gain a height and distance advantage while making it difficult for the Demoman to land direct hits. To bypass his Stickybomb traps, use the Shotgun's pellets to disarm or a well placed rocket to scatter them. If the Demoman decides to rush you down with one of his shields, use the knock back from a rocket to pop him into the air and cancel his charge. |
![]() Soldier |
vs. | ![]() Heavy |
Don’t engage an enemy Heavy if his Minigun is already spun up; you will lose the ensuing one-on-one fight. He is slow, so harass him with your Rocket Launcher from high ground and around obstacles while denying him a direct line of sight. If his Minigun is not already revved up, you should be able to defeat him at close range by unleashing all your rockets and maybe a few Shotgun blasts. He is a relatively large and slow target, so the Direct Hit can be particularly effective against him. Rocket jump only to escape fights with a Heavy; you can’t quite afford the self-damage and the hitscan Minigun can still easily hit you in midair. |
![]() Soldier |
vs. | ![]() Engineer |
Your Rocket Launcher allows you to destroy Engineer buildings from a safe distance as well as damage the Engineer himself via splash damage. If the Engineer stays near his nest, target him or his Dispenser first to prevent any repairs. Ensure that you have good cover to duck in and out of, especially if the Engineer is using his Wrangler. Once the Engineer is away or dead, the Sentry Gun is simple to destroy. If you must directly take on a level 3 Sentry Gun, it’d be best to come back with the Battalion's Backup or a friendly Medic. |
![]() Soldier |
vs. | ![]() Medic |
A lone Medic is an easy target. The Medic is a high priority target, especially when he’s healing his teammates. Use your Rocket Launcher’s splash damage to attack both him and his patient at once. You can rocket jump above and past the Medic’s allies to dive-bomb him. Even if you just make him retreat, you are denying his team a major source of healing. |
![]() Soldier |
vs. | ![]() Sniper |
Your slow speed and high damage output make you a prime target for any Sniper. It is best to avoid open areas that Snipers often watch over. If you must directly approach an enemy Sniper, move erratically and harass him with a few rockets to mess up his aim. Rocket jump to quickly close the distance, but keep your trajectory inconsistent to avoid being shot out of the air. If you are unable to rocket jump, the Direct Hit or Liberty Launcher can be used to harass the Sniper from a distance. |
![]() Soldier |
vs. | ![]() Spy |
Your slow speed and tendency to deal heavy damage make you a prime target for any enemy Spy. Constantly be aware of your surroundings and any suspicious teammates. The splash damage from your Rocket Launcher and the spread of your Shotgun can aid in revealing a Cloaked Spy. Once he is discovered, the fight is simple. |
See also
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