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, the reduced clip size leaves him vulnerable after he’s expended his three shots. |
Cow Mangler 5000 |
The Cow Mangler 5000 small penalties in damage and reload time are negligible, so treat it as a regular Rocket Launcher with one extra shot. If the Soldier tries to use the powerful charged shot on you, he is most vulnerable when charging renders him immobile or immediately after firing, since the charge shot uses up the entire magazine. |
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 as close to medium ranges. A Soldier will typically use it when 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 to safely reach high ground. Without his Shotgun, he is less effective in direct combat. |
Reserve Shooter |
The Reserve Shooter is capable of landing Mini-Crits on airborne targets. 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 less 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; while he might not try to utilize the Manthreads' stomp damage, he will still rain rockets down on you from above. |
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 |
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Battalion's Backup |
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Concheror |
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Melee Weapons
Weapon | Anti-Soldier strategy |
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Equalizer |
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Pain Train |
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Half-Zatoichi |
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Market Gardener |
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Disciplinary Action |
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Item sets
Set | Anti-Soldier strategy |
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See also
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