Difference between revisions of "Turtling"

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(How to Break Through a Turtle)
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== How to Break Through a Turtle ==
 
== How to Break Through a Turtle ==
The simplest way is to [[Uber]] a [[Pyro]] or several Pyros at once. If they can get close enough they can cause lots of havoc. One or more [[Demomen]] would be the next best thing, since they would not need to get into the sentries' line of fire. A Heavy would be less recommended, due to the high [[knockback]] and his slow speed.
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* The simplest way is to [[Uber]] a [[Pyro]] or several Pyros at once. If they can get close enough they can cause lots of havoc. One or more [[Demomen]] would be the next best thing, since they would not need to get into the sentries' line of fire. A Heavy would be less recommended, due to the high [[knockback]] and his slow speed.
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* The reason turtling is effective is because of the high concentration of engineer buildings. This make is susceptible to a spy attack. A spyEngi infiltrating the base can  run around placing sappers on all the buildings. The engineers will have to deal with too many sappers to get rid of them all. Damage accumulates with sappers, so instantly replace any that are knocked off before the engineers can repair the damage. Use as part of a coordinated assault for best effect: i.e. wait until the engineers are distracted and then repeatedly sap everything.
  
  

Revision as of 12:05, 4 July 2010

Don't hide behind your toys, lad!
The Demoman

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 and 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 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 to be 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 Sentries and waiting for the enemy to come to them, rather than attacking the enemy and so prolonging the round.

How to Break Through a Turtle

  • The simplest way is to Uber a Pyro or several Pyros at once. If they can get close enough they can cause lots of havoc. One or more Demomen would be the next best thing, since they would not need to get into the sentries' line of fire. A Heavy would be less recommended, due to the high knockback and his slow speed.
  • The reason turtling is effective is because of the high concentration of engineer buildings. This make is susceptible to a spy attack. A spyEngi infiltrating the base can run around placing sappers on all the buildings. The engineers will have to deal with too many sappers to get rid of them all. Damage accumulates with sappers, so instantly replace any that are knocked off before the engineers can repair the damage. Use as part of a coordinated assault for best effect: i.e. wait until the engineers are distracted and then repeatedly sap everything.