Community Sawmill (King of the Hill) strategy

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General

  • Each team has access to ramps leading to the rooftops surrounding the center shed. These can be used to identify enemies coming through the adjacent areas towards the spawn. Additionally, the rooftops allow entry into the center shed. The stairs near these entrances are good for picking off enemies down on the main point.
  • While capturing the control point, you can use the moving saw blades as cover. This allows you to deny enemies the ability to shoot at you from outside.
  • Unlike many Arena maps, water is abundant in Sawmill. Combined with easy access to health pickups, the map encourages tactical retreats in the face of unlikely odds. Pyros would be well advised to chase and prevent alight enemies from reaching the water sources.
  • The saw blades provide an opportunity to those classes with knockback abilities such as the Pyro and Scout. Knocking opponents into the saw blades results in an instant kill, and can be a useful strategy for combat within the center shed.


40 Scout

  • Scouts work wonders here, use the rooftops and you will be on the enemy's Intelligence room in a blast.


40 Soldier

40 Pyro

40 Demoman

  • Demomen with the Scottish Resistance can place stickies on the intelligence while continuing to defend other spots. This is incredibly powerful for a steady defense on the intelligence while retaining chokepoint defense.


40 Heavy

40 Engineer

  • The stairways from either spawn to the control point make for excellent sentry spots, especially useful to set up a quick sentry in time for a push onto the point.


40 Medic

40 Sniper

  • Remember that Snipers can shoot at the control point from near their spawn rooms. If you're on the point, don't stop moving.


40 Spy

  • Spies can take the waterfall side tunnel to the other team's spawn, then climb the crates for easy access to the enemy team's rooftops. Then with the Cloak and Dagger equipped, they can hide behind one of the roofs and see when enemies come out. Then they can time their uncloak and backstab as they pass, without being seen.