Difference between revisions of "Turtling"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Turtling (Review RC#128005))
(just repeats of what is on the page)
Line 9: Line 9:
 
*As with most strategies a coordinated assault is the ideal way to break down a Turtle. Multiple [[ÜberCharge]]s of high damage output classes such as [[Demomen]] and [[Pyro]]s combined with [[Spies]] sapping the Engineers buildings will soon clear the area and allow the rest of the team through. [[Heavy|Heavies]] are generally less recommended, due to the heavier knockback.
 
*As with most strategies a coordinated assault is the ideal way to break down a Turtle. Multiple [[ÜberCharge]]s of high damage output classes such as [[Demomen]] and [[Pyro]]s combined with [[Spies]] sapping the Engineers buildings will soon clear the area and allow the rest of the team through. [[Heavy|Heavies]] are generally less recommended, due to the heavier knockback.
 
*Single uncoordinated Übers or lone Spies will generally fail as they will not take down enough of the opposing team or Sentry Guns and Dispensers to succeed.  
 
*Single uncoordinated Übers or lone Spies will generally fail as they will not take down enough of the opposing team or Sentry Guns and Dispensers to succeed.  
*Hit & Run tactics will work too, Critic Übercharge with Demomen can be used in this way: you stand next to a wall and pop up every second or 2 while attacking the Sentry Guns.
+
 
*2 medics per-person a heavy with 2 medics that each one uses a different ÜberCharge can easily break the turtle tactic, this will also work with the demo man or Pyro.
 
*Ninja Spy - Cloak and Dagger need to be used for this, you just hide there until your team makes the attack after that you just sap every thing up and make them go crazy while facing your team.
 
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Revision as of 07:57, 21 October 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 to 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 having a 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 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 Sentry Guns 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

  • As with most strategies a coordinated assault is the ideal way to break down a Turtle. Multiple ÜberCharges of high damage output classes such as Demomen and Pyros combined with Spies sapping the Engineers buildings will soon clear the area and allow the rest of the team through. Heavies are generally less recommended, due to the heavier knockback.
  • Single uncoordinated Übers or lone Spies will generally fail as they will not take down enough of the opposing team or Sentry Guns and Dispensers to succeed.