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* The key to a successfull defense of this checkpoint lies within two buildings: The '''Watchtower''' and the '''House'''. The Watchtower's importance stems from the fact that it is a valuable peice of high ground, thus providing a crucial advantage to the Red team. It also has a direct line of sight to the Cart and it's tracks, allowing the Red memebers who are positioned on top of it to easily spot anyone attempting to push the Cart below them. All of these desirable traits make the Watchtower a suprene defensive position, capable of withstanding many attacks thrown at it.  
 
* The key to a successfull defense of this checkpoint lies within two buildings: The '''Watchtower''' and the '''House'''. The Watchtower's importance stems from the fact that it is a valuable peice of high ground, thus providing a crucial advantage to the Red team. It also has a direct line of sight to the Cart and it's tracks, allowing the Red memebers who are positioned on top of it to easily spot anyone attempting to push the Cart below them. All of these desirable traits make the Watchtower a suprene defensive position, capable of withstanding many attacks thrown at it.  
 
* However, the Watchtower isn't perfect, since it haves one fatal flaw: the Blu team can simply flank around it. This is when the House comes into play. The House is important, duo to the fact that it almost perfectly covers the Watchtower's weakness by being positioned almost right on top of the aforementioned flank route. A couple of defenders accompanied by a Sentry nest located here, will surely stop any Blu flankers from attempting something sneaky.
 
* However, the Watchtower isn't perfect, since it haves one fatal flaw: the Blu team can simply flank around it. This is when the House comes into play. The House is important, duo to the fact that it almost perfectly covers the Watchtower's weakness by being positioned almost right on top of the aforementioned flank route. A couple of defenders accompanied by a Sentry nest located here, will surely stop any Blu flankers from attempting something sneaky.
 
  
 
'''Checkpoint B'''
 
'''Checkpoint B'''

Revision as of 19:28, 29 July 2021

General strategy

Offense

This strategy section will be told from the Blu's point of view

Stage 1

Checkpoint A

  • Capturing the Checkpoint A shouldn't be too much of a problem for the Blu team. It's lack of any good defensive positions or chokepoints allow them to swiftly overcome the enemy, and achieve victory.
  • But despite the low difficulty of capturing this specific point, there are still some locations the attackers need to watch out for in order to secure the objective as fast as possible. A good example of this would be the Raised Tracks up on the Blu's left side. This particular location offers excellent height advantage to the defenders, who'll be able to bombard the Blu as they're in the process of leaving their spawn. However, even this position is filled with numerous flaws, such as a severe lack of any health or ammo packs, or meaningful cover for that matter. Duo to this, a couple of Blu Soldiers or Demomen, which left the spawn via the right most exit, can quit easily spam out the defenders up there from a far. Once the Raised Tracks have been defeated, the Blu team may now capture the Cliffs and move onto the next defensive position, the Hut
  • Luckly for the attackers, the Hut is actually very easy to secure. Simply surrounding it and then spamming out the defenders inside with explosives will usually do the trick. If that isn't enough, then an Übercharged pair going through the building and systematically destroying everything in it will surely take care of this last, Red holdout. Although, this is is basically a waste of a good Über, as taking over the Hut can be accomplished relatively easily even without one.

Checkpoint B

  • The key to winning over the Checkpoint B lies in one single building, the Attic. This wooden structure is so important simply because of the fact that its placed almost directly above the cart's tracks. As a result of such an excellent position, Red members situated up there can comfortably bombard poor attackers attempting to push the cart below them. Thus making it impossible for the Blu to even think about capturing the point until the Attic is secured.
  • There is really only one route for the Blu team to use when attempting to capture the Attic. They can either go through the Tunnel (Not recommended) or climb up a set of stairs and drop down into the Attic's ground floor. Once there, capturing the first floor of the Attic should be a relatively easy task to do, considering the large health pack at the Blu's disposal. The second floor, on the other hand, is a another story. If the Red team has enough time at their disposal, they are more then likely to set up layers of Sentry Nests, Demomen and Soldiers up there. All of them making it impossible for any Blu members to climb up to the upper floor. Duo to this, an ÜberCharge is usually the attacking team's only hope of clearing out the Attic and securing it for themselves.
  • If the Blu team manages to conquer the Attic, then they have practically won already. Assuming there is still time left, capturing the second checkpoint is basically a piece of cake, as the people pushing the cart don't have to worry about being attacked from above.

Stage 2

Checkpoint A

  • Capturing the first checkpoint on this stage is a lot harder. The Blu team will start with a severe height disadvantage and will only have two ways to push out of their spawn; the left exit and the right exit. The left exits leads to a path under the house - useful for flanking classes. Meanwhile the remainder of the team should use the right exit, since it brings them directly to the cart.
  • As the Blu team is pushing out of the right most exit, they should be looking to take over the Watchtower, a group of elevated structures located on the map's right side with a watchtower in their middle. Duo to the high ground it offers, Watchtower is often the central defensive position from which Red members can closely monitor the cart and anyone attempting to push it. Because of this, the Blu team has to seize control of the Watchtower if they wish to take the first checkpoint.
  • Capturing Watchtower can be achieved in two steps. Firstly, the Blu team should use an ÜberCharge in order to take out common Sentry positions found on it. After the Sentries have been destroyed and the Über fades away, classes which can blast jump should get on top of the Watchtower and clean up any remaining enemies.
  • With the Watchtower firmly in Blu's hands, Red defender will retreat back to the House in order to attempt a last stand. However, just like the Hut on the previous stage, the House can be easily encircled and spammed out with explosives. As a result, the Blu should be able to easily destroy it and capture the first point.

Checkpoint B

  • In order to secure the checkpoint B, Blu team will first need to take control of the two major areas leading up to it. Those would be the Choke area and the Final Area. The Choke area is located right outside the Tunnel through which the cart runs. It is defined by the walls of the Battlements on its left side, and the Main Buildings on its right. The Final area, on other hand, is the place where the second checkpoint resides. It's located between the Main Buildings and the last Red spawn. Since the Choke area precedes the Final one, it obviously needs to be captured first.
  • There are two routes leading to the said Choke area. You can access it either by going through the Tunnel, or via the Battlements. The Tunnel is by far the fastest and the most direct path to the Choke, but duo to its cramped spaces and tight corridors, its also the most dangerous one. If the Red team manages to set up a strong defense on the other side, an ÜberCharge is basically required in order to to safely traverse it. Meanwhile the Battlements are a lot safer path and also provide high vantage points overlooking the majority of the Choke area, but they are a bit longer and time costlier. Overall, attacking Red defenses from the Battlements is your safest bet if you don't have an Über. If however, the opposite is true. Then using that Über to launch an assault from both the Battlements and the Tunnel is the best course of action.
  • After the Choke area has been secured, the Blu team now needs to capture Final area. The quickest and simplest way this can be achieved is to, once again, use an ÜberCharge in order to jump out of the Main Buildings and directly into the Final Area. Doing this will result in the Übercharged pair landing practically right on top of the two most common Sentry spots, allowing them to swiftly destroy those Sentries and then mow down the rest of the team. But if the Blu doesn't have an Über once again, then the other way of capturing the Final area is to use a giant flank route on the right side. When enough Blu members use this flank, they'll probably overrun the Red defenses and capture the point.

Stage 3

Checkpoint A

  • The entire area of the first checkpoint revolves around two, very important locations: the Truck House, and the Platform. These two places are positioned on both sides of the Cart's tracks, sandwiching the Cart in between them. Duo to the Cart beginning the round on the low ground, players standing on top of the two aforementioned locations will not only have a direct line of sight to the payload, but also a significant height advantage over the attackers attempting to push it. Because of all the advantages the said two positions give, Blu team is required to capture them first, before going after the checkpoint itself.
  • Capturing the Platform isn't as hard as some may think. The left exit leading out of the Blu's spawn grants access to an elevated area just in front of the Platform. This unnamed position is quit useful, as the slight height advantage it provides can be used to flush out the defenders on he Platform by spamming them out. Once the Platform is occupied, the Blu team now needs to move onto the Truck House before its safe to push the Cart up the Basin.
  • However, clearing out the Truck house is certainly a lot more difficult then doing the same to the Platform. Other then the flank route provided by the left exit, there are no direct paths available to the Blu which lead to the Truck House. The only way to reach it is to either jump from the Platform and across the Basin (Hence the reason for capturing the Platform first) or to blast jump from the middle exit and directly to the it. Once there, be prepared to meet a Sentry nest and the angry Red team attempting to take the Truck House back.
  • After a round of fierce fighting, the Blu team should finally have both the Truck house and the Platform under its thumb. With those two important locations secured, capturing the checkpoint A should practically be a "walk in the park" for the Blu.

Checkpoint B

  • In order to reach the checkpoint B, the Blu first needs to push the payload through a long and narrow hallway. Unfortunately for the offensive team, there are no flank routes leading around this hallway. No way to circumnavigate it. You have to go through it in order to reach the next checkpoint.
  • Duo to the lack of any alternative paths, the Blu team will have to brute force their way through the Hallway. Doing this will often require an ÜberCharge, since the Hallways is usually very well defended by multiple Sentry Guns and Red teammates.

Checkpoint C

  • Lets first discuss all the possible ways an attacker could potentially enter the area of the final checkpoint. There are three paths at the Blu team's disposal: they can either enter through the House on the right, traverse the Chokepoint in the middle, or sneak through the Sniper's Deck up on the left side. All three of these paths have their own set of advantages and disadvantages, and all of them offer different opportunities.
  • The Chokepoint is by far the shortest and the quickest avenue leading to the final point, but its also the hardest one to go through in one piece. As the name implies, this route is in fact a Chokepoint, meaning that its constantly getting spammed out by explosives and is very movement restricting. Duo to these reasons, its highly recommend to avoid the Chokepoint unless you have an ÜberCharge ready or the enemy hasn't had time to set up a resilient defense.
  • The route leading through the House is a bit more sneakier then the previous one, since using it will land you in a relatively concealed area over on the right side of the Red Yard. This position is also quit safe, duo to there being a big truck which you can retreat behind after launching attacks at the defenders. In addition to that, the House is the prime place to Über out of, as you can surprise many Red teammates by suddenly emerging from behind the aforementioned truck leaving them no time to escape.
  • Another flank route which can be utilized by the Blu is the Sniper's deck up on the Red's left side. This avenue is a lot more bigger and spacious, while still providing out-of-range sightlines to common Red Sentry positions and the Engineers repairing them. Because of these numerous advantages, the Sniper's Deck is arguably the best route at the attacking's team disposal, especially if they don't have an Übercharge at hand. Its so good that even a Blu Engineer can safely set up an offensive Sentry position on it, giving the attackers a friendly place to retreat after harassing the Red team.

Defense

Stage 1

This strategy section will be told from the Red point of view

Checkpoint A

  • The Red strategy on the first point of Stage 1 is fairly simple, don't overcommit and don't be afraid to retreat. Duo to the way this section of the map is structured, trying to protect the objective is immensely difficult. Even if the Red team tries their best to hold onto it, an average offensive team with any kind of a problem-solving capabilities will more then likely be able to capture the checkpoint in question. However, all of this doesn't mean that the point should be abondend right away. There are still some decent locations the defenders can occupy in hopes of protecting the objective. Or at the very least, delaying its capture till the very last moment.
  • A good example of this are the Raised Tracks up on the map's right side. While they certainly aren't without flaws, the high ground they offer can be used against the attackers quit effectively. In addition, they are bound to attract a lot of attention, allowing the Red members who are positioned else where to organize ambushes against the preoccupied Blu.
  • Unfortunately for the Red, the Raised Tracks are among the few, actually viable defensive positions on this point. Meaning that once they fall, there really isn't any where left to go. All what remains is the Hut, which at first glance might seem as an inpenetrable stronghold, capable of repelling any assault thrown at it. But the ease at which it can be encirceled, and its vulnerability to being spammed out makes it more of a hazzard then an effective defensive holdout. Its better to stay near the Tunnel and be ready to retreat, then to die a worthless death in order to attempt a futile last stand.

Checkpoint B

  • Unlike it's predecessor, the second checkpoint is a lot more friendlier towards the Reds, making it possible to orginaze a lot more successfull defense which actually stands a chance against the Blu. Of course, this is only possible if the Red team managed to play it's cards right and didn't get completely killed off on the previous point.
  • The center of the Red's defenses should clearly be the Attic, as the advantages it provides are simply too good to ignore. The Attic's high vantage point overlooking the Cart and it's path, can be used to great effect by the defenders, who can destroy anyone attempting to push the payload below them. In addition, there is only one route which grants access to the Attic, making it an easily defendable position as there's only one angle from which an attack can be expected. In fact, a single Sentry nest is usually all what it takes to prevent the Attic from falling into the Blu's hands.
  • Attic's only downside is the fact that its quit vulnerable to an ÜberCharge, as it's cramped nature makes it relatively easy for any Übered Demoman or Soldier to quickly wreck havoc on anything inside it. For this specific reason, a group of Red players should head towards the Large Health Pack Room in hopes of intercepting any incoming Medics and their pockets. If those defenders present a big enough threat, they might just force the Blu Medic to use his precious Über in order to clear them out, instead of using it to capture the Attic.

Stage 2

Checkpoint A

  • The key to a successfull defense of this checkpoint lies within two buildings: The Watchtower and the House. The Watchtower's importance stems from the fact that it is a valuable peice of high ground, thus providing a crucial advantage to the Red team. It also has a direct line of sight to the Cart and it's tracks, allowing the Red memebers who are positioned on top of it to easily spot anyone attempting to push the Cart below them. All of these desirable traits make the Watchtower a suprene defensive position, capable of withstanding many attacks thrown at it.
  • However, the Watchtower isn't perfect, since it haves one fatal flaw: the Blu team can simply flank around it. This is when the House comes into play. The House is important, duo to the fact that it almost perfectly covers the Watchtower's weakness by being positioned almost right on top of the aforementioned flank route. A couple of defenders accompanied by a Sentry nest located here, will surely stop any Blu flankers from attempting something sneaky.

Checkpoint B

  • The Red strategy for the second checkpoint is to try and hold on to the choke area as long as possible since its a lot easier to defend then the final area. To do this, Red Engineers can set up sentry positions in the main buildings which will be overlooking the choke area as well as the tunnel. From time to time, Red Soldiers and Demomen should occasionally blast jump there way up to the battlements to disrupt any Blu Engineers and/or other Blu team members from setting up in there. If the Blu team is in the process of pushing the cart through the tunnel Red Medics can Über a Pyro or Kritz a Soldier to quickly wipe out the entire Blu team in the tunnel.
  • If the choke area is lost and the Red team is pushed back to the final area then defending gets exponentially more difficult. The first big danger the Red team needs to watch out for is Übered Heavies or Demomen jumping out of the main buildings right into the final area often times destroying everything and wiping out the whole Red team. For that reason the Red team should always have a Pyro on standby to airblast away any Übered combos jumping out of the main buildings. The other big threat the Red team needs to watch out for is that massive flank on the right (from Blu's perspective left) which can be devastating. The right flank is pretty open which makes Scouts and Heavies the ideal classes to operate so if you have some players watching that flank then things usually should't spiral out of control for Red.

Stage 3

Checkpoint A

  • The strategy of the Red team for the first checkpoint is pretty simple. Hold control over the platform and the truck house thus denying the Blu players in pushing the cart up the basin. However, doing this is easier said then done.
  • Holding control over the truck house is relatively easy, the Blu team has no viable routes to get up the truck house right at the beginning of the match except blast jumping up there which can be easily denied by placing a sentry there to punish Soldiers or Demomen who will try to get to the truck house. Meanwhile, holding control over platform is a different story. The left exit (the right one from the Blu's perspective) leads directly to the platform giving Blu's direct access to it. To make matters worst, the left exit is slightly more elevated then the platform giving Blu players a height advantage allowing them to rather easily spam out the Reds at the platform. For all of these reasons standing at the platform is very dangerous for Reds, however, despite being hard to defend, there is still a way to hold on to the platform (to a certain degree atleast) using a bit of coordination. For example: Red players standing on the platform should play very passively, almost acting as a bait to the Blu players. When Blu players inevitably take control of the platform the Reds who are positioned at the truck house should start shooting the Blu's at the platform. At the same time the Reds who have retreated off the platform can now start pushing up again thus putting Blu's in a sort of a crossfire between the Red team members standing on the truck house and the Red team members who would be retaking the platform.
  • However, if the Blu team is fast enough, they can take the platform and then quickly capture truck house before any sort of crossfire can be established by the Red. If this happens, the Red should slowly start retreating to defend the second point.

Checkpoint B

  • There is unfortunately not much to be said about defending this checkpoint. As said earlier, the entire route from the first checkpoint to the second checkpoint is just one huge hallway with practically no flank routes. Since there is only one point for the Blu team members to come from, you don't have much to do. Simply spamming down the hallway and airblasting away Blu Übercharegs which will try and push they're way through the hallway will do the trick and preventing the Blu from capturing the second checkpoint.

Checkpoint C

  • The Red strategy is quit simple, just watch out for the flanks since that is where the main threat can often come, its a good idea to have a Heavy positioned somewhere around the house near the truck so that he can keep an eye on the house and have a direct line of sight on the chokepoint. As for dealing with potential flank attacks from the snipers deck, its best to send a Soldier or another close range class every once and awhile to check out the snipers deck and make sure there aren't any Blu Engineers setting up. Spamming down the chokepoint is also more then enough to deter and players from going that way.

Class-specific strategy

Leaderboard class scout.png Scout

  • Playing Scout on this map is all about choosing your battles. Gold rush is filled with lots of chokepoints, corridors and tight hallways. This environment is not ideal for Scout, however there are certainly open parts of the map where you can shine, those would be: (On Stage 1) the entire first checkpoint and around the ditch area on the second checkpoint, (On Stage 2) the majority of the first checkpoint, the choke and the final area, (On stage 3), the first checkpoint and the Red yard.
  • Like said earlier, choose your battles, don't engage enemies in the tight, chokey and cramped areas, lure your enemies into more open spaces where you have the advantage.
  • As a member of the Blu team, your main job should be trying to constantly flank the defenders. On stage 2 and 3, choosing to go through the left exit, upon leaving the spawn as the round starts, will provide you with a relatively concealed flanking route which leads right to the Red Snipers usual position and consequently the Reds back line. On stage 1 if your team has captured attic you can go through it and the go to through the small tunnel on the right side of the Red spawn. Additionally, on stage 2, when your team is fighting for the choke area you can go to the battlements and drop down from them to relatively easily sneak into the Reds back line. On stage 3 last point, you can either drop down the chute and end up in the valley which leads to Reds yard or go through the house, climb up the Red battlements and kill they're Snipers. If you find yourself in a situation where there is no way to get to the Red's back line with out going through heavy fire (example: stage 3, the hallway leading to the second checkpoint) you can use the Bonk! Atomic Punch to break through the Red's defense.
  • While on the Red team, your main focus should be baiting out the Blu team to follow you to more open areas where you can easily duel them or also going for flanking plays youraelf to try and eliminate Blu's Snipers. On stage 1, using the Boston Basher, Atomizer or Soda Poppers hype you can jump up to the imperial building which is positioned above the ditch and where often Blu Snipers reside. You can also use your area of effect the Mad Milk to douse the enemies who will be pushing through the chokepoints,

Leaderboard class soldier.png Soldier

  • Soldier is a good choice for Gold rush. There are lots of tight corridors and chokepoints which you can use to you advantage, but there is also plenty of open areas for rocket jumping too. Soldier can on this map be played almost as a flanking class or and ambush class. There are plenty of ledges you can rocket jump on and wait for the enemy to come.
  • When on Blu, you don't have to worry about pushing the Cart or capturing checkpoints to much, best contribution you can do for your team is to use your Rocket Jumping ability to get to and occupy certain positions which other classes don't have immediate access to but have enormous strategic value for the Blu team. On stage 1, first point, once the cliff has been secured you can rocket jump to the balcony of the hut threatening everything in it, on second point, you can rocket jump from the attic to the Red deck to harass they're Snipers and get and angle on they're spawn. On stage 2, first point, you should be looking to jump up to the watchtower and possibly occupy it (Capturing watchtower in this case is extremely important for the Blu team). On stage 3, you can choose to rocket jump up to the truck house thus capturing a very important position but also having ability to fire upon the Red on the platform who will also be taking fire from your team mates. You should also work in conjunction with your Demoman to destroy Red's Sentry Guns allowing you and your team to push forward. In general, just try and take the high ground from the Red.
  • On Red, you should occupy the high ground and spam down the chokepoints and Blu's pushing the cart, but you can also be useful in rocket jumping to unexpected positions and surprising the Blu team. For example. On stage 1, checkpoint A, you can rocket jump up to a small roof overhang in between the Blu's middle spawn exit and they're right spawn exit. On stage 3, checkpoint A, there is a small set of wooden ledges right above the middle spawn of the Blu team, you can jump up to these ledges and wait for the Blu team to exit the middle exit below you with out even noticing you. You also work as a great "flank watcher" on the Red team. On the first stage, checkpoint B, occasionally jumping to the imperial building to harass the enemy Snipers and disrupt any Engineer sentry nests being made will do a big favour to your team. On stage 2, checkpoint B, simply blast jumping your way onto the battlements (A great holding area for the Blu to launch they're attacks), a place which the majority of your team doesn't have access, will occasionally reward you with a group of clueless players who weren't even thinking about a Soldier suddenly poping up from behind them while they were focused on trying to destroy your team's Sentry Guns.

Leaderboard class pyro.png Pyro

  • Pyro has quit a big potential on Gold Rush. Pyro can make use of the overall cramped nature of this map to quickly close the distance and ambush enemy players. This map is also Soldier and Demomen heaven so there will be plenty of rockets and grenades to reflect. Combine that with the fact that except Pyro, only other class which excells at close range combat is the Soldier which gets countered by Pyro and you can see the potential Pyro brings to the table for this map.
  • Although this map is almost perfect Pyro, on offense Pyro doesn't have a lot of potential simply because the Blu team will have to fight a lot of Sentry Guns which are Pyro's natural counter. So for that reason Pyro should take a more supportive role while playing offensively such as checking for Spies, air blasting away projectiles, pushing the cart etc... Pyro's should take note of the common Spy hiding spots. These include but aren't limited to: (Stage 1) Checkpoint one: Under the elevated tracks, behind the boxes on the right side of the map, elevated tracks themselves, in between the cliff and the rock also on the right side of the map in front of the hut. Checkpoint 2: The ditch and the ladders which lead out of the ditch. (Stage 2) checkpoint one: A "indent" in the rocks which serve as a wall for your spawn, in the ditch usually under the bridge. Checkpoint two: Right beneath the window of the battlements. Stage 3, checkpoint one: Right beneath the right exit, on a small ledge right above the middle exit, on top of the boxes on the platform, somewhere on the truck house over looking the basin, and on a stack of tires on the corner of the platforms shack. Checkpoint two: under the main deck, right across the main deck in a small indent in the building where there are two wooden barrels. However, a Pyro on Blu doesn't always have to support his team, equipping the Flare Gun, Scorch Shot or even the Detonator can give the Pyro a decent medium range capabilities to deal with enemies from a safe distance without putting himself in harms way of Sentry Guns. On certain stages, a Pyro can use his Thermal Thruster to either jump over the Red defenses to get to they're back line or get himself in a more advantageous position to deny it from the Red, allowing his team to focus on pushing the cart.
  • On defense Pyro's can take up a lot more aggressive approach now that there isn't as many Sentry Guns to deal with. A recommend thing to do is to use the Phlogistinator as there are many corners and nooks where a Pyro can hide in and then pop up from and quickly close the gap between his enemies and burn the entire Blu team with crits. However, Pyro's can also take a supportive role here if they wish to. The most important thing a Pyro can do for the Red team is to deny Blu's ÜberCharges. Since this map contains a lot of chokepoints and not much flank routes, breaking through the Red's defense can be hard for the Blu team. Often times, pushing through a chokepoint can only be achieved with an Über. So for that reason, Red Pyro's should always be ready to Airblast away Blu ÜberCharges. This is especially important on stage 2, second checkpoint where there is a long narrow hallway which leads to the checkpoint. If well defended, only way for the Blu to push through this hallway is with an Über, so having a Pyro be ready to push away any Blu ÜberCharges thus denying the only way for the Blu to break through the checkpoint's two defense is very powerful and can win the round for the Red team. Another important thing a Pyro can do is airblast away the various projectile from Red Engineers Sentry Guns. On stage 1 checkpoint two, once the attic has been taken by the Blu team, only remaining viable defensive spot for the Red is on the Red deck where Sentry Guns are often set up. However, since the Sentry Guns on the Red deck don't cover the entire attic, they can often be spammed out from outside of they're range and destroyed. For that reason, having a Pyro airblasting away the projectiles coming from the attic can often times save the Red's last line of defense. Same goes for Sentry Guns positioned in the Red's yard on stage 3 which can be spammed out from the snipers deck or the common Sentry position on the on the sentry ledge of stage 2. All of these Sentry Gun positions are powerful as they deny a lot of area from the Blu team but have a weakness of getting destroyed by projectiles from outside of they're range, but having a single Pyro protecting them can counter that weakness.

Leaderboard class demoman.png Demoman

This map is Demomans heaven. With abundance of chokepoints, a single good Demoman can make all the difference in the world.

  • On Blu, Demomen should mostly focus on on taking out sentry nests, for that reason it might be a good idea to bring the Loch-n-Load duo to the sheer amount of Sentry Guns you will be facing. You should take note of all the common sentry spots to be able to react to them quickly, they are as following. Stage 1: Up on the elevated tracks, below the cliff and in the hut, also in the attic, up on the Red decks and in the ditch. Stage 2: Up on the watchtower, in the house, in the main buildings on the sentry ledge and in the alcove'. Stage 3: Up on the platform, on the main deck and the sentry decks, on the truck and right in the small alcove exiting the chokepoint.
  • On Red, Demomen should take full advantage for all the chockpoints to stop the Blu team right in they're tracks. There are also many corners on Gold rush where Demomen can lay down sticky traps to surprise Blu team members who will be coming around the corner.