Difference between revisions of "User:Lolimsogreat21/Sandbox2"

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{{hatnote|This strategy section will be told from the Blu's point of view}}
 
{{hatnote|This strategy section will be told from the Blu's point of view}}
 
====Stage 1====
 
====Stage 1====
'''Checkpoint A'''
+
''Stage 1''
* Capturing the Checkpoint A shouldn't be too much of a problem for the [[Blu]] team. Its lack of any good defensive positions or [[Chokepoint|chokepoints]] allow them to swiftly overcome the enemy, and achieve victory.
+
* Upon exiting the spawn, attackers should first focus their attention on the Raised Tracks, due to the [[High ground advantage]] they provide.
* 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 [[High ground advantage|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|health]] or [[Ammo|ammo]] packs, or meaningful cover for that matter. Due to this, a couple of Blu [[Soldier]]s or [[Demoman|Demomen]], which left the spawn via the right most exit, can quite easily spam out the defenders up there from a far. Once the Raised Tracks have been defeated, the Blu team should be able to capture the '''Cliffs''' and move onto the next defensive position, the '''Hut'''
+
** Red members on top of the Red Tracks can either be spammed out from the Right spawn exit, or approached with an [[ÜberCharge]] from the left.
* 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.
+
* With the Raised Tracks secured, the attacking team should be able to easily capture the Cliffs, which offer sizeable height advantage.
 +
* The Hut is usually Red's last holdout on checkpoint A. Surrounding it and then spamming it out with explosives will usually neutralize it.
 +
* Since the Attic directly overlooks the Cart's tracks, it should be Blu team's first priority on point B.
 +
** To capture it, one usually requires an ÜberCharge, since the Attic is commonly filled with [[Sentry Gun]] nests.
  
'''Checkpoint B'''
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''Stage 2''
* 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.
+
* Since the Blu team starts out at a severe height '''disadvantage''', exiting the spawn will almost always necessitate an Über.
* There really is only one route for the Blu team to use when attempting to reach 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 hands, 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. Due to this, an ÜberCharge is usually the attacking team's only hope of clearing out the Attic and taking it for themselves.
+
* Taking over the Watchtower is imperative for Blu's success on point A.
* 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.
+
** This can be done by first using an ÜberCharge to clear out any Sentries present on the Watchtower, before sending in [[Soldier]]s to rocket jump and take over the Watchtower.
 +
* The House is often the Red's final defensive line for point A. However, just like the Hut, it can be fairly easily surrounded and obliterated.
 +
* In order to capture the second checkpoint, Blu first needs to secure the two areas leading up to it, those being the Choke area and the Final area.
 +
** Choke area can be secured by either making an Über push trough the Tunnel, or by slowly grinding out Red's defenses from within the Battlements.
 +
** Final area, on the other hand, can most easily be conquered by literally jumping out of the Main Buildings and thus landing directly on top of the defenders.
  
====Stage 2====
+
''Stage 3''
'''Checkpoint A'''
+
* The Truck House and the Platform and two immensely important places, since they directly overview the Cart's path. As such, one cannot push the Cart without capturing them first.
* 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.
+
** By going through the Blu's upper right exit, the attackers will reach a small ledge directly in front of the Platform, from which a successful attack can be launched.
* 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. Due 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, it's imperative that the the offensive seizes control of the Watchtower in order to take over the first checkpoint.  
+
** Once the Platform is secured, one can simply jump over to the Truck House besides it.
* Capturing Watchtower can be achieved in two steps. Firstly, the attacking team needs to 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 [[Rocket jump|blast jump]] should get on top of the Watchtower and clean up any remaining enemies.
+
* The path to checkpoint B is basically one long hallway, which can only be pushed through with sheer brute force.
* With the Watchtower firmly in Blu's hands, Red defenders 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.
+
** Unless Blu managed to completely obliterate the defenders on the previous point, thus rendering them unable to organize a proper defense.
 
+
* There are three possible ways for an attackers to reach the Final checkpoint.
'''Checkpoint B'''
+
** The first one is the Choke. This route is the most direct and straightforward route to point C, but due to its "chokey" nature, it usually requires an Über to safely traverse.
* 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.
+
** House is the second route. It offers some flanking potential, as well as concealed pathway to the Battlements.
* 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 due to its cramped spaces and tight corridors, it's 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.
+
** Sniper's Deck is the last route at Blu's disposal. It grants a good overlook of the Red Yard and the Narrow Building, which can be utilized to spam out the Red Sentries from a safe distance.
* 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 land 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 attakcers don'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, those being 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. Due 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 quite useful, as the slight height advantage it provides can be used to flush out the defenders on the Platform by spamming them out. Once the Platform is occupied, the Blu team now needs to move onto the Truck House before it's 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 [[Jumping|jump]] from the Platform and across the Basin (Hence the reason for capturing the Platform first) or to [[Rocket jump|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 attackers will first need 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 simply have to go through it in order to reach the next checkpoint.
 
* Due 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 it's also the hardest one to go through in one piece. As the name implies, this route is in fact a [[Chokepoint]], meaning that it's constantly getting spammed out by explosives and is very movement restricting. As a result of these reasons, it's 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 quite safe, due 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, thus 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 Gun|Sentry]] positions and the [[Engineer]]s 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. It's 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 a long day of harassing the Red team.
 
 
 
===Defense===
 
====Stage 1====
 
{{hatnote|This strategy section will be told from the Red's 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. Due 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 abandoned 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 quite 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 impenetrable stronghold, capable of repelling any assault thrown at it. But the ease at which it can be encircled, and its vulnerability to being spammed out makes it more of a hazard then an effective defensive holdout. It's 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 its predecessor, the second checkpoint is a lot more friendlier towards the Reds, making it possible to organize a lot more successful defense which actually stands a chance against the Blu. Of course, this is only possible if the Red team managed to play its 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 its 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 is only one angle from which an attack can be expected. In fact, a single [[Sentry Gun|Sentry]] nest is usually all what it takes to prevent the Attic from falling into wrong hands.  
 
* Attic's only downside is the fact that it's quite vulnerable to an [[ÜberCharge]], as its 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|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 for the intended purpose of capturing the Attic.
 
 
 
====Stage 2====
 
'''Checkpoint A'''
 
 
 
* The key to a successful 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 piece of high ground, thus providing a crucial advantage to the Red team. It also has a direct line of sight to the Cart and its tracks, allowing the Red members 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 supreme defensive position, capable of withstanding many attacks thrown at it.
 
* However, the Watchtower isn't perfect, since it has one fatal flaw: the Blu team can simply flank around it. This is when the House comes into play. The House is important, because of the fact that it nearly 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.
 
* Another strategy the attacking team may employ is to use an ÜberCharge in order to destroy common Sentry positions around the first point. Once those Sentries are gone, Blu Soldiers and Demomen will often blast jump onto the Watchtower and attempt to push off any remaining defenders up there. To counteract this, Sentry guns should be temporarily moved back during the Blu's ÜberCharge. So that those unaware Soldiers taking up an aggressive position get greeted by Sentries they expected to be already dead.
 
* If the Watchtower is taken over, the Red team should simply start retreating back to the next point. While the House does its intended role of watching the flanks relatively well, it isn't a viable defensive position in any other regard. It's prone to getting surrounded and spammed out.
 
 
 
'''Checkpoint B'''
 
 
 
* When defending point B, the Red team should do their best to hold onto the '''Choke area''', as it acts as a buffer zone between the two checkpoints and is much easier to defend then '''Final'''. This can be accomplished by placing a couple of Sentry Guns in the '''Main Buildings''', which will be able to overview the entirety of Choke area at once. In addition, Red team can send a couple of their Soldiers or Demomen to blast jump up to the Battlements and disrupt any Blu Engineers and/or other Blu members from setting up a base over there. Defenders should also make good use of the '''Tunnel''', since the Blu team needs to push the payload through it, leaving them vulnerable in the process. Red Medics can Über a Pyro or [[Kritzkrieg|Kritz]] a Soldier to quickly wipe out the attackers stuck in there.
 
* If the Choke area is lost and the Red team is pushed back to the Final area, defending will become exponentially more difficult. First major threat that the defenders have to face is the possibility of Übered combos jumping out of the Main Buildings and landing right on top of the common defensive entrenchments, usually resulting in the swift destruction of Red's defenses. For this reason, there should always be a [[Pyro]] ready to [[Compression blast|airblast]] away any possible Übers coming from that direction. Red team also has to worry about a large flank route on the right, which the attackers may use to overwhelm and overrun the defenders. This flank is very open, meaning that classes such as the: [[Scout]], [[Heavy]] or [[Sniper]] perform the best over there.
 
 
 
====Stage 3====
 
'''Checkpoint A'''
 
 
 
* The Red strategy for this checkpoint is simple, hold control over the '''Platform''' and the '''Truck House''', thus denying the attackers from pushing the cart up the '''Basin'''. Doing this, however, is easier said then done.
 
* While holding onto the Truck House shouldn't be too difficult, considering that the Blu only has one route leading up to it, the Platform is very easy to lose. Red players standing on top of it will have to deal with an onslaught of attackers emerging from the Blu's left spawn exit, who'll be able to quickly overwhelm and defeat them. Only way the Platform can be protected is if the Red members positioned near the Truck House also provide support to those on the Platform, creating a sort of a crossfire in process.
 
* However, if the Blu team does capture the Platform, then they'll be in a prime position to quickly invade and take over the Truck House as well. Once this happens, it would be a good idea to start retreating.
 
 
 
'''Checkpoint B'''
 
 
 
* Defending this checkpoint should be pretty straight forward, as there isn't much to be said about it. The entire area leading up the point itself is just one huge hallway, with no flank routes which could circumnavigate it. Just positioning a couple of Sentry Guns on the '''Main decks''' and spamming down the '''Hallway''' will effectively make it impassable, requiring the Blu to use an ÜberCharge if they wish to go through it in one piece. Once that happens, a single Red Pyro can quickly turn the corner and airblast away the Übered pair with ease. If the Blu team does manage to successfully traverse the Hallway, it usually has to so with all of the defenders getting killed off on the previous point, leaving them unable to organize a proper defense.
 
 
 
'''Checkpoint C'''
 
 
 
* If the Blu managed to push the Red team all the way back to the final point, then the defenders better get ready, because they have a formidable opponent to deal with. One who will exploit any weakness, flank or opportunity given to him.
 
* Unlike some other checkpoints on this map, the final point has a multitude of different ways to reach it, making defending it a bit more difficult. The Red team will need to keep an eye on the following routes: "'''Choke entrance, House entrance''' and the '''Sniper's Deck'''."
 
* Choke entrance should be the easiest route to defend out of the three available. As the name implies, this path is a [[Chokepoint|chokepoint]], meaning that it'ss very confined and movement restricting. In addition, the Cart has to pass through here, forcing Blu members who'll be pushing the Cart to all clump up together in one spot, leaving them vulnerable to explosives. A couple of Soldiers and Demomen spamming down this chokepoint will usually deter anyone from going through it.
 
* Once the attackers realize that they can't simply push through the Choke, they'll turn their attention to the two flank routes, one of them being the House. The House sits on the left side of this map and has proven to be quite dangerous, since any Blu teammates exiting it will find themselves in a relatively concealed area where they can hide for a while before being found out. Only "cure" for this is to constantly check the House and the area around it, in order to prematurely destroy any Blu bases which may arise.
 
* And the last route the Red team needs to keep a lookout for is the Sniper's deck, probably the most dangerous one of them all. The reason for this is quite simple; the Sniper's deck is pretty concealed building with a lot of ammo boxes around it, a perfect position for setting up a sneaky Sentry nest. In addition, there are a fare few windows sticking out of building, which provide a direct line of sight to the most common Red Sentry positions and other defensive entrenchments. This combined with the fact that Blu Engineers love to set up forward teleporters here, means that the Sniper's deck can be a starting point for many last-minute pushes which quickly overwhelm the defenders and win games. Once again, the solution to this is simple awareness. Periodically checking the Sniper's deck in order to ensure that there aren't any Blu bases being set up there will do the trick most of the time. This is best done by Soldiers and Demomen, who can quickly obliterate any attackers in the Sniper's deck's tight corridors.
 
  
 
==Class-specific strategy==
 
==Class-specific strategy==

Revision as of 23:36, 9 January 2022

General strategy

Offense

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

Stage 1

Stage 1

  • Upon exiting the spawn, attackers should first focus their attention on the Raised Tracks, due to the High ground advantage they provide.
    • Red members on top of the Red Tracks can either be spammed out from the Right spawn exit, or approached with an ÜberCharge from the left.
  • With the Raised Tracks secured, the attacking team should be able to easily capture the Cliffs, which offer sizeable height advantage.
  • The Hut is usually Red's last holdout on checkpoint A. Surrounding it and then spamming it out with explosives will usually neutralize it.
  • Since the Attic directly overlooks the Cart's tracks, it should be Blu team's first priority on point B.
    • To capture it, one usually requires an ÜberCharge, since the Attic is commonly filled with Sentry Gun nests.

Stage 2

  • Since the Blu team starts out at a severe height disadvantage, exiting the spawn will almost always necessitate an Über.
  • Taking over the Watchtower is imperative for Blu's success on point A.
    • This can be done by first using an ÜberCharge to clear out any Sentries present on the Watchtower, before sending in Soldiers to rocket jump and take over the Watchtower.
  • The House is often the Red's final defensive line for point A. However, just like the Hut, it can be fairly easily surrounded and obliterated.
  • In order to capture the second checkpoint, Blu first needs to secure the two areas leading up to it, those being the Choke area and the Final area.
    • Choke area can be secured by either making an Über push trough the Tunnel, or by slowly grinding out Red's defenses from within the Battlements.
    • Final area, on the other hand, can most easily be conquered by literally jumping out of the Main Buildings and thus landing directly on top of the defenders.

Stage 3

  • The Truck House and the Platform and two immensely important places, since they directly overview the Cart's path. As such, one cannot push the Cart without capturing them first.
    • By going through the Blu's upper right exit, the attackers will reach a small ledge directly in front of the Platform, from which a successful attack can be launched.
    • Once the Platform is secured, one can simply jump over to the Truck House besides it.
  • The path to checkpoint B is basically one long hallway, which can only be pushed through with sheer brute force.
    • Unless Blu managed to completely obliterate the defenders on the previous point, thus rendering them unable to organize a proper defense.
  • There are three possible ways for an attackers to reach the Final checkpoint.
    • The first one is the Choke. This route is the most direct and straightforward route to point C, but due to its "chokey" nature, it usually requires an Über to safely traverse.
    • House is the second route. It offers some flanking potential, as well as concealed pathway to the Battlements.
    • Sniper's Deck is the last route at Blu's disposal. It grants a good overlook of the Red Yard and the Narrow Building, which can be utilized to spam out the Red Sentries from a safe distance.

Class-specific strategy

Leaderboard class scout.png Scout

Unfortunately, a Scout is usually going to have a pretty tough time on Gold Rush. Numerous Chokepoints, corridors and other tight spaces will severely restrict your Mobility. Meanwhile, the few open areas available will probably be covered by enemy Sentry Guns. Due to these shortcomings, a Scout will need to play smartly and patiently, if he wishes to achieve good results against a formidable team.

Offense

Stage 1

  • The first checkpoint is surprisingly open and almost absent of Red Sentry Guns, allowing you to operate a lot more freely then on the rest of the map.
  • Make heavy use of the Cliffs, whose spacious nature turns them into perfect dueling grounds.
  • Once Cliffs have been captured, you will have two options:
    • Either proceed to the Hut for the purpose of harassing enemy Snipers.
    • Or make your way to the Tunnel, thus blocking off the entire Red team's escape route.
  • It is recommended that you take up a more supportive role on checkpoint B, as unlike on the previous point, your Scouting capabilities here are limited.
    • Because of the Attic's cramped nature, fighting in it will put you at a big disadvantage.
    • Your other option, which involves playing around the Ditch area, is also denied due to an array of Sentries overlooking the said Ditch.
      • In this case, you might be able to use the Bonk! Atomic Punch in order to safely flank around and reach the Red spawn.

Stage 2

  • You should primarily choose the left spawn exit at the beginning of a round, since it allows you to flank under the House and subsequently reach the Sniper's ledge.
    • Just be wary of the Sentry Gun often situated in the House, which can easily prevent you from doing such a maneuver. Unless you are using the Bonk! Atomic Punch.
  • Once in the Red's backline, you can either focus on directly harassing the defenders, or making your way to their spawn and taking out their Teleporters.
  • Avoid travelling through the Tunnel when attempting to reach checkpoint B.
    • Instead, you should make your way up to the Battlements and drop down from its left side. This way, you don't have to traverse a chokepoint, and can avoid most of the Sentries.
  • There is a group of rocks in the Final Area, on which you can jump on and gain a big High ground advantage.
  • Prematurely harassing Red Engineers trying to setup in the Final area will make your team's life easier in the future.

Stage 3

  • If the coast is clear, you can attempt to flank under the Truck House and into the Red's rear.
    • However, due to a common Sentry spot located on top of the Truck, this may not always be possible.
  • Aiding your team in clearing out the Platform will open up another avenue of approach. Both for you and your teammates.
  • Checkpoint B is very unfriendly to Blu Scouts, since its basically just one long hallway with no alternate paths to speak off.
    • Only way to break through it is to use the Bonk! Atomic Punch, or to rush it down before the Red has had time to setup a proper defense.
  • Although the final checkpoint has multiple routes, only one is worthwhile to the Scout. That being the House flank, which can bring you to the wide open area of Red Yard.
    • The other two paths, those being the Choke and the Sniper's ledge, are either too dangerous or require long-ranged weaponry to effectively utilize.

Defense

Stage 1

  • On checkpoint A, focus on playing around the Cliffs, where there is plenty of space for your excellent mobility to shine.
  • When the Cliffs get inevitably captured, you can run along the Raised Tracks, peppering at the enemies below in hopes of further delaying their push.
  • Even if the situation is dire, you should still stay and defend checkpoint A to the bitter end, relying on your speed to get you out before its too late.
  • On checkpoint B, you should primarily play around the Ditch area, since it is one of the few pieces of open ground present.
    • Avoid engaging in the Tunnel at all costs. Any fight in that claustrophobic corridor will rarely end in your favour.
    • Although you can occasionally venture into the Attic to score a couple of kilsl, it is not recommended that you stay in there for any prolonged periods of time.
  • You can use the Scout's jump-extending weapons, such as the Soda Popper or the Boston Basher, to reach the Imperial Building even from the Ditch.
    • It is also possible to reach the Imperial Building by flanking around through the Tunnel, but this is highly risky.

Stage 2

  • A very risky, but also rewarding tactic is too flank through the Blu's left (From your perspective right) exit in an attempt to reach their spawn.
  • The Mad Milk is particularly effective inside the Tunnel, where its area of effect can douse multiple enemies.
    • However, although you can throw the Mad Milk into the Tunnel, you yourself should not venture inside the said Tunnel.
  • Use one of your ranged weapons, such as the Flying Guillotine or Wrap Assassin, to harass Snipers up on the Battlements.

Stage 3

  • The Scout's double jump ability is useful when it comes to moving between the Truck House and the Platform in a swift fashion.
  • If the stars align, an opportunity for you to flank through the Blu's left (right from your perspective) exit might open up.
  • Due to the Basin's long hallway, weapons like the Wrap Assassin or the Sandman are quite effective.
  • Although other classes will do the job of defending checkpoint B much better then a Scout, you are far from useless.
    • Tasks such as throwing Mad Milks and Spy checking are still equally important.
  • Flanking through the House on Checkpoint C will allow you to surprise the Blu from their side. But you are going to need a jump-extending weapon in order to reach that position.
  • Acting as a second line of defense by cleaning up any attackers which managed to get past your team's defenses is a viable strategy on the final point.

Leaderboard class soldier.png Soldier

  • A Soldier is an important aspect to any team on Goldrush. His explosive primary makes him quite good when it comes to taking out Engineer nests, while his ability to Rocket jump allows him to capture and hold vital position.

Offense

Stage 1

  • Make sure to target the Raised Tracks when exiting your spawn, since they often house Red defenses.
  • Use the Cliffs' height advantage to destroy anything below you, thus clearing out a path for the Cart to go through.
  • The Red Sentry nest located in the Hut can be relatively easily neutralized by rocket jumping onto the Hut's balcony and targeting it from there.
  • Try to help out your team in the Attic, since it is a vital position that also has many cramped spaces, making it a perfect combat environment for you.
  • Once the Attic has been captured, you can use it to spam out the usual Sentry Guns on top of the Red Decks from a safe distance.
    • With the Sentries gone, you will be able to rocket jump onto the Red Decks and gain a vantage point directly over the Red spawn, enabling an effortless spawn camp.

Stage 2

  • Your primary objective on checkpoint A should be to capture the Watchtower as soon as possible. Considering the strategic importance that place has.
    • To do this, you will first need to destroy the Sentries guarding it, before directly rocket jumping on it and pushing off the remaining defenders.
      • The aforementioned Sentries can either be spammed out from the Blu's left spawn exit, or taken out via an ÜberCharge.
  • If you have managed to successfully secure the Watchtower, you can use its vantage point to bombard any Red position in sight, whether that be: The House, the Bridge or the Ledge.
  • The Battalion's Backup comes in handy when attempting to push through the Tunnel.
  • The Battlements offer a great overview of the Choke area, which can be used to destroy key targets in it from a far.
  • Assuming no enemy Snipers are present, you should be able to safely spam out the Sentry deck from within the Left flank.

Stage 3

  • Both the Platform and the Truck House are immensely valuable positions for the Blu team. So you should prioritize your efforts on them.
    • The Platform can be taken out by heading to the right spawn exit and using its slight height advantage to flush out the defenders.
    • The Truck House can be easily accessed via your rocket jump. Once you are on it, beware of the common Sentry nest located on top of the Truck itself.
  • The defensive buff provided by the Battalion's Backup is very useful when attempting to push through the long and narrow checkpoint B.
  • On checkpoint C, you can occupy the Sniper's Deck and use its powerful position to safely harass the defenders inside the Narrow Building.

Defense

Stage 1

  • The Raised Tracks offer a good defensive position for a Soldier, due to the height advantage they provide.
    • However, they do not contain any Healthpacks, so being on them is quite risky. Use the Blackbox if you wish to mitigate this drawback.
  • The Attic's strategic importance makes it a prime target for the Blu team. But its cramped corridors also make it very Soldier-friendly. Due to this, it is your main concern.
  • Occasionally, you can rocket jump into the Imperial Building to kill off any Blu Snipers or Engineers camping in it.
  • The Red Decks allow you to overview the last stretch of Cart's tracks, in addition to acting as a "springboard" for the potential retaking of the Attic.

Stage 2

  • It is advised that you hold on to the Watchtower at all costs, as it is yours, and generally the Red team's biggest advantage on checkpoint A.
    • In the event that it falls into Blu's hands, employ your rocket jump ability to quickly retake it back.
  • You can exploit the fact that the Blu team has to push the Cart through the tight and narrow Tunnel by using your explosives, which excel in such an environment.
    • And if you manage to find the entire enemy team clumped up together, you can do devastating damage, especially if using the Buff Banner or being Kritzkrieged.
  • Since you are one of the few classes which can realistically reach the Battlements, it should be your duty to occasionally head in there, just to disrupt any Blu's plans.
    • There is also a nice ambush spot right above the doorway which leads to the Battlement's left side.

Stage 3

  • There are a couple of standable ledges right above the Blu's middle spawn exit, which serve as very nice ambush spots.
  • The Truck House and the Platform both offer great height advantage. Pick one as your main position and get to bombarding.
  • Unlike many other classes, you can take advantage of both the House's dropdown and the Valley's dropdown with your rocket jump capability.

Leaderboard class pyro.png Pyro

Pyros will quickly find that this map suits them well. Generally tight and narrow spaces, which are present nearly everywhere, allow the Pyro to close the distance between him and his target. Meanwhile, the numerous concealed nook and crannies open up an opportunity for a more passive playstyle with their ambush potential.

Offense

Stage 1

  • It might be wise to hold off from immediately rushing out of your spawn and wait for the usual Sentry Gun on top of the Raised Tracks to get destroyed first.
  • Take care to Spy check the common Spy hiding spots on checkpoint A, which include: The Raised Tracks, The right side boxes and ledge, between the Cliffs and a rock.
  • Your Compression blast can be used to shield friendly teammates from Projectiles coming from the: Hut, Red Decks or Attic.
    • The aforementioned positions offer valuable High ground advantage to the Red team. As such, it is no wonder that many projectiles originate from there.
  • Try to stick with your teammates on checkpoint B. They are probably going to be fighting inside the Attic, where your offensive capabilities can shine.
  • If the Snipers camping on top of the Red Decks are giving your team a rough time, you can then employ one of your Flare Guns to fend them off.
  • The Mine Shaft can be used to sneakily reach the Red spawn, at which point the Backburner becomes very effective.

Stage 2

  • Immediately exiting the spawn, or more specifically the right spawn exit is usually quite dangerous, due to the heavily fortified Red positions on top of the neighbouring Watchtower.
    • If you do not posses the patience required for waiting out until the said positions are neutralized, you can always attempt to flank under the House and avoid them entirely.
  • The Detonator can be used to swiftly reach the Watchtower and give yourself an advantage.
  • Protecting your teammates with your Compression blast while they are traversing the Tunnel is a must, as they will be very vulnerable to explosives and ÜberCharges during that phase.
  • Make sure to regularly Spy-check the battlefield. A nook near the Blu's right exit, a fence near the Watchtower, under the House and the Bridge are all possible Spy hiding spots.
  • Assuming one of your team's Medics decides to Über you, you can jump out of the Main Buildings and into the Final area, landing practically right on top of the Red defenses.
    • But without a Medic, this is not possible. Leaving your area of operations confined to the Left flank.

Stage 3

  • After entering the Basin, you will be able to use the Thermal Thruster in order to launch yourself upwards and land on the Truck House.
    • If you plan on doing this, then it is recommended that you equip the Back Scratcher, as there is only one small Healthpack in the Truck House.
  • Due to the sheer volume of fire and Sentry Guns present on checkpoint B, your offensive capabilities there are unfortunately limited.
    • As such, the best thing you can do in this situation would be to support your team via extinguishing, Spy-checking and denying enemy Übers.
  • By going through the House you will be able to either ambush the defenders in their Yard, or to climb up to the Battlements and take out the Red Snipers.
  • The Sniper's deck offers an overview of the final checkpoint, allowing you to cause severe harassment with any one of your Flare Guns, or major damage with the Scorch Shot.

Defense

Stage 1

  • Checkpoint A contains many ambush spots in which you can await for the attackers, such as: behind the left side boxes, under the Raised Tracks, up on the ledge etc.
    • In addition, there is also a section of the roof in between the Blu's middle and right exits. It requires the Thermal Thruster too be accessed, but is extremely well concealed.
  • Once the attackers reach the Cliffs, they will use the newly gained height advantage to start bombarding your team, making your Compression blast a necessity.
  • The narrowness of the Tunnel allows your flames to spread like wild fire. This advantage can be utilized when the attackers start to push the Cart through the said Tunnel.
  • The Attic's claustrophobic space gives you a big advantage when fighting against Blu members, who often venture in there.
  • If the Attic has been captured, you can use the Detonator to quickly reach it and flush out the attackers.
  • Red's last line of defense are usually Sentry nests on top of the Red Decks. So it is very important that you keep those Guns alive by reflecting incoming projectiles.

Stage 2

  • Due to the structure of Blu spawn, that being of a very cramped dugout accompanied by two even tighter Tunnels, your damage potential starts to exceed all logic.
    • Assuming you can get a Medic to Über you, you can carelessly walk right into one of the Blu's two tunnels, trap and burn anyone inside it, before moving on to the next tunnel.
  • On checkpoint B, you can wait outside the Tunnel for enough Blu members to gather in it, before asking a Medic to Über you and proceeding to run inside, burning everything in sight.
  • You can aid your Soldiers defending the Battlements by using either the Detonator, or the Thermal Thruster to reach them.
  • Because of the two large Ammo packs in them, Spies love to hang around the Main Buildings. Take note of that.

Stage 3

  • The Detonator is an extremely useful weapon on checkpoint A, as its vertical mobility comes in handy when traversing the numerous platforms and differing elevations.
    • For example, it can be used to reach the Blu's left exit, to position oneself above the middle exit, to swiftly exchange positions in between the Platform and the Truck House etc.
  • Keep an eye out on Blu snipers, as they can be quite devastating on this section of Gold Rush.
  • When defending the second checkpoint, your only task should be to push away Blu ÜberCharges, due to the fact that an Über is Blu's only means of breaking through the B's defenses.
  • Spies will often attempt to sneak into the Red Yard via the dropdown. Because of this, make sure to consistently Spy-check the stairs leading out of the Valley.
  • That same Dropdown can also be utilized by you. But unlike a Spy who will drop down through it, you will need the Thermal Thruster in order to ascend up it.
    • But doing this is not advised, as you are likely to end up in an unfavourable position.

Leaderboard class demoman.png Demoman

Gold Rush is essentially Demoman heaven. With plenty of Chokepoints, confined spaces and other explosive-friendly terrain, a single good Demoman can completely obliterate the enemy team.

Offense

Stage 1

  • Take the right most exit when leaving your spawn, as that will bring you into a prime position for destroying the Raised Tracks' defenses.
  • Hut is usually the Red's main defensive hold out. However, due to its compact structure, it can be quite easily spammed out.
  • By sticky trapping the Tunnel, you will essentially block the Red teams' only escape route. Thus preventing them from retreating back to point B and setting up a defense there.
  • Assuming a Medic is willing to Über you, you can head up to the Attic in order to take out the key fortifications commonly found there.
    • If, however, you do not have access to a Medic. You can still spam out the Attic from within the Imperial building.
  • The advantageous position of the Attic can be used to bombard Red Sentry Guns on top of the appropriately named Red Decks.
    • However, enemy Snipers can and will put a stop to this. In that case, you can launch your Projectiles through a hole in the fence of the Large Healthpack Room.

Stage 2

  • Focus on taking out the defenders on top of the Watchtower, as that location is extremely valuable to your team.
    • This can be done by asking a friendly Medic for an ÜberCharge before proceeding through the right spawn exit, which will bring you directly to the Watchtower.
  • The Red team has only one escape route from checkpoint A, that being the Tunnel. If you can sticky trap, they will not be able to safely evacuate.
  • Due to the openness and high Skyboxes found on checkpoint B, using the Base Jumper to float high above the ground is a viable strategy.
  • The Sentry Ledge can be safely targeted from the left side flank.

Stage 3

  • Use your explosives' Knockback in order to push off defenders from the Platform.
  • You can utilize the arc of Demoman's projectiles to bypass the wooden wall shielding the Sentry Nests behind it.
  • Because of point B's long nature, the Quickiebomb Launcher's fast travelling stickies can be used to target the Red Sniper sitting all the way at the back of the map.
  • Your primary concern on the Final point should be to neutralize the Sentries situated inside the Narrow Building, as they pose a great threat to your team.
    • Their destruction can be accomplished by approaching them from the Sniper's ledge, which is out of their range.

Defense

Stage 1

  • Unlike other classes, you can stay behind the Cliffs and fire upon the advancing Blu members, thus making use of your projectiles' arc.
  • The Tunnel connecting the two checkpoints can be taken great advantage of, as its acts as chokepoint which the Blu has to traverse.
  • The Attic is not only the Blu's prime target, but also a favourable position to Demomen, due to its cramped spaces and chokey nature.
  • You can lob continues waves of grenades and stickies from within the Ditch. However, be wary of any attackers which may drop on your head from the Imperial Building.
  • Sticky jumping can be used to reach the Imperial Building in a swift fashion.

Stage 2

  • Since the Blu team only has two exits leading out of their spawn, trapping them inside it is not too difficult, especially with the Scottish Resistance.
  • The Watchtower and the House offer a safe place to retreat to when you run out of ammo.
  • Just like your Blu counter part, you can employ the unorthodox strategy of gliding high above Choke and Final area via the Base Jumper.
  • Repeatedly bombarding the two opening in the Battlements will prevent the offensive team from pushing through them.

Stage 3

  • You can use your Sticky jump ability in order to reach the Blu's upper left exit and setup a sneaky Sticky trap in there.
    • This will surprise many opponents, as they were not expecting action so early.
  • Since the Red team starts out with height advantage, shelling the Blu members attempting to push through the Basin is not particularly difficult.
  • Defending checkpoint B is quite easy. Simply spam down the Hallway and ensure that no attacker gets through in one piece.

Leaderboard class heavy.png Heavy

Due to a general lack of alternative flank routes, every stage has at least one position from which a Heavy can completely control the map.

Offense

Stage 1

  • Make sure to take the left spawn exit at the beginning of a round, as that puts you behind the Cliffs and out of the Sniper's sightlines.
  • Enemies often hide on top of the Raised Tracks, which can easily be cleared out with your large DPS (Damage per second).
  • If you are fast enough, you might be able to catch out the Red team as it is retreating through the Tunnel.
  • An unusual tactic of yours involves heading up to the Imperial Building and acting as a Sniper, by using your Tomislav to lay heavy but accurate fire on anyone below.

Stage 2

  • For the first checkpoint, simply push the Cart and help your team capture the Watchtower.
  • Due to your large Healthpool, you are arguably the best candidate for pushing the Cart through the Tunnel.
    • It might just be a wise idea to ask a Medic to accompany you while doing this. Since even 300 health sometimes is not enough.
  • If a Medic is willing to Über you, you can jump out of the Main Buildings and land directly in the Final area, causing unbridled chaos and disorder among Red lines.

Stage 3

  • Going straight for the Cart immediately after exiting the Spawn is not recommended. Instead, focus on capturing the surrounding area, that being the Platform first.
  • During the battle for the final checkpoint, defenders usually do not expect a Heavy to suddenly emerge on their left flank. As such, flanking through the House is a viable option.

Defense

Stage 1

  • Since the Heavy has so much health, you can afford to stay right on top of the Cliffs, where you will attract the most attention and be able to deal the most damage.
    • Then, when your health is depleted, you can retreat behind the said Cliffs and heal up there, before returning back to your original position.
  • You can also position yourself on top of the Raised Track, which is a less aggressive position then that of the Cliffs.
    • However, doing this will put you among your teammates, ensuring that they also get hit by projectiles aimed at you.
  • By positioning yourself right at the Tunnel's exit, you are essentially blocking the three available routes to Checkpoint B.
    • Of course, this will make you a big target for the Blu team, so its recommended that you have a Medic buddy accompanying you in this endeavor.
      • If a Medic is not available, you can always retreat into the Ditch and heal up there using one of your Lunchbox items.
  • The Mine Shaft offers an excellent ambush position spot in the event that the Cart has nearly reached the Point B.

Stage 2

  • Try to position yourself forward of the House, where you will be able to monitor the two spawn exits at Blu's disposal.
    • If you get pushed back, you should relocate into the House, from which you can support the Watchtower and the Sniper's Ledge.
  • By using the Tomislav's silent rev and quickly jumping around the corner, you will be able to surprise the Attackers just as they are pushing through the Tunnel.
    • And if you are Kritzkrieged or Übered during this, there is a potential to completely wipe off the enemy team.

Stage 3

  • On checkpoint A, you can utilize the Height advantage provided by the Platform in order to unexpectedly dropdown onto the Blu members below.
    • But doing this is risky without Overheal or an ÜberCharge.
  • If you are positioned on top of the Truck House, make sure to watch out for Spies and other classes approaching you from the rear.

Leaderboard class engineer.png Engineer

Offense

Stage 1

  • On stage 1, you can use either the Jag or the Gunslinger to quickly construct a simple Sentry immediately after exiting the spawn.
  • The Wrangler can be used to pester defenders on top of the Raised Tracks and in the Hut.
  • Once the Raised Tracks have been cleared off, an opportunity for you to move up your Sentry onto the Cliffs will open up.
  • There are two possible nesting positions on checkpoint B. You can either setup a Sentry nest in the Imperial Building, or in the Attic.
    • While the Imperial Building does seem like a superior position, it is not of much use other then to fellow Snipers.
    • The Attic, on the other hand, is much more important to the overall progress of the Bu team.

Stage 2

  • Unlike on the previous stage, now you have an entire area in front of Blu's spawn at disposal, allowing you to construct an entire Sentry nest before the round even begins.
  • Moving up your gear before the Watchtower is captured usually does not end well. Unless you have the Jag and can quickly redeploy your nest.
  • The Wrangler can be used to harass Red Snipers on the Sniper Ledge.
  • Once the House has been captured, you should be able to move up your Sentry onto the Bridge, where it can directly monitor the checkpoint A.
  • If your teammates are struggling in the Tunnel, you should setup a Teleporter inside the Battlements, which can bring your team directly to an advantageous position.
  • If the defenders inside the Final Area get distracted enough, it might be possible to advance your Gun onto the bridge connecting the Main Building, thus securing victory.

Stage 3

  • Immediately at the beginning of a round, you should direct your efforts onto establishing a forward base on the Platform.
  • An unorthodox strategy involves Sentry jumping to the Truck House and maintaining a nest there. But this is quite risky.
  • Considering that the Blu team has no forward spawns, Teleporters are of utmost priority here. Especially when attacking the Checkpoint C which is very distant.
    • Consider equipping the Eureka Effect in order to maintain these vital buildings more easily.
  • Assuming the coast is clear, you can try sneaking a Sentry into the Sniper's deck, from where it can attack the Red's right flank.
    • Even better, you can setup an entire nest here, as well as Teleporters. So that your team can together organize an attack from the sides.

Defense

Stage 1

  • For the first checkpoint, you can setup your Sentry on top the Raised Tracks, where it will be able to significantly delay the attackers, albeit at a cost to its life span.
  • For a more passive position, the Sentry can be placed behind the Cliffs, alongside the Dispenser.
  • When the Cliffs get captured, you will have to make a choice:
    • Risk being encircled and destroyed by setting up in the Hut in hopes of preventing Point A's demise.
    • Or safely retreat through the Tunnel and organize a more successful defense of checkpoint B, at a cost of giving up point A.
  • Assuming you have managed to successfully evacuate from Point A, you should setup a nest in the Attic, as it is an immensely important position to the Red team.
    • If there is already another Engineer setting up there, you can move your gear down into the Ditch, where it can support Reds in the Tunnel.

Stage 2

  • There are two viable Sentry nest positions on checkpoint A. They are: the Watchtower and the House.
    • Since the House is prone to being surrounded, it might be wise to equip the Eureka Effect if you plan on staying in it.
  • If you have the Wrangler, you can sentry jump onto the Battlements.
  • The Main Buildings offer an excellent position for defending the Choke Area.

Stage 3

  • There is a sneaky little Sentry spot directly on top of the Truck. It is hard to see and even more harder to destroy once detected, so it is great at holding of the attackers.
  • Alternatively, a relatively common, and subsequently easy-to-take-out Sentry position can be found on the Platform.
  • On the Final checkpoint, you have a number of options where choosing where do you want to organize a defense.
    • First and the most common Sentry spot would be the Narrow Building. It is an overall good position, but has the fatal flow of being severely exposed from the Sniper's Deck.
    • Second location is a tiny room directly under the Battlements. It does not offer much visibility, but is extremely well protected due to it essentially being a bunker.
    • In contrast, placing your beloved Gun on top of the Yard's Truck will allow it to overview the entire area of Point C, while leaving it exposed from multiple directions.

Leaderboard class medic.png Medic

Offense

Stage 1

  • The Raised Tracks are usually the first defensive entrenchment you will encounter. They do not require an ÜberCharge in order to successfully take down.
  • The Snipers inside the Hut and the Tunnel are sure to be looking for you, so take cover behind the Cliffs if you can.
  • Overhealing Soldiers is quite a powerful tactic on checkpoint A, since they can reach the Hut's balcony and easily take out anything inside.
  • An offensive Medic is immensely important inside the Attic, where your heals can negate the lack of Healthpacks, while your ÜberCharge can crack the Attic's tough defense.
  • Once the Attic is secured, you can use the Crusader's Crossbow to provide long-range support to Soldiers and Demomen attacking the Red Decks.

Stage 2

  • At the beginning of a round, take the right exit out of spawn and Über a Heavy or a Demoman, so that they can quickly neutralize the Watchtower's defenses.
    • Alternatively, you can take the left spawn exit and direct your efforts onto the House, banking on a flank-attack instead.
  • Do not forget about the Snipers on top of the appropriately named Sniper Ledge. They are a big problem on checkpoint A.
  • If you have an ÜberCharge to spare after the fighting on Point A, it is best advised that you use it while pushing through the Tunnel.
  • The best way to quickly take over the Final area is to Über someone while unexpectedly jumping out of the Main Buildings.

Stage 3

  • Simply take the right spawn exit at the beginning of an match and Über onto the Platform.
  • With the Platform hopefully in your hands, you can orientate yourself on securing the Truck House, by healing teammates attempting to do so, and preparing an assault on Point A.
  • If the enemy managed to prepare sufficient defenses for checkpoint B, then the Stock ÜberCharge is simply a must if you wish to breakthrough.
  • Although taking the most direct route to the final checkpoint, that being the Choke, can work out, sometimes its better to look at other options.

Defense

Stage 1

  • Do not position yourself on the Raised Tracks, where you are heavily exposed. If you want to heal your teammates, you can easily, and more safely, do it from behind the Cliffs.
  • Remember that Checkpoint A is heavily skewed in attackers' favour. So it is okay to retreat early and abandon your team, if you think that it is not worth risking it anymore.
  • If you can Über a Pyro and let him loose inside the Tunnel, he will be able to cause devastating damage to the Blu team.
  • Be wary of the Imperial Building, since flanking enemies can easily sneak through there.
  • In the event that the Attic is lost, it can retaken back by overhealing a couple of Demomen or Soldiers, and letting them blast jump to it.

Stage 2

  • The Crusader's Crossbow is useful both when attempting to heal teammates on the Watchtower, or to heal teammates from the Watchtower itself.
  • Due to the nature of Blu spawn, a single ÜberCharge on a Pyro or a Heavy will usually initiate a spawn camp.
  • Take advantage of the Tunnel's narrowness by letting loose a short-ranged class inside it, such as the Pyro, during a Blu push.
  • The Crusader's Crossbow is useful for healing teammates which managed to reach the Battlements, thus keeping them in fight up there.
  • If you have been pushed back to the Final area, it might be wise to equip the Quick-Fix, as you can expect a lot of incoming damage from multiple directions.

Stage 3

  • Try to stick to either the Platform or the Truck House. These positions drastically increase your survivability, due to the height advantage and healthpacks they provide.
    • The Truck House is a little better in this regard, since it offers more cover. While the Platform is Red's primary defensive positions, meaning that you will be more needed there.
  • Focus on healing explosive classes on point B, as they excel in such an environment.
  • Focus your healing attention onto the teammates which are defending the Choke entrance, as that is likely the first route the attackers will take to Point C.
    • Then, when the Blu's assault has been repelled, you can use your ÜberCharge to push through the Choke and retake lost ground.

Leaderboard class sniper.png Sniper

Offense

Stage 1

  • Make sure to neutralize the Red Snipers, which will be hiding: In the Hut, in the Tunnel, on the Red Decks and outside the Mine Shaft.
  • From the Cliffs, you will be able to target the Red defenders retreating from Checkpoint A.
  • Once Point A is captured, a gate on the left will open leading to the Imperial Building. This location is excellent for a Sniper, as it allows you to overlook the entirety of Ditch.
  • When the Attic gets captured, you can either stay in the Imperial Building, or move over to the Attic, from which you will be able to target anyone exiting Red Spawn.

Stage 2

  • At the beginning of a round, you should try to take the left spawn exit, as that will put you in a concealed position from which you can target the Watchtower.
    • Alternatively, you can proceed to flank under the House in order to gain a vantage point over the Tunnel, thus preventing Red reinforcements.
  • When your team is assaulting checkpoint B, you should occupy the Battlements, a very powerful position which grants you a complete overview of the Choke area.
    • Then, when fighting moves to the Final area, you can either stay in the Battlements' left side and support your teammates from there, or reposition yourself in front of the Tunnel.

Stage 3

  • Due to its importance, you should first focus your attention on the Platform, which you will be able to oversee from the right spawn exit.
  • Because of checkpoint's B long and narrow nature, it can essentially be described as a Sniper-heaven. However, the same applies to the enemy Sniper, so beware.
  • There is a small bunker right behind the Choke. It grants a powerful sightline which stretches all the way to the Red spawn, so it is advised that you try to take it.
  • As the name implies, the Sniper's Deck is a very handy position for a Sniper, since it allows you to overview the Red Yard and the Narrow Building, two important locations.
    • However, unless you have teammates close by, you will be quite isolated here. So it is recommended that you bring Jarate and the Bushwacka for self defense.

Defense

Stage 1

  • On checkpoint A, the Hut is arguably the best Sniper position, since it allows you to overview the entire area of Point A, including the inside of Blu's spawn.
    • However, you are very exposed in this position, so it might be a better idea to retreat into the much safer Tunnel.
  • The best Sniping position on Point B would be the Red Decks, due to the vast array of sightlines they grant you.
    • If, for some reason, you do not want to occupy the aforementioned Red Decks, then you can position yourself in front of the Mine Shaft.

Stage 2

  • While the Watchtower is a powerful position, it is often overrun by friendly teammates which may get in your way. Due to this, the Sniper Ledge is usually a better choice.
  • The tactic of spamming Huntsman arrows down the Tunnel is a perfectly valid one.

Stage 3

  • Right around the area where the Basin ends the wooden wall begins is a powerful Sniper spot, which allows you to see nearly every important area on checkpoint A.
    • However, being able to see everything also means that everyone can see you, making this a particularly dangerous spot.
  • The Battlements on checkpoint C grant sizeable height advantage and good vision.

Leaderboard class spy.png Spy

Offense

Stage 1

  • The right spawn exit is usually the calmest one.
  • There is a large Ammo pack near the Hut, which you can use to replenish your Cloak meter.
  • If the enemies inside and around the Hut are too Spy-aware, you can always make your way to the Red spawn in order to take out their Teleporters.
  • The Red Decks offer a sizeable height advantage, which is useful for dropping down on unsuspecting enemies and getting a quick Backstab.
  • Due to the lack of Ammo on checkpoint B, equipping the L'Etranger is highly recommended.
  • There is often a Red teleporter to Attic, something which a smart Spy can exploit.

Stage 2

  • At the start of the round, it is best to use the left spawn exit, as it is usually left out of action.
  • The Sniper Ledge often contains clueless Snipers for your Knife to feast on.
  • You can find two large Ammo packs in the Main Buildings.
    • Defenders will also often pass under the said Main Buildings, opening up opportunities for a dropstab.

Stage 3

  • The Platform's linear nature often ensures that its defenders back right into your knife, due to the mounting pressure from your team.
  • The Truck House usually contains Red Sentry nests, so take note of that.
  • The Dead Ringer is very useful on checkpoint B, where traversing a narrow hallway while both teams are throwing Projectiles down it is quite hard indeed.
  • Since the last point almost always transforms into a Sentry "alley", it might be advisable to equip the Your Eternal Reward.

Defense

Stage 1

  • You can patiently wait, for the attackers to exit their spawn, either below the Raised Tracks or on top of a small ledge on the left.
  • There is a miniscule indent located near the ladders which lead out of the Ditch. In here, you can wait for the attackers to exit the Tunnel.
    • Conversely, you can brute force your way through the Tunnel with the Dead Ringer.
  • Blu Snipers often cluster up in the Imperial Building.

Stage 2

  • It might be possible to sneak through the Blu's left (from your perspective right) spawn exit at the beginning of a round.
  • Most enemies will be looking at the Watchtower when exiting their spawn.
  • Enemies will often cluster up in the Tunnel, opening up a possibility for a chainstab. Assuming you are in the right position.
  • You can wait below the Battlements for the attackers to drop down into your hands.

Stage 3

  • Use the Platform's and the Truck House's elevation to drop down onto the Attackers in the Basin.
  • Since the Spy only has one way to reach the Blu's backline on checkpoint C, it is advised that you play very cautiously, in order to preserve your life while in a superb position.
  • Teleporters are incredibly important to the Blu team on point C. So make sure that they are down.