Community 2Fort strategy

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2Fort
Ctf 2fort bridge ss.png
Basic Information
Map type: Capture the Flag
File name: ctf_2fort
Released: October 10, 2007
(Launch)
Variants: 2Fort Invasion
Developer(s): Valve
Map Info
Environment: Farmland
Setting: Daylight, sunny
Hazards: Drowning
Deep Water: Yes
Pyrovision Support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×4
Map Photos
Loading screen photos.
Map overview
2Fort overview.png

This article is about Community 2Fort strategy.

Note: It is recommended to read the main 2Fort article first to become familiar with the names of key map locations used in this article.

General strategy

Main article: Community Capture the Flag strategy
  • 2Fort is a symmetrical map, meaning both bases have the same layout. Understanding the layout of your own base will help you navigate the enemy's.
  • The map is divided into three main areas: the two forts and the central bridge area. Controlling the Bridge and the Sewers is key to victory.
  • Due to the map's design, with long, narrow corridors, it's easy for a team to become entrenched and for stalemates to occur. Coordinated pushes are essential to break through enemy defenses.
  • The bridge is the most direct route between the two forts, but it's also the most exposed. Snipers on the Battlements have a clear line of sight to anyone crossing.
  • Use the Bridge's roof for cover and as a platform for classes with special jumping abilities like Scouts, Soldiers, and Demomen.
  • The Sewers offer a more concealed route into the enemy base, but the narrow tunnels can be easily defended.
  • Be cautious of ambushes in the Sewers, especially around the sharp corners.
  • A team that controls the Sewers can establish a forward base and launch attacks from deep within enemy territory.
  • The Courtyard is a major chokepoint and a common location for Engineer nests, be careful when approaching or listen out for the Sentry Gun beeps.
  • To break a Courtyard defense, a coordinated attack is needed. An ÜberCharge is often the most effective way to clear out Sentry Guns.
  • Alternatively, classes with explosive jumps can bypass the Courtyard by going through the Grate room.
  • The Intelligence room is the most heavily-defended area of the map. It's small, has only two entrances, and is almost always home to at least one Sentry Gun.
    • A common strategy is to "turtle" in the Intelligence room, with multiple Engineers and other defensive classes.
  • To capture the Intelligence, a well-coordinated push is essential. This usually involves an ÜberCharge to destroy the Sentry Guns, followed by other classes rushing in to grab the Intelligence.
  • Once you have the Intelligence, you have two main escape routes: the Spiral and the Stairs. The Spiral is often camped, so the Stairs may be the safer option, but it leads into the heavily-trafficked Courtyard.

Class-specific strategy

Leaderboard class scout.png Scout

  • A double jump is enough to reach the Bridge's roof from the Battlements. It provides easy access to the Battlements, but be careful of Snipers or Sentry Guns.
  • Use the small ramps at the ground entrance to either base to force jump into the Battlements. This will surprise enemy Snipers that are focused on the Bridge, the Bridge awning, and opposing Battlements.
  • The Bridge awning is a great means of getting behind an opposing attacking force and attacking them from behind. This is especially good for going after trailing Medics.
  • At the start of a new round, rather than doing the expected double jump to the enemy Battlements, go from your spawn point directly to the opposing Sewers. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any Sentry Guns in the ramp room will only be level 1.
  • You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side, or using the Atomizer for a third jump. Most enemies will think you fell into the water below instead and ignore you.
  • If the Intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump or the Force-A-Nature's recoil to snatch it.
  • A Scout can have easy access to the Spiral staircase by using one of his many mobility-enhancing items (such as the Soda Popper's Hype, a Force-A-Nature jump, the Winger, etc.) into the enemy Grate room. The Grate room itself is typically not defended very well. The upstairs area is generally defended, sometimes with a Dispenser in front of the Spiral staircase entrance and a Sentry Gun at least. Destroying the Dispenser from the Grate room allows you to bypass the Sentry Gun before it can fire a single shot (usually the Sentry Gun will face the Courtyard), but may alert the enemy team and will certainly alert the Engineer. This technique may only work a few times until the Engineer or someone else gets tired and changes the defensive setup to prevent such an easy access.
    • Beware, as an attentive Engineer may place a Dispenser as a warning system, blocking your path unless you destroy the Dispenser.
  • Use a combination of the Shortstop and Crit-a-Cola to defend your base. Sitting near the grate in the Grate room, crouch, drink and pepper enemies that attempt to enter through your base's front entrances. This also provides you with quick access to ammo, health and your resupply room to recharge your drink.
  • Combined with the cramped areas of the map, the Scout's speed is incredibly useful for Spy checking (especially Cloak and Dagger Spies). Use the Bat constantly while running and strafing throughout your base to bump into and eliminate enemy Spies.
  • Sentry Guns will be the main problem when trying to capture the Intelligence. A common spot for a Sentry Gun is right outside their spawn overlooking the Courtyard and the room itself. To overcome this obstacle, use Bonk! Atomic Punch to cross through the Courtyard, or the room, with ease. Be careful though, as there might be another Engineer downstairs with a Sentry Gun guarding the Intelligence room.

Leaderboard class soldier.png Soldier

  • To prevent having to run around the enemy base looking for health, you may want to use the Concheror to receive a constant flow of health. This will keep you moving for longer after rocket jumping or taking damage. Using the Rage after grabbing the Intelligence also gives you a higher chance of escaping with it.
  • A Soldier or two to accompany a Heavy carrying the Intelligence is a force to be reckoned with. Always try to stick together when invading the base, as the combined firepower of two Soldiers will overpower anything the enemy can throw at you, including Sentry Guns.
  • When defending, a good tactic is to stay at the top of the grate and fire at any enemies that come through the entrance. If you are nearing death, retreat to the spawn room or a healing source and engage the enemy at the Courtyard. The Air Strike's extra rockets can be useful to keep up the pressure when enemies are pushing through the lower Battlements, even if the extra firing speed when explosive jumping isn't used.
  • The Soldier's rockets are optimal for taking down Sentry Guns. Their splash damage allows the Soldier to safely hit around corners and for dealing good damage while cornerpeeking, a feat most other classes cannot perform.
  • As Soldier, you can rocket jump onto the roof of the bridge. This allows you to easily fire at enemies on the balcony. Due to the small area of the Battlements, splash damage will make your margin of error very minimal. This strategy is also useful to harrass enemy Snipers, and throw off their aim with knockback.
  • While you are carrying the Intelligence, remember that rocket jumping can help you to reach your own base faster and avoid enemy fire. For example, you can rocket jump up through the Grate at the entrance of your base, or up onto your own base's Battlements. Rocket jumping through the tunnels in the sewers also allows for greatly increased speed.
  • With some precise aiming, you can rocket jump clear across the water by backpedaling off the edge while jumping, and then performing a rocket jump. Using this method, you can quickly perform a second rocket jump to reach the enemy Battlements while still having approximately half of your health left.
  • When in the moat between the bases, it is possible to rocket jump out of the water by standing close to the sewer entrances and performing a rocket jump. The ground of the moat should be at a high enough elevation to allow for the splash damage to propel you upwards. This can be used to surprise enemies crossing the Bridge by landing on the opposite team's side.
  • One of the most direct attacks is to go through the Bridge and rocket jump onto the enemy Battlements. This also surprises any enemy Snipers.
  • An easy rocket jump is to jump up on the Grate. Aim forward and straight at your feet, as opposed to aiming to your side. This allows you to circumvent the Sentry Guns that are usually in the Courtyard with minimum loss to health.
  • An easy method of getting into the enemy base (or to go back to your own) is to rocket jump off the Battlements and onto the roof above the Bridge, then rocket jump again into the other Battlements. Be wary of Snipers in-between your jumps.
  • A rocket jump on top of the wall on the right side of the enemy Battlements (when looking at it from your own Battlements) makes for a good spot to kill unsuspecting players entering the Battlements.

Leaderboard class pyro.png Pyro

  • The Grate that overlooks the main base entrance is a good ambush point. However, be sure to have a weapon other than the Flame Thrower equipped, as its nozzle is particularly noticeable in this spot. Hide in spots that are more open spaced for your Flame Thrower to hide well.
  • The inside corners of the base entrances are also good ambush points, as players often neglect to check the corners before proceeding farther inside. However, be sure not to be spotted as while navigating to these corners, as Snipers can easily spot players from across the map and warn their teammates or simply headshot you instead.
  • The Homewrecker is an excellent choice for a melee weapon for defensively-minded players, as it can be used to save a friendly Engineer's Sentry Guns from Sappers. Spycheck using the Backburner so if you are behind Spies, you can deal more damage to them before they reach the Sentry Gun. Do not airblast Spies when defending a Engineer's nest since it takes up more ammo with this weapon and will not burn the Spy. Be aware of the increased airblast cost when airblasting away projectiles too.
  • The Backburner is more useful for performing ambushes, as its guaranteed Critical hits from flanking attacks can be used to stop offensive pushes very quickly. However, using the Flame Thrower or Degreaser also allow players to stop ÜberCharges in their tracks by using the compression blast more easily.
  • When fighting in the Bridge area, try to use the Bridge cover supports as cover against enemy fire, and the awning itself to block Sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor in which compression blast and the Flare Gun can be used effectively.
  • An ÜberCharged Pyro can clear an entire Sentry Gun-locked area with ease. Due to the indoors nature of the bases, corners can be exploited to great effect to easily approach Sentry Guns without worrying too much about knockback. Using a compression blast, players can knock back and burn the enemy Engineer with ease while still doing damage to the Sentry Gun.
  • On the battlements, a skilled Pyro can use compression blast to knock back incoming arrows, rockets, and other explosives. It can also be used to ignite and knock away explosive-jumping Soldiers and Demomen, as well as Scouts jumping across the Bridge.
  • Some enemies may jump into the moat if they are ignited. Coordinated attacks can be used to ignite and force players into the water while teammates ambush them from below. If a player is trying to jump in the water to cool down from your afterburn, airblast them away from it so they cannot reach the water in time and will die from the afterburn. The Neon Annihilator's guaranteed Critical hits on wet players can be used to pursue enemies jumping into the moat.
  • The Neon Annihilator can also be used as an ambushing weapon in the water, but be sure to catch enemies off guard as you are very vulnurable in the water.
  • A Pyro with the Flare Gun can take advantage of the enclosed nature of the Sewers and rain flares on the enemy from a distance. Especially in the long stretch, a Pyro with good aim can land Critical flares and delay an advance for a significant amount of time. Just be aware, an enemy can always run back into the pool of water if they catch on fire. Fire at them whenever they have a far stretch to run to get to the water.
  • If you find yourself in the center pool, your Shotgun is a better choice to defend yourself. If you're wielding a Flare Gun, it's best to use your melee to face your enemies; if you have low health it's best to run away.
  • Remember to Spycheck often as they are likely to hide in the Sewers, corners, and near Sentry Guns if they are using the Cloak and Dagger to recharge cloak or keep an eye on your team.
  • You can help an Engineer's nest in the Intelligence room and back him up when his Sentry Gun goes down. As the enemy Soldier or Heavy surges into the room to eliminate the weak Engineer, you can catch them off guard and save your teammate. Should the intruder detect your presence, you can still help by reflecting rockets or pushing the enemies away.
  • Equip the Detonator or the Thermal Thruster to allow the Pyro to be able to jump onto the Bridge roof and across to the opposite team's Battlements. This is a great shortcut and catches many enemies off guard. These weapons are also great to access the enemy's Grate.

Leaderboard class demoman.png Demoman

  • If the enemy manages to get your Intelligence, place Stickybombs at the top of the Stairs and in the doorway of the Spiral. By standing in the hay room and watching the Intelligence compass, you can accurately predict when and from which exit the enemy will appear.
  • When no enemies are in the area between the bases, you can stickyjump up into the Grate room in the enemy base. In the Grate room, you can set a trap on the door, and then use yourself to lure in unsuspecting players from the main spawn room. To have less of a chance to get shot, you can shoot grenades out with your Grenade Launcher to lure players in instead. One downside of this strategy is that when you detonate the stickybombs, it takes precious time to put them back in place, leaving you exposed and vulnerable to enemy attack.
  • When the Intelligence has been dropped, the enemy may make a dash to retrieve it before the timer resets. Drop Stickybombs around the exposed Intelligence and wait. Often even visible Stickybombs will be ignored by Scouts rushing to pick up the Intelligence. Detonate and repeat. If you are under fire, move out of sight and listen for the alert, or watch the Intelligence compass to know when the Intelligence is being picked up.
  • Standing on the Grate next to the hay loft allows you to rain grenades and place stickybombs in the area below and affords you some protection from incoming enemy fire.
  • In the Intelligence room, place Stickybombs so that they appear to be right inside the Intelligence, hidden from view, and stay in the room and detonate when a Scout attempts to take it. Watch out, because Critical stickybombs can ruin this tactic, since their glow will be visible, causing the Scout to hunt you down or shoot at the desk before attempting to take the Intelligence.
  • You can lob grenades or stickybombs onto the enemy Battlements to clear it of Snipers, Soldiers, and other players with long-ranged weapons. With the Grenade Launcher, you'll have to use the Bridge as a cover. With that area cleared of enemies, your teammates can stand on your Battlements safely or go through the enemy's front entrance without worrying about getting shot from the Battlements.
  • On the defensive, consider equipping a sword and the Chargin' Targe, Splendid Screen, or Tide Turner. There are many narrow corridors and in these hallways enemies will have a very hard time dodging a Demoman charging at them. You can also chase down an Intelligence carrier this way. This setup is also effective on the offensive, as long as you don't enter an area defended by a Sentry Gun. It is nigh-impossible to destroy a level 3 Sentry Gun, and you can be boxed in by the Engineer's teammates if you're not careful.
  • If enemy Snipers are preventing your team from exiting your base, equip the Loose Cannon and the Sticky Jumper. When exiting spawn, head to the Battlements and place two stickies near the edge. Sticky jump onto the enemy Battlements in a position where the Snipers are in a straight line, then fire the Loose Cannon at them. The Double Donk feature will help finish off Snipers and can be used to prevent access to the Battlements. When you are low on health or see no enemies, repeat the jump to your own Battlements and head to a resupply cabinet. If needed, equip the Ullapool Caber or Eyelander if melee is needed.
  • If necessary, you can stickyjump out of the water to surprise enemies at either base's entrance.
  • The roof of the Bridge is capped on each end by a triangle-shaped piece of wood. This area cannot be seen by approaching enemies. By placing Stickybombs here, you can eliminate open travel across the bridge (eight Stickybombs in this position will kill a fully overhealed Heavy/Medic combo).
  • A Demoman on defense can essentially cut off enemy advances into his team's fort by placing stickybombs on the top of his team's Grate, as they are able to damage underneath. It is difficult for enemies to destroy or move the bombs from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your grenades. The Scottish Resistance excels at this, as you won't need to detonate all stickies at once as well as being able to place an additional trap at the doorways or the Spiral entrance.
  • If your opponents wise up to your strategy, then try standing on the front side (water side) of the Grate. This makes a stickytrap on the base entrances and the Spiral more difficult to manage, but it allows you to put stickies at the corner of the grate nearest the Sewer stairs, cutting off that path instead.
  • The Grate is a great area to defend, as it allows you to easily move to different key areas of the map such as the Courtyard or the Battlements.
  • Placing 4-5 stickies at the top of each corner leading directly into the Intelligence room and sit on the Intelligence looking directly down both corridors. The height of the sticky bombs will deceive enemies into thinking there is no threat, leaving you to detonate them when they come around the corner.
  • If you know an enemy is heading towards the Intelligence room through the Courtyard, you can lay a stickytrap on the L-shaft stairs near the doorway. Moving players cannot see down the stairs until they are on them.
  • Similarly, if there are enemies entering the base from the Sewers, they probably will not slow down while traversing the stairs. Stickies placed on the bit of ground by the top of the stairs can kill enemies, or at least make them step back. Alternatively, stickybombs can be hard to see through the water on the floor and can be used to kill enemies before they leave the Sewers.

Leaderboard class heavy.png Heavy

  • The areas inside the base are ideal for Heavies. The tight quarters prevent enemy players from being able to escape your fire except at longer ranges, and the enclosed corridors and multiple corners allow for many ambush opportunities.
  • If attacking the enemy base, beware of being ambushed from behind, especially when under the grate. The enemy has access to multiple avenues with which to attack you from, and your slow speed can prevent you from escaping in a timely manner if things go bad.
  • Beware of Sentry Guns that enemy Engineers may place in their Courtyard. These are often placed at angles where you cannot attack without exposing yourself, so your best bet is often to leave them to other classes.
  • Due to the wide-open area between the two bases, spinning up your Minigun is only recommended if you can get under the cover of the Bridge awning, as Snipers can easily pick you off otherwise.
  • The Sewers provide an ideal way to enter the enemy base without the risk of being killed by Snipers. The enclosed corridors prevent enemies from dodging your fire, and the water under the Bridge can be used to ambush any enemies that try to jump down.
  • Capturing the enemy team's Intelligence should not be your first priority, as even with the Gloves of Running Urgently you are not as fast as most other classes. Instead, try to use your firepower to cover your teammates as they attempt to capture it. Your mere presence can be used to attract enemy attention and give your teammates a chance at a successful capture.
  • Even with your superior health and firepower, you alone are unable to wade into the enemy base, seize the Intelligence, and escape. Bring along a Medic and some explosive classes to support your push. Use the opportunities given to you by friendly Spies to invade while they are unprepared.

Leaderboard class engineer.png Engineer

  • The ledge on the Courtyard is a good place for a Sentry Gun. Be careful not to place it near the edge as it allows Soldiers to easily damage it from below, but not far enough back that it cannot see the ground of the Courtyard. By being up on the ledge, it covers the entire room, and there is only one way to destroy it without putting the attacker in range of the Sentry Gun. The only way to destroy the Sentry Gun is to use an ÜberCharge or to carefully position oneself to be able to hit a small edge of the hitbox, allowing you to easily pick them off with your own weapons. If the Sentry Gun is placed at the junction of the right side ramp and the top ramp, then it blocks the movement of enemy Spies into the hay room and has a shorter arc to turn in, to lock onto enemies.
  • If you have the Pomson 6000 equipped and your buildings are in the Courtyard, you can defend the area fairly easily by shooting at enemies in the hallways. The only way to the Intelligence room for Spies and Medics is through those hallways, and you can Spycheck and render an ÜberCharge push ineffective with this weapon's properties
  • Across from the respawn area in the corner of the hay room. Place a Dispenser in the corner against the wall separating the Grate doorway and the room. Then place the Sentry Gun against the wall by the Dispenser facing the doorway to the spiral. This Sentry Gun covers the Grate and Battlements.
  • A Sentry Gun in front of the fire extinguisher on the Spiral eliminates any Scouts coming from the second floor trying to grab the Intelligence. Since you're placing the Sentry Gun in front of the fire extinguisher, this is the midpoint of the Spiral. This spot isn't visible from the entrance of the Spiral. Build a Dispenser sideways on either side, then place the Sentry Gun in front of the fire extinguisher wall. This is an uncommon yet good way of taking out opposing Scouts. Soldiers and Demoman who explosive jump to the top floor and enter from the Spiral will also be surprised.
  • The mid point in the Sewers. It's very important that you build it facing the short pipe, and not the long stretch. Building it in the corner facing both pipes opens it up to splash damage. Instead you want to build a Dispenser against the wall in the corner (facing the long pipe) and then build the Sentry Gun in front of the Dispenser (angled so it is facing the short pipe). It is very difficult to get enough splash damage on the Sentry Gun from this position to blow it up, and it locks down the Sewers. This can also be used offensively by building it in the enemy base.
  • In your Intelligence room, in the short corner (the corner between the two doorways) is a tricky but effective Sentry Gun spot.
  • Placing a non-Teleporter building under the enemy Grate lets you jump up to place a Teleporter exit on it. If you end up in a game where the enemy is turtling in their Courtyard or Intelligence room but otherwise letting you walk in their front door, you can use this strategy to surprise them.
  • Under your grate own Grate is a good spot for a Sentry Gun, while your Dispenser goes in the nook between the entrance and the Courtyard. If you can get your Sentry Gun set up here, it will surprise enemies coming through the entrance and up from the Sewers.
  • Rather than a permanent location, place your Sentry Gun at the the Spiral or the Stairs from the Courtyard to box your enemy in once they have your Intelligence. Drop a Sentry Gun at the end of one escape route (a Mini-Sentry is best suited for this) and take the other route yourself to box the escaping enemy in the basement. A flag-carrying opponent will more likely try to avoid combat with you or the Sentry Gun, and focus on escaping with the briefcase.
  • Placing a Sentry Gun in the center of the Intelligence room facing into the corner between the two entrances allows it to cover both entrances with minimal reaction time. This can be effective against classes with relatively short-range weaponry and will suffer minimal damage. However, the Sentry is slightly more vulnerable to long ranged weaponry in this position.
  • A Sentry Gun on the ledge between the hay room and Courtyard, especially at the beginning of a round, allows you to take down any careless enemies who try to run through these areas and it gives you easy access to metal to upgrade. It's easy to defeat a Sentry Gun in this position, but is a very good position for the start of a round.
  • Coordinate your own Sentry Gun with those of your teammate's. For example, if they choose the main entrance, build in the hay room or elsewhere. That way, if invulnerable or buffed enemies destroy or evade one gun, the other could still stop them or slow them down and give the owner of the destroyed Sentry time to rebuild.
  • Moving your gun around during a lull or if your teammates are covering defense well can catch your enemies off guard. Enemies who have seen it will assume it's in the same place and will have to try another strategy to avoid or destroy it.
  • Engineers can build a Sentry Gun on the bridge, but it's very exposed. A more effective strategy is to build on your own Battlements to cover the bridge.
  • Engineers can set up a Sentry Gun nest in the Sewer room to control this route. An ÜberCharge is often necessary to break through a well-defended sewer.
  • Stacking the Intelligence room is a rather simple to execute and very efficient to enforce. It comprises building a Sentry Gun on top of or directly next to the Intelligence briefcase, and a Dispenser directly behind the Engineer. A Teleporter exit should be placed in the Intelligence room as well, so that teammates can speedily access it (to support the Engineer). The Engineer can sit on the table between his Sentry Gun and his Dispenser and simply wait for an enemy to enter the room.
  • As an Engineer, you could also consider placing Teleporters near to the Intelligence room. Many Spies will be unable to resist Sapping these on their way to the Intelligence room, giving you an advance warning of their approach, even if the Spy has activated his cloak afterward. Most other classes often take down the Teleporter too, letting you know which enemies you're dealing with.
  • The water in the middle of the map can also have a Sentry Gun inside it. The water conceals most of the Sentry Gun, but the rocket module pokes out above the water and BLU buildings are more concealed due to the color of the water. Building the Sentry on the enemy's side catches them off-guard when exiting the Sewers. However make sure that you are not found by an enemy whilst erecting your Sentry Gun, for you are an especially easy target for during this time.
    • Alternatively, placing it underneath the bridge at the entrance to the Sewer pipes for the enemy team is extremely efficient and effective at gaining kills and restricting the area. By placing the Sentry there, upgrading it to level 3 and letting it simply run by itself will block off access for the enemy team to either Sewers, kill anyone on the enemy team who is in the water and most importantly, let your team abuse the Sewer line.
  • A Teleporter exit in the small room that connects the Sewers to the stairway leading up into the enemy base is great for flanking. The stairs acan then be controlled by building a Dispenser (usually at the bottom of the stairs) and a Sentry Gun.
    • The largest downside of this strategy is that all of your buildings may be taken down with ease by a Soldier, Demoman, or a small group of enemies who are working together. One way to help prevent your base from being destroyed with ease is to have an Engineer place a Sentry Gun in the water under the bridge. As it is underwater, enemies will not notice it at first and will therefore be harder to attack. If you have some teammates in the Sewers with you helping defend your buildings and hold the territory, then your base will be very hard to take down short of an enemy ÜberCharge.
  • A Dispenser and a Sentry Gun in the right-side entrance of the enemy base is a very aggressive base. For maximum effect, there should be two Engineers there to keep the Sentry Gun intact, and one or two Pyros to root out Spies who come to sabotage the operation. This position makes it difficult for enemies to enter and exit their base.

Leaderboard class medic.png Medic

  • In general, always try to venture out onto the Bridge area only when there is already a friendly presence there. Enemy Snipers will rarely pass up the chance to kill a Medic.
  • The Crusader's Crossbow is a useful weapon for countering or suppressing enemy Snipers firing from their team's Battlements. While the odds of getting a kill are fairly low, simply preventing a Sniper from getting a clean shot is often enough to succeed. The high damage may also force them to retreat.
  • As a Medic, you have several options to ÜberCharge or be a team player:
    • Tag along in a group of three or more. This builds ÜberCharge very fast, and has a high success rate of securing the Intelligence when timed correctly. If solo, consider pocketing a Demoman or Heavy, as their high damage intake and output is enough to break through almost any defense with a well-timed ÜberCharge.
    • Stay at the Courtyard or on the first floor and heal anyone who needs it. Do not pocket heal anyone, no matter how tempting. This will be very rewarding for your team and all general combat, but it doesn't unlock the full potential of the Medic. Consider going back to the first strategy listed when you have your ÜberCharge ready. After breaking through their defenses, go back to your earlier area and keep healing everyone.
    • Circle the Basement floor with someone else and have an ÜberCharge ready. It's nearly impossible to escape an ÜberCharge against someone, especially a Soldier, Demoman or Heavy in particular. When the Intelligence is stolen, pop nearby and wait until they come out. Try organizing a Pyro to continually Spycheck the surroundings while you pocket them.

Leaderboard class sniper.png Sniper

  • Sniping from the ground floor in the dark areas near the base exits gives a relatively safe view of the upper portion.
  • The Battlements are the prime location for Snipers. A good Sniper can control the entire outdoor area.
  • Shooting from the water can take out the opposition on the Bridge or the Battlements.
  • 2Fort is an excellent Sniper's map, but switching locations frequently is key. For example, after sniping on the Battlements for a while, move down to the lower side. Any players that may switch to Sniper will expect you to be on the Battlements.
  • Going outside and to either corner gives you the Battlements of whichever side you chose, and the Bridge.
  • Jarate is an excellent choice here. Even a blind Jarate tosses can potentially coat an entire Bridge push. It is also possible to hit across the Bridge with Jarate from a jumping high arc throw from the Battlements; this can be good if a just missed Spy that cloaked got away, and you have an approximation of his location, leaving him vulnerable to kills or forcing him to the water.
  • Scouts are also a problem for Snipers here. It's a common tactic for Scouts to rush your Battlements by hopping from theirs and running the top of the Bridge. Though, a quick, well-timed shot at the peak of their jump can knock them out of the sky or at worst send them off course and into the ground or water. If a Scout actually makes it across, it's for the better to fall back to resupply and plan an ambush, or let someone better at close quarters handle the situation.
    • However, you can make them rethink their decision by a quickly thrown Jarate, which will usually make a Scout turn tail.

Leaderboard class spy.png Spy

  • The best way to get into the enemy base is to run from the spawn over the Battlements and into the water, make sure to be fully cloaked before entering full view. It is also possible to jump across the poles on the outside of the bridge. This is effective at avoiding and getting around Spy checking but looks highly suspicious when decloaked.
  • If there is more than one Sniper on the Battlements, they might notice you backstabbing their buddies. As they are fairly cramped, they'll usually pull out their Kukri and charge you. A good place to escape is the structure in the middle of the Battlements. Cloak and then crouch-walk onto the tiny ledge that surrounds said structure.
  • A good spot to recharge your cloak in the enemy base is behind the boxes/barrels near the entrance to the enemy's Sewers while crouched. Most players won't walk in here, and if your team is attacking from the enemy Sewers, this serves as a good chance to backstab any enemies running past you.
  • Spies can be very effective at disabling Sentry Guns in the Intelligence room, but they need to be careful of Pyros.
  • The best Cloak recharge spots are usually in blind spots or corners. Popular recharge spots include the front wall of the opposing enemy fort, the corner in the water right next to the staircase in the Sewers, the corner at the upper level exit of the spawnpoint that has multiple exits, under the stairs in the Courtyard directly under the spawn room, the corner of the narrow staircase entrance to the Intelligence room.
  • The Cloak and Dagger can work wonders when trying to take out Sentry Guns in the enemy Intelligence room, as it will allow you to remain infinitely cloaked, so you can time when to strike. If the Engineer is in a spot where he cannot be backstabbed, the Ambassador can work as a great alternative, as one headshot and one bodyshot kills the Engineer. Make sure to be hiding out of the Sentry Gun's range when attempting this.
    • Be careful when in the Intelligence room, as walking over the Intelligence picks it up and undisguises you.