Community Brew strategy

From Team Fortress Wiki
Jump to: navigation, search
Brew
Cp brew.png
Basic Information
Map type: Attack/Defend
File name: cp_brew
Released: December 7, 2023 Patch
(Smissmas 2023)
Developer(s): Liam "Diva Dan" Moffitt
Emil Sharafeev
Alex "FGD5" Stewart
Aeon "Void" Bollig
Stuffy360
Tim "Sedisocks" BL
Map Info
Environment: City / Brewery
Setting: Daylight, sunny
Hazards: Pitfalls
Map Photos
Loading screen photos.
Map overview
Brew overview.png
Map Stamp
Item icon Map Stamp - Brew.png
Supporters Leaderboard

This article is about Community Brew strategy.

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

General Strategy (All Classes)

See also: Community Attack/Defend strategy
Offence
  • Pushing out of the first spawn can be somewhat difficult due to the high ground given to the enemy. Consider finding the high ground over your enemies, such as by using explosive jumps.
  • If their team has a competent Sniper, avoid going through the Trash Area. Head towards the Underpass/Poster Room or go through the Middle Building instead.
Defence
  • The catwalk above the final control point provides a very close high ground advantage over the players trying to capture the point, as well as being a good point to spam the opposite team's catwalk and the route from the Point Flank (from which players have a hard time seeing you).

Class-specific strategy

Leaderboard class scout.png Scout

Offence
  • If the enemy team has a Teleporter up when defending the first control point, drink the Bonk! Atomic Punch in the Poster Room and run to the Cellar Flank or past the control point. You can then run all the way back to their spawn and destroy their Teleporter. Upon exiting the Cellar Flank, there is a medium health kit that can be used to replenish your health after fighting any possible pursuers.

Leaderboard class soldier.png Soldier

Offence
  • The tree near the shed between the Trash Area and control point A can be stood on, giving you a high ground advantage.
  • The Upper Corridor's catwalk is a good place to fire at the enemy team's Sentry Guns from.

Leaderboard class pyro.png Pyro

Defence
  • At the first control point, the Thermal Thruster can be used to fly over the enemy team at the Middle Building and get the drop on them. This is especially useful with the Backburner.

Leaderboard class demoman.png Demoman

Defence
  • The small doorway overlooking the first control point can be used to rain grenades or stickybombs on capturing enemies.

Leaderboard class heavy.png Heavy

Defence
  • If preventing the first control point capture is impossible, hide in the Cellar to flank the enemy team as they move through the Entry Hall. Be wary of any enemies using the path from below.

Leaderboard class engineer.png Engineer

Offence
  • There is a small doorway to control point A in the top room of the Middle Building, a Teleporter Exit here can significantly help in keeping a sustained offensive on the point.

Leaderboard class medic.png Medic

Defence
  • At the final point, teammates returning from the Point Flank don't have much space to move left or right. Use this to your advantage with the Crusader's Crossbow for guaranteed bursts of healing.
  • The two barrels at the final point is a great place to use the Medicating Melody from the Amputator. It provides enough cover to not be seen by enemies, prevents backstabs, and lets your team stay close to the fight.

Leaderboard class sniper.png Sniper

  • The sightline from the control point to the Middle Building is a good place to pick off enemies.
Offence
  • From the first spawn, walk out of the left-most exist and kill any high-value targets such as Medics to clear the path for your team to get out of spawn.
Defence
  • On the final control point, the Huntsman can be devastating to any enemies coming from the Point Flank. Its lack of space makes it much easier to hit your arrows on them.

Leaderboard class spy.png Spy

Offence
  • The ramp into the Cellar flank is useful place to uncloak when your team makes a push for the first control point. This spot is hidden and does not have much strategic importance for the defenders, making it unlikely to be watched or defended heavily. Additionally, your team is on the other end, making most enemies face away from you unless they're retreating.
    • It can also be used to run towards their spawn and take out a potential Teleporter. Remember that enemy players can see your outline if they respawned, so put away your disguise before going for the Teleporter.