Community Enclosure strategy

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Enclosure
Enclosure main.jpg
Basic Information
Map type: Payload
File name: pl_enclosure_final
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Michał "AsG_Alligator" Byczko
Aeon "Void" Bollig
E-Arkham
PEAR
Stiffy360
Andrew "Dr. Spud" Thompson
Fuzzymellow
Maxime Dupuis
Freyja
Ivan "Crowbar" Sokolov
Map Info
No. of Stages: 3
Environment: Jungle, industrial
Setting: Daylight, sunny
Hazards: Whitewater, Raptors,
Tyrannosaurus rex,
Pitfalls, Crushing
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×12  •  Mediumhealth.png ×24
Ammoico.png Ammo Boxes: Smallammo.png ×7   •   Mediumammo.png ×16   •  
Largeammo.png ×10
Map Photos
Loading screen photos.
Map overview
Enclosure overview.png

This article is about Community Enclosure strategy.

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

General strategy (All Classes)

See also: Community Payload strategy
Stage 3
  • The left exit from RED Spawn (Keep Clear/Elevator No 8) is the shortest route the Perimeter Wall. It is effectively a forward spawn until BLU caps the first point.

Class-specific strategy

Leaderboard class scout.png Scout

Leaderboard class soldier.png Soldier

  • There are many tight spaces in Enclosure. Try to ambush enemies in these areas to prevent them from dodging your splash damage.

Leaderboard class pyro.png Pyro

  • If your team controls it, the Service Hall can get you several Backburner kills, especially for a RED Pyro before BLU gets into the Observation Room.
  • Both sides of the Wood Deck(the end nearest the Boathouse) have a Medium Health Kit, close to each other and in sheltered positions for waiting out a Pickup respawn.
    • When the Cart is on the Wood Deck, this situation sets up a close quarters, continuous motion, defensive patrol for a Pyro. The Health pickup in the shed next to the Triceratops Enclosure can add a secondary route to your patrol.
    • Pop around corners and up and down levels for single ambushes, then hit one of Health Kits (once a heavier class notices you, you should run off and heal) -- the Pickup under the ramp is particularly good for waiting for the Health Kit respawn.
    • The Back Scratcher is useful here due to the numerous health packs.

Leaderboard class demoman.png Demoman

Stage 1

Attacking
  • If RED is defending the Balcony Flank on the Observation Room, indirect pipes can better reach any Sentry nest next to the control point.
  • A Sentry nest in the Alcove can be hit with bouncing pipes.
Defending
  • Since you can jump up to the Balcony over Final, you can take a position at the top of the Pipes. Crouch and spam grenades towards any enemy running into the Restricted Area, you can see their feet just before they can see you. You can use the health pack nearby to maintain the position.
    • Between the Notice and the door is a blind spot to set stickybombs.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Stage 1

Attacking
  • Take full advantage of building Dispensers and Teleporters inside your spawn, then you can switch to Battle Engie when the round starts to help the team fight out from the spawn until there is room to re-deploy your buildings forward.

Stage 2

  • Team up with a teammate or two to secure the Cubby for a Sentry nest.
    • Attackers gains a very defensible Teleporter Exit at the enemy's doorstep.
    • Counter-attacking out of the Boathouse after first cap may be difficult, a defending Engineer nesting in the Cubby gives the rest of the team a second ground exit, as well as denying the closet to BLU for as long as possible.

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy