| Community Gold Rush strategy
| Basic information
| Map type
| File name:
| Map Info
| No. of Stages:
|| Daylight, sunny
| Map Items
| Health Kits:
|| ×9 • ×14 • ×4
| Ammo Boxes:
|| ×4 • ×12 • ×14
| Map Photos
This article is about Community Gold Rush strategy.
General (All Classes)
- Stage A, Checkpoint 2: It is imperative that BLU takes and holds the attic to set up Teleporters and Dispensers for attack classes. BLU Sentry Guns in the attic should be primarily defensive, as placing a Sentry Gun facing RED spawn, such as on the catwalk or in a window, gives Soldiers and Demomen a wide open target. A heavily defended attic allows BLU to heal and resupply ammo and charge Übers, and gives access to the final point for a quick Scout rush if necessary. RED must prevent the attic from being taken. This is not essential to a good defense, as there are ample Sentry positions outside the Attic, but pivotal for a good offense. A single RED ÜberCharged Pyro can destroy a Sentry Gun nest in the Attic, so upgrade them to level 3 for knockback.
- The cart provides great cover from attacks. Crouching makes this even more effective. It also is an extremely useful tactic when there are Sentry Guns around, as you can simply crouch on the side of the cart that isn't facing the Sentry Gun. You may eventually be shot by it, but this tactic at the very least saves several seconds, and that can mean the difference between RED pushing back and BLU backup arriving.
- Brute force shouldn't be underestimated on this map. If you have enough firepower hitting the other team, it is difficult for them to do much unless they do the same to you. An advance is usually made when one team is unable to deal enough damage to the enemy because they are mostly waiting to respawn with only a few on the front lines. You must be able to keep sustainable firepower on the front line.
- For RED Demomen, placing sticky bombs along the track the cart follows is generally a good defensive idea. Once the enemy team gets the cart moving over the portion of track you've placed the bombs on, set them off to stop the cart and gib its escort. This tactic works especially well inside the tight turns of both stages A and B because the enemy team will turn the corner and move over the bombs without realizing their presence. Demomen are also extremely successful at the chokepoint turn after the first checkpoint on Stage A, often stalling an assault. Demomen at this chokepoint can harass Engineers attempting to build in the Upper Right Attic and enemies on the cart track.
- On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them at times.
- Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
- Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.
- On offense and at the final checkpoint of the last stage, there is a pathway under the map to flank the enemy, use your speed to get behind the enemy and eliminate them while they are focused on your teammates with a few well placed shots.
- If your team does not have a Medic, Bonk! Atomic Punch is another way to distract a Sentry for a little while.
- Mad Milk can help your teammates when on either team with some extra health while in combat.
- Using the Force-A-Nature can push away enemies from the cart with ease and effectiveness. This also deals decent damage, making them think twice about rushing in as a Pyro.
- You can use rocket jumps to get across the map and get to the cart faster, if you need to. (For example, during Overtime.) To save health while doing this, equip the Gunboats.
- While defending the second stage, it may be a good idea to wait up in the tower and, once setup's over, fire continuous rockets at their spawn. However, if you do this, watch your back for Spies.
- Pyros should use their compression blast on both offense and defense to keep enemies away from the cart. Even pushing enemies away for a second can provide enough of a distraction that flanking teammates can finish them off.
- On BLU, Pyros should generally be near the cart, both helping with the push and checking for Spies. They can also use their compression blast to push RED Stickybombs out of dangerous spots.
- The Flare Gun or Detonator can be helpful in defending the choke point right after Stage A, Checkpoint 1. Long distance flare shots through the window will discourage BLU Snipers and Soldiers from camping on the second story platform accessed through the tunnel. The Manmelter well for spamming shots due to its unlimited ammo.
- On Stage 1, Point 1, there is a raised 'dune' on the right (BLU perspective) of the BLU spawn. You can get up their by using the rocks located near the cliff (See above), allowing for devastating ambushes as the attackers will not likely notice you.
- At least one RED Pyro should regularly Spy check the RED deck, the roof of the RED spawn, and the tunnel next to the RED spawn.
- A Demoman on RED should use the Stickybomb Launcher on various checkpoints and on the Payload to stop further progression of the bomb. The Scottish Resistance is a good choice for area control in this situation.
- A Demoman on BLU should use the Chargin' Targe/Splendid Screen strategy to accumulate heads and help cap the Payload. An ÜberCharged Demoman can quickly destroy multiple Engineer nests with the Stickybomb Launcher. Watch out for airblasting Pyros.
- Generally on BLU, just stay by the cart. That's where you are most needed. Don't worry about wasting ammo, as the cart acts as a moving level 1 Dispenser.
- A Heavy perched on top of the cart will function much like a Heavy by a Dispenser, but with the added bonus of staying on the front lines (and the problem of being on a higher perch). Be careful, as a skilled Sniper can easily headshot a slow moving, inattentive Heavy.
- A Heavy with the Brass Beast can stand in front of the cart. The cart will push the Heavy while shooting which is actually faster than walking with the Brass Beast.
- A BLU Heavy crouching behind the cart (preferably with the Fists of Steel) is very safe from Spies and out of sight for Sentry Guns when pushing along the narrow path in front of The Attic. This push can get the cart almost all the way to the finish.
- On RED, hide in the various alcoves by the cart for an ambush when people come near. Stay near a Dispenser and act as a human Sentry Gun, or buddy up with a Medic. If there are no Dispensers or Medics, bring the Sandvich with you and know where the ammo boxes are for prolonged combat. If you are not constantly moving, the Brass Beast might be a better choice if available.
- On Stage 2 as BLU, it may be a good idea to ignore the cart for a little bit and take the side route right out of setup. By doing this, you can destroy Sentry Guns before they become a problem to your team.
- For both teams on the final stage, especially BLU, Teleporters are important as there are large distances to cover and for BLU team there are no forward spawn points. The ability to get your team to the front lines quickly can be a game-changing asset.
- On Stage 1, defensive Engineers can sentry jump to a small ledge overlooking most of the Payload track. Set up a Teleporter to get there and this will provide an impeccable position to attack approaching forces, especially with the Wrangler.
- One small note to make of this is to beware of telefrags from incoming Spies. Keep an eye on who's coming through your Teleporter!
- On the last stage, defensive Engineers can Sentry jump using the Wrangler to get on top of the archway just outside of RED's forward spawn. Once up there, you can setup Teleporters that allow you to get behind enemies while they are pushing the cart to Point B that is relatively more safe than the ground-based Teleporters.
- Dispensers can really help your teammates on both teams when placed around a corner, hiding behind an obstacle, or generally away from harm.
- On stage B and C you may want to set up a sentry outside your spawn guarding the exits, as red may push into your spawn once the gates open.
- On defense, on the last stage on the battlements overlooking the final point, it may be advantageous to place a Mini-Sentry in the corner of the ledge just to the left of the exit from the spawn below. Especially when combined with a Dispenser kept further back, it will deny BLU most of the final stretch and be hard to destroy. If it is destroyed, it can be replaced very quickly, making it very hard for BLU to get past. Pair this strategy with the Frontier Justice and the Pistol to swiftly build up revenge crits and pick off distant targets.
- Medics are almost the key to winning any push, or guaranteed to be a great help. The Medi Gun ÜberCharge can help destroy Engineer nests (preferably with a Demoman), the Kritzkrieg ÜberCharge can eliminate entire groups of enemies, and most importantly, healing is a great way to keep teammates alive while pushing the cart or defending.
- Communicating with your teammates is a good way to properly activate an ÜberCharge. A simple message can make all the difference when making a push, and can prevent losing a few seconds of a precious charge.
- Use the advantage of long and narrow pathways to either prevent the cart from moving by killing the enemies pushing it; or, on offense, protect the cart from incoming enemies.
- Jarate can help defend the cart on RED by helping finish off large groups of enemies. The Sydney Sleeper is a good choice if the player is not good at head-shooting with the Jarate effect applied on hit and a faster charge rate for full-charged bodyshots.
- A RED Sniper can safely defend the Second Checkpoint on Stage A camping above the RED Spawn with the Razorback. Only Spies and other Snipers pose a serious threat up there.
- On each stage it's a good idea to take out Teleporters either on BLU or RED, as most stages in this map are very large and require a long time to get to the front lines for either team without a Teleporter. At the start of the stage, the priority target should be Engineer buildings.
- On BLU and at the final checkpoint of the last stage, there is a pathway under the map that leads behind the enemy, this is a very good path to take that puts you in a prime position for backstabbing the RED team.
- On RED and at the very first stage you can go through the building, onto the balcony, and onto a ledge that leads above and across the battlefield. This path can be useful for when the enemies have their area on lockdown.