Community Mossrock strategy

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Mossrock
Mossrock main.png
Basic Information
Map type: Control Point
File name: cp_mossrock
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Freyja
E-Arkham
Michał "AsG_Alligator" Byczko
PEAR
Andrew "Dr. Spud" Thompson
Jake "Xi.Cynx" Handlovic
Fuzzymellow
Aeon "Void" Bollig
Neal "Blade x64" Smart
Harlen "UEAKCrash" Linke
Map Info
Environment: Jungle
Setting: Daylight, sunny
Hazards: Trains, Pitfalls
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  Mediumhealth.png ×8
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×9   •  
Largeammo.png ×3
Map Photos
Loading screen photos.
Map overview
Mossrock overview.png

This article is about Community Mossrock strategy.

Note: It is recommended to read the main Mossrock 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
  • Defenders have many high ground positions to defend from in the first control point area. After the loss of the Casali building, they must defend multiple positions and can be spread more thin.
  • Jumping classes can gain unexpected attack angles from the roof of the Bridge.

Offense

  • Controlling the buildings after the first control point makes attacking the final control point much easier.
  • Attackers have three main ways into the Jenkin building from the forward spawn, which is relatively central to all of them. The final point faces three positions behind which BLU can rally for short pushes onto the point, possibly time with the passing of the train that cuts through RED defense of the point.
Captain Dan's Wood Pulp
  • An initial push could include suppressing the building openings while clearing flankers from in front of spawn, choosing one end to attack in force, and then sending flankers under the building to attack that end from behind while the Medic is escorted at least part of the way to the building before committing to an ÜberCharge.
  • If Engineers have committed to a strong nesting in the building, then a few players could be sent forward early to harass the rebuilding of defenses in the next building.
    • If RED had neglected a strong defense of Captain Dan's Wood Pulp, then rapidly probe the flanks to determine where RED has prepared a defense.
Casali Shafting Co.
  • Assault classes and their support can advance up BLU's far right as it is the shortest distance from the BLU Base and there is no flank on the right.
  • Be wary of the flank on BLU's left as the team tries to enter and take the building.
  • The Main Room may contain a Sentry nest either around to the left with the health and ammo pickups or up to the right on the Balcony.
  • The Side Door between the Pond and Casali Shafting Co. is another possible place for a Sentry nest.
  • A flank to the Casali building can be done through the Riverwalk, especially if RED is committed entirely to holding and flanking that building.
    • A jump from the Riverwalk can place the player outside the doorways to the Casali building.
    • Passing under The Bridge, this route can also give an angle on a nest by the Pond.
The Bridge

Once the Casali building is taken, the Pond nest reduced, and sufficient BLU players have rallied in the building, a squad can usually take the point in short order. Most fire is directed between the buildings.

  • Metal sheeting at the point protects from RED fire from the right.
  • BLU players remaining in and around the Casali building can cover the backs of the teammates on the point, but also fire on the exits to the Stairwell and Alley.
  • BLU players on the point can direct their fire on the openings of the Radio Shack.
Jenkin Coal co.
  • A good approach is to take and hold the Stairwell and the Radio Shack; and then fight down the corridors to Shipping.
    • The Alley is the shortest path from the BLU forward spawn to the final point, but it opens into the direct fire of RED entrenched above and below The Trestle.
    • Shipping is harder to get to, but it is closer to the final point and has a more defensible position.
The Trestle
  • The Platform is a possible place for an Engineer nest on the Platform. Either a Mini-Sentry Gun or a Level 1/2 Sentry Gun may be set in the protected corner of the control point.
    • Remember that the train blocks fire in both directions, a passing Train can reduce ÜberCharges targets, especially if a RED Sentry Gun is on the other side of the train.

Defense

  • RED's defense can effectively be considered the counter of BLU's offense. Prevent the capture of the sequence of buildings reduces the chance of a successful push from BLU.
Captain Dan's Wood Pulp
  • A well-coordinated defense of Captain Dan's Wood Pulp can prove to be a formidable defense for BLU to take, especially a lesser coordinated BLU team. However, a collapse of a strong forward defense can result in the capture of the Casali building before the defense of that position can be rallied and built up.
  • There are several safe firing positions, use all of them to prevent your team from being huddled up together.
  • Setting Sentry Guns a bit back from the end openings offers them a bit more protection and they can still provide lethal coverage as BLU enters either end as well as provide some support fire towards the other end.
Casali Shafting co.
  • After the loss of Captain Dan's, most of the team should be concerned with holding or retaking the Casali building. Control of the building's openings should also include control of the Riverwalk beneath the bridge to keep flankers, ninjaneers, Spies, and back cappers out of the Jenkin Coal co. building.
  • Demomen and Soldiers can use the Teleporter there as flank route, jumping from the Patio to avoid running into the fire along the Bridge.
  • When it comes down to it, a Demoman or Soldier can fire on the point from the Patio, especially on those BLU players taking cover behind the sheet metal.
  • A Teleporter up on the roof of The Bridge, tucked away next to the Radio Shack is effectively unassailable until The Bridge falls.
The Bridge
  • When defending a nest between Casali and the Pond, the Chasm is a convenient place to knock ÜberCharged players into attempting to round the corner from the Side Door. A well-timed compression blast, well-placed Wrangler-fired Sentry Gun rockets, or a Shortstop shove can do the trick.
Jenkin
  • A RED nest in the Loft can significantly slow BLU's capture of the building, helping hold that room as well as providing flankers to the Stairwell.
  • Strong counter-attacks can disrupt pushes and reduce BLU's forward nests and keeps the fight away from the point.
  • A successful counter-attack on one end of the building can setup a flanking sweep through to the other end.
The Trestle
  • A Dispenser on the lumber pile just inside the Entryway next to the Lean-to is well-protected and can hold up a Heavy during a push.
    • Underneath the boardwalk up to the Trestle is another possible location for a Dispenser, especially if a Heavy can stand with it.
  • Remember that players, especially Spies, can sneak under all and behind some of the bents of the Trestle.

Leaderboard class pyro.png Pyro

Defense
  • As fighting enters the Jenkin building, begin sweeping for Spies around the Platform nest and under the Trestle.

Leaderboard class demoman.png Demoman

Offense
  • The passing train provides some cover for attacking a nest on the Platform.
Defense
  • A sticky jump up the Trap Door in the Garage can quickly flank provide a firing angle for launching a spread of grenades into the Stairwell.

Leaderboard class engineer.png Engineer

Offense
  • The Jenkin Coal co. building is an extensive area to cover and it is probably appropriate to have one Engineer supporting each end:
    • BLU buildings inside the Radio Shack may prove difficult to hold for a longer priod of time. Any Engineer support placed there may only be temporary.
    • Buildings are harder to keep up on the Alley end, especially when set on the ground floor of the Stairwell and facing coordinated RED ÜberCharges. Teleporters are not particularly useful there given the relatively short distance from the spawn. A Dispenser on the deck above the Pond can help sustain the team through RED counterattacks. Sentry Guns are useful in protecting the Dispenser from RED flanks but are vulnerable.
    • A Teleporter inside or near Shipping can help the team hold that room, but even with a Sentry Gun it may be too close to the RED spawn to hold for a long period of time.
    • The Loft can be a practical place for a BLU nest; sheltered from direct attack, the Teleporter and Dispenser can support both the Stairwell and Shipping and the protective Sentry Gun can also partially cover the Backdoor.
  • A nest on the deck above the Pond can help BLU to hold the Stairwell with a level 3 Dispenser. A well-placed Sentry Gun can protect that position and the stairwell from flanks through the Backdoor and the Garage.
  • Shipping is a long way away from supplies and a defensible Dispenser greatly helps teammates there to be healthy for the push on the final point.
Defense
  • The open deck of the Patio is an alternate protected location for a Teleporter exit.
  • Preparing a strong Engineer presence in the Radio Shack early in the round (and waiting for BLU to get to the Bridge) often comes at the expense of a stronger defense of Captain Dan's Wood Pulp and Casali Shafting co. It places the Bridge at risk early in the round, which can result in BLU having much more time to gain control of the Jenkin building.
  • A balanced defense could include Engineer nests built-up both inside and behind the Casali building. The first nest providing Teleporter support for Captain Dan's defense and the second providing Teleporter support for the first nest and the Chasm-side flank.
    • The first nest's Teleporter could be placed forward in a protected position behind Captain Dan's, such as on the broken stairs to the roof. The Engineer must remain inside Casali to rapidly replace the Teleport there when the forward Teleporter is lost.
    • A supplemental wrangled nest up on the roof of the Bridge can command the exits and Low Route from Captain Dan's.
  • Engineers should flee the position if an approaching push appears to about to succeed. Engineers dying in-nest at Captain Dan's effectively means that they will not be able to rebuild nests in time to defend Casali or even the Radio shack.

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy

Offense
  • A Pyro can help escort you quickly up the Riverwalk to where you can decide to then sneak into the Radio Shack, the Casali building, or the Pond.
  • Behind the Platform, there is a rough but walkable path over the boulders along the fence and behind the tree to get behind a nest there.
  • There are several nooks and crannies for Spies to hide under The Trestle and around the Platform.