Community Mossrock strategy

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Mossrock main.png
Basic Information
Map type: Control Point
File name: cp_mossrock
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Freyja
Michał "AsG_Alligator" Byczko
Andrew "Dr. Spud" Thompson
Jake "Xi.Cynx" Handlovic
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

See: Community Attack/Defend strategy

Even though there are only two Control points on this map, the map's design is such that there is a sequence of de facto non-locking points (the buildings) that must be defended or captured in sequence.


BLU's overall strategy should be to take and hold the sequence of buildings efficiently; the capturing of either point can be fairly simple if good forward positions have been secured. BLU should expect RED to attempt an active defense to harass and retake captured buildings.

Captain Dan's

RED might not always prepare a robust forward defense of Captain Dan's; however, if BLU is not ready for a team assault on the building, a lot of time can be lost here if RED has a vigorous defense of the building.

  • A simple, unsupported ÜberCharge from a spawn gate is unlikely to take either end of the building:
    • The distance from the spawn gates to either doorway is so long as to consume most of the ÜberCharge in climbing the hill, and a good defense is sure to include attempts to knockback the ÜberCharged pair.
    • The rest of the team should first determine if an ÜberCharge is necessary to take the building quickly; and, if so, provide enough suppression to help the Medic and Pocket get into the effective striking distance.
  • 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 Jumping 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 the ÜberCharge.
  • The whole building should then be secured. At the same time:
    • If Engineers had committed to a strong nesting of Captain Dan's, 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, then BLU should rapidly probe the flanks to determine where RED has prepared a defense.
  • It is natural for assault classes and their support to advance up BLU's far right; this is the shortest distance from BLU Base, and there is no flank on the right.
  • Expect RED to flank on BLU's left as the team tries to enter and take the building.
  • Expect a nest in the Main Room either around to the left with the Health and Ammo Pickups or up to the right on the Balcony.
  • Another likely nest is around the corner from the Side Door between the Pond and the Casali building.
  • A practical flank to the Casali building could be the Riverwalk, especially since RED could be 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 the 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.

BLU's attack becomes much more complicated after the capture of The Bridge. Effective assault of The Trestle point requires at least full control of both ends of the building facing the point; that is, the BLU forces must split.

  • BLU's typical approach is, on the one hand, to take and hold the Stairwell and on the other to take the Radio Shack; and then fight down the Corridors to Shipping with reinforcement from the captured Stairwell. With the aggressive play on both sides, the Corridors, Shipping, Alley, and Stairwell can change hands many times, but BLU should try to control both ends for a multi-prong attack on The Trestle.
    • The Alley is the shortest path from the BLU advanced 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 has the desirability of closeness to the final point, a somewhat more defensible position, enfilade fire on two-thirds of The Trestle defense, a wide opening that runs across RED's guns instead of straight into them, and a short hop for an ÜberCharge attack on the Platform nest.
  • This is an extensive area to cover and it is probably appropriate to have one Engineer supporting each end:
    • BLU Buildings inside the Radio Shack should be considered temporary, placed there only to support taking the Corridors.
    • 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 is difficult to keep in place so close to the RED spawn.
    • 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.
The Trestle

Between fighting off RED counter-attacks on the Alley and the Shipping Dock, BLU should set up and launch coordinated attacks against The Trestle from those positions.

  • BLU should expect an Engineer nest on the Platform. And either a Mini-Sentry Gun or a Level 1/2 Sentry Gun is often set in the protected corner of the Capture point.
  • Medics should hold and time ÜberCharges for those moments where several teammates are available to push the point.
    • If that can be done in conjunction with the Train approaching RED's defense so much the better.
    • Remember that the Train blocks fire in both directions, a passing Train can reduce ÜberCharges if all the targets, especially if the RED Sentry Gun is on the other side of the Train.


To some extent, RED’s defense can effectively be considered the counter of BLU’s offense, that is, prevent the capture of the sequence of buildings.

  • The best way to defend The Trestle is not to let BLU secure the Jenkin building.
  • The best way to defend the sprawling Jenkin building is not to let The Bridge fall, which usually means not letting BLU secure the Casali building long enough to capture The Bridge.

However, a decision of where to set RED’s initial defenses should be made:

  • A well-coordinated defense of Captain Dan's can end the round right there, especially against a less than 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.
  • 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 and the Casali building, and 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, perhaps upon the broken stairs to the roof, but 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.
Captain Dan's
  • There are several safe firing positions; use all of them to spread out your hitboxes.
  • 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.
  • 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.

After the loss of Captain Dan's, most of the team should be concerned with holding or retaking the Casali building. This is effectively the last choke point in the round. 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 building.

  • Probably, no more than one Wrangling Engineer, a Pyro, and a Sniper should set up in the Radio Shack until it is certain that the Casali building is falling.
  • A few 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 from 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 deposit ÜberCharges attempting to round the corner from the Side Door. A well-timed Air Blast or Wrangler attack could push the ÜberCharged attacker over the cliff.
  • 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-attack 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
  • With one Engineer nesting on the platform and a second Engineer placing a Sentry Gun in the corner of the capture point, the question is where to put the second Dispenser?
    • 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 (assuming the BLU Sniper has been eliminated).
    • Underneath the boardwalk up to The Trestle is another possible location for the second Dispenser, especially if a Heavy can stand with it (But Spycheck anyone seen using it!).
  • Remember that players, especially Spies, can sneak under all and behind some of the bents of The Trestle.
  • There are several nooks and crannies for Spies to hide under The Trestle and around the Platform.

Class-specific strategy

  • Jumping classes can gain unexpected attack angles from the roof of The Bridge.

Leaderboard class pyro.png Pyro

  • As fighting enters the Jenkin building, begin sweeping for Spies around the Platform nest and under The Trestle, at least once each time respawning.

Leaderboard class demoman.png Demoman

  • The passing Train provides some cover for attacking the nest on the Platform.
  • 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

  • A nest on the deck above the Pond can help BLU to hold the Stairwell, once taken, not from the Sentry Gun, but from a replenishing Level 3 Dispenser. A well-placed Sentry Gun can protect that position and the stairwell from flanks through the back door and the garage.
  • Shipping is a long way away from supplies and a defensible Dispenser is needed nearby to teammates there healthy for the push on the final point.

Leaderboard class sniper.png Sniper

  • It is common for a RED Sniper to camp on the Lean-to, and a good one can command the Alley. A BLU Sniper can duel from the other end of the Alley and should be supported.

Leaderboard class spy.png Spy

  • Have a Pyro escort you quickly up the Riverwalk to where you can decide to then sneak into the Radio Shack, the Casali building, or the Pond.
  • Learn the ways under and behind The Trestle.
  • Behind the Platform, there is a rough, but walkable, path over the boulders along the fence and behind the tree to get behind the nest.