Community Rumford strategy
| “Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Checkpoint C tips. Some more class-specific tips would be nice too. |
| Rumford | |
|---|---|
| Basic Information | |
| Map type: | Payload |
| File name: | pl_rumford_event
|
| Released: | December 5, 2022 Patch (Smissmas 2022) |
| Developer(s): | Neil "Nesman" Stottler Eric "erk" Browning Aeon "Void" Bollig Louie "bakscratch" Turner Alex "FGD5" Stewart Patrick "Zeus" Hennessy Izotope |
| Map Info | |
| Environment: | Smissmas, Alpine |
| Setting: | Day time |
| Hazards: | Woodchipper |
| Map Items | |
| Map Photos | |
| Map overview | |
This article is about Community Rumford strategy.
Note: It is recommended to read the main Rumford 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
- Checkpoint A
- The Flank route is great for opening fire on enemies on the Bridge.
- The Small Building can be used to recover with its small and medium ammo and health pack, respectively.
- You can use the upper route of the Wood Chipper Path to surprise enemies with the help of a Medic as backup.
- You can also use the upper route to bypass the main fight at Checkpoint A and roll out into the Windows of Checkpoint B, another flank route that can surprise enemies on Checkpoint A from the back.
- Checkpoint B
- The path between Checkpoint A and B is a very dangerous Sniper sightline. Consider using the halfway point building to flank enemies from behind in the building.
- The inside of the conveyor room can be used to quickly get some health and ammo from its health and ammo packs.
Class-specific strategy
Scout
Soldier
Pyro
- Checkpoint A
- Use your compression blast to counter any projectiles from problematic Soldiers and Demomen on the bridge.
Demoman
Heavy
- Checkpoint B
- The path between Checkpoint A and B is very dangerous as it is a Sniper sightline. Try using the routes in the conveyor room instead with the help of a Medic.
Engineer
- Checkpoint A
- The Small Building is a good place for a Teleporter as it provides cover, or near the Wood Chipper Path to encourage teammates to use the route to assault enemies on the bridge.
Medic
Sniper
- Checkpoint A
- You can take down Sentry Guns on the Bridge from the Flank route for safety.
Spy
- Checkpoint A
- The Flank and the Wood Chipper Path are very important for sneaking onto the Bridge and backstabbing unsuspecting enemies.
- Checkpoint B
- Taking out Snipers in the Rumford Paper Co. building makes the path between Point A and B far safer for your teammates.