Community Yukon 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: Expand the "General Strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well.
|Community Yukon strategy|
|Map type||Control Point|
|Developer(s):||Patrick "MangyCarface" Mulholland|
Freya "Acegikmo" Holmér
|Health Kits:||×8 • ×8|
|Ammo Boxes:||×6 • ×6 • ×2|
This article is about Community Yukon strategy.
Note: It is recommended to read the main Yukon article first to become familiar with the names of key map locations used in this article.
- 1 General strategy
- 2 Class-specific strategy
- 2.1 Scout
- 2.2 Soldier
- 2.3 Pyro
- 2.4 Demoman
- 2.5 Heavy
- 2.6 Engineer
- 2.7 Medic
- 2.8 Sniper
- 2.9 Spy
- For Scouts, Spies, Pyros, and Heavies, it is preferable to take the route under the middle point to attack the enemy from behind.
- The roof of the bridge on the central point is a good spot for Soldiers and Demomen to jump to in order to gain height advantage.
Attacking Control Point 3
- The fastest way to get to the point as a Scout is to run down the pipe or right hand side at last point, depending on where you spawn, and then go through the tunnel on the right side of second point.
- Despite this being the fastest route, you may want to stay with your team on this map to protect them from enemy Scouts.
- On the middle point itself you can duel enemy Scouts as it's open enough to allow you to dodge incoming explosives, however you should make yourself aware of enemies coming from above.
- Snipers are a huge threat to everyone here, preferring to hide behind the rocks across the point or even back at the entrances to the area, so if you see one, make sure to take it out as soon as possible or ask someone else to.
- If the point is too dangerous to attack directly, you can assist your teammates by protecting flanking routes such as the bridge above the point and the two side buildings.
Attacking Control Point 2/4
- Due to the nature of this map, you will probably want to stay in position for middle point defense to make sure no enemies sneak out behind your team.
- Once you're satisfied of this, either move in via the main route, or the tunnel to second point, both are good routes.
- The point itself often gets quite crowded, so as a Scout you'll want to hang around underneath the point, or get behind the enemy, to ambush people falling off the point, or assault the enemy team respectively.
- Stealing the health-kits under the point is often a good idea if your team are going to be healed by a Medic, as it prevents enemies who fall off from regaining their health.
- In order to get behind the enemies, either run all the way through to the final point and jump onto the pipe, or use the small ramp from the area below second point, on the left as you come in through the tunnel from middle.
Attacking Control Point 1/5
- Here you do not always want to move with the main bulk of your team, as the point will be spammed by explosives. Instead, take either the lower right tunnel into the last point, or the far left tunnel.
- If you end up in the area below the pipe, get out as you will most likely be killed. There is almost no use to this area for a Scout, except for sometimes moving across the area to pick off an important class.
- As the area is quite open, you are more or less free to move right into the enemy and start harassing them, but remember to deal with Snipers as soon as possible as they are a huge threat to your team in this area.
Defending Control Point 3
- In general, your team will be standing around the rocks closest to the enemy base if you're holding this area. Surprisingly, defending it is relatively easy.
- As a Scout you should be watching the tunnel area that links to second point, as your team will be watching the main routes and in all likelihood do not need help in doing so.
- Spies can be a problem on Yukon, so a good idea can be to run through players on your team when you get the chance to check them, just in case.
- Aside from this, a Scout cannot do much while defending this area, so you may want to attempt to run in via the tunnel to second point and take out an enemy Medic or other class.
- Scout can perform a rollout on Yukon where he is guaranteed to be the first on the 3rd point by using the Winger. This rollout consists of using the tunnel leading from the 2nd/4th point to the 3rd point after leaving spawn, and using the Winger to double-jump onto the bridge of the 3rd point from the ramp placed right outside the tunnel near the 3rd point. This rollout can also be done using the Atomizer, but requires a crouch jump to make it.
Defending Control Point 2/4
- Once again, a Scout is limited here in making sure enemies do not come from behind the team, and waiting for the team to make a move as a whole.
- Areas you should be watching are the tunnel from middle, and the far tunnel which is part of the main entrance to middle. Your team themselves should be holding the area to the right of this far tunnel, just in front of the point.
- If you can get onto the roof by jumping on the wooden planks from the middle main entrance, this gives you a perfect vantage point to watch all these areas and call out threats to your team.
- If you find that the tunnel to middle is in fact clear, use it to get out behind in position for a back-cap, or to pick off a Medic, but don't back-cap until the enemy team moves into the second point area, as otherwise they can turn back too quickly to deal with you.
Defending Control Point 1/5
- Scouts have very limited use here, so you may want to switch class.
- However, Scouts can provide good cover on the enemy flanking routes; dueling enemy Scouts during an enemy push can keep your team and the point safe.
- As such, watch the upper right area, and be prepared to run across the area to attack anyone trying to move in from the lower left.
- Back-capping can be very effective on Yukon if done efficiently, but can be more difficult than other maps.
Attacking Control Point 3
- Take advantage the space on the control point that is on the bridge. You can knock off enemies from the bridge and then lay some rockets from above.
- Stay with your team mates to avoid flanking Scouts and Pyros. On either side of the point there is health and ammo near the entrance of the bridge which you can use as cover while other teammates attack the point.
- The middle point itself allows for duels but being a Soldier you can rocket jump to higher ground to shoot rockets down or to escape.
- Snipers are a threat to everyone here, preferring to hide behind the rocks across the point or even back at the entrances to the area, if you see one and your team is attacking the point, put pressure on the Sniper by approaching him with rocket jumps or rockets depending on the Rocket Launcher you're using.
- If the point is too dangerous to attack directly, you can assist your teammates by protecting flanking routes such as the bridge above the point and the two side buildings. Your bigger health pool allows you to hold out a little longer than a more fragile class. It's also quick and relatively safe to retreat hugging the walls and staying behind the rocks.
- The bridge where Control Point 3 is on offers an excellent ambush spot for Pyros to attack those passing below.
- Pyro is not very useful in the tunnels leading up to point 2/4, but is a good distraction when it goes through the 3rd lower tunnels to flank the enemy. The medium health and ammo kits there will offer some sustain for that and the ultimate goal is to pick off either the enemy Medic or Engineer. Just make sure you don't go up to the point itself, because the enemy will be all massed there and it is also likely housing an enemy Sentry Gun.
- On the 1st/5th point the Pyro can airblast the enemy off the point into the low grounds, making them have to climb up the entire way again. This lower area below the walkway is also an excellent battleground to meet enemy flanking classes on.
Defending Control Point 3
- Using the Detonator, Pyro can do a rollout with which they can be the first one on the point, beaten only by Scouts using the Winger doing the same rollout. The rollout consists of taking the tunnel from 2nd/4th point to the 3rd point after leaving spawn, going up the ramp right outside the tunnel on the side of the 3rd point, and then using your Detonator to jump from the ramp onto the bridge and the 3rd point. This makes you the first on the point, able to defend it until your team arrives to assist and capture the point. The jump requires crouch-jumping and a bit of airstrafing, but can be performed consistently when practiced.
- The bridge offers some cover for Demomen to attack from beneath the point using the Stickybomb Launcher.
- The sign above the crevice leading to the second point is a good spot for defending Demomen to lay sticky traps.
- For Demoman the Grenade Launcher (or any other primary weapon) is usually more feasible than stickies in most areas besides the entrances to the 2nd/4th point. Combat will usually happen quicker or closer to you than stickies are effective, making aiming grenades all the more important. If you are not good enough at aiming grenades, try to bait your enemies into tighter corridors to make hitting grenades easier.
- As Heavy you want to be the first to jump into the fray on the 2nd, 3rd and 4th point, since you can easily get to there without being noticed or being shot down. On the 3rd point you should go under it to mow down the enemy backline and only go up to the point to join the fight with the Demomen and Soldiers when you are sure the backlines aren't threatening you anymore.
- Engineer is relatively useful on every point except the 3rd because of the many flanks leading to there not being a favorable sentry spot.
- The sentry on the 2nd/4th point should be inside the half-broken house so it covers the point but still has no direct sightline to the enemy. Watch out for enemy Spies coming from the third lower tunnel though, as they often try to sneak behind your team via this route and try to cause havoc together with some other classes, who will wait until the Spy has sapped the Sentry Gun.
- On the 1st/5th point the sentry should always stand on the top of the building next to the point. It also needs to be placed quickly after losing the 2nd/4th point, because an enemy Scout could very quickly back-cap the point while your team isn't paying attention. Watch out for Snipers and Soldiers on the flanks below, as they can easily pick off you and your sentry from there. To prevent this try to coordinate your team into defending this route actively and call out the enemy Sniper if he is trying to shoot you or your sentry so a teammate can quickly kill or chase away the distracted Sniper.
- Familiarize yourself to where the healtkits are on the map. It's always a good idea to be ready to retreat especially on third point. There aren't many places to get health and the enemy can see you retreat to a healthkit and make you a bigger target.
- Buff each of your teammates along the way to the third point especially Scouts so they can stay on the point to capture it longer.
- This map has a lot of open space. Buff everyone and while doing so watch your back for enemy Spies. The same space that allows you to dodge crossfire is the same space that Spies and Scouts have to get to you.
- When attacking or defending control point 2 or 4 try to stay off the bridge if you see an enemy Sniper or if the fight is near the entrance. Remember to stay behind your teammates or on the ramp down to health and ammunition.
- Snipers can make use of the long path that Control Points 2 and 4 are located on to snipe enemies attempting to capture the point via the main entranceway.
- Spy is able to utilize the many tunnels throughout the map to waylay the enemy.