If you fail to plan, you plan to fail February 22, 2008
Posted by linkstatic in Clan News.trackback
What with Friday fast approaching I decided to give more bite into the food-for-thought “medic carry” approach to organized teamplay on gravelpit. It’s most easily demonstrated, I think, by way of example instead of wordy rhetoric. So here’s a little scenario:
(I’m sure I missed something out guys so help me out here. If everyone in the group’s thinking the same someone isn’t thinking)
Pink’s “What i would do if I were medic” – a rundown of responsibilities and priorities of each class
Soldier
Soldier 1
1. Cover B roof
2. Watch entire area, especially back of B house
Soldier 2
1. Cover roof of small hut next to B
2. Harass right B tunnel
Dual Soldier combo
1. Dual rocket jump to protect/attack C cap point
2. Protect B house
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Demoman
1. Spawn camp forces initial uber
2. Grenade spam can shut off an entire entrance
3. C defense by use of stickies
Soldier-Demoman combo
1. Recovery of B/C with use of sticky jump and rocket jump combo
Demoman-medic combo
1. Sentry/ dispenser destruction
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Scout
1. Capture/Defend point A. As long as red scout stays alive in point A, the enemy scout cannot capture it in peace. The blue scout rarely has any other choice but to forsake capping and fight. A constantly victorious red scout can ensure blue has no choice but to route forces from B to A.
2. Harass the enemy by traversing between A and B in the small tunnel
3. Deny all med packs. When A is out they’re basically living off the land and they’re medic
4. Destroy the medic- but only when heavy is distracted
5. Kill snipers trying to take out soldiers on roof
6. Help clear the roof, or hiding enemies. Remember the scout can travel everywhere.
Dual scout combo
1. Ensure a quick victory over A.
2. Harass the enemy team if they’re running pyros, spies, snipers- or if B defence is doing very well and would like to better reinforce A
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Sniper
1. Clear the roof
2. Defend B by covering the C entrance (if blue has taken A)
3. Take down enemy medic
4. Take down enemy demoman
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Heavy
1. Be the medic’s weapon (or “hand”, so to speak)
2. Provide support fire
3. Cover entire entrances
Heavy-medic combo
1. I think this speaks for itself- the heavy medic combo is a goddamn entity and a monster truck. Remember how 5 zords couldn’t do jack but combined into the megazord they pwn anyone? Same difference. You combine medic and heavy, you summon captain planet. Stand on caps, win stand offs hands down, face 3 enemies at once. Be the meat of the team while they provide the firepower
2. I do not, though, think this combo should be used to take down sentries. They get pushed back too much. If left with no choice though- I strongly suggest the medic dance in front of the sentry to draw its fire, allowing the heavy to advance. When ubered, of course.
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Pyro
1. Create confusion in confined spaces. Running around inflaming everyone is extremely visually distracting- especially in somewhere like B. Teammates can use that opportunity to wipe the opposition out with ease.
1. Sentry destruction
2. Retake/clear a crowded B or A point.
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Spy
1. Sap teleporter entrances
2. Sap sentries- A well times sentry sap may mean we don’t have to blow an uber
3. Take down enemy medic
4. Take down enemy demoman
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Engineer
1. Seal off entire vantage points with sentry- eg: Ramp at B house covers left B entrance. Right cubby in B house covers B house main entrance. Left C ramp covers an attack point from B. Et cetera. (Remember- good sentries aren’t there to stop an enemy. They’re to force an uber)
2. Teleporters ensure red team reaches B faster, reducing the spawn time difference.
3. Create dispenser for heavy and roof soldiers/demomen
4. While not repairing or attending to the sentry, the engineer can make a vigilant spy defense since he does not have to worry about fighting as much
Engineer-Heavy-medic
1. Seal off both entrances to B.
2. One forces the uber, and the other will still be around to defend
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Medic
1. Watch out for Enemy backstabs, spies, demomen or soldiers sneaking around the back. In other words, cover the blind spots of all teammates.
2. Make plays and give orders
3. Keep roof soldiers/demoman healthy
So for example I’d start the match with Engineer, heavy, medic, 2 soldiers, and a demoman. Assign the demoman and one soldier to spawn camp. If anyone dies and A is being taken, swap him to scout (unless he’s medic, heavy, or engineer). If engineer and sentry gets killed change him to pyro temporarily. Roof taken? Assign second soldier to retake it. Second solly not available? Assign scout. Sniper trying to take someone on the roof out, and no scouts? Assign a solly to do it instead.
Be water, my friend
Always remember though- and I cannot stress this enough- War is an art and as such is not susceptible of explanation by fixed formula. The game WILL change, the situation WILL change. The medic needs to direct his cast to an ever-changing scene, and make opportunity his script. Any technique, however worthy and desirable, becomes a disease when the mind is obsessed with it- because it’s not the strongest or most intelligent species that survive; it is the one most adaptable to change
Ok, that was waay wordier than i hoped.
Update: Hey guys in case anyone would like to carry the onus of the being the team’s sniper, here are a few great tips to check out
Serious Nerd- Sniper class tips
Malice:
Hi guys, I thought this website would be useful.
Effective Strats and Strat Calling

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