2fort : 3-Man basement defence
This is a guide to defence tactics for the 2fort map, that I wrote for my clan sometime in 2000. I think it still holds, though you'll need three fairly good players working as a well-coordinated team to make the most of it.
General notes
The biggest problem with basement defence duties is the distance to the basement from the respawn areas. This means that there will be a fair number of defenders entering the basement, thereby making things easy for enemy spies. Spycheck procedures should therefore be implemented.
Another problem is that the basement is inherently "down" from the attacker's point of view. This means that defenders are vulnerable in particular to grenade-based attack - grenades bounce down the ramp and/or elevator very effectively. Most readers can probably foresee the problems caused by demomen commencing an attack by lobbing MIRV grenades in.
Defenders:
- 2 Soldiers (positions Sol1/Sol2)
- 1 Engineer (position may vary)
Soldier 1 : Near basement resupply, facing the elevator shaft.
This soldier can engage enemies entering via the lift. The narrow corridor leading away from the elevator provides a good bottleneck - firing rockets into the floor & walls of this passage is a good way to injure the attacker with splash damage. This soldier can (and should) fall back across the room, while continuing to engage the enemy. In such a confined space, he should be able to kill a light enemy class with splash damage quite easily.
If the enemy tries to just run past, this soldier should let them do so, then pursue - as the enemy will shortly run into the SG built by the engineer. At which point, they will either run straight into a hail of fire from the SG, or be a sitting duck for the soldier as they try to edge round the corner to destroy the SG. Essentially, the aim is to trap the enemy between the SG and the Soldier, and then destroy them. Can also intercept escaping Medics/Scouts planning to Conc. jump up the elevator shaft.
The Spychecking Lift :
The Elevator can be used for spychecking purposes. Any friendly jumping down the liftshaft will cause the lift to activate. Enemies do not trigger the lift.
Soldier 2 : Near foot of spiral ramp, looking up the bottom leg of the ramp.
This soldier basically does the same job for the spiral ramp. Again, the narrowness of the lower part of the spiral makes it an excellent fire zone, especially if defenders further up the ramp can provide a warning of any incoming enemies.
If this soldier comes under heavy fire, he should initially fall back - as an attacker leaves the lower part of the ramp, they will enter the area covered by the sentry (if it is in one of the primary positions given below). As before, the defender not try to hinder the enemy's progress if the they attempt to run past without engaging, but this soldier should not move too far out of position, either to pursue attackers, or to assist the elevator defence, since his secondary role is as the first line of the "inside-out" defence - to prevent the enemy leaving with the flag.
Engineer : Mobile
The engineer is the final line of defence. His job is to build and maintain his sentry gun a and dispenser in one of several positions. Once they are built and at full strength, he should support the soldiers, in particular Soldier 2, by transporting ammo and repairing armour. If one of the soldiers is killed, the engineer should stand in until the soldier manages to return from the respawn point, but not at the expense of repairing or upgrading the SG. Otherwise, he should engage the enemy only when necessary (i.e. in defence of his SG, or to stop an enemy flag carrier). When SG is built and both soldiers are at full strength, take up a position with a good view of the sentry gun and/or dispenser, and the directions from which they are vulnerable.
Sentry Gun Position 1 : in the short entry to the flag room
This position has a good field of fire, covering the base of the ramp and both entrances to the flag room. It is well shielded (by a wall) from attackers entering via the elevator. Any attacker attempting to throw grenades at it from this direction will be an easy target for soldier 1. It is a very long grenade throw from the bottom of the spiral ramp, also requiring a good deal of accuracy. Soldier 2 should be able to distract any attacker attempting this throw. If soldier 1 is missing, though, it becomes vulnerable to attack from the elevator side, due to its lack of visibility in this direction. It is also vulnerable to attack from the direction of the flag room - if an enemy manages to get past the rest of the defence and enter the flag room, the engineer should move to cover the SG's rear. With a sentry here, SG3 is a good "at ease" position for the engineer.
Sentry Gun Position 2: just outside the short entry to the flag room.
This position has many of the advantages of SG1 (it's only a couple of game-metres away, after all), with one or two added advantages and disadvantages. It has a field of fire towards the Resupply room, though the time it will take to turn to face in this direction means that alert attackers will be able to take cover before it opens fire. It is more vulnerable to attack by grenade from both directions, due to the reduced shielding by walls. It is also much more vulnerable to direct attack (rocket, flamethrower, nail/railguns) from the elevator side. SG1 or SG3 are good "at ease" positions.
Sentry Gun Position 3: Against wall of large room in basement.
Good fields of fire - covering both flag room entrances and the approach from the elevator. It can also engage attackers entering via the ramp, though it will take time to track around. Less vulnerable to direct and grenade attack from the elevator direction than Position 2. More vulnerable to grenade attack from the Ramp, since it's much closer. Eng1 is a good "at ease" position.
Sentry Gun Position 4: In the flag room, in front of the flag
This position gives a good field of fire, covering both entrances to the flag room. It is very difficult to attack with grenades (it's a long throw from either flag room entrance, and not near any walls, so bouncing grenades to it is much harder) Any attacker attempting to engage it should be an easy target for the either of the defending soldiers. However, it is a long way from the resupply, so building/ upgrading/ repairing it will take longer. It is also out of sight of the soldiers, making it much more vulnerable to spy attack. It is also very vulnerable to direct attack with rockets from either entrance.
Sentry Gun Position 5: In the flag room, in any of the non-flag corners.
Easier to attack with grenades than Position 4, but less vulnerable to direct attack. If positioned in one of the "outside" corners (i.e. not between the doors), is much less vulnerable to attack from the "far" entrance. Otherwise advantages and disadvantages as per position 4.
For both these positions, the best "at ease" position is probably Eng1 or SG3, out in the basement proper - he knows that no-one else is supposed to enter the flag room, so he's best-placed to spot anyone trying to do so.
Once a SG is destroyed, it is best rebuilt in a different position - that way the enemy will probably lose another attacker finding it. Speaking as an attacker, I would recommend using positions 1 and 3 the most - these are the hardest to kill.
Dispenser Position 1 : Hidden in shadows at base of spiral ramp.
Provides easy resupply for Soldier 2. Can be detonated as a defensive weapon, either to break up large-scale attacks entering via the ramp, or to kill escaping flag-carriers. Vulnerable to grenades lobbed down the ramp, or to direct attack from the same direction, though its lack of visibility (it's dark in that corner) should help prevent this. Bear in mind when detonating that it will remove armour from Soldier 2, and probably blast him across the room as well.
Dispenser Position 2 : Blocking bottom of spiral ramp.
Again, easy resupply for soldier 2. Possibilities for detonation are slighty reduced, and its vulnerability to attack is increased dramatically (it is likely to get destroyed immediately at the start of any attack coming down the ramp, for instance) but it blocks the lower ramp, greatly hindering escaping flag carriers.
Dispenser Position 3 : In small room between resupply and the main basement.
Easy resupply for engineer when building sentries at positions SG1, 2 or 3. Can be detonated to kill attackers in this area attempting to destroy SG's at any of these positions. The primary use of this position is to protect sentry guns from attack. Once well loaded, detonating a dispenser here will kill anyone in this small room - a prime spot for attackers entering via the elevator to attack sentries at positions SG1, 2 and 3.
Overall Plan: