QUAKE TEAM STRATEGY GUIDE
This assumes that you are playing 2fort4, and you are playing with at least 9 guys.
Part 1, DEFENSE!
Defense is the most important part of your team. You must work together to build an undefeatable defense, or else the opponents will get your flags. In order to ensure safety in your flag, you MUST fight your opponent on a 2 to 1. For every 2 men they send, make sure you have 4 defenders. Most classes are capable of taking out every other class, given the conditions to fight in, and using teamwork can create those conditions.
Second, there should be a Sniper and a Defensive Class on top of the battlement. The Sniper is there to kill off oncomers and snipers and rack up frags, and the Defensive Class is up there to take care of Rocket Soldiers. Also, the defensive class on the battlement can also be easily deployed by the leader anywhere from the roof, and can easily surprise a Flag Grabber by running down the Spiral Ramp after him.
Finally, there should be 2 Defensive classes in the basement. These are to take out the weakened Flag Grabbers that survived the gauntlet above. They should idealy be Pyros or Medics. They can deal a lot of damage quickly in small spaces. Pyro’s because they catch people on fire, and Medics because of their super nailgun and the medical axe. Lich and myself usually take up these spots. Not only this, but the Medic can, and should heal the Offensive Team from here.
Now, there is such a thing as Offensive Defense, which is simply taking out attackers BEFORE they attack. This is best left up to Spies. They can easily take out HWGuys and Soldiers. This doesn’t help in a clan war, because everyone’s so organized, the spy sticks out like a sore thumb.
Although it is extremely cheesy, you might want to send your Soldier and Demoman from the offensive to camp at the 2 respawn spots. This should rack up a good 5 to 10 frags each before they even notice. If you have both respawn spots secured, the only guys that can stop you are the troops not already killed.A word to the impatient, frags and action do not go to the defensive guys. If you are one who likes lots of action, be part of the Offensive team. Only patient people should defend. There will be many time that you and your teammate will get bored, but your patience will pay off in less captures.
Ideal Defensive Team
In Ramp Room: 1 Engineer and 1 Solder
On this list, fill in the Ramp Room and the Battlement spots first, because anyone who respawns will either pop up near the flag or next on the Sniper's Roost. This will make guarding the flag a little bit easier.
Part 2, OFFENSIVE
The offensive team should be the BEST players. Only the best players should go after the Flag. Players that aren't the best usually get fragged every time they leave the safety of the fort. The offense should also go after the flag as a team. The defense is too overwhelming for a single player, even if it is a Scout. The only way to grab the flag and leave safely is with teamwork! Also, if a group is not varied enough, the raiding party won't have enough versitality to get past the many layered defense of the opponent.
Having that said, the offensive team should practice on a public server before even attempting to go and play in a Clan War. The offensive team should be compared to the likes of a Military Operation. It should be quick, and accurate, not wasting any time breaking through to get the flag. In fact, taking the flag should be somewhat of a step-by-step operation, executed flawlessly.
The FLiPZ were fighting a clan called FRO, and they were good. They would completely bypass the ramp room and go straight for the flag using Rocket Soldiers. Lich and me had basement duty and we were being eaten alive by Soldiers! They would come in teams of 2, and they knew exactly what they needed to do. They won the game, by the way.
That being said, you need at least 3 men to go after the flag, a long range class for taking out the sentries and short range classes without even being noticed, a short range class for close combat, and a flag runner for an emergency, desperate run at the flag, and some extra annoyance. You might want to go ahead and put 2 long range classes in your offensive group. Also, remember the man on your battlement if you need back up. Your defense can attack, but only to back up a trapped runner.
One thing most offensive teams forget is that if they remove a defensive player, they RESPAWN! For example, on of the few frags I picked up in the FLiPZ/FRO battle was when I had almost killed a soldier, and he finished me off. I respawned in the basement, and kept him from running off with it. Also realize that the more guys you frag, the higher your team total will be. So if you have the chance to frag someone, go ahead and try it. Also remember that if you capture the flag, you get about 90 points towards the team goal.
An emergency tactic is if you need an emergency defense is let the offense die, and hope they respawn in the basement to stop any flag getters. Just hope the opponent doesn't get a lot of frags from it.Offensive Team: 1 Soldier, 1 Demoman, and 1 Scout. You can replace any of these guys with Pyros. You can replace the Demoman with either a Pyro or a Medic.
Here is what I'd do if I could train this team.
First a Soldier rockets the Sniper's Roost. On impact the team moves to the lobby. In lobby, Soldier moves to ramp room while the Demoman and Scout take out any opposition in the lobby. As soon as the Soldier clears the ramp room of sentries, the Demoman and the Scout go to ramp room and take out any human opposition. The team then heads for the main room. Inside the main room the Demoman and the Soldier secure the room while the Scout takes out a Sniper at the Roost. Then everyone goes down the spiral in this order: Demoman, Scout, Soldier. At the basement, the Soldier and the Demoman divert attention away from the Scout, as he gets the flag. When the Scout gets the flag, the Soldier goes and tries to secure the Respawn room as the Demoman and the Scout escape via the spiral staircase, Demoman first. When the Demoman hits the main room, he fires a MIRV grenade, while the Scout dashes over Roost and returns the flag to base. The Engineer should detonate his dispenser blocking the ramp on hearing that the Offense grabbed the flag.
Now, upon looking at the map, the main room (the room after the spiral ramp) can only be reached via the ramp room, if you don't have any Rocket Soldiers or Concussion Jumping classes. If you can jump, you can bypass any ramp room defense and either take out the sentries from behind, or go straight for the flag. One of the easiest places to jump is the corridor between the lobby and the ramp room (the dark one). This leads to the second respawn spot. Any classes that can achieve a quick kill or two would be highly advised. Medics and Soldiers are the only classes I've seen that can jump high enough using explosions to get to the Sniper's Roost from the ground outside.
Make sure that you use Grenades to clear out rooms. For example, try throwing a grenade at someone. They either A) Run forward B) Run away or C) Get blown up. If it is A or B, they make easier targets, and you also distract them enough to escape to the next room. You should see what Nail Grenades do to a room. Also, Napalm and MIRV's work like a wall. People are reluctant to jump across them in fear of dying.
Part 3, COMMUNICATION
This is the part that connects the offensive and the defense. It is extremely important that the entire team communicates via marcos. There are a few commands that you should marco, so marco these.
INCOMING!!! -- This is usually used in the team games I played as they're going inside the base. This alerts the defense from boredom, and they should get juiced up by any medics before they come down to the basement.
INCOMING BY WATER!!! -- This is the same as above, only they're coming by the Underwater tunnel. It might be fun to send the Demoman guarding the Sniper down there to totally bomb them as they climb the stairs.
Flag Route Secure -- This alerts that all opponents are away from the Flag Route and the scout should proceed to the flag then! The offensive team should use this, but doesn't.
Sentry Destroyed -- This alerts the offensive team to move ahead pass the sentries, which were obviously destroyed. The offensive team should use this, but doesn't.
HELP!!! -- This either means one of 2 things: This player is either guarding the flag and needs backup, OR they are in the enemy base, and is about to die. Unless he is in your base, DON'T help. He'll just respawn, and be ready for action. Think of it as a sacrifice.
If possible, when the raiding party happens to get killed, tell the group the opposition in their base. Then the leader can make a decision on if the Offense needs to make a quick change up.