Sigma
09-12-2011, 11:33 PM
Decided I'd spread this through a few forums, since I'm pretty happy with how this guide turned out (and whenever I ring on blands, it seems that retaking spire is a total crapshoot with random and useless comms about who's staying on last). Here's the post:
On one of my youtube videos, I was asked the following:
“Hey Sigma, who do you like to leave at last after a successful last defense and enemy scouts are still around?”
I started typing my answer as a comment, but it soon got bloated and started including every possible last push situation, so I decided to take the whole thing and post it here instead. There might be a few holes in it or there might be some better way to push it, but this is the best way I’ve come up with. Enjoy?
Retaking the spire from badlands last is an intersting push. There are a lot of varying situations where you can successfully retake, but you need to cover the right doors at the right times or you just get screwed. The following describes the push methods that I have used in the past and have found to give the best chance of recapturing spire while also landing periodic checks on the doors to minimize your chances of being backcapped.
Note that if the enemy scouts were just an early death on the push and they’re alive now because they’re respawns, you should realize this in game and then you can basically ignore the following — you just need to send a soldier past dropdown and you can’t be backcapped. Another notable exception to the following is if there was a death before the push, or a very early death during the push (particularly on the roaming soldier), and the fight was drawn out for 20s or so, you need to leave a soldier to stop the potential spy backcap, in which case you can ignore all the rest of this stuff about covering doors and just beeline spire with everyone else.
So, if you have 5-6 players still alive, you leave no-one on last. Send the combo+demo by dropdown, checking the box and lamp hiding spots, and either out dropdown or off of bats and push up to corner to deny a re-push. The roamer should go out bottom left, checking the signs, then checking the hiding spot in trash and coming out bottom mid behind the combo. One scout should go through bottom mid, up to cliff in front of the combo and over to spire. The other scout should move through top mid or bottom left to left bats, then directly to spire. You can drop any one player from that and you’re still covering everything (the bottom left scout just needs to check the hiding spot in trash if it’s the roamer who’s dead, and will need the pocket to jump over to help him if there’s something there). This push is the best way to get your spire back off an advantage when you have 5+ players, regardless of if it’s 6v5, 5v4, or 6v1 — only change is if there’s going to be an uber fight on grey, have bottom mid scout check lobby but then go to spire from bats.
If you only have 2 players alive, you can’t push it unless they’re wiped, so I won’t go into detail there.
If you only have 3-4 players alive, you can’t really cover everything and you need to leave someone. The assumed state of the enemy team here is that they have only 1-2 players alive, including at least one scout who had time to hide. If their players are fresh spawns or their positions are known, just beeline spire with everyone and send an explosive class by dropdown. If they have 3+ players alive, at least 2 of which were not fresh spawns, you can’t push in this way *unless* you have your medic up and they don’t, in which case the appropriate pushing technique is to leave your scouts on last while your combo moves towards dropdown, then do the same push as you would with 5-6 players once you have your spawns, using your health and uber advantage to seal the deal. So, for the 3-4 vs 1-2 situations, the clearest way to describe it is by examining what each class does individually (some overlap here). Note: if a scout moving up used bottom left and you have a soldier spawning in <5s, you can move everyone off last and have the soldier watch it:
Scout:
If your team is scout/scout/medic, take a buff, and have one scout check bottom left + lobby, the other scout goes bottom mid + checks dropdown, then both beeline spire*
In all other situations, take a buff if the medic is up, then beeline spire.
Soldier:
If your medic is down:
If you are the only soldier OR you are the pocket soldier, stay on last
If you are the roaming soldier AND the other soldier is still up, move out bottom left and go to spire
If your medic is up:
If you are the only soldier up OR you are the roaming soldier, stay on last
If you are the pocket soldier AND your roamer is up, move up with your medic past dropdown while your roamer stays on last
Demo:
If a soldier is up, move to spire while the soldier stays on last
If no soldiers are up, stay on last
Medic:
Buff any surviving scouts so they can rush spire.
If you have more than one explosive class up, move up with the demo or pocket while the roamer or pocket stays on last.
If you only have one explosive class up, stay with them on last.
What this set of logic accomplishes is a fragmented version of the 5+man retake, which lets you shift easily into a full team push once you have enough spawns. Once players spawn, they fit into the same role as they would normally in this push with one notable exception: if you're the roamer and you stayed on last, no-one ever checked bottom left, so you must stay until the cap is done or the positions of the surviving members have been called**.
Everything else works out nicely — if the roamer stayed last, then there's no worries, and if he didn't, he cleared the hiding spots on bottom left, so as long as everyone else checks dropdown, you can't get backcapped. By the time you get your spawns, it's very likely that you know the positions of the enemy or have spire close to capped, so you can get your team to yard fast. The major benefit of pushing like this is that you get very quick cap time with your scouts (critical), and you get your demo to yard as fast as possible to deny the corner. Note that this push WILL FAIL if the other team has 4+ up before your demo at least makes it to bats (you get this situation if they had a bunch of deaths at the start of their failed push, then you took a couple at the end). If you hit this case, just have your scouts abandon spire before they cap and return to a last hold (or forward hold) — even if they cap it, they will die, and you will lose the round as a result.
Note: the absolutely critical communciations you need to pull this off are:
#1: call the position of any surviving enemies once you see them. You can often account for everyone, which frees up your players at last and lets you have a stronger retake of yard
#2: if you are the roamer, call whether you're moving bottom left or covering last (esp. if you're still spawning). Everyone else's activity can be determined purely from this call
#3: if you are the main caller, call the exact push situation on at the beginning (whether there are potential hiders, whether there is a spy), and call for the abandon if the spawns don't work out for you.
*this case leaves your medic alone on last, but that's okay. Because you specifically checked the close hiding spots, your medic will be safe until an explosive class spawns (unless you have like crazy 20s spawns on your explosive classes, in which case you should not do this push).
**You might say "but Sigma, if I just check bottom left now, it will work out, won't it?". It won't work. The reason is that a hider could come from there at any time depending on whether he was using a sign, trash, or what have you. Any spawning backcap will use dropdown or maybe bottom mid to get in, so if you leave last empty late in this push to check bottom left, you'll stop a backcap from there but you're open to the spawned backcap from dropdown. The reason everyone else but the roamer can move up freely is because they're all checking dropdown since bottom left is already clear.
On one of my youtube videos, I was asked the following:
“Hey Sigma, who do you like to leave at last after a successful last defense and enemy scouts are still around?”
I started typing my answer as a comment, but it soon got bloated and started including every possible last push situation, so I decided to take the whole thing and post it here instead. There might be a few holes in it or there might be some better way to push it, but this is the best way I’ve come up with. Enjoy?
Retaking the spire from badlands last is an intersting push. There are a lot of varying situations where you can successfully retake, but you need to cover the right doors at the right times or you just get screwed. The following describes the push methods that I have used in the past and have found to give the best chance of recapturing spire while also landing periodic checks on the doors to minimize your chances of being backcapped.
Note that if the enemy scouts were just an early death on the push and they’re alive now because they’re respawns, you should realize this in game and then you can basically ignore the following — you just need to send a soldier past dropdown and you can’t be backcapped. Another notable exception to the following is if there was a death before the push, or a very early death during the push (particularly on the roaming soldier), and the fight was drawn out for 20s or so, you need to leave a soldier to stop the potential spy backcap, in which case you can ignore all the rest of this stuff about covering doors and just beeline spire with everyone else.
So, if you have 5-6 players still alive, you leave no-one on last. Send the combo+demo by dropdown, checking the box and lamp hiding spots, and either out dropdown or off of bats and push up to corner to deny a re-push. The roamer should go out bottom left, checking the signs, then checking the hiding spot in trash and coming out bottom mid behind the combo. One scout should go through bottom mid, up to cliff in front of the combo and over to spire. The other scout should move through top mid or bottom left to left bats, then directly to spire. You can drop any one player from that and you’re still covering everything (the bottom left scout just needs to check the hiding spot in trash if it’s the roamer who’s dead, and will need the pocket to jump over to help him if there’s something there). This push is the best way to get your spire back off an advantage when you have 5+ players, regardless of if it’s 6v5, 5v4, or 6v1 — only change is if there’s going to be an uber fight on grey, have bottom mid scout check lobby but then go to spire from bats.
If you only have 2 players alive, you can’t push it unless they’re wiped, so I won’t go into detail there.
If you only have 3-4 players alive, you can’t really cover everything and you need to leave someone. The assumed state of the enemy team here is that they have only 1-2 players alive, including at least one scout who had time to hide. If their players are fresh spawns or their positions are known, just beeline spire with everyone and send an explosive class by dropdown. If they have 3+ players alive, at least 2 of which were not fresh spawns, you can’t push in this way *unless* you have your medic up and they don’t, in which case the appropriate pushing technique is to leave your scouts on last while your combo moves towards dropdown, then do the same push as you would with 5-6 players once you have your spawns, using your health and uber advantage to seal the deal. So, for the 3-4 vs 1-2 situations, the clearest way to describe it is by examining what each class does individually (some overlap here). Note: if a scout moving up used bottom left and you have a soldier spawning in <5s, you can move everyone off last and have the soldier watch it:
Scout:
If your team is scout/scout/medic, take a buff, and have one scout check bottom left + lobby, the other scout goes bottom mid + checks dropdown, then both beeline spire*
In all other situations, take a buff if the medic is up, then beeline spire.
Soldier:
If your medic is down:
If you are the only soldier OR you are the pocket soldier, stay on last
If you are the roaming soldier AND the other soldier is still up, move out bottom left and go to spire
If your medic is up:
If you are the only soldier up OR you are the roaming soldier, stay on last
If you are the pocket soldier AND your roamer is up, move up with your medic past dropdown while your roamer stays on last
Demo:
If a soldier is up, move to spire while the soldier stays on last
If no soldiers are up, stay on last
Medic:
Buff any surviving scouts so they can rush spire.
If you have more than one explosive class up, move up with the demo or pocket while the roamer or pocket stays on last.
If you only have one explosive class up, stay with them on last.
What this set of logic accomplishes is a fragmented version of the 5+man retake, which lets you shift easily into a full team push once you have enough spawns. Once players spawn, they fit into the same role as they would normally in this push with one notable exception: if you're the roamer and you stayed on last, no-one ever checked bottom left, so you must stay until the cap is done or the positions of the surviving members have been called**.
Everything else works out nicely — if the roamer stayed last, then there's no worries, and if he didn't, he cleared the hiding spots on bottom left, so as long as everyone else checks dropdown, you can't get backcapped. By the time you get your spawns, it's very likely that you know the positions of the enemy or have spire close to capped, so you can get your team to yard fast. The major benefit of pushing like this is that you get very quick cap time with your scouts (critical), and you get your demo to yard as fast as possible to deny the corner. Note that this push WILL FAIL if the other team has 4+ up before your demo at least makes it to bats (you get this situation if they had a bunch of deaths at the start of their failed push, then you took a couple at the end). If you hit this case, just have your scouts abandon spire before they cap and return to a last hold (or forward hold) — even if they cap it, they will die, and you will lose the round as a result.
Note: the absolutely critical communciations you need to pull this off are:
#1: call the position of any surviving enemies once you see them. You can often account for everyone, which frees up your players at last and lets you have a stronger retake of yard
#2: if you are the roamer, call whether you're moving bottom left or covering last (esp. if you're still spawning). Everyone else's activity can be determined purely from this call
#3: if you are the main caller, call the exact push situation on at the beginning (whether there are potential hiders, whether there is a spy), and call for the abandon if the spawns don't work out for you.
*this case leaves your medic alone on last, but that's okay. Because you specifically checked the close hiding spots, your medic will be safe until an explosive class spawns (unless you have like crazy 20s spawns on your explosive classes, in which case you should not do this push).
**You might say "but Sigma, if I just check bottom left now, it will work out, won't it?". It won't work. The reason is that a hider could come from there at any time depending on whether he was using a sign, trash, or what have you. Any spawning backcap will use dropdown or maybe bottom mid to get in, so if you leave last empty late in this push to check bottom left, you'll stop a backcap from there but you're open to the spawned backcap from dropdown. The reason everyone else but the roamer can move up freely is because they're all checking dropdown since bottom left is already clear.