Team Fortress 2

Team Fortress 2

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Wildcard Tactics: Air Strike strategy
By Azure Bliss
this guide is for a tactic for the entire team. maybe you could try it
   
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Introduction
This is my 1st guide, please be nice, anyway this guide is for a tactic, you will need the entire team. I really hope you guys enjoy. ;)

(also here is an example in a 12v12 game: 4-11 soldiers (around 8 is reccomended), 1-8 medics (maybe around 3), and 0-7 support classes, a.k.a: engies, snipers or(not listed on this guide) heavies, pyros, scouts, demos or spies.)
The bulk of the team
NOTE: it is reccomended that you use this tactic while: ATTACKING, i cannot stress this enough as with defenders you will most likely leave some spots open for ninjaneers or quick caps.

As you have probably guessed from the title, the bulk of the team will need to be air strike soldiers, th secondaries i will class here as 1-4:
1st: base jumper
2nd: gunboats, mantreads
3rd: buff banner, conch, batalion's backup
4th: a shotgun, the bison.

Most of the soldiers should have section 1 or 2, but you will need a section 3 to give the rest of the team buffs, i would reccomend the conch, as mobility is the main part of this tactic, and it can heal the wearer when they are jumping.

the gunboats would be for the soldiers who are: the best aimers and rocket jumpers. the man treads are for the people who can: aim and who like to be in people's faces. the base jumper is for the soldiers who cannot aim unless almost stationary, and like to do one rocket jump at a time, to keep in the air. the backpack are for the player who: does not need to rocket jump and functions as a: more powerful support character, this soldier does not need the air strike, and could go for: the direct hit, to weaken up enemies and take down sentries, the begger's bazooka, for...well...keping them on their toes, black box, to keep themselves alive, or the liberty launcher/rocket jumper, to escape or run in and market garden.

the next part is the melee weapons:
1st: market gardener
2nd: half zatoichi, escape plan, equalizer
3rd: disciplinary action, pain train
4th: shovel/ reskins

Again it is reccomended to have most soldiers with section 1 and most of the rest having section 2, you may need 1 in section 3, for example: the market gardener, damage dealing, half zatoichi, sneak attacks and health, escape plan, escape, equalizer, more intense/ after jumping in/ prolonged combat, but you will need the whip for speed, and the pain train for capture rate, the shovel is a: hell no.
The backup 1: medics
This part of the tactic, is for the medics:

you medics will need to be really good shots, because:
1st: crusader's crossbow
2nd: blutsauger
3rd: overdose
4th: syringe gun

This part will need to all have the 1st primary, the overdose maybe useful for speed, but you cannot heal your team, and you have to have it out to get the boost, the blutsauger, will be useful for staying alive when ready, but not so much regen when out of fights eg: when you are quick fixing a rocket jumper. and the syringe gun...just no.

The medi guns are ranked in:
1st: quick fix
2nd: kritzkreig
3rd: medi gun
4th: vaccinator

Most medics will need the quick fix, to help the rocket jumpers, and heal them back up in the air, from the rocket damage, so they have as much health as possible, and the triple healing from the uber (good for retreating), the kritzkreig is good for regular healing and overheal, also with the benefit of the crits, the medi gun is the same, besides less uber charge up and no crits but invulnerability, the vaccinator, could be useful, but not worth it on this strategy.

For the melee:
1st: ubersaw
2nd: amputator
3rd: the solumn vow
4th: bonesaw

you will not really need the melee weapon to be a good fighter, that is why the bonesaw is last, just in case arrayseven sees this, the solumn vow is good for being a team leader, as you can see enemy health, so you can tell your soldier freinds when and who to attack, the amputator, for the extra survivability, extra health regen (it actually counters the blutsauger's less health regen and adds 1 extra, maybe pair them up?), and the song, just incase every thing goes wrong, and the ubersaw is useful just in case you are trapped, but don't rely on it, as it is quite hard to do.
Backup 2: snipers (optional)
Let's cover the sniper:
(just a note, this chapter will be brief, as it is optional)
sniper rifles:
1st: huntsman, regular sniper
2nd: machina, hitman's heatmaker
3rd: the bargain
4th: classic, sydney sleeper

the huntsman, for being in the front, the sniper, for being far back, machina, for the fast sniper (as the tracer lines), hitman's heatmaker, for the really good aimer and prolonged combat, bargain, for prolonged combat, yet not the best at aiming, the classic/ syney sleeper, who the hell are you, the classic does not work with this, and the syney sleeper cannot headshot.

secondary:
1st: darwin's danger shield, jarate
2nd: cleaner's carbine
3rd: cozy camper, razorback
4th: smg

darwin danger shield, for sniper battles, jarate, team helper, spy hinderer, cleaner's carbine, for mini crits, razorback, spies, cozy camper, for isolated areas, smg, defending yourself, but why no cleaner's carbine.

melee:
1st: tribalman's shiv
2nd: bushwacka
3rd: shahanshah
4th: kukri

tribalman's shiv, spies trying to escape, bushwacka, + jarate = dead spy, the triple shah, for when you are damaged, e.g: when a spy is trying to headshot you when you have the razorback, kukri, basic
Backup 3: engies (optional)
This section is about engies (if you have to chose between an engie or a sniper, go engie for backup/ defence/ stopping the enemy doing the same) (also i am rushing this, as i want to do this in one day, and this is optional)

primary (no gunslinger):
1st: rescue ranger (sentry protection)
2nd: windowmaker(for good shots), panic attack( just in case)
3rd: frontier justice (revenge), pomson (no uber)
4th: shotgun (all rounder)

secondary:
1st: wrangler (protection/long range)
2nd: short circuit (defence)
3rd: pistol (for yourself)
4th: none

melee:
1st: jag (speed)
2nd: southern hospitality (spychecker)
3rd: regular (all-rounder)
4th: eureka effect (good, but you are defending a sentry, not ninjaneering)

primary (gunslinger):
1st: panic attack (fast attack), frontier justice (revenge critz)
2nd: windowmaker (good shot=metal regen)
3rd: shotgun(all-rounder), pomson (no more uber or dead ringer spies)
4th rescue ranger (you don't have a special sentry)

secondary:
1st: pistol (defending yourself)
2nd: short circuit (defence)
3rd: wrangler (maybe useful as a snipe, but not really as not a powerful sentry)
Conclusion (and the rest of the classes)
The reason that i did not include: demoes, scouts, spies, pyros and heavies is because this is the basis of the strategy, you can develop the strategy yourself, adding all the other classes, maybe even making it a highlander tactic.

But remember: the Crutial part of this tactic, which you should never change, is: mobility and overwhelming the enemy with rockets and other stuff.

Anyway, thanks for reading. Feel free to leave reccomendations for more tactics and what i missed in the comments below, thank you guys and gals, and...goodbye.

OH GOD THE MEMES ARE OVERFLOWING XD
2 Comments
Azure Bliss  [author] 30 Jun, 2016 @ 2:00pm 
I agree with you there but do you know why, a: TEAM fortress 2, and b: why call of duty players hate it? It is because you have to play the role you need instead of want, responsibility etc
anaphylaxis 30 Jun, 2016 @ 1:57pm 
Interesting! ... This tactic could work but it relies heavily on the teammates and well... lets jus say TF2 isnt the best for TeamWork