Archive for February, 2011

Three Strategies for Pushing Badlands Last

February 3, 2011

I actually drafted this a while back so it’s a little outdated, but this might help newer teams who are struggling to push the last point on Badlands. You also have the quick push from bottom right but I won’t go into that here, as that is usually only used as a quick maneuver when the enemy has not had time to set-up in defensive positions.

Tactic A:
Standard, balanced push

  1. Soldiers push main with medic, Medic ubers
  2. Soldier A jumps left forces enemy uber
  3. Soldier B jumps right pressures demo, calls jump timing
  4. Scout A runs through bottom right while demo is pressured, supports Soldier B or runs onto point depending on situation
  5. Demo stickies point from main or assists damage on combo or demo if jumps are unsuccesful
  6. Scout B runs onto point from main, forces enemy to jump down on point
  7. Demo kills all

(If Scout A is running onto point, Scout B goes top and chooses a side to assist cleanup)

Pros: Earlier pressure on enemy demo
Cons: Jumps have less chance of success than standard push, may not force uber
Sentries deny jumps
Commits 100%

Tactic B:
Passive push, used when both have uber but we do not want to commit 100% for whatever reason (sentries, heavies, etc.)

  1. Soldier A pushes top with medic onto enemy combo with uber, forces enemy uber
  2. Soldier B pressures demo (jumps from main or from top right, depending on sticky trap location). Calls when demo is pressured
  3. Scout A runs through bottom right while demo is pressured, supports Soldier B or runs onto point depending on situation
  4. Demo stickies point from main or assists damage on combo or demo, important to stay alive for when enemy jumps down
  5. Scout B runs onto point from main, forces enemy to jump down on point
  6. Demo kills all

(If Scout A is running onto point, Scout B goes top and chooses a side to assist cleanup)

(BACK OUT if not enough kills are made. BAIT enemy team in following with the retreat, both scouts go

for backcap)

Pros: More reliable and earlier force of enemy uber
Easier to tank sentry for demo to kill
Easier to retreat and repush
Cons: Harder to pressure demo, roamer has no uber flash + less health

Tactic C:
Aggressive push, used when enemy does not have uber and we do or enemy DM is far inferior to ours

  1. Soldier A pushes top with medic onto enemy demo
  2. Soldier B pressures combo (jump or from top) with demo from main, forces uber (BACK OUT if uber is triggered much later, repush with focus on enemy combo)
  3. Scout A runs through bottom right while demo is pressured, supports combo or runs onto point depending on situation
  4. Demo stickies point from main or assists damage on combo or demo, important to stay alive for when enemy jumps down
  5. Scout B runs onto point from main, forces enemy to jump down on point
  6. Demo kills all

(If Scout A is running onto point, Scout B goes top and chooses a side to assist cleanup)

(BACK OUT if not enough kills are made. BAIT enemy team in following with the retreat, both scouts go

for backcap)

Pros: Easiest pressure on demo thus highest chance of scout getting on point
Cons: Hardest to force uber, roamer has no uber flash + less health
Risky strategy

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