pilkie
Strange
Posts: 5
Joined: February 2015
Currently Offline
Gender: Male
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Post by pilkie on Mar 2, 2015 8:12:14 GMT -6
Granary is a classic 6v6 map. The map features many large open areas that transition into small, closed off areas that makes this map both interesting and dangerous. Since granary is fairly well known map, I won't go too far in depth here, but I will list some of the most important things on this map.
1) The final point: Like all 5cp final points, this point will cap fast, and a scout on the point when we don't expect it will cost us the round. Like any 5cp, it is important to watch for backcaps on this point because if the enemy is able to get on that point without instant contention from our team, then they will capture.
2) The Open Areas: Granary is a strange map. It is constantly transitioning from wide-open yards to small indoor areas. When we are in the wide open areas, and especially when we are near the crates, the soldiers will be extremely dangerous. One of the most dangerous places on this map is the mid point. Soldiers have some great positions to bomb from and can surprise our combo by jumping and using the tall piles of crates as cover. in the yards, it is also important to call soldiers jumping.
3) The Indoor Areas: Once we leave the yards, we move through a set of shutters onto the second point. This point is closed off and in a tight indoor setting. This is a huge transition from the wide open yards and mid point that we would be coming from. When attacking through these points, it is important to keep track of scouts who can take advantage of flank routes surprise us. The shutters also pose a huge risk for sticky traps. The most commonly trapped shutter is the one on the right (when attacking) since it is faster to get to the point when going through this shutter. The left shutter is ofter left with less defense but one should still be weary of sticky traps when entering the second point from the left side.
4) Crouching Roamer, Hidden Rocket: There are a lot places where a roamer or even a scout can hide for a surprise attack or evade us for a backcap. The best I can say here is keep your eyes open and try to call out missing players.
5) The Midfight: In the past, midfights on this map have lasted long enough where I have been able to build an uber, if this is the case I will avoid popping on mid. Due to the spamability of the second point and closed off nature of the building it is in, an uber is almost always necessary to push into second if they are ready to defend.
6) Pushing on Last: The last point is in a wide-open courtyard with a few grain-chutes that can provide cover for our soldiers as they move in the courtyard. One important thing to take note of is the size of the courtyard. We have a lot of space to work with, let's take advantage of it. We can split our offense coming out of second with the uber pushing out one side and the scout and roamer pushing out the other. The open nature of this area gives us the oppertunity to split up and therefore weaken the enemy's defence. Don't make it easy for them by bunching up into one large group.
As always, watch for sticky traps outside the shutters. Normally a team pushed back to last won't have the opportunity to setup a sticky trap, but it isn't impossible for a demoman to put a trap down before we finish capping second.
As always, thanks for reading!
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