Map:ff dustbowl/cp2 area2 abovecap

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Command Point Two, Above the CP

Ff dustbowl cp2 area2 abovecap.jpg
Above Command Point 2
Good Sentry Gun positions (Red SG) are shown, as is the the Command Point (Red X), the Jump Point (Blue JP), and the routes that the Attackers will most often take (Blue Arrows).


Dustbowl Valley Mapguide
[[../cp2_area2|←]] [[../|Main Article]] [[../cp3_area1_spawn|→]]



Defenders

This are will likely get very chaotic, with Sentry Guns, rockets and grenades very often going off all around you. Keep a cool head, and concentrate on defending the Command Point. Sentry Guns often work well, countering jumps to the CP if placed well. Often though, the Command Point should also be covered by a pipe-trap, just to be safe and to stop Spies running a nearby dropped flag in before being tracked and killed by the Sentry Guns.

Heavy classes should concentrate on smothering threats that the Sentry Guns are ill-equipped to deal with - Spies, enemies at distance, and so forth. If ever given the opportunity, such as the flag returning, try to push the battleline back as much as possible, perhaps if lucky as far back as the grenades, or beyond.

Attackers

A jump to the Command Point is very often the quickest way to capture this point - but is not always possible against a well organised defence, and especially an Engineer-heavy defence. If the flag is dropped near the Command Point, it will likely become so well defended as to be untouchable - which may mean you lose ground while attempting to run the flag again.

Taking down Sentry Guns will likely be a priority, as usual Spies are useful in the role, but most other classes can help in this reguard as well, if they can find a good spot to attack from (around the back of the Command Point can provide good cover for this).



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