Thirty-Six Rules of Fighting: Part 3 of 6
Wow, we’re almost at the halfway mark now, let’s keep going, the most important rule is here! (rule 18)
24/7 2fort
Instarespawn custom sniperfest
I’m really bored so I go join red
And then roll soldier and start beatin all the rest
I don’t like the stupid lucksman players
Arrows don’t need no skill at all
Rocketjumpin all alone
My team are all on the phone
I’m on a side with 5 AFKs
Stupid WM1 pyro
I don’t like the way he blows
I feel like I need to ragequit
I doubt anybody will get what just happened…. let’s see what happens next time…
13. A battle on your terms is a battle won
“Play your advantage against his weakness, bring a gun to a knife fight, bring a machinegun to a gun fight, bring a laser to a machinegun fight” – Oscar Wilde
The enemy is faster than you, but you have more firepower; everything else is even. Obviously, you shouldn’t engage him in a fight of maneuvering, but rather try to force him into an area where your firepower matters. A narrow corridor is a prime example, his speed will count for nothing, but your firepower can be concentrated and focused on him.
Likewise, if you are a scout against a demoman, demomen are poor(er) at close range than at other ranges, and they can’t always hit you if you evade well, but obviously, you don’t want to charge him head on.
So, make use of the area, and lure him to an area where you can dominate him; once again, using Gravelpit as my example, try to force him to point A instead of engaging him in the corridors where your advantage is greatly reduced.
WARNING: Serious Zone! – Concept Content: Battle Simulation
This is the longest concept content section, and for good reason: Before we try to do decide what to do, we must know the kind of situation we want to face the enemy in; therefore, it often pays to try and “simulate” a battle by considering what will happen if you were to engage him, weighing your strengths against his.
Let’s try a real tough fight (not like that scout vs. demo example). I’m a Soldier defending on Gravelpit, I’m patrolling the A to C corridor and run into an enemy demoman approaching from A
To most players, the soldier and demo are often considered *approximately* equal.
What we need to do is to find a situation where I can stack the odds in my favor.
Let’s review what we all know, and then we can calculate the “ideal” decision; it’s critical that you know that fight conditions are never ideal, and this is only a rough sketch.
Since we have the leisure of time here, we can annotate each factor in this fight. Key points in the fight (i.e. the points which will determine the fight) are in bold. Potential factors (i.e. points which may become important, but currently aren’t) are in italics.
- The demoman is faster
- He can decide where to fight
- Demoman often prefer to set up stickies if they have the time
- If allowed to do so, he can make maneuvering very hard for me
- I must attack as soon as possible, or retreat.
- The soldier has direct fire, but no indirect fire
- Open terrain favors me since his advantage is reduced
- I have 25 more health
- It’s not much, but it acts as a valuable insurance policy
- Demomen can’t attack at close range without splashing themselves
- At close range, I have my shotgun, or my shovel, he has a bottle.
- His sticky launcher holds 8 stickies, against my four rockets
- His “direct” weapon has more ammo than I do, which means that when I’m dry, it’s shotgun time
- I have a shotgun, and he doesn’t
- That last point doesn’t seem so bad, after all, the shotgun is the most versatile weapon in the game, and the demoman doesn’t have that
- Demomen have a limited range
- My rocket launcher can hit him even when he can’t hit me
- Soldiers can rocketjump, demomen can’t do it without blowing all his stickies
- Right now, I’m indoors and can’t rocketjump, but if I can bring him to an area where I can, I can outmaneuver him easily
As shown above, there are actually many factors in a fight between two sides, careful consideration must be taken before you try to attack anyone
End Serious Zone
14. Get behind their doctor!
“Screw the Geneva Convention” – Oscar Wilde
The enemy medic is the most vulnerable part of their formation. He’s usually more concerned spotting for targets (as above), and will likely see you, but what can he do about it? If he continues healing, he’s an open target; if his medic buddy falls back, he’s left his back open; if he turns and defends himself, he’s not healing.
Don’t be afraid to rocketjump over enemy lines just to kill their medic; he or she should be your number one target in a battle.
If you manage to kill their medic, then it’s usually more than worth it; even if you have to die while doing so, killing a medic costs him charge time, spawn time, and time which his team has to do without it. If I had to get a killcam shot, this is what I would want to see on it:

See point 19 – Don’t endanger your medic.
WARNING: Serious Zone! – Target Prioritization
Target Prioritization is the art of picking out the most important target in a group of enemies, and picking the most effective use of your ammo using a few criteria.
One way involves picking out what will do the most damage in terms of time taken, very useful for defenders.
For example, a medic with an uber is worth 100 seconds (90 secs give or take Übercharge time, 10 sec spawn time), a soldier is worth 10 seconds (10 sec spawn), a level 1 sentry is worth 15 seconds (5 to build, quite a while, I assume 10, to get it safely), a level 3 is worth considerably more since it takes a long time to build safely.

Another factor is the threat factor, where you evaluate which one is the most direct and immediate danger to you, and act accordingly, for example, the demoman firing at you is an immediate threat, the soldier coming up is not.
Finally, there is the position factor, where a player’s strategic position comes into play, if a soldier is attempting to take high ground like the roof of gravel B or containers in granary, he becomes a priority target as opposed to a soldier who isn’t trying to get into a good position.
End Serious Zone
15. Know your effective range
Don’t be stupid, that minigun isn’t going to do anything to the snipers across 2fort. Stop firing. Yes good job boy, you like suppressive fire. But at this range it’s more “fire” than “suppress”. Besides, he’ll nail you way before you kill him, and it’s a waste of your ammo.
No, really, I’ve seen many players do this and spray their ammo all over the place, then go onto the bridge (without going back for ammo for some reason) and get slaughtered by me, waiting there with a full barrel of rockets as they try to punch or taunt kill me since they don’t have a shotgun either.
Some weapons do little damage at long range, and some do good damage at long range, so, against a heavy, make use of the fact that after you exit the minigun’s medium range, he’ll only be doing 5 damage a bullet, but your rockets will still do well.
Likewise, don’t try to engage a heavy at close range as a soldier in direct combat (if there’s cover, then it’s fine if you use it to your advantage).
WARNING: Serious Zone! – Effective Range
Your effective range is the range at which you can actually kill your opponent effectively. That may have seemed obvious, but it helps to know the range at which you should be engaging your opponents before giving your position away.
Effective range is the range at which your weapons are capable of dealing maximum damage, in most cases, this is at point blank, however, when self-damage is taken into consideration, it may be medium or even long range.
End Serious Zone
16. Play the decoy
“Besiege Wei to rescue Zhao” – Okay, for once, something Sun Tzu actually did say
You might not be well equipped to deal with the target at hand, but that doesn’t mean that you’re not useful. You can act as a decoy, drawing enemies away in order to spread out their defense.
For example, a spy stabs a heavy, cloaks, and beelines his way out of there. Which direction should he run in?
A good answer is back towards his lines, to safety, where he can heal up and go on another sortie, but there is a downside – the enemy knows you’re gone.
The better answer is to run the long way back to your lines, or to some obscure place (e.g. on dustbowl, run for the trench tunnel). You don’t even have to all the way – just pretend to go that direction, and turn around when you’re fully cloaked. Why, you ask?
Simple – by running somewhere obscure, enemies will devote time to finding you, send a pyro to hunt you, and check with their medics. This draws enemies away from their posts engaging your soldiers, demos, and heavies.
If they stay at their posts, you are free to do whatever bad stuff you want to them again, lather, rinse, repeat as needed until all flakes are gone.
Of course, on Gravelpit, this can be put to good use. Should you try to attack B and be repelled, you can try to send a decoy scout to A. You have better mobility since you can switch between the two targets easily. However, they have the two unsavory options of either rushing to defend A and leaving B open (and even then they may lose A anyway), or sitting at B and giving A away.
17. Don’t rely on ambushes
“Don’t use a steak tree, use a ham bush” – Leonidas Trotsky
You can rely on ambushes to give you an advantage over your opponent, but don’t count on them to win a battle, and don’t obstinately stick with the same trick after it has been proven fruitless.
Many stupid pyros have tried the same thing over and over on me with no effect but their unfortunate and very predictable demise. Yes they win the first time through, but it’s really hard to fall for it again.
Think about this scenario on the map Blackmesa, most people would fall for this trap which involves stickies doing damage through grating. The idea is that people would come through the one way door into the blue corridor, and be stuck as they would have to go through the passage; the demoman is then free to blow them up.

It often works once on most players, but over time people will learn to come through alternate routes. Spies may use the dead ringer to force a premature detonation or simply cloak past, scouts may use bonk to bypass the area (though forcing the enemy scout to use bonk instead of a pistol is a victory in itself), and enemy snipers and soldiers can kill the demoman before moving in.
I’ll come back to this situation later with a slightly different picture
See also Point 18 – Don’t count on enemy stupidity
WARNING: Serious Zone! – Diversions and Ambushes
Despite the bad name I may have given it up there in an actual combat situation, an ambush is an excellent diversionary tactic when used in combination with a larger plan.
A pyro running straight (or better yet, jumping) into a pack of enemies (preferably while screaming “Allahu Akbar!”, “CHARGEE!” or “BANZAI!!”) is something that will instantly draw all attention away from your team’s follow up (preferably from another angle), and buys you some time to attack.
This gives you a period of time to follow-up while the enemy stops, drops, and rolls (or dies).
End Serious Zone
18. Don’t count on enemy stupidity
“Hm… he’s a soldier and he’s out of rocket ammo, so as a scout, I can run in and get in a few shots as he tries to reload all four.”
Wrong; you must always assume that the enemy will make the best possible move (you learn this in chess too). Assume that he’ll switch to his shotgun, or that he’ll reload just one rocket instead of four and fire it off at you to juggle you before finishing you off with the shotgun. Just don’t count on him giving you an opening by reloading four rockets.
Always assume that that he’ll make the best possible move in response to what you’re about to do, assume he’ll reflect your rocket, that he’ll see your stickies, that he knows you’re there. If he does do that stupid thing, you’re on top, if he does the smart thing, then it’s all even.
This is the NUMBER ONE mistake that most players make, and it’s appropriate that it’s right in the middle of this guide, do not ever assume your opponent is stupid. That assumption will cost you
EchelonThree on October 18th 2009 in community, game classes, how to, maps, rants, tactics, team fortress 2

Kool4Kats responded on 18 Oct 2009 at 8:33 am #
Nice Oscar Wilde misquotes.
Himmelstoss responded on 18 Oct 2009 at 9:50 am #
That assumption will cost me
RealWolf responded on 18 Oct 2009 at 12:02 pm #
Rule 18 is so true. My personal version is ‘you should be more concerned if the enemy is NOT firing back’. Instead of giving me a false sense of security it should warn me that they know something that I don’t.
monkeys responded on 18 Oct 2009 at 12:08 pm #
ah, echelon, echelon. you write so well but i get a little doubtful of trusting you when seeing you play so badly and getting all arrogant…
Lord Grey responded on 18 Oct 2009 at 12:56 pm #
Bring the Death Star to a laser fight
KarmaPolice responded on 18 Oct 2009 at 1:25 pm #
But Sun Tzu actually said the quote in Meet the Soldier, too. D:
Aftershock responded on 18 Oct 2009 at 3:25 pm #
ALLAHU AKBAR I SEE CONTROVERSY OH EM GEE.
Fantastic guide though, puts in words a number of things that are simply no-brainers after years of gaming.
EchelonThree responded on 18 Oct 2009 at 4:03 pm #
@ monkeys
What do you want? A soldier frag video from me with interspliced airshots, amazing comebacks, and superb rocket-jump-raids which make up a representative portion consisting 0.01% of my playtime?
@ Aftershock
Addon: Simply no-brainers, but unfortunately it’s the internet, and 50% of gamers don’ have much brains
@ Karma
Yes, Sun Tzu actually did say it
@BornAcidBBC responded on 18 Oct 2009 at 4:11 pm #
Excellent. You paint a clear picture of the situations. Looking forward to the rest of the rules.
jrhather responded on 18 Oct 2009 at 6:37 pm #
I miss Blackmesa and epic 4 hour CP battles. They’re too serious at EGO….one Pedobear Seal of Approval spray and I got BANzai’d. (Pedobear, CP…get it?)
Gah. I miss the ‘mesa.
monkeys responded on 18 Oct 2009 at 7:51 pm #
no, it would simply suffice if you didn’t act all cocky on singaporean servers, seemingly thinking you’re better than the rest of us singaporean players just because you play on US servers…
Or at least that’s how you’re known on the local tf2 forums.
EchelonThree responded on 18 Oct 2009 at 8:27 pm #
@ jrhather
LoL.. I’m actually an member down at EGO, they can be a bit overzealous there, but they’re not as bad as they’re made up to be.
P.S. That strategy is known as the “Iron Horse”, after the member who came up with it. He has since dies of Lou Gehrig’s Disease (Amyotrophic Lateral Sclerosis). RIP, Iron Horse.
@Monkeys
Would you like me to take screenshots of local servers and show you the usual team layout?
Well I think I explain it just as well, the average local pub team comprises of at least 3 snipers or 3 spies (the record is 6 snipers and 4 spies), or both of the above, while having one medics and no demomen at all.
Your critical assumption is you say I think I’m better because I play on US servers. Your mistake is in assuming that I wouldn’t play on local servers at all; if you want to improve your play, you need to play with better players, and the shenanigans that goes on in local servers isn’t the best way to get good at TF2.
The very reason I wrote this guide in the first place was because I looked at servers like TF2F, and then looked at local servers, and did a comparison.
As a writer, the first thing I thought of was to write a guide, and that’s what you’re reading now. The key is that I’m actually doing something to improve the local servers by writing a guide to help them learn, the problem I’m facing is that half the players in local areas are in denial, whereas I’ve found a more receptive and open society elsewhere.
I’m doing my part to help the local TF2 community, are you?
Skwart responded on 18 Oct 2009 at 11:41 pm #
Echelon = win
I played on a server earlier it was attacking badwater
Our team:
2 spies
2 snipers
2 engineers
1 scout
We didnt get the cart to the first tunnel.
Zealot_guy responded on 19 Oct 2009 at 9:29 am #
“The moment you disrespect your enemy is the moment they kill you.” -Zealot_Guy
You CAN quote me on that.
Corodan responded on 19 Oct 2009 at 2:51 pm #
I have payed for that assumption so many times.
I fit the “stupid guy” bill now.
chipbuster responded on 19 Oct 2009 at 4:44 pm #
I’m looking forward to #19 now
Especially on pubs where my pyro buddy decides its a good idea to run into the firing fields of 5 sentries when I’m being attacked by a scout and I have 98% uber
Spy Guy responded on 19 Oct 2009 at 8:08 pm #
How can that go wrong?
Judging by the power of the Pyro I can see no other possible outcome than a complete thrashening of all sentries.
(Yes, I’m joking, yes I referenced something)
Reading this guide gives me an inferiority complex. There are so many face-palmingly obvious revelations here that have still went way past me.
I can has sad nowz.
monkeys responded on 19 Oct 2009 at 9:03 pm #
i like how my last response to Echelon got deleted. Way to get rid of a wall of text, ubercharged.
Alexander responded on 20 Oct 2009 at 7:46 am #
Point number 18 really applies to everything about the enemy; you should always assume the enemy you’re facing is more skilled, has all of his guns loaded, and knows exactly how to do any trick in the book 10X better than you can. If you prepare for the worst and counter properly, the worst you’ll do is overkill.
In other words: Better safe than sorry.
EchelonThree responded on 20 Oct 2009 at 8:28 pm #
@ Skwart
Yup, whenever the number of spies plus snipers exceeds 4, or when spies + snipers exceed medics, you’re in trouble.
@Zealot
I personally prefer the line “They’re stupid, but stupid can still kill you”
@Chipbuster
I’ve got a rule later on which discusses how pyros seem to believe they’re invincible and somehow think they can charge an overhealed, revved, heavy and win.
@ Monkeys
I believe the phenomena is known as “moderation”.
EchelonThree responded on 20 Oct 2009 at 9:45 pm #
Oh, I was busy talking with a friend of mine (thanks chuck), and came up with the Echelon 36 challenge: See how many rules you break!
Take the challenge today!!
1-5 : Professional gamer
6-10: Semi-Professional
11-15: Above average player
16-25: Average player
26-30: Below average
30-35: Learning player
36: GTFOlrn2plynoob
Mr. Noobinator responded on 21 Oct 2009 at 2:16 am #
@eche: i bet you’d be pissed off when you got owned by uber spies >:D
EchelonThree responded on 21 Oct 2009 at 2:30 am #
Actually it was more of a “wtf” moment wondering what was going on first.
The one time an enemy medic ubered a spy at me, the revolver crit and two-shotted me (I was lightly injured).
wafer responded on 21 Oct 2009 at 10:14 am #
I think that these rules are more like guidelines. There’s going to be a time to break them.
If you absolutely know that you can do something and have little to risk go for it.
For example I’m a sniper with 20 HP and am on fire I might as well go engage that heavy in rule 15 and make it easier for my team to kill him.
EchelonThree responded on 21 Oct 2009 at 11:46 am #
Well yeah, they’re guidelines, but I naturally couldn’t help putting up the Echelon Challenge. =)
The idea is that while learning players who follow these guidelines will definitely miss out in times where they could take an even greater advantage, not following these rules will put them in an even worse situation.
I regularly break these rules every time I play
1: Don’t be overaggressive (I often push in and attack the enemy point directly)
7? Medic combos are not invincible (I’m not scared to take on three or more people at once often)
19: Don’t endanger your medic (See montage of times I’ve abandoned my medic when I see an opening for a rocketjump ambush)
22: Reload, Reload (It’s really hard to remember at times when you’re caught up)
32; Don’t charge a heavy (4 rockets beats a heavy… I hope)
35: Know when to hold, know when to fold (I stay and fight all the time)
Jason_webb responded on 22 Oct 2009 at 1:55 pm #
Not bad stuff
but 1) sun tzu actually did say that stuff in the video (props to you guys for knowing that ^^^^^)
2) sun bin actually did the “besiege wei to rescue zhao” thing during the warring states period not sun tzu.
But good job on this. I regularly break these rules but it’s a good guide for starting players…..plus I do that cause I’m a suicidal player. Unless I see a medic or know a health pack’s close enough to save me, I usually just go for the medic before I die.
Then again, this might have to do with the whole “look before you leap concept” I never learned in kindergarten…..
EchelonThree responded on 22 Oct 2009 at 10:17 pm #
@ Jason
I just did a check, yeah, it looks like you’re right there, probably was Sun Bin, especially as Sun Tzu was long dead by the warring states period.
I’m fairly suicidal with my attack too, very aggressive, going for the medic at all costs.
MistahFixIt responded on 23 Oct 2009 at 8:39 am #
I love Rule #16, or as me and my mates call it… “Operation: Magnificent Bastard”
If I’m not killing somebody, I’m at least wasting their time, effort, and ammo :3
Mr. Noobinator responded on 23 Oct 2009 at 11:06 am #
i don’t usually do #18. i do the opposite instead, i make enemy assume things from me, usually when i play as pyro. i would go around the corner when someone’s on my tail, and quickly turn around and i come out flame them. when there are more people coming in my way after that, i repeat the same thing, and last time i did it, i got 3 kills with 32 hp left. its all surprise tactic really, takes advantage from enemy’s assumption.
however, combining that, #16, and C&D spy, you’re a sneaky bastard that will cause the enemy team paranoid. sap that last sentry nest, backstab their medics and cloak and go somewhere obscure, go sap the sentry nest again, camp the spawn, the possibility are just ENDLESS >:D i did the same thing a couple weeks back, and ended up having the entire red team spending 1-2 minutes shooting at each other in badwater, and its not even the 3rd point yet lol
riDDi responded on 25 Oct 2009 at 2:15 am #
I think I violate a lot of those rules. I.e. I know only one direction when attacking – forward
Reatreating is just not my thing
Lord Zurkov responded on 26 Oct 2009 at 4:00 am #
On #18, I’ve been killed several times by Snipers who I assume are smart enough to dodge (but don’t, so I shoot three or four flares around them until they manage to bodyshot me), and I have survived at least two Soldiers who lobbed rockets all around me expecting me to dodge (while I was taunting).
Axe Murderer responded on 27 Nov 2009 at 11:24 am #
PHMMMM MURA! ulmgrlmm hummm mrrpphht! mmmrghlphrmbmurgurt pub? MURB UMP!
translation from pyrospeak: AAAAAWWW YEAH! I love that rule #16! Who watches out for that? NO ONE!