Thirty-Six Rules of Fighting: Part 6 of 6
Well guys,this is is, the final part of Thirty Six of Rules, I hope you’ve all enjoyed it, thanks for reading and supporting my guide, see you when my next one is released, I’ll be adapting my defense guide for Ubercharged, in different sections, of course, since it’s 60 pages long o.0.
Until next time, this is EchelonThree, thanks for reading!
31. Backpedal if he’s attacking you, but turn and run forward if he’s out of range
It’s a little known fact that you’re slower when backpedalling. So what does this mean?
It means that if a pyro is rushing you and you turn around and fire, he’ll catch you eventually (if you’re not a scout, medics will get caught). However, if you turn and run, that means that he’ll never catch up to you. A good pyro will pull out the shotgun and pray that he gets you.
If he’s already within range, you won’t escape him, so you might as well fight him.
If he’s out of range, you (as a faster class) are likely to be ill equipped to engage a pyro anyway, since that means you’re either an engineer (shotgun vs. flamethrower), sniper (SMG vs. flamethrower), Medic (you’re better off running anyway, don’t fight if you don’t have to!), or spy (you kidding?).
If you’re slower than a pyro and he’s closing into range, then you should fight him (and you’ll probably beat him), since you won’t get away anyway, and fighting is your only real chance.
But be creative – if you think you can get away with a rocket jump, by all means go for it.
Thanks to TF2F Nullname who points out that it’s faster to backpedal while strafing (i.e. hold down back while strafing) than it is to simply backpedal.
32. Don’t charge a heavy. Ever.
“THIS IS SASHAAAAAAAAA!” – Leonidas Trotsky
You’re a pyro and you see a heavy, gun fully revved, down the corridor. Would you charge him?
A few seconds of thinking will tell you the answer is no, but if this is so, then why do so many pyros wind up going w+m1 at heavies?
Maybe it’s because a flamethrower is a close range weapon? So is the minigun.
Let’s ask this question: if you were a demoman, would you rush a heavy with your grenades?
Once again, no, so if health isn’t the reason (demo and pyro have the same health), then it must be the weapon.
So, why does a flamethrower seem to give someone the feeling that accords him the invincibility of extreme capability of being and having superhuman strength, endurance, and leetawsomeness make benefit glorious pyro to charge a heavy?
I don’t know, but I do know this: Don’t charge a competent heavy, you WILL lose. Your odds are much better if his gun isn’t spinning when you engage him, but still, you’re best off not attacking him head on.
I’ve received a torrent of hate mail regarding this point…. yes I know a soldier can beat a heavy at close range, but he wins by using cover, not by charging the mobile meat shredder.
33. The game is TEAM fortress.
ATTENTION: Halo players, you are NOT the Master Chief, and this is NOT a super soldier game
The enemies are NOT grunts; don’t go charging in yourself unless you’re sure of what you’re doing. This is a team game; no one class is equipped to handle every situation (except the *insert profanity here* overpowered demo).
Unless you’re trying to eliminate a key target like a sentry or a medic, you shouldn’t be charging in without support.
Until then, I’ll be in my bunker, hiding from the flood of hate mail I’ll likely receive.
WARNING: Serious Zone! – Aggression
Aggression is how aggressive you are in battle. (doh!)
Well, that means how much you push out against the opponent. How can you define aggression? Simple.
Usually, in a fight, both sides want to avoid opposing fire by one of two methods – evasion or cover. Evasion involves moving to throw off the guns of the opposing force. Cover is… well… cover – put something behind yourself and the bullet and you’re safe from direct damage. In a fight, cover is generally preferred over evasion.
In any single engagement, the “aggressive” or attacking side is generally the one who is evading, and the defender is seeking cover. It’s an age-old matchup between mobile warfare and a static position.
More importantly, being aggressive means that you enjoy the advantage of the “initiative”. This means that you can determine the pace of the battle by pressing or retreating, you can take your time to reload as you can dodge, and you have the first shot. (There are some people who work well on defense, like myself – I HATE attacking)
Now, being aggressive means that you’re taking a risk, as you will have to leave a safe covered position, maintain pressure on the defender (to prevent him from taking the advantage), and keep yourself safe.
Foolish aggression involves the ancient fighting technique that can best be described as “Frothing mouth, flailing arm” – charging the enemy recklessly with guns blazing.
There is a thin line between that and controlled aggression. Unlike the foolish attacker, the controlled attacker always has a backup plan to fall back and resupply.
End Serious Zone.
34. Fool your enemy
The M1 Garand rifle (not in TF2, what a pity) made a distinctive “ping” sound when an (automatically) ejected rifle clip hit the ground. At that point, everybody and his brother knew you were out of ammunition and had to reload, including an enemy who would be waiting to shoot you when your clip was empty. As such, many marines were killed because of their ping…. (okay that was a REALLY bad joke)
If your enemy is engaging you in direct combat, calling for a doc will signal that you’re “injured” to everyone, including your enemy.
What do the two have in common? Simple: they are both excellent opportunities to turn the fight against your enemy.
In the case of the M1, marines in Vietnam would throw an empty rifle clip on the ground, wait for the enemy to pop his head up, and pop a cap into him. Likewise, by calling out for a medic, you have given him an opening to come at you (while he thinks you are “injured”) and finish you off.
Unnecessarily calling for a medic may cause him to be overaggressive and greedy, and you can use this time to plan the perfect ambush. Oh, and of course, it may help you save your medic.
Of course, tell your medic first that you’re not calling for him via teamchat or the voicecom.
See also point 18. – Don’t count on enemy stupidity
35. Know when to hold ‘em, Know when to fold ‘em
“You got to know when to hold ‘em, know when to fold ‘em. Know when to walk away, and know when to run.” – Kenny Rogers
You’re an engi, and an uber heavy has just emptied a belt or two of ammo into your gun at close range, what do you do?
Most people will keep on whacking the gun in a losing battle. A smart engi will take the time to escape and set up a gun somewhere else. As you can see here, our other engineers are falling back, leaving the level 2 sentry to distract the ubered demoman. (my gun has just been finished off by a sniper).

In this other picture below, we see another part of the game, our guns have been destroyed but we’ve managed to bleed a significant portion of their time away, they’re down to one minute now.

We won the game without them taking a single point
The same principle can be applied to you as a soldier caught in the open against a heavy at close range, you have to choose between fighting him (and praying that someone gives you an assist or that you get an assist after you die), rocketjumping away and falling back (you’ll take some damage but live to fight again). In this case, running away on foot is not an option, the minigun will cut you into shreds.
Learn to identify times where the best thing to do is simply cut your losses and fall back.
36. Never take anything for granted until that timer hits 0
“You never count your money when you’re sittin’ at the table. There’ll be time enough for countin’ when the dealin’s done.” – Kenny Rogers
Gravelpit point C, 10 seconds left. Red players decide that they’ll win for sure and charge forward to get the kills during the humiliation round; in that time, a blu spy gets onto the point and captures it.
You should stand on the point until the end (watch for overtime!) and make sure that when you’ve won the game, you really have won the game. Even in the last five seconds, we keep a heavy and soldier on the point to prevent any last-second charges.

End
So that’s thirty-six simple rules which should greatly improve your overall combat effectiveness, no frills, just good strategy.
In traditional style, I’ve not gone into aiming techniques, how to do a rocketjump, or any other technicalities of the sort, it’s my belief that any player can become a strong player if they play smart instead of playing hard, that’s what this guide is about.
I really hope you’ve all found it useful, and that you’ve enjoyed reading this guide as much as I have writing it.
So, see you on the servers!
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Control Point, Gamereplays.org, Edgegamers.org, TeamFortress2Fort.com, Ubercharged.net
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EchelonThree on November 8th 2009 in community, game classes, how to, maps, tactics, team fortress 2, the funny

vbigiani responded on 08 Nov 2009 at 8:17 am #
The M1 garand was used during World War Two…
strange responded on 08 Nov 2009 at 8:41 am #
@vbigiani
The M1 Garand was used until the end of the Vietnam War too, and was replaced by the M14 if I recall right.
Anyway, excellent guide, the last tip about it “not being over until it’s over” is an excellent tip that I sadly have ignored too many times to count.
Rakuen responded on 08 Nov 2009 at 9:13 am #
Actually, I would say a medic with a Blutsauger is an even if not advantageous matchup for the medic. Think about it. The pyro has to charge the medic in a straight line to even keep pace, because the medic’s backpedling speed is 96% of normal (as opposed to 90 or less). This makes the pyro an excellent target for the relatively straight and rapid fire syringes. The medic heals the majority of the damage taken from mid to high range, and once the pyro’s dead, switch over to the medigun to remove the health regen penalty.
hr.morgaes responded on 08 Nov 2009 at 9:38 am #
That last point example happens to me every single time. Time is almost over, BLUs are hiding to avoid humiliation, and just as the timer starts to reach 3 seconds, a bonk’d scout rushes past and caps the point.
And I can only sit helplessly and wait, because I was killed by a crit rawket earlier in the battle.
scatterguner responded on 08 Nov 2009 at 12:10 pm #
nice, great guide, it really helped me.
EchelonThree responded on 08 Nov 2009 at 12:16 pm #
@ Strange
The m16 actually, the M14 was retained as a marksman rifle
@ Rakuen
As a medic, your priority isn’t to win a fight, it not to lose the fight, if you can get away, you should take the chance to.
@ morages
Ever played a game of cp_steel where a crit sticky wipes out the entire blu team?
chiaro responded on 08 Nov 2009 at 2:46 pm #
@Rakuen
The decreased regen rate occurs when the blut is equipped. Changing to medigun doesn’t boost this.
Clite responded on 08 Nov 2009 at 11:24 pm #
@ rule #33:
The Soldier is equipped to handle every situation. If you think Demomen can handle every situation, including close range combat, you’re sorely mistaken.
EchelonThree responded on 08 Nov 2009 at 11:33 pm #
@ Clite
You don’t get the joke, do you?
Baggie responded on 09 Nov 2009 at 12:08 am #
32 made me lol. I’ve lost count how many pyros have tried to circle strafe me when I already had my minigun spinning.
Mr. Noobinator responded on 09 Nov 2009 at 12:34 am #
@#32: no i wouldn’t engage that heavy HEAD ON, but i so can kill that heavy without flanking him, just pop out my flare gun and hide & shoot him until he dies
(or close to death)
Eran responded on 09 Nov 2009 at 4:01 am #
I lol’d at the 300\Leonidas Trotsky reference. Well played
Buying intellectual property responded on 09 Nov 2009 at 8:02 am #
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chipbuster responded on 09 Nov 2009 at 10:04 am #
Excellent Guide. I’m going to take these and put them on the wall in a 2fort server xD. Really though, great job echleonthree.
Aggression is a good thing when used intelligently. (if the enemy is injured and retreating, aggression will make sure that the go all the way back to the spawn room)
Mr. Noobinator responded on 09 Nov 2009 at 10:36 am #
unfortunately, the word aggression is now synonimous with the word ‘pyro’ for the sheer amount of W+M1 noobs.
and #36, my team once got ninja’d by C&D spy on the very last second on cp_well, and by the time we turned around and pump lead on his face, we lost. that was humiliating, and i was a pyro patrolling on the point too.
EchelonThree responded on 09 Nov 2009 at 10:50 pm #
Don’t forget guys, this guide is not for sale, it’s protected under a CCL, so you can distribute it freely!
OrangeGamer responded on 09 Nov 2009 at 11:51 pm #
Danm! Rule 33 really should ve on every wall on every TF2 map! I usually play medic on publics and the quantity of I-USED-TO-PLAY-QUAKE-AND-HALO Soldiers and Heavies is far too big for confort… It’s getting hard to find a decent medic buddy on publics this days… I need a clan D:
Sandman responded on 10 Nov 2009 at 4:36 am #
“put something behind yourself and the bullet…”
I think you meant between
Great guide, thanks for the series EchelonThree.
Wolf responded on 10 Nov 2009 at 5:42 am #
What, no rule 34 jokes?
[TToL] Nightasasin responded on 11 Nov 2009 at 12:34 pm #
Is there anyway for me to get all 36 rules of fighting in a pdf?
EchelonThree responded on 11 Nov 2009 at 1:06 pm #
Yes, actually, I’m busy compiling it, an older version is available on Scribd.
EchelonThree responded on 11 Nov 2009 at 1:47 pm #
Hey guys, there you go, the full, revised edition of 36 Rules.
The newer version is below.
http://www.scribd.com/doc/16983668/ThirtySix-Rules-of-Fighting
OrangeGamer responded on 12 Nov 2009 at 2:34 am #
Gee!
Thaks Echelon!!!!
Rakuen responded on 13 Nov 2009 at 5:40 pm #
@EchelonThree
I do maintain that at times, the best method of escape is to take an offensive stance. That’s especially true of said pyro is going to back you into a corner or force you into crossfire. If I know I have the spacing required to take the pyro down, the attempt usually pays off.
@chiaro
Ah, I see, I didn’t realize that, I always thought it was only when you had it out.