Foreword
Welcome to Thirty-Six Rules of Fighting, this guide was first published on the now-defunct Team Fortress 2 wing of Gamereplays.org. But now, it’s here on Ubercharged for your reading pleasure, ain’t that great?
Anyway, let’s jump straight to the point, I’m EchelonThree, the writer of this guide, and one thing which pisses me off the most is how common-sense seems to disappear when it’s most needed.
So I was thinking for a while, and thought to myself, “Hey, what are the biggest mistakes that could have been most easily avoided?”
Then I played a while more, and within a few rounds, “Hmm… we wouldn’t have lost if some people had some basic knowledge of standing on the point”.
I’ve also considered that clan players aren’t likely to need a guide on how to play, so what I’ve attempted to do here is to shift the emphasis of the guide away from advanced players and on to beginning and improving players.
I guess that’s why I’m here now, writing this guide for all of you to read, enjoy, and perhaps have a good laugh at what I feel are the simplest, but yet most often ignored things…
Oh wait, I’m publishing on Ubercharged now! So I need to include this nice little guarantee for all of you, I promise the following in thie part and the parts to follow:
- NO twitch aiming! (I promise, nothing on adjusting your mouse sensitivity, you shouldn’t rely on equipment anyway)
- NO fancy tricks! (No fancy tricks, just good, effective ones)
- NO frills (Nope, we won’t go into the damage spread of the shotgun to 5 decimal points.)
- 100% idiot proof! (Moron-Proof too!)
- 100% effective! (If it isn’t, TAKE IT UP WITH ME!)
- THIRTY-SIX simple ways to improve your play!
- All feedback replied! (Really!)
- Not 100% satisfied with this guide? Take it up with me!
- Provides all your daily TF2 nutritional needs! (it’s high-fiber!)
So, have fun, and enjoy the guide!
- EchelonThree
Introduction or… How to Use This Guide
I’ll be publishing a new part of the guide each week for the next five weeks.
In a battle, the action often happens too fast for you to see, but behind every fight, there are tactics and strategies working their magic, creating an advantage for one side or the other. This guide will break down some of those principles for you.
The key principle of this guide is that it won’t tell you many things that you “shouldn’t” already know; what you’ll learn is everything that you should know but isn’t ever put into practice, along with things that you probably didn’t know, but yet play a major role in-game.
The guide works like this, we’ll learn a few pointers about what to do (or not) in battle through these thirty-six key points and tactics. On the way, there will be mini-guides (the aptly-named “Serious Zones) which teach concepts of fighting, some concepts are simple, such as area-denial, and some are long and complicated, such as battle simulation.
Without further rambling ado, here are thirty six stratagems that seem obvious but are rarely seen in combat.
Oh yeah, at the end, I do give out my mailing address (for the impatient ones, it’s echelonthreeguides@gmail.com , feel free to send in any questions, suggestions, complaints, or advice to me, thanks!
The Guide
1. Don’t be too aggressive
Question: Do you want to end up like this?

If you remember my defense guide (for playhaven and ubercharged readers, it’s still being updated), there was something I wrote about a rear and a forward guard. The forward defense team goes and kills off any defenses, while the rear guard stays in reserve and pushes forward or covers a retreat for the forward group. (On a public server, a group of 4 can easily accomplish this.)
Now, if you push too far forward, your support players will be too far behind your forces to cover them effectively, and the concentrated enemy offense can break your lines one at a time.
Also see point 5 – If Fighting is sure to result in victory, then you must fight!
2. Stand on the point
“Offensive point capture may not proceed should one of the defenders be standing on the point; make good use of this fact to prevent and stall for your teammates to come to your aid. At no point must you waver and desert your point lest you grant the enemy the advantage.” – Sun Tzu

While you may not be able to stop the capture, you might be able to stall the enemy long enough for help to arrive in the form of a pyro, demo, soldier, or any other class that’s good . Even a scout standing on the point could give your team a chance to reach it and assist and make a game saving defense.
A point only takes a few seconds to cap, as such, it helps to apply this strategy at all times and ensure that you have someone on the point at all times, like a heavy.
3. Splashing is better than missing
A good soldier will be able to dodge your rockets in a duel every time if you go for a direct hit. If you go for a splashshot, you’re assured of getting a minor hit on him and at least doing some damage. It doesn’t take much brain for you to figure out what to do.
Of course, if you are confident of getting a direct hit on a target (think along the lines of your average (that is, dumb) sniper, gunhumping engi, or watch-me-I’m-invincible heavy), then take the shot and you’ll be rewarded with excellent damage.
4. JUMP!
A height advantage is crucial in defeating your opponent. You must obtain every possible edge you can get and by doing this you achieve that. As a soldier, jumping can grant you a slightly better firing angle, as a heavy, it gives you the element of surprise when you jump down on someone and rev your gun, as a scout; whatever… let’s put it simply: you’d damn better be jumping.
Jumping also helps you defensively: you can evade splash damage if you time it right. Be warned though, during your jump it’s easy to predict your movements.
A smart soldier will “break fire”; that is, instead of timing his shots in a single volley of 1-2-3-4 (which will be easily evaded by jumping), he will 1-2—3—4, taking advantage of the fact that you have jumped too early and are unable to jump to avoid damage, or worse, timing his shot to juggle you.
See also point 9 – Taking high ground.
WARNING: Serious Zone! – Breaking Fire
Breaking fire is better known in the business as “holding fire” or “lifting fire”, that is, to stop firing on a certain target and waiting for the enemy to attack or attack someone else instead of mindlessly suppressing him.
This is a very useful technique in TF2, by holding your fire; you force the opponent from being able to predict your shots, more importantly, you conserve your ammunition for a more important target and have time to reassess the situation.
See also 34 – Fool your enemy.
End Serious Zone
5. If fighting is sure to result in victory, then you must fight!
If you see an opportunity to take the fight, you should do so, and attack immediately to win the battle if possible. If defending, you should then pull back to regroup and resupply so as to absorb a counterattack.
On offense, if you see that you will win the fight if you attack, then you must do so; many games have been lost by pulling back to “build up ubers” when there were no sentry guns, then attacking with ubers when there were too many sentries up.
6. Don’t rely on sentries
“In Soviet Russia, sentry guard YOU!!” – Leonidas Trotsky
Sentries are the core of any defense, and any defensive team should have at least one engineer, after all, a sentry doesn’t miss anything, it sees the sniper hiding in the corner, and it sees the demoman sneaking behind you.
Sure they’re easy to take down with an uber, but the very fact that they often cause medics to use uber to take them down should be a good enough factor – the enemies have wasted an uber that would have been used to wreak havoc on your team.
Anybody who stands still for more than a few seconds in the path of a sentry gun is very likely to wind up as a kitchen colander if he doesn’t think fast.
Many people therefore base their defense on the fact that they have sentries set up all over the place, right?
Wrong.
A simple fact that any good player would know is that sentries are extremely easy to defeat – it’s the people covering the blind spots that screw you. More often than not, sentries which are unguarded wind up like this one here:

A sentry gun isn’t supposed to be a miracle solution that kills anybody and everybody who comes into an area, it’s supposed to keep anybody and everybody out of that area. Your job is to make sure nobody gets an angle on your gun, and to use a counteruber should an ubered demo come in.
In reality, you aren’t guarding the point; you’re guarding the sentries that are guarding the point.
WARNING: Serious Zone! – Area Denial
Area denial is the concept of keeping a key area out of enemy hands by preventing them from occupying it, that is, having a strong deterrent that assures them of death or heavy damage should they enter.
A sentry or a sticky field is a good example, enemies will have to stay away or be blown up, shot to death, maimed, impaled by rockets, or any combination of the above. Heavies? Not really, a heavy can be outsmarted or evaded, but you can’t dodge a sentry gun’s bullets if you’re in the way.
Generally, when applying area denial, the objective is to defend the most area with the least required manpower, and maybe a bit more for backup. An engineer’s sentry is an excellent method, the engineer can lend in his shotgun to the main fight, and the sentry watches his back.
End Serious Zone
More often than not, sentries which are unguarded wind up like this one here: