[Defense: Positions]
Defense is the most important position. It is 75% percent of winning. A solid defense can deny the enemy from even getting to see thier flag, and a bad one defense, well, they won't see their flag often. If you find your base empty, tell your team. They might've thought someone was guarding it and went on offense. If you're playing with half-good players, they'll come to base. If you're not, well, I'm sorry. A team with no D is pretty much guarenteed to lose.

Hammer and Anvil
This is good for bases with elevated platforms, such as McKinley Revival (Q2CTF1) and The Outlands (Q2CTF4). One guy, the Hammer, with a Rocket Launcher is up high, and two guys, the Anvils, down one the ground with chainguns or super shotguns kill anyone that survives. There should be two Anvils for every Hammer.Anvils also pursue anyone who gets away, and bring ammo up to hammers. The only reason that Hammers should come done is for health. If they really need it, they can go down for ammo. Hammers should have BFGs and cells in case the base gets overly-crowded. This is a really hard defense to break, the only chance is to have the hammer run out of ammo, and you kill the Anvils. Without the Anvils, the defense will be less effective, and the Hammers will slowly run out of ammo.

Door and Flag Guards
In Stronghold Opposition (Q2CTF2) and The Smelter (Q2CTF3) there aren't any good positions for Hammers. So, this set up was created. Door Guards guard the enterances, while Flag Guards guard the flag itself. If an enemy gets past them, they immediatly move back to better defend the flag. If the flag does get stolen, flag guards remain while the door guards persue. So when they return the flag, it is still defended. This is not as effective the Hammer and Anvil set up.

Perimeter Guard
The Perimeter Guard guards the perimeter, and that's why they're called the Perimeter Guard. They sweep the perimeter of base, and damaging anything that is wearing the wrong colors. They generally carry Rocket Launchers and Hyperblasters. These weapons can seriously damage someone in a few seconds. They don't nessesarily need to kill the intruder, but they do have to hit him with some damage. Anything to make it easier for the base guards to do their job is a good idea.

Lookout
These guys hang out in the outer perimeter, notifying the team of incoming attacks. They shouldn't be shooting anyone, so guns aren't important, but carrying a Rocket Launcher with you at all times is always a good idea. ;-)

Sniper
These guys find a nice little spot to hand around in the crossroads. Keeping true to sniper tradition, they carry railguns, being able to deliver massive damage instantly. Not only should they shoot anyone they see, they should also warn the defense of incoming attacks.

Crossroad Guard
THe first and last lines of defense. Some maps don't have sniper rooms or sniper friendly areas, and those that do ussually have a way to avoiding the snipers. (Such as the pool in McKinley Revival, Q2CTF1). These guys run aroundt he crossroads, watching the enemy and damaging them. They warn for incoming attacks. Crossroad Guards can carry any weapon they are handy with. Them don't have to do extreme damage to the enemy, but it never hurts to help. (Unless you're the enemy, then it will hurt. Proabably a lot.)

Afterword
If all these positions are filled, the enemy should leave their base healthly, and enter the enemy base almost dead and disoriented. A good defense like this is nearly impossible to defeat. Learning how the defense works, so you know when they're going to be vulnerable.


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