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Granary
File:Tf2 granary.png
Developer Valve Software
Type 2-way Capture Point (CP)

Granary is a 2-way CP map with setup time.

Strategies[edit]

Scout[edit]

Granary is a playground for Scouts, giving tons of flank routes and maneuverability to fully bring out the class's potential. As soon as the match starts, you'll obviously be the first class to reach the point. The fastest route there is to keep to the left paths. Once you get to the midpoint you can choose to start capture or go for a flank. The crates let you easily escape attacks and move around the enemy. If your teammates had capturing covered, you can focus on going for stray enemies escaping to recover or try to get a backcap.

The second point also gives you a lot of options for flanking. The yard between this point and the midpoint is open and wide, letting you strafe and dodge attack easily. The building that houses the point itself gives you multiple paths to approach and escape from the point. You can either engage the enemy head on, flank them from the side or surprise them by dropping down from the second floor. Try to leave capping or blocking the point itself for bulkier classes, as the point area is small and doesn't give you much space to maneuver.

The final point is another wide open space, but with the addition of small obstacles that helps block attacks while giving you a stepping stone to the lower pipe. Again, use your speed and the terrain to your advantage. You can go for a drop down flank from the pipes, but there will usually be Soldiers and Demomen on it, so it's not a really safe tactic. The final point caps incredibly fast with your increased capture rate, so go for it if nobody is guarding the point itself.

Soldier[edit]

Pyro[edit]

Demoman[edit]

Heavy[edit]

Engineer[edit]

Medic[edit]

Like every other map, your job is to heal, build up your Ubercharge and activate it when necessary. Be more careful on this map, since there is a lot of wide open spaces without much cover, so you'll have to watch out for flanking enemies as well as Snipers. The Medi Gun or the Kritzkrieg is equally useful depending on the situation. If the enemy has set up a very heavy defense or if you want to be able to counter their Uber pushes then you should use the invulnerable Ubercharge. If you could use the faster charge time and the enemy team isn't setting up some sentries then the Kritzkrieg is more suitable.

Sniper[edit]

Spy[edit]