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== Strategy == The overall team strategy on this map is to simply kill the opposing team, take the point, and prevent an enemy counterpush. When in control of the point, teams want to hold it for as long as possible. This is often done by stationing the medic along with their combo members in bathhouse. It's a safe room, not allowing sniper, spy, or soldiers to get any damage onto the medic. === Midfight === During the initial fight for the point, a common position for the combo to push is in valley right behind the obelisk. This puts the medic safely out of sight while allowing him to heal people that are pushing onto the point. There is an important high ground vs. low ground fight on this point, often giving a large advantage to whoever reaches the point first, but doing so puts them at risk to a Sniper. The Engineer often keeps a mini sentry watching his valley to prevent bombers from killing someone. When actually pushing the point the sentry is eventually moved onto or near the point. === The Combo === Many teams use the Kritzkrieg for its versatility on this map. The critical damage can clear the point for a capture. When in control of the point, a Medic can use the charge to kill an enemy Demoman, Heavy, or Medic, delaying a push from them. Its fast charge speed allows for aggressive contesting of the point or relentless harassment of the team that doesn't control it. Other Mediguns can be used to better protect the Medic, but it can be more difficult to push onto the point with them if the holding team forces the Ubercharge in valley or around the pool room. === Defense === When defending the point when you control it, you should immediately consider a forward hold. You can do a forward hold if you have a significant number advantage and/or open ground that would allow you to do so. The typical forward hold consists of a combo holding the enemy plateau and a flank holding the battlements. This strategy works well with the stock Medigun because you can deny any incoming push with invincibility of your combo and scattering of your flank. With Kritz or Quick-Fix, you need to draw them out far enough that you can push into them, or you'll be sitting on a charge that will not save you from a Kritz. A forward hold with Kritz typically involves the combo in the bathhouse, because your flank will be able to call any offensive push long before you're threatened by it. If you're not doing a forward hold, your team is essentially controlling your yard and platform with your combo classes, while controlling their yard and platform with your flank classes. It's important to call the enemy Sniper at all times during a hold like this, because he can get a sightline on most of the map without having to fight anyone.
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