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==== Attacking ==== Pushing the second point is heavily dependent on the other team's positioning. If the enemy is holding in the yard, the following push routes should be considered: * '''Through left''' — The distance between the both teams is bigger than usual, and the entrance is very narrow, and therefore vulnerable to spam. * '''Through the window''' — Often the most preferable push. It offers the shortest route to the enemy combo, allowing the Pocket Soldier to rocket jump directly into the enemies and dealing damage for the team to follow up on. * '''Through garage''' — This is the biggest entrance to the point, and not directly spammable. This allows the Medic to use the ÜberCharge a few seconds later, which prolongs the window of opportunity for the pushing team. The pushing team however has to be wary of the dropdown area, as it offers a good opportunity for the Roaming Soldier to cause the Medic to use early or even drop his ÜberCharge. When pushing the yard area, the team should seek to acquire a pick or two, which causes the enemy to be unable to keep holding inside the building and forces them to back up to the last point. Attacking the enemy team holding inside the building can be done in following ways: * '''Through shutter''' — The most obvious route to the second point, but subject to significant amounts of spam from the Demoman. That forces the Medic to ÜberCharge almost immediately after going through the door. * '''Through Z''' — Z is a very narrow walkway, but it is significantly closer to where the combo usually holds. As with shutter, this push pretty much requires an early ÜberCharge, unless the enemy Demoman is down. * '''Through lunchbox / top''' — This push relies on being able to get to the lunchbox area relatively safe, which is not possible unless the flank classes are down or weakened. It is very effective however, as it cuts off potential escape routes if performed early enough. Due to the nature of the point, a Demoman pick is usually a sign to push, as his stickies prevent the pushing team from taking ground without an ÜberCharge. As most of the action takes place indoors, a Soldier pick is usually good enough as well.
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