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Millstone
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===Defending=== Keeping control of the sniper sightline is always important, because otherwise the enemies can freely push. After BLU has reached through the sticky traps in choke, the demoman is not very important for the team, but he can trap the house and its windows to prevent anyone from coming in this way. The soldier is usually on the plank to prepare bombs and/or spam rockets on the cart. The Sentry spot should be changed every time when BLU does a small push, because of the growing chance of a flanking scout in the house. At the same time, RED can also send a scout to guard the flank route through house and maybe even counter-flank the enemies through sniper flank. If the enemy sniper is alive, no-one should walk through the sniper sightline, especially roof other than the defending sniper. If the enemy sniper is dead however, the defending team should go foward and setup there. If BLU has pops Uber, it is extremely important to retreat and quickly set up there to not get teamwiped. {{Map locations | title = Millstone - Third point | image = Millstone point4 t.PNG | area1 = drop | x1 = 428px | y1 = 180px | area2 = point | x2 =224px | y2 = 150px | area3 = corner | x3 =101px | y3 = 180px | area4 = hallway | x4 = 344px | y4 = 128px | area5 = | x5 = | y5 = }} In this point, it is a closed room so the both demomen are the most important targets. RED demoman can trap different sneaky spots, BLU demoman can spam in the choke (the entire area). The BLU sniper is usually the one suiciding for the team to gain Uber advantage, because it's a closed area. The snipers can camp the hallway, but demomen deal more consistant damage and have explosive weapons. In this part of the map, the Wrangler for the RED engineer is very neccecary, because the Sentry is getting spammed a lot and the Wrangler's damage shield helps with it. BLU can use the drop to shortcut, but RED can put a sticky trap there to prevent it. {{Map locations | title = Millstone - Fourth point | image = Millstone point5 t.PNG | area1 = crates | x1 = 80px | y1 = 159px | area2 = up | x2 =209px | y2 = 100px | area3 = point | x3 =389px | y3 = 149px | area4 = slope | x4 = 209px | y4 = 189px | area5 = | x5 = | y5 = }} In the earlier versions of this map, this area was much less open. The up area wasn't visible, unless you were in the corner and heading this way and there were some additional walls. This area is similar to the third point, exept the added up area, whitch gives BLU scouts and spies the ability to sneak up behind the enemies. When BLU first reaches this area, the attacking soldier has to occupy the crates by standing on top of them, getting an adventageus highground position. The RED demoman has to trap the side of the crates to hold the attackers back. The RED Sentry gun can be in different spots, but it has to have straight vision on the crates to prevent the enemy soldier from ever coming there. The defending sniper should be in up, where he can hide himself to cover very fast when camping the tunnel's exit and the crates. In a perfect defence, it is hard for BLU to push even with Ubercharge. {{Map locations | title = Millstone - Final point | image = Millstone point6 t.PNG | area1 = final spawn | x1 = 180px | y1 = 120px | area2 = pit | x2 =300px | y2 = 200px | area3 = point | x3 =450px | y3 = 180px | area4 = bay | x4 = 230px | y4 = 180px | area5 = ramp | x5 = 19px | y5 =222px }}
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