Team Fortress Advanced Strategies
Find out about past changes to Team Fortress 2 here!
Spy Vs Enginer + Turrent
Alright, you have all been a spy in enemy territory and encountered it; a sentry gun with an engineer standing right next to it, guarding it with a dispenser. What do you do? Here is how to win this very common situation!
Like everything in Team Fortress, there are many ways to handle every situation, and I am going to cover lots of them. One way is to just sap the turret; the engineer will start whacking it with his hammer, but you can sap it again. The engineer will have to keep hitting the sentry to keep the sap off of it, but every second your sapper is on it, it is taking damage. Be sure to put a sapper on his dispenser, too. You need to cut off his metal supply. With his metal supply cut off, it will be a long battle while you slowly kill his sentry by repeatedly sapping it. Eventually, it will die though. Once it is dead; it is now down to you and the Engineer, and he obviously knows you are a Spy now.
(If you are an Engineer, you can counter the above strategy by alternative one wrench hit to the sentry and one to the spy.)
However, by the end of this battle you likely have a full cloak meter saved up, so just go invisible, try to get behind him and decloak for the one hit kill backstab.
The negative of this strategy is that someone can come along and see this happening and kill you. And then there is always the option that he could be an aggressive type and try to kill you instead of fixing the sentry. In this case, you have two options.
The first is to ignore his buildings and fight back. With the Engineer dead, you can do what you want with the buildings. Stay away from his shot gun, and go mid range with your magnum. If he goes back to try and repair his buildings during the fight, you should have enough time to kill him.
The other option is to sap his turrent and dispenser, and retreat while shooting him, and the buildings on the go. If you can drag him away from the buildings, they will die on their own. Just be sure you got both of them because if you leave the dispenser alive, he can rebuild in no time at all.
If there is more than two turrets, you need to coordinate your attack with another team member. Sap all the turrets and have your team mate come in and help you destroy them and fiend off the engineers. Remember; while a turrent is sapped, it can't fire. So you can sap a turret and bring your entire team in the room! Sometimes this is a smarter strategy than destroying them. 2 spies sapping turrets around a room (if there are 3 in one room) can give enough time for 2 soldiers or demomen to come in and rain fire on the place.
Pyro Vs Pyro
Always remember that as a pyro, you won't stay on fire. So circle strafe your enemies flame, get in at close range and kill them with your axe.
Enemy Sentries Built Outside Your Base
Know when engineers build those sentries in 2fort in the corners, right outside of the base? Take them all out in 1 run with a pyro by jumping off the sniper deck and shooting down at them as you fall. You will deal enough damage to even kill a level 3 sentry by the time you land, along with the engineers and dispensers with them.
Get an early advantage
If the server you are playing on as a warm up mode, have one player be a soldier and one be a medic and have the medic heal the soldier while he rocket jumps. This will let him build up his uber charge meter, and then your team can start the game with a full uber charge ready to go. This can be invaluable on maps like dustbowl and even 2fort when it comes to preventing scout rushes early on.
How to get rid of Engineers
- The Spy — A spy can sap a sentry gun and kill an engineer. Remember that while a sentry gun has a sapper on it, it is disabled. It will not shoot you. So you don't have to wait for it to die before you attack. Read more on the Team Fortress Spy page.
- Uber Power — Medics can make themselves and another player go "uber" a short term phrase for the uber charge. While the 2 players are uber charged, they are completely invincible for 10 seconds. The most common combination is a Medic and a Heavy Weapons Guy, but Soldiers and Pyros are also good combinations. Pyros especially make good uber companions for destroying sentry guns because at close range, a sentry gun will fall to a pyro in less than 2 seconds.
- Killshot — A sniper follows a soldier or demoman into the base to headshot the engineer that is guarding the sentry gun so the soldier/demoman can destroy the sentry/dispenser without the engineer healing it.
- Rocketmen — 2 soldiers can take down an engineer/dispenser/sentry gun combo with rockets. It works best with 2 soldiers because the engineer will be healing his sentry gun. 1 soldier can't fire fast enough to really take the combo down efficiently.
- Click Boom — In places like the water tunnel, a demoman can fire all of his sticky bombs into the general area and detonate them all at once. The blast will destroy the sentry, the engineer and the dispenser. I have even killed medics that were healing the engineer with this method. 2 sticky bombs will kill a player, so 6 bombs at once will destroy a lot of stuff.
- Death from Above — If an engineer has built a gun outside your base, a pyro can destroy it in seconds by jumping off the battlements and firing at it from above as they fall. The flamethrower does proximity damage so jumping down at an enemy uses gravity for the proximity. The dispenser/sentry gun/engineer will be dead before you hit the ground.
Kill the Medic First
This should be obvious, but to circumvent the ubercharge, kill the medic first. Penny Arcade has a great comic illustrating this:

How to counter Spies
…even cloaked spies burn…
- On friendly fire servers, have the medic dictate the word for healing. That way when a spy runs into the base yelling "Medic! Medic!" everyone knows he is a spy.
- If friendly fire is off, pyros dominate spies. Just tap the fire button and a burst of flame will fire the full range of the flame thrower. Normally you have to hold it down and wait for it to extend to the max range. Your team mates won't burn and even cloaked spies burn, so keep your eyes open.
- Also when a spy gets out of the water, you can see water dripping off of them when they are cloaked. If they are underwater, bubbles will appear from where they are. Use this to fight them when they dive into the water.
Sudden Death Sentries
This is very simple and should be obvious; build dispensers first in Sudden Death mode!!!!
You can't get ammo and health from the resupply rooms in Sudden Death mode. The only other place is the water tunnel, but that is usually far away from your sentry.
So; build your dispenser first; and if you have more than one engineer, have one engineer build a dispenser in an open location for the rest of the team.
Quick Way to Learn Every Map
Want to learn a new map? Be a medic. You're useful, and you can follow around other players who know the map and learn its layout while still being useful.

QUICK JUMP