The line, "The best offense, is a good defense" can some it all up. You cant capture the enemys flag if they have taken yours.
Although there are several "positions" between total offense and total defense, Ive grouped them into these two categories as basic strategies in the first section.
In the second section, Ender has written some great "team" strategies for you to try on the battlefield.
Defense
The number of players that should defend the flag will vary according to the size of your team and the level. The defendability of each base is the key here. More entry/exit points = more guards. Other variables include: overall team skill vs. overall enemy skill, availability of weapons/armor/health replenishment, and the odds (sometimes one team has more players).
Base Defense:
If your team has the odds stacked against them, then you should play dedicated defense. Your team will rack up more frags on total defense, slaughtering potential flag-nappers, than risking a couple of guys charging a well-defended enemys base. If they have you out-numbered, let them come to your playground. Of course, the entire enemy team will come stormin in once they figure out your strategy, so to keep them on their toes and keep their defenders in place, try this. When they do manage to take you or one of your teammates out, charge their base once in a while, especially if you respawn in close proximity, then go back on D. Ive actually won a few games where I was the only one on my team! Of course, an easily defended base, an ample supply of goodies, and the strength rune can set up a serious one man army.
If the odds are even, then adjust your defense to all the previously mentioned variables. Generally, a couple of heavily armed guards with RLs or GLs get a vertical advantage, if able, and lay down some serious ground fire or a "pineapple shower" at the approach path to the flag, while another teammate or two, unaffected by their teammates blasts, gets up close and personal with the SNG. The guy on the ground can also return the flag and toss up some ammo if necessary. If the enemy manages to get through this barrage, and makes it out of the base alive, then some defenders should pursue the enemy flag carrier until he is either dead, or picked up by teammates on perimeter defense, etc. Never leave you base undefended! If the entire defense gives chase, the flag will only be returned to an undefended base. Or worse, to an enemy loitering in your base just waitin for the flag. Quite a few times Ive seen the enemy exploit this into an opportunity to take control of both bases! Once theyve established themselves, its tough to get it back. Now they have your stockpile of weapons/ammo/health as well! Leaving your base undefended is the quickest way to lose the game.
Perimeter Defense:
A couple of guys strategically placed along the route to your base serves a couple of purposes. First, now you have an "early warning system". They can advise of any incoming enemy (messagemode2) if they have the chance. Usually, the sounds of a nearby firefight are enough warning. They can pick off stragglers, give chase to enemy flag carriers that make it out of your base, and bring fresh ammo/weapons to the base guards. Highly flexible position. Also, this guy can aid an incoming teammate (usually the flag carrier) that is being pursued by the enemy.
Item Defense:
If your team numbers can afford it, denying the enemy of the RL by defending its respawn location, can seriously alter the firepower odds in your teams favor. Nuff said.
Offense
Although Im basically a defense guy, I do occasionally play the other side of the coin. Sometimes your teammates lack the experience or the initiative and continually get their butts kicked attempting to capture the enemys flag. Against a well-established defense, the odds of making it out of their base alive is extremely low. But it CAN be done. Rushing into the enemy base with no armor or quality firepower is suicide. Your best chances are with coordinated assaults. Single-Entry Base Example: Two guys rush the base, spaced apart enough so that one rocket cant take them both out. Moving apart as they enter to draw enemy fire to the sides, they attempt to kill or inflict as much damage to the defense as possible. Third guy, armor mandatory, rune of resistance/regeneration helpful here, runs for the flag, grabs it and gets out as fast as he can. Grappling skill required. The first two guys arent expected to live, just to buy the third guy some time. If they do manage to survive, they escort the flag carrier home. Normally, the first two get fragged rather quickly. If you happen to be one of these guys, as soon as you respawn, head for the most likely route guy #3 took home. Cover him from the pursuing enemy. Ive throw my body between my flag carrier and a rocket many times. Sacrificing yourself for the good of the team is sometimes what it takes. If the assault failed, regroup and try again or readjust your plan. Now you know where the snipers are and can adjust for more accurate shooting on the run. If you have more players available for offense, another can run for the flag if the first guy fails or feed some rockets into the enemy base from outside and plug any pursuers. If the base has a high ceiling, the guy going for the flag can grapple in unnoticed along the ceiling while his teammates keep the enemys attention focused on the ground. Multiple-Entry Base Example: Same strategy, only flag runner comes in the "back" door while his "cannon fodder" buddies keep the defense busy at door #1. Of course the more armor/firepower the offense has going in, the better their chances will be. A skilled grappler as the flag runner, with an adequate weapon, the 200 armor, and the resistance rune stands a fair chance of capturing the flag, even with a tough defense. One more thing, dont take a bunch of ammo on "flag runs". If you have a bunch, leave it with your base defenders. The last thing you want to do is re-supply the enemy!
Other Important Tips
Communicate:
Communicate with your teammates and please use messagemode2! Deciding who on your team is playing defense and who is playing offense at the beginning of the game can save your team from getting off to a bad start. Ive been in numerous games where the glory seekers take off after the enemy flag as soon as the game begins. Of course, they manage to clean out the bases weapon/ammo supply as well, before they leave you standing there all alone to defend with only the shotgun. Remember, this is a TEAM game. If you feel you have to play offense, take turns defending the base if there isnt enough defense oriented players on your team. Also, communicate with your team about the enemys activity, base status, and let them know if you need help. Let me re-emphasize "messagemode2". Ive played with a lot of boneheads who broadcast their intentions or plans to everybody. Saying things like "Ready to attack", or "Going for the flag" sorta tend to tip-off the enemy. Nuff said. Using pre-written messages with the say_team command, followed by basic, often used messages like "Incoming" or "Need help at base" etc. bound to a few unused keys can make this a simple, speedy way to communicate.
Saving your stash:
If the teams are uneven and you chose to switch sides, you not only lose your frag count, but all your goodies as well. This is what I do: Find an out of the way, dark corner, and drop all your weapons and ammo before you leave the game. Then, simply go get them when you respawn on the opposite team.
Rune Power:
The team that controls the runes, can dominate the game by exploiting their powers effectively!
Team:
If you forget everything else remember the word "TEAM".
The only way to win at this game is to operate as a team. Know your job on the team and stick with it. Be dependable. Sacrifice yourself if necessary for the team. An unorganized team can easily get smoked by a much smaller team that works together.
Share:
Don't "bogart" the base stash. If you already have the SNG and 200 rounds, don't pick up the SNG again. Save it for a soon to be respawning teammate. Exception: If you're guarding alone and want to keep the enemy from running through your stockpile on his way back from grabbing the flag.
Stand on health:
Standing on health packets while defending allows you to take that first hit and instantly regain some while denying this health to the enemy. Example: McKinley Base. Three in a row on either side of the room. I take a position on health #1, crosshair on the floor 2/3 of the way down the entrance hall. With just enough view to see anyone coming around the corner leading to the hall. If you see the wrong color, blast away. You have the advantage shot and if they happen to tag you, move forward and collect three healths while still keepin them in the crosshair.
Spasin' with the hook:
Did you get lucky enough to respawn in the enemy's base? Make the best of it. Run around like a wildman firing the hook randomly at the walls and ceiling. You would be surprised how many rockets the enemy will have to fire trying to lead you when YOU don't even know where you're going. Managed to snag the flag a few times in the process (totally on accident, of course). Rocket ammo is a valuable resource for defenders, the less they have, the better your chances will be on a real flag run. This strategy (if you want to call it that) can also be used for the first "cannon fodder" guy(s) on a real flag run. The defenders will be so busy, or so out of ammo, that your "true" flag runner can sometimes get out with the flag, leavin the defenders scratchin their heads. "Hey dude, where did our flag go?" Doh!
Team Strategies
This section by: Ender
In this section I have prepared a few effective strategies which an organized team can use to devastating effect. Note that these are merely to get you started; organized are usually most effective when tailor-made to suit the situation you find yourself in at the moment.
Destructor and Distractor (AKA Hammer and Anvil)
Simple, and yet highly effective for a basic defense. About half the defenders act as artillery -- these are the destructors or hammers. Their ideal weapon is the rocket launcher, although the grenade launcher will definitely work in a pinch. The strength or speed runes are a big plus. The artillery should try to find elevated perches with good visibility. Their task is simple: blow away any invaders.
The second half of the defenders serve as the cleanup crew -- the distractors or anvils. These players should use the best non-explosive weapons they can find. The lightning gun, perferator, and double shotgun are all excellent choices. Half damage or regeneration runes will make for a longer career, and the speed rune coupled with the double shotgun is perfect. The distractors take up positions on the floor, and they have several tasks:
- To keep an eye on the perimeter and give the artillery early warning of enemy presence. Often, a few rockets to a corridor can take out an invader before the sniper can even see his target.
- To keep invaders from drawing a bead on the artillery (who are often essentially stationary). Get in that enemy's face!
- To act as anvil by making the hammer's targeting job easier. Try to force the enemy against a wall or into a corner; slow him down for a fraction of a second at a chokepoint where he can't possibly escape the splash damage from a rocket. Sometimes grappling the invader will do the trick too. You're the anvil... allow the hammer to crush the enemy upon you.
- To act as mopup, inflicting those last few points of damage to enemies damaged by the hail of rockets from the artillery and pursuing enemies that manage to slip out with the flag.
- To collect dropped packs and items in the base, giving all rocket ammo to the artillery.
Advantages: This is very effective in bases with good elevated sniper positions. The distractors elimininate many of the difficulties with a sniping-centric defense -- they allow the artillery to stay elevated (where they are less likely to kill themselves) without becoming sitting ducks (because the invaders must deal with the distractors first). In addition, the distractors can often prevent the invaders from dodging effectively. In a well-maintained Hammer and Anvil defense, the hammers only need to leave their positions when they are running low on health or armor.
Disadvantages: Not all bases are suitable for sniping. Some bases are too large or have too many entrances to be effectively covered by snipers, and others are too tight to find good elevated positions. In addition, smart invaders will send a suicide wave in first to attempt to take out the artillery.
Overall Comments: Currently my favorite defense because it's simple, effective, easy to maintain, and tends to form naturally when your teammates are good defenders. Even though it's not quite as effective in bases without good sniper positions or tight chokepoints, the basic technique still works pretty well.
Tsunami!
This one is a lot of fun and can be very effective if done right. All offensive players refrain from assaulting the base for a while; instead, they build their strength. When the time is right, the entire force (including supports and any defensive players that can briefly be spared) floods the enemy base at once, preferably from several entrances simultaneously. Banzai!
Advantages: If your enemy hasn't figured out that you're plotting something, their defense probably won't be up to the huge wave of invaders. Sometimes you can take their base and even defend it against them for a while!
Disadvantages: Can be extremely difficult to coordinate -- especially the part where you all attack simultaneously. A poorly designed attack can turn into a disastrous slaughter, especially if you all try to enter through the same tight corridor where a few rockets can take you all down. You also need to be very sure that your base defense is still sufficient, because if it's not this can turn into one of those frustrating situations where each team holds the other's base. Finally, let's face it... your chances of catching the enemy with his pants down are slim. It doesn't take a genius to figure out that a lull in assaults means that the other guy is plotting something big.
Overall Comments: A good strategy to use occasionally, but not one that you should make a regular habit of. It takes too long, is too difficult to coordinate, and carries too many risks.
The Big Diversion
Also known as the "Hehe... we sure showed those guys a thing or -- HEY! Where's our flag?" assault. The bulk of the assault party makes a big noisy entrance -- through several entrances if possible. The idea is to create the impression of a full frontal assault and to do as much damage as possible in the process. While the defenders are busy dealing with this diversion, one speedy and quiet runner slips in through another entrance, graps the flag, and vamooses. Then whatever is left of the diversion party attempts to foil any pursuit and escort the runner home.
Advantages: This sure is satisfying when it works! Sometimes the diversion party gets lucky and actually destroys the enemy defense... this is kind of nice too. :-)
Disadvantages: Once the flag has been nabbed, the stealth advantage is lost.
Overall Comments: A good technique to cultivate, but not to overuse. The sneaky entrance loses its punch if the enemy already knows it's going to happen.
"This is only some basic strategy that seems to work for us in CTF Quake. It is only our perspective and we're sure it has room for improvement. If you have something to add, E-mail us with your suggestion or opinion, and well post it"
For some additional CTF info, gameplay and strategy tips, check out some of the following sites: