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TF2 Tactics Rules Part 1- Background

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Time Frame: 1968
Location: Midwest to Western United States
It is a corporate struggle gone violent. With the death of Zepheniah Mann, his sons Blutarch and Redmond have begun to fight for the land left by their father. They have founded two companies to try and gain a monopoly over the other; the Reliable Excavation Demolition (or RED for short) and the Builders League United (or BLU). However, each corporation reached the same size with just as many properties as the other. So, they resorted to more direct tactics. Each corporation hired many mercenaries to take the other corporation's land by force. This lead to a bloody stalemate all over profit.
You have been ordered to become the coordinator of either RED's or BLU's mercenary teams. Position them well, and achieve the objective. The Mercenaries themselves are listed below.
The Mercenaries:
The Scout -
Country of Origin: USA (Boston)
Bio: With seven older brothers against him, fights tended to start before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray. 
Tactics: The Scout is light and fast. Though he doesn't have much range, his powerful close-quarters weapons can down other mercenaries in one or two shots. Use him mainly to get objectives, or as a distraction while your heavier units move in.
The Soldier -
Country of Origin: USA (Midwest)
Bio: Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949. 
Tactics: The Soldier is a straight forward unit that can deal plenty of damage at many ranges while retaining excellent durability and reasonable mobility. He can also be equipped to boost his nearby companions in the midst of war. He works well in many combat situations, but lacks other abilities.
The Pyro-
Country of Origin: unknown
Bio: A mumbling, besuited psychopath of indeterminate origin, the Pyro has a burning fondness for fire and all things fire-related. 
Tactics: The Pyro is a great crowd clearer. His flame based weapons can cause lasting damage that could kill groups of enemies at once. He is also the main anti-Spy class, due to his flamethrower being able to snuff them out. He is fast, and can cause havoc, but is slightly on the weaker side in terms of durability and is limited greatly in range.
The Demoman -
Country of Origin: UK (Scotland)
Bio: A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
Tactics: The Demoman is excellent at causing non-line of sight damage, while also being a gem in defensive positions with remote-detonated bombs. However, he relies on splash damage, so has poor accuracy.
The Heavy -
Country of Origin: USSR
Bio: Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb, he's not your big friend, and he generally wishes you'd just shut up before he has to make you shut up. 
Tactics: The Heavy has a lot of health, and his minigun can gun down the majority of enemies very quickly. However, he lacks speed and the minigun is inaccurate at distance. Basically, the meat sheild of the team.
The Engineer -
Country of Origin: USA (Texas)
Bio: This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbecue, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions. 
Tactics: The Engineer excels in defense and support. Though he himself is not that powerful, his Sentry Guns can rip apart anyone who walks into range. He also can build many machines to assist the team by transporting them and healing them.
The Medic -
Country of Origin: Germany (Stuttgart)
Bio: What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity. 
Tactics: The Medic is your main healing class. Though he lacks firepower, his medigun is one of the most important tools in your arsenal. A group of live and well mercs do a lot better then a bunch of dead ones.
The Sniper -
Country of Origin: Austrailia
Bio: In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don't have to rely on other people if you never miss. 
Tactics: The Sniper is the longest-ranged class in the game. He also happens to be the most accurate. He is invaluable for eliminating key enemies, allowing the rest of the team to do their jobs. Though he can get dirty at close range, he's not the toughest class. Keep him behind your lines to protect him.
The Spy -
Country of Origin: France
Bio: He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You're dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and man killer (for real). 
Tactics: The Spy is a class useful for infiltration and assassination. His cloaking devices and disguise kits allow him to sneak through enemy lines easily. Though frail when corned, his lethal (but tricky to execute) back stab can kill any class in one hit, and his incredibly accurate revolver is not to be underestimated.
Time Frame: 1968
Location: Midwest to Western United States
It is a corporate struggle gone violent. With the death of Zepheniah Mann, his sons Blutarch and Redmond have begun to fight for the land left by their father. They have founded two companies to try and gain a monopoly over the other; the Reliable Excavation Demolition (or RED for short) and the Builders League United (or BLU). However, each corporation reached the same size with just as many properties as the other. So, they resorted to more direct tactics. Each corporation hired many mercenaries to take the other corporation's land by force. This lead to a bloody stalemate all over profit.
You have been ordered to become the coordinator of either RED's or BLU's mercenary teams. Position them well, and achieve the objective. The Mercenaries themselves are listed below.
The Mercenaries:
The Scout -
Country of Origin: USA (Boston)
Bio: With seven older brothers against him, fights tended to start before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray. 
Tactics: The Scout is light and fast. Though he doesn't have much range, his powerful close-quarters weapons can down other mercenaries in one or two shots. Use him mainly to get objectives, or as a distraction while your heavier units move in.
The Soldier -
Country of Origin: USA (Midwest)
Bio: Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949. 
Tactics: The Soldier is a straight forward unit that can deal plenty of damage at many ranges while retaining excellent durability and reasonable mobility. He can also be equipped to boost his nearby companions in the midst of war. He works well in many combat situations, but lacks other abilities.
The Pyro-
Country of Origin: unknown
Bio: A mumbling, besuited psychopath of indeterminate origin, the Pyro has a burning fondness for fire and all things fire-related. 
Tactics: The Pyro is a great crowd clearer. His flame based weapons can cause lasting damage that could kill groups of enemies at once. He is also the main anti-Spy class, due to his flamethrower being able to snuff them out. He is fast, and can cause havoc, but is slightly on the weaker side in terms of durability and is limited greatly in range.
The Demoman -
Country of Origin: UK (Scotland)
Bio: A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
Tactics: The Demoman is excellent at causing non-line of sight damage, while also being a gem in defensive positions with remote-detonated bombs. However, he relies on splash damage, so has poor accuracy.
The Heavy -
Country of Origin: USSR
Bio: Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb, he's not your big friend, and he generally wishes you'd just shut up before he has to make you shut up. 
Tactics: The Heavy has a lot of health, and his minigun can gun down the majority of enemies very quickly. However, he lacks speed and the minigun is inaccurate at distance. Basically, the meat sheild of the team.
The Engineer -
Country of Origin: USA (Texas)
Bio: This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbecue, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions. 
Tactics: The Engineer excels in defense and support. Though he himself is not that powerful, his Sentry Guns can rip apart anyone who walks into range. He also can build many machines to assist the team by transporting them and healing them.
The Medic -
Country of Origin: Germany (Stuttgart)
Bio: What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity. 
Tactics: The Medic is your main healing class. Though he lacks firepower, his medigun is one of the most important tools in your arsenal. A group of live and well mercs do a lot better then a bunch of dead ones.
The Sniper -
Country of Origin: Austrailia
Bio: In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don't have to rely on other people if you never miss. 
Tactics: The Sniper is the longest-ranged class in the game. He also happens to be the most accurate. He is invaluable for eliminating key enemies, allowing the rest of the team to do their jobs. Though he can get dirty at close range, he's not the toughest class. Keep him behind your lines to protect him.
The Spy -
Country of Origin: France
Bio: He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You're dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and man killer (for real). 
Tactics: The Spy is a class useful for infiltration and assassination. His cloaking devices and disguise kits allow him to sneak through enemy lines easily. Though frail when corned, his lethal (but tricky to execute) back stab can kill any class in one hit, and his incredibly accurate revolver is not to be underestimated.

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