Ok fellas, after much thought i've put a few ideas together on how we're going to get the most out of our team and how we can work as a team...
So firstly... Classes. People need to stick to their class unless told otherwise by a team captain. We need a good spread of classes to and everyone needs to understand their job.
So The Spy.... I reckon Rapid or Drifty are the pick of the bunch here and their job is to flank, stab and relate intel back to the team on whats coming. Their primary target is the medic, then who ever they can get before they get found out...
The Engy... Fully, Splinter, Brim or myself... The engies job is to get some defence up. These games don't last long enough to really benefit from tele's so go straight for the turret and get it level'd up. Then build a dispenser somewhere where the team can benefit from it....
The Demo... Myself, Fully, drifty or Hamsta... Demo is primarily defence but on set up time maps they can booby trap the exits to help sap a bit off the attacking team. Then it's defence of the point.... load up the stickies and then spam the nades to help keep them out... make sure to keep track of how many stickies you have out as they can get shot off... Primarily Defensive but on the front line...
The Pyro... Fully, Splinter, Hamsta, Bass.... Protect the turret... rockets and stickies need to be sent back the way they came by use of the compressed air blast. Keep on it and protect the Turret and engy... don't let the turret fall. Then when all else fails, run in and cause as much havok as you can but your primary role is defence of the turret.
Soldier/Heavy/Medic... Myself, Mum, Fully, Brim... These guys team up and are primarily attacking or defending as required... Heavy needs to protect the medic as much as possible and the medic needs to stay out of harms way. Heavy using Natascha will be best at keeping flanking scouts at bay also...
On an attacking map we will drop the engy in favour of a Scout... the scouts job is to stay away from the frontline as much as possible.. Try to run more than engage and let the big boys sort out the weak.... The scouts primary role is to help cap points... to come in after the carnage has subsided and sit on the point. The extra speed the scout brings to capping is far more usefull than running around getting killed.... The whole team needs to stick together in a group apart from the spy. He needs to infiltrate, back stab and intel. The rest of us stick together and protect the medic at all times. Medic keeps every one buffed and we move in on the point. If the spy manages to take a couple down we hit them hard and hopefully we have enough left to cap the point. Scout comes in for added clean up and point capping but does his best to stay alive.
If we all die!! Wait at the spawn and regroup... only exception is the spy or the scout if instructed to do so by a captain to try cap a point or something...
So for attacking i reckon. 2 x Soldiers, 1 x Heavy, 1 x Medic, 1 x Spy, 1 x scout
For Defence 1 x Pyro, 1 x Engy, 1 x Spy, 1 X Demo, 1 x Heavy, 1 x Medic
As usual post up your thoughts or suggestions.... Next scrim we have tho i expect you guys be be well and trully versed on what we have to do...