Stadium defense strats

Stadium is back again for the weekend! Last week I shared the tactical maps so this week its time to play with some strat ideas! Keep in mind the following for these defensive strats:

  • There's no custom play for this map so a lot of experimentation with randoms had to go into this.
  • The bottom two bomb sites are pretty difficult to defend, partially because of the huge amount of bullet proof glass. I recommend just finding a roam/retake setup you're comfortable with and play some vertical/trap meta.
  • These are just ideas, don't take them as gospel, play around and share your results and tweaks!
  • The (1)'s are default plant spots as usual, but there really isn't an established meta, these are just easier plant spots imo.

First up I'll start with the less complicated setup, Target/Office

Important reinforcements

  • Office hallway/Office wall. The window already provides too much easy access. You don't want them coming in from an even easier approach that has 2 windows and stairs available to hold from.
  • External walls of Office "closet". Again don't give easy access to both sites by leaving this soft as the mode already encourages you to play Sledge. Also a single panel of the Target room side is recommended to deny some angles from Office into Target.
  • The 3 panels of the Target/Armory hallway. Funnel attackers through the door as they will likely get Armory hallway control easily.
  • A single panel of the Kids/Target wall to limit angles/movement into the room, but without boxing yourself in.
  • The panel of the Armory/Armory hallway wall that gives long line of sight to attackers in Armory. They can control Armory easily, don't let em use that! This is similar to Oregon.

Destruction

  • Open rotations in Office closet and between Kids/Target to allow movement between sites and to extend play into Kids.
  • Open the floor for the "default" plant spot in office and below the window to be able to counter window entry and plants from below. You should open the hatch in here to allow quick rotation to use them.
  • Open the hatch in Kids to allow a quick escape if pushed and cut off from retreating into Target.

Barricades

  • Close up the two doors in Office hallway that are visible through the bp glass wall. You don't want attackers to have easy vision into the site or quick access.
  • Close the hallway doors to Kids and Target to prevent quick flanks when focused other directions. Leave the door open to Office hallway from Kids to allow quick peeking into the hallway while being able to quickly drop hatch if pushed. Allows you to cover the door to Target.

Overall strategy

  • Play a roamer or two downstairs as its unlikely to be fully cleared and allows you to use the holes from below as well as helping to cover your team mates dropping down hatches from being killed. Ideally the roamers should have a shotgun or impacts to create rotations between Piano, Living room, and Garage hallway.
  • Use Kids roam to help prevent attackers from pushing down Office hallway and use the bulletproof glass wall against them via the windows. You can also prevent a window rappel on hallway. You can easily retreat down or to Target room if pushed from Dorms.
  • Have an anchor in Office as long as you can hold it, but be ready to retreat via hatch or closet. Blue stairs can help with a retake/flank.
  • Have an anchor in Target. There's a lot of cover available depending on what gets opened by attackers. Be wary of the window however.

Next up, the Oregon classic, Dorms!

Luckily there's some overlap between the setups of Target and Dorms because of how you'll utilize Kids and Target.

Important reinforcements

  • The 3 panels of the Target/Armory hallway. Attackers will likely control Armory hallway eventually, but you want to be able to play in Target as well so funnel them through the door.
  • A single panel of the Kids/Target wall to limit angles/movement into the room, but without boxing yourself in.
  • The Small/Walkin wall. Attackers can take easy control of Master, don't allow them to give themselves a flank into Dorms from there.
  • Both walls of Small/Dorms. Unlike Oregon, this wall has no reliable cover from the Balcony window so don't give them easy line of sight. These walls aren't ceiling high, so throw C4/Smoke over top if attackers breach the Walkin wall.
  • The panel of the Armory/Armory hallway wall that gives long line of sight to attackers in Armory. They can control Armory easily, don't let em use that! This is similar to Oregon.
  • The middle panel of the Kids/Dorms wall to deny various angles and provide some cover for defenders trying to fight windows.

Destruction

  • Open rotations in Office closet and between Kids/Target to allow movement between sites and to extend play into Target to help control/flank Armory hallway.
  • A rotation between Kids/Dorms to move between sites.
  • Line of sight holes between Kids/Dorms to help fight Kids door, Target rotation and even use the bulletproof glass wall to see into kids from near Small.
  • Rotation between Dorms/Yellow stairs. This allows you to fight Balcony window at a 90 degree angle and help counter plants. Also open up the floor for the default plant spot and you can vault down the stairs to quickly fight the window from below. You can be seen from the bulletproof glass wall, but there's not much attackers can directly do about it.

Barricades

  • Close the doors from Office hallway into Target and Kids to slow access to your site and prevent a quick plant from the Kids doorway. You can open up a little more of the floor here, but fighting the door from down the hatch works somewhat.
  • Optionally close Master door, but punch open a hole to shoot in. Unless you're planning to play Master, why not slow them down in pushing into the hallway and get a sound cue. Unlike Oregon you have Target to play from to fight Armory hallway and don't need to play Master as aggressively.

Overall strategy

  • There are a variety of positions in/around dorms anchors can play such as the corner near the Kids rotate behind the mattress, the Yellow rotate hole, and behind the bulletproof glass at the corner of the Small wall (this is also a great spot for a bulletproof camera as it can see the room but is difficult for Zofia/Ash to hit from the window).
  • A anchor should play in Kids as well, they can use the bunk beds to help provide cover for a variety of angles as well as the reinforced panels of Kids/Dorms and Kids/Target.
  • A roamer in Target to help deny Armory and Office hallways.
  • A roamer downstairs in Kitchen to help secure Pantry drop and support bottom of Yellow. Consider rotations to Piano and/or Bathroom.

Again these are just ideas to help you and your team mates get setup and defending much quicker on what can be a bit of an attacker sided map thanks to the bulletproof glass. Find ways to use it against attackers!

Share this with your friends and share back tweaks and feedback for others to play with! Discuss it on reddit even!

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