With the new engineer update, some old tactics seem to no longer work against certain sentries. Specifically I'm talking about a level one with a shield. The only ways we found to bring them down was to send a spy in to sap then have an ubered demo lay a stickie nest around it and blow it all away. Soldiers and heavies straight on ubered seemed useless unless they got on top of the sentry or we had a scout or something distract it. Anyone else find anything that works?
Tactics versus new “updated” engineers
team-fortress-2tf2-engineer
Related Solutions
Lots of medics with lots of ubers on high-damage-dealing classes. Demomen, if they are any good, usually work best against a sentry farm — stickies are perfect for this job, the usual problem is living long enough to deploy and detonate enough of them.
Heavies or pyros can also be effective, if they can get close enough (short range for a heavy, point-blank for a pyro) without being overwhelmed by the knockback before they can do damage. The medic should lead the uber combo in (particularly if the partner is a heavy) — he's faster, so he can absorb the knockback better.
If at all possible, back the uber team(s) up with as much raw firepower as you can muster — the aim is to either overwhelm the engies' ability to repair stuff, take out the engies directly, or take out dispensers. Soldiers are good for this support role, as they can place well-aimed damage from behind the uber. Demos can support well, too — their indirect fire can damage engies and dispensers without having to kill the sentry first.
Sending a spy in to sap just before or during the uber(s) can be a good idea, too.
There are certain builds that are clearly better on this map than others.
Scout
Secondary
All your drink items can be used as Secondary items. Mad Milk is likely your best choice here, followed by Bonk! Atomic Punch. Since its rebalancing in 2013, Crit-a-Cola may be worthwhile.
Melee
Sandman and Wrap Assassin projectiles still work. Just keep in mind that Sandman has lower health and Wrap Assassin has lower DPS.
Boston Basher/Three Rune Blade works well if you can consistently hit enemies.
Soldier
Secondary
Only the Soldier's banners can be equipped. Your best bet is likely the Battalion's Backup, although the Concheror could also be useful.
Melee
The Soldier is one of the weaker classes in Medieval. If you do choose to go Soldier, I recommend the Equalizer or Disciplinary Action. The Disciplinary Action can be used to move Heavies or other Soldiers to the front line more quickly than the other team expects.
The Equalizer's damage goes up as your health goes down. However, a Medic cannot heal you when you're using it.
You may be tempted to use the Half-Zoitichi, but if you're going to do that, I recommend playing DemoMan instead.
Pyro
Melee
Consider using the Powerjack (restores health on kill), Back Scratcher (does more damage and heals more from health kits), or Sharpened Volcano Fragment (sets people on fire).
Demoman
Demoman is easily one of the more powerful classes in Medieval mode.
Primary
You should use the Ali Baba's Wee Booties or Bootlegger. They have identical effects.
The Base Jumper can be used, but it's not really that useful.
Secondary
The Tide Turner is your best choice. Whenever you kill someone with the crit during or after the charge, you regain 75% of your charge meter.
The Chargin' Targe and Splendid Screen are both good choices as well.
Melee
Eyelander/HHHH/Nessie's Nine Iron can be good once you start getting heads. Half-Zoitichi is the best choice unless all the other demos are also using it as it heals you to full with every kill.
Persian Persuader recharges your charge meter twice as fast.
With the Tide Turner, the Claidheamh Mòr is also an option. It increases your charge distance slightly at the expense of 15 health.
Ullapool Caber is an option, but it makes you a 1-hit wonder.
Note: The Demoman on BLU can jump the castle wall with a charge up one of the hills in front of the castle.
Heavy
Consider working with a Disciplinary Action Soldier to surprise the enemy.
Secondary
The Sandvich or Steak Sandvich should be equipped. Most people seem to prefer the latter, but don't forget the standard sandvich can be eaten to heal your health back to full or thrown to a teammate to heal them. Since enemies drop health kits on death, you can get another Sandvich fairly easily.
Melee
The KGB truly shines in this mode and is by far your best choice. You get 5 seconds of crits for every kill with it. The Warrior's Spirit is good to team up with the Buffalo Steak Sandvich. The Holiday Punch may give you an unforeseen advantage, since all criticals stun your foes and allow them to easily be disposed of. It also always crits from behind. Pair it with Steak Sandvich for it speed boost (you move slightly slower than Medics while it is active).
Engineer
Don't bother with Engineer.
Medic
Primary
Crusader's Crossbow and its holiday version are the only primary weapons that a Medic can use in Medieval mode. It is one of two ways to heal people in this mode. Use it. Remember that enemy Spies health meters won't change if you shoot them (it actually hurt them)... and if you have damage meters turned on, hitting a Spy will not make the green + health appear over their head.
Melee
The Amputator was created specifically for this game mode. It's one of two ways to heal people. Make sure that your back is to a wall before taunting to heal, or you're an open target for Spies. Preferably, try to remain out of Snipers' sight, too... just remember that Snipers don't have zoom scopes in this mode.
The Solemn Vow is also useful, because you can see enemies health with it and let your teammates know.
Sniper
Sniper is easily one of the more powerful classes in Medieval mode.
Primary
The Huntsman and its reskins. It's the only primary weapon a Sniper can use in this mode. Huntsman arrows can be set on fire from the various torches on the map (RED battlements and BLU hill).
Secondary
Razorback is your main bet, as it blocks one backstab from an enemy Spy. Darwin's Danger Shield is also an option, but it likely isn't going to help you versus a charging Demoman or Spy (your main two opponents to watch for).
The Cozy Camper can also be used, but it really isn't worth it.
Melee
The Tribalman's Shiv does bleed damage to these pesky Spies that will try to sneak up behind you.
The Shahanshah will cause you to do 25% more damage when below 50% health.
Spy
Spy is easily one of the more powerful classes in Medieval mode.
PDA
The Dead Ringer is a surprisingly useful choice on this map. Just make sure you aren't seen/heard when you decloak.
The other cloaking devices are also pretty good, particularly when paired with the YER.
Melee
Silent Stabs are very important on this map, moreso than most others because you'll be moving between points.
Your Eternal Reward is your main option on defense. The point have little hidden areas to the sides. Use them to hide and then backstab the other team when they arrive. You can also get behind enemy lines and take out their snipers.
Spy-cicle may also be good, but the giant ice statues you leave behind are an obvious warning to the other team.
The YER and Dead Ringer make a fantastic combo on this map. Here's a replay of me getting 15 backstabs in one round on Degroot Keep
Best Answer
If the Wrangler is your main problem, I would recommend the same tactic as against the heavy/medic combo: shoot the little guy to take away the big guy's advantage.
Focus on shooting the engineer first, as opposed to earlier when only killing his sentry mattered. This is the main difference.
Also, move fast. remember that with the Wrangler, the sentry's accuracy depends only on the engineer, so on a human. If you make a rocket/sticky jump, for example, he will have difficulties to follow. Same for a scout.