Capture the Flag in Narrow One: Roles, Routes and How a Team of Strangers Wins
Published · 1 min read
Three jobs, six players
A team of six wins when roughly two people defend, two attack and two float between the roles. Nobody assigns this, so look at the map at the start of a round and decide. If three teammates run at the enemy flag the moment the round starts, be the one who stays home; a flag left alone is lost in the first minute.
Defending
Stand where you can see your flag but an attacker cannot see you until they are committed. Every base has a raised spot, a wall or a tower; use it. When an attacker grabs the flag they slow down and their back is to you, which is the easiest full-draw shot in the game. If they get away, do not chase across the map: an attacker with the flag has to come out somewhere, and your teammates on the route home can cut them off.
Attacking
Go in with a partner. One player draws the defenders' fire and the other takes the flag while the arrows are pointed elsewhere. Run the edges on the way home, not the middle, and jump every ledge and gap you can: a carrier in the air is a harder target than one on the ground.
Escorting
The most useful player on the team is the one who runs ahead of the flag carrier and clears the archers on the route. Kills do not win the round, captures do, and an escort who takes a single defender off a tower is worth more than a sniper with twenty kills and no flag.
Map votes
The vote before each round is worth a second's thought. Open maps like Fields and Desert reward long shots and defenders on high ground; tight ones like Alleys, Halls and Tombs reward melee swaps and quick draws. Vote for the map that fits how you play, not the one with the nicest picture.
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