Team Fortress 2

Team Fortress 2

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How to Play Offensive Scottish Resistance
By Tanasinn [AZ] and 10 collaborators
This guide has been created by someone who originally played Sco Res to mess around and have fun. Originally intended to nerf myself for the sake of playing with friends, it slowly became my most played and strongest sticky bomb launcher. This guide will give you new ideas and strats that are overlooked or underused.

I play a lot of Match Making and Lobbies, so most of these strategies are usable in either/or. I'll also be adding more videos as I record myself performing any hard to explain actions. As a side note, I do not play any Mann Versus Machine at all, so this guide will not even talk about it.
   
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Why the Scottish Resistance?
Let's look at the basic stats of the Sco Res.
  • +You fire faster
  • +You can hold more stickies
  • +More stickies in the field (14)
  • +Destroy enemy stickies
  • +Selectable detonations
  • -Total activation time is almost 2 seconds

What this says is you can fire a lot of stickies all the time and never run out of ammo as long as you pick up someone's corpse ammo every once in a while. Just keep in mind your actions with this launcher take place 2 seconds after you perform them.

Now, the official question. Why the Scottish Resistance?

It's a rewarding, underused weapon that has a goofy play style and is unbelievably strong. There are so many different ways to use this weapon but the only widely known method is "wew lad camp". If you become the Scottish Resistance Wizard's Apprentice, you too can harness the powers that will be explained below.

Using the Scottish Resistance requires a lot of awareness since you have to keep tab of where enemies are or can be. You may read over that and not think about it too much, but I've tried to teach a few of my friends and that's easily the greatest barrier: Having all of the necessary awareness while in the middle of a fight.
How to Fight Each Class (1/2)
This section will go into the different strategies into using your Scottish Resistance.

Before we go into the strategies though, I feel I should list how many stickies per trap are recommended to reach "Instant Kill Potential" (IKP) , with the most needed first.
  • 300HP Class - Heavy - 8 to 10
  • 200HP Class - Soldier - 6
  • 175HP Classes - Demomen, Pyro - 5
  • 150HP Classes - Medic, Gunslinger Engineer - 4 stickies
  • 125HP Classes - Scout, Wrench Engineer, Sniper, Spy - 3 stickies
The below video showcases how a cluster of 4 stickies kills a large group of 175HP Classes or below.
Credit goes to Sharkmaw


This list should dictate how you execute your strategy. Now, the reason I listed these classes from most to least HP is because with the use of your primary, you can knock beefier classes down a tier and it's actually a core part of using the Sco Res. If the enemy decides to approach you when you don't have quite enough stickies set up to kill, just pipe/cannon them and det at the same time. It's a gross amount of damage and can really create some amazing moments.

Credit goes to my bud Keygentlemen for recording the video from his perspective and uploading. Steam profile can be found Here

Now, I will talk about how to fight individual classes before we go into general team strategy.

Scout
Scout is definitely the hardest class to fight, especially alone, but if you play smarter than him, you can make him disappear with good "Wizard Wards" and a click of your Right Mouse Button. This first list of points to remember will be longer than most, but that's only because our Anorexic Fast Boston is the hardest to fight. Points to remember:
  • Scouts do not usually have much overheal, so 2 or 3 stickies are usually sufficient. You'll want 3 or 4 if he has a medic beam attached to him though.
  • With 14 stickies available, that leaves you with up to 7 different traps, 2 stickies each. If the scout lands directly on a trap, just 2 is usually enough to kill, but you may need to reduce the number of traps in favor of more stickies per trap order to increase your IKP.
  • Scouts are fast. If they catch you will you are still preforming your Wizard Ward Ritual, you are as good as dead. Please judge how soon they will approach you and act accordingly.
  • Above average scouts like to jump on things. Place your stickies on elevated platforms that are reachable to the scout. They are hard to spot before it's too late and create a "Why would you put stickies THERE???" effect. Usually has lasting effects on the scout, making the scout more weary of carelessly trying to approach you if you successfully continue to Ward him off.
  • Use single stickies across the ground to create a Wizard Wall. Though not deadly, they prevent the scout from running up on you and also restrict his movement. Use this restriction to lead him into the real trap or lead your pipes easier.
  • If he has bybassed all of your Wizard Wards, you still have options! Run towards a health pack or your team while shooting stickies in a horizontal line towards them. (Imagine you are trying to spam your own team with Sco Res stickies). What this accomplishes is a new Wizard Wall that has had enough time to arm to be useful. Practice with the Sco Res so you get an idea of how far exactly they should be placed so you can detonate them on time, and balance that with how soon you will die.

Soldier
Soldier can definitely be a tough opponent. Needing a lot of stickies to kill and armed with explosives that can break your traps up, you definitely need to think about how you let him approach you.
  • The only time you will kill a soldier with only stickies is if he carelessly walks through a trapped doorway. With that said, use less stickies and try to pipe him when he's near a trap.
  • Try not to fight the soldier outdoors. If you are outdoors, there are bound to be places where he can get the upper ground. If he has the upper ground, he has a huge advantage. You can try to trap his perches, but most soldiers jump high enough to see the traps before landing, and will shoot a rocket at your trap. Good for making him waste a rocket, but bad because he's still about to shoot you.
  • Like scout, they can have high mobility. Creating a Mine Field is a good strategy because it prevents him from simply landing where he pleases. Not only that, but his rockets can move stickies around in your favor, occasionally scoring you a kill you didn't expect.
  • Stickies have decent knockback. Even if your trap only has 1-4 stickies, det it anyway! The blast will send him in an unexpected direction, allowing easy pipes or fall damage kills.
  • Focus on dodging rockets and/or survival.

Pyro
Pyro can be a tough class to fight depending on how aware he is. Usually my goal for fighting pyros is "prevent him from reaching my team" rather than killing him. Sometiems it happens anyway though!
  • Use a combination of traps and mine fields to fight the pyro. Having both is very strong, because they see the stickies on the ground but do not expect them anywhere else, especially if you're shooting more while he sees you.
  • Use mine fields to prevent him from holding W. Even if he airblasts the stickies, they are usually not totally out of the way, especially if you're holding a choke point. This makes for easy pipes or trap kills.
  • Don't let him airblast your pipes. Simply staring at him with your Pipe Launcher out puts pressure on the pyro, sometimes making him forget where the stickies are in relation to him (Since he's concentrating on reflecting pipes). Time your shots to be sure his airblast is on cooldown.
  • If you see a pyro that sees you, it's a waste to try and seal off exits that are behind the enemy, as he can very easily reflect stickies in midair (more info in How to be The Wizard: Sealing Exits).
  • If he is airblast juggling you high enough, you can detonate stickies under your feet to save yourself that would otherwise be dangerous to you.
  • Don't be afraid to get into melee range. This puts further pressure on the pyro, making him further forget where your mine field is. Just be sure you have a medic nearby if you use this...
  • And of course, don't let him get the jump you.

Demoman
Demoman is definitely a better match up for you. His damage depends on weapons that aren't point and click, he's not as beefy as soldier, and hardly fast. You can even destroy his sticky bombs.
  • Set traps! Spam a few stickies between you and him to put some pressure on him and direct his movements. Use pipes if he doesn't step on a trap.
  • Keep one sticky between you and him at all times, usually closer to you. What this does is it gives you the ability to destroy his first sticky bomb he shoots near you, usually giving yourself enough time to react accordingly. Put more stickies after the first is used as needed.
  • Don't be afraid to run away. He still has an advantage of being able to detonate quickly, so don't be afraid to fall back. It's an even bigger nightmare if he's using the quickie...
  • Shoot one sticky behind the corner you or your team is approaching. You can break a potential trap.
  • If they Kritz their Demo, try not to panic. Use the solo sticky from the above point and place more immediately. If timed correctly, you can rend their Kritz useless by destroying each deadly sticky before he can detonate them (You had your stickies prepared ahead of time, right?)
How to Fight Each Class (2/2)
Heavy
Heavy can be a bit tricky, but don't lose heart. He has a lot of damage, but at least he can't fly at you (Well, usually can't). Just keep your distance and don't stay in sight for too long.
  • Traps are usually no good since he is barely moving, but if the enemy is launching an attack, it can work. Probably easier to just wait for the medic to step on the trap instead though.
  • If you decide to spam stickies at the heavy, spam behind him. As long as you don't take too much damage, you can spam those stickies and then force him into those stickies by hitting his fat face with a pipe or two.
  • Don't get close.

Engineer
Engineer by himself isn't the most threatening unless he catches you by surprise with a shotgun, but I'll be mostly talking about an Engineer defending.
  • 3 Stickies. Just 3 quickly fired stickies is enough to destroy a level 3 sentry. When you detonate, just make sure all 3 explode at the same time or the engineer hasn't destroyed any of your stickies.
  • One sticky is enough to take care of a mini sentry
  • Dispenser Baits. If you find a dispenser, place stickies behind it out of view. When you know someone is low and on it... Surprise!
  • Ubers for killing level 3 sentries are actually better off used on your teammates. Have a Pyro or Soldier get ubered while you are in the background planning the enemy's demise.
  • Don't ignore the Engineer. He can still kill you, so just use a mine field to be sure he can't approach.

Medic
Considered the strongest class in a team, these points will be in a team setting. If you have killed his team, just spam stickies in his escape route and win.
  • Bait as hard as you can. Put stickies around every corner. Killing one of his teammates will create a false sense of security - There is most likely not a trap around the next corner, after all! ( ͡° ͜ʖ ͡°).
  • If the enemies are passing over your trap, they most likely have not seen it yet. If the medic is following your enemies, pick him! Since he will usually not have overheals, a damaging trap is almost certain to kill him if they are not aware.
  • Quick Fix Ubers are your friend. Not only do the enemies have less overheal, but they are extremely vulnerable to your traps. Set one in advance and watch them trample your stickies and die.
  • Stickies have strong knockback. With your fast firing speed, you can juggle a stock uber with good sticky placement and timing. Nothing like seeing a flying uber heavy get sent across the map.
  • Use mine fields! Enemies with overheal are likely to walk across, but you can bet that medic will not follow. Get your enemies to get too far out, shoot stickies at their exit and now they have no where to run. Just don't die in the process.

Sniper
Sniper is definitely the hardest class to fight. Sound familiar? ( ͡° ͜ʖ ͡°) Anyway, it's pretty hard to combat a class who's goal is to stay away. However, there are a few things you can do.
  • If your team has the advantage and has killed most of their team, you can place stickies at common Sniper spots. Your stickies do full damage as long as they have been on the ground for 5 seconds or longer.
  • If you sneak up on him, use stickies. Give him some elbow room, but put one sticky on his left, right, and behind. If he doesn't know, detonate when all 3 are good to go. If he does know (or he just decides to rotate right then), simply detonate the one he happens to walk on and finish him off with pipes or cannon.
  • Don't jump him... Better yet, if you can't fight him without him seeing you, just don't fight him. Stay out of sightlines but other than that, don't pay him any mind. There are other classes that are better suited to killing Snipers (All of them).

Spy
Spy is probably my most favorite class to kill, probably because they usually think they are sooo sneaky and I just snap my fingers and he's gone.
  • User mine fields to protect your team. Tell your medic to make sure he's standing near some stickies. This allows for quick detonation should a spy come near his back.
  • If he is directly confronting you, place mine fields towards his escape routes. He may not see them as a threat at first, but if he gets hit by anything, there are no escapes left, even if he tries to cloak away.
  • He's a low HP class, so protecting your medic from him is usually not terribly hard. So long as you're aware.

Finally! Now, fighting in a team setting is quite different than fighting in a one on one scenario, so keep reading how the different strategies work together and how you can complete your objective in style.
How to be The Wizard
Before I get into the actually fighting (sorry!), I'd like to talk about the different Primary and Melee weapons I use.

Pipes
  • +Excellent, most reliable damage
  • +Good fire rate
  • +Fire and forget (better for scouts)
  • -Less Scottish Resistance kills

Loose Cannon
  • +Donk Doubles
  • +Knockback. Can be used to knock people into traps
  • +More burst, especially when combined with the above point
  • +More fun
  • -Close enemies make you fire slower when trying to land double donks
  • -Shooting close enemies without aiming for double donks does less damage

Bootle (AKA Bottle)
  • +/- Nothing special. Good for if you don't need the following other melees

Slim Jim (AKA Pain Train)
  • +2x Capture rate instead of one. The back cap strats
  • +Nice middle finger when you kill a scout with it
  • +"...gonna take down to the pain train station in train town. "
  • -Die to OP hitscan easier

Wizard Staff (AKA Kill-Yourself Caber)
  • +Bad weapon, embarassing to die by
  • +Hilariously bad
  • +Actually poses a greater threat to enemies (more below)
  • -It's bad
  • -It's called the Kill-Yourself Caber for a reason

Now, for my personal preferences and why. I prefer the Loose Cannon over pipes because of the uitilty. If someone is approaching me, I can knock them back and around and into other traps. Double Donks also keep my games exciting. However, pipes are excellent when their scouts are OP or they won't let you kill their sentries with your stickies. Now, for my melee... I actually prefer the Kill-Yourself Caber. Why? Having an explosion on a stick can be very horrifying for an enemy, especially when you have stickies everywhere. In most cases, I don't even have to hit the enemy with my Wizard Staff. Just whip it out and watch them scurry onto some Wizard Wards. Pain Train is excellent for back capping on 5CP and Bottle is great when you actually need to melee something.

Finally, the actually team gameplay!

Creating a Mine Field
As simple as it sounds, there are still a few things I want to touch on for this strategy.
  • Most effective when you have the upper ground, as you can more easily control which stickies are detonated.
  • Just shoot as many stickies as you can in the general direction of the enemy. The more open of an area the stickies land, the better. Used for intimidation (oh god it's raining stickies please send help) and combos well with the Pipe/Det combo.

Holding a Choke
The most annoying strategy for the enemy because they can see most of your stickies and cannot progress without going another route.
  • Place up to 6 stickies behind the wall (your side) in the event they decide to push. This step needs to happen before they are in the choke in question.
  • Once you have these stickies, simply shoot your remaining 8 stickies in front of, on, and behind the enemy. This prevents scouts and medics from waltzing through this choke and, should their explosives classes try to move your stickies, creates havoc and panic in a small area. They may panic too much and find there was 3 too many stickies under their feet.
  • If stickies are sent too far from the area or they advancing/retreating, detonate your MIA stickies to place new ones.
  • ALWAYS keep some stickies in a position that allows you to defend yourself. This can be behind the wall they are trying to pass or in a place that can pop a flanking scout. How you use your 6-8 defensive stickies depends entirely on how strong their team is.

Trapping Without Camping
  • It's still a trap if they can't see it, no longer how long ago you placed it. Shoot stickies at the enemy's quickest escape route if you predict they will fall back. Seal as many escape routes as possible.
  • If they are not falling back, your best bet is to create a mine field with multiple clusters of stickies. For example, put 2 or 3 in a close area so that they become deadly.

Capturing or defending a Control Point
Capping a point is probably the most fun as The Scottish Resistance Wizard.
  • If you're on your rollout and you reach mid, place your 6 stickies from the above strategy and reload. Use your remaining 8 stickies to defend other places, such as perches, other flanks, chokes, or mine fields on the point. Quite slow but if they are too aggro, it pays off. Requires use of your Primary.
  • Other points, just put like 5 stickies on the point and replace as needed. Let your teammates cap. If you have extras ready to fire, just shoot them in the general direction of the enemy and behind walls where they would appraoch you from.
  • If you are attacking last and they have not seen you, shoot stickies onto the point and reload. Once reloaded, stand on the point and start shooting more stickies towards where the enemies would contest. What this does is creates a wall ready for use and creates more stickies for defense after the first enemy. Use the Pain Train for this method.
  • If you are attacking last and you cannot backcap, simply shoot as many stickies as possible on the point and let your teammates cap. Although you have a 2 second arm time, you can shoot faster, meaning dets more often, meaning more damage once you start. Defnding last is a similar strategy.
  • In KotH, defending the hill is probably the msot true to the Scottish Resistance we are all accustomed to. Seal all chokes and wait for someone to step on a trap.
  • Attacking the hill is usually pretty smooth as well. Put some stickies onto the point, reload and create a mine field where the enemies seem to try defending from. Do not use Pain Train in KotH.

Recieving an Uber or Kritz
  • You generally don't want to be ubered as a Sco Res Wizard, but it happens. When it does, first thing you should do is finish weak targets with your primary, and then seal off the enemy's exits with Wizard Wards. If it's a defensive uber and you need to run away, just run and shoot as many stickies as possible and then take out your primary.
  • You generally don't want to be Krited as a Sco Res Wizard either, but it still can happen if you ask for it. Just shoot stickies everywhere and use your primary for anyone close. Particularly effective when attacking last when you're just spamming in and around the point.
Afterword and Special Thanks
That's it! It's a lot of information, but if you want to use this gem of a weapon, just practice with this guide in mind and you'll make it. I've been playing with the Scottish Resistance for a couple years now and I only just now was able to create this guide. It's all thanks to the friends of mine in the "Contributers List".

If you have any questions or want some long term help being a Scottish Resistance Wizard, just add me! I mostly play Arena, MM, or lobbies and I'm always excited when someone wants to effectively use the Sco Res.

I may upload some videos to better explain how to perform some of these strategies, so just bug me to do it faster.
49 Comments
nellanella 2 Oct, 2022 @ 3:59am 
thank you i still refer to this guide from time to time
yummethan 12 Jun, 2016 @ 7:58am 
so when killing medics, you have to be a master baiter ( ͡° ͜ʖ ͡°)
Fumo Bnnuy n Friends 13 Apr, 2016 @ 7:05pm 
also something about blasting ubered medics and their patient in opposite directions across the map using 10+ stickies is too fun to pass up
Fumo Bnnuy n Friends 13 Apr, 2016 @ 7:05pm 
trust me on pubs
enemies are blind deer running into things
if they get smarter however you gotta get innovative the second they start shooting at them/destroying them
aka putting them up in rafters or on sides around corners
places they dont usually look to
like up for instance
Tanasinn [AZ]  [author] 13 Apr, 2016 @ 6:38pm 
Yes, that aspect is equally important. Personally, I think it's more fun forcing enemies to walk on them but I find it harder to pull off the better the enemy players are.
ethanf 13 Apr, 2016 @ 6:25pm 
This guide is super helpful tbh, a rarity nowadays
To add on, it really isn't about lining up stickies where enemies will go, but rather, how easily you can get the enemy to go to them
Fumo Bnnuy n Friends 7 Apr, 2016 @ 7:53pm 
ScoRes is badass
i remember using the skullcutter loose cannon and it became the ultimate defense loadout for demo
now they reworked them but its still good to use
lava cake 6 Apr, 2016 @ 3:56pm 
Nice text quality on those videos. B)
NightNight 4 Apr, 2016 @ 5:38pm 
Thank you for making this, it is alot of fun. :D
Ginger 4 Apr, 2016 @ 2:13pm 
I love the Scottish resistance,
because it's an amazing weapon... but I rarely ever see it get used,
meaning there's no chance of it ever becoming "Over used" and then Nerfed into the ground by Valve.

( plus it's an "Anti SpammieBomb Launcher weapon" which is an A+ weapon in my books )