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A picture of the way things usually shake out on Filled Chew Toy.
As you can see, the map is devided between the West and East. Now, FCT
has natural "choke points." A choke point is, in this case, a narrow little gap in the walls
where a tank can go from one quad to another (think of a mountain pass). Because the
choke points are so narrow, all's ya have to do is cram pills in there to keep tanks out of
your territory.
This not only keeps tanks out of your area, but it also prevents spikes, since no one would be dumb enough to send a builder all the way through the pillwall (literally, a wall of pills). Not only that, but even if he were to do that, he would have a lot of trouble supporting the spike. Single, unsupported spikes deep into your territory are a gift.
Of course, your enemy isn't going to just sit there and stare at your pillwall. If he's smart, he'll build a pillwall of his own. That way, you can't get into his territory, either. At this point (captured in the above picture), you'll have two opposing pillwalls--one in the North, one in the South--crammed together in a very small space. This is when the pillwar begins.
When you fight a very confined pillwar such as an FCT one, I recommend patience. On more open, free maps like Crankcase or Washington DC, you can try flanking, driving around the pillwall, boat spikes, and all sorts of other crazy nonsense. ON FCT, however, your best bet is to wait for the enemy to try taking on of your pills. As he hits your pill, quickly heat up one or two nearby friendly pills. Then start shooting the pill he's using as a block. With a little luck, good timing, or lag BS, you should be able to hit his man as he tries to rebuild his pill. Once his man goes down, taking out the entire pillwall is an easy task.
Pretty nifty, picture, huh?