There are many components to a solid defense. Having spent many of my best rounds defending point B of Gravelpit, I've seen some truly airtight defenses. But with all my careful observation and study, I can never figure out the one question: which class is the true core of defense?
Engineer: Engineer's ability to build sentry guns is one of the most important parts of defense. A machine of death bristling with guns and rockets, ready to shoot down anything it can get its ammunition on. It's practically indestructible when an Engineer with a dispenser is with it, due to the fact that coming within range is a death sentence. To quote the Heavy, "Engineer is credit to team!"
Demoman: If any of you have played Dustbowl stage 2 on Red team during what I call "'those' rounds", you'll understand why Demoman is so important. The ability to seal off thoroughfare and create chokepoints is vital to restricting the influx of enemy units and preventing an overwhelming rush. They also give fantastic suppressive fire by throwing pipe bombs around corners.
Pyro: There are many very nasty and very bad things a Spy can do to a seemingly solid defense. Have a pyro hang around with your engineers or by your control point and there's no way any spies will be wreaking any kind of havoc. Setting a pack of enemies on fire is not only a good way to soften them up for the rest of your units, but it also is a good way to force a retreat.
Those are my opinions. If you think Heavy, Medic, Scout, whatever is the core of defense then you're free to say that so long as you explain why.
Engineer: Engineer's ability to build sentry guns is one of the most important parts of defense. A machine of death bristling with guns and rockets, ready to shoot down anything it can get its ammunition on. It's practically indestructible when an Engineer with a dispenser is with it, due to the fact that coming within range is a death sentence. To quote the Heavy, "Engineer is credit to team!"
Demoman: If any of you have played Dustbowl stage 2 on Red team during what I call "'those' rounds", you'll understand why Demoman is so important. The ability to seal off thoroughfare and create chokepoints is vital to restricting the influx of enemy units and preventing an overwhelming rush. They also give fantastic suppressive fire by throwing pipe bombs around corners.
Pyro: There are many very nasty and very bad things a Spy can do to a seemingly solid defense. Have a pyro hang around with your engineers or by your control point and there's no way any spies will be wreaking any kind of havoc. Setting a pack of enemies on fire is not only a good way to soften them up for the rest of your units, but it also is a good way to force a retreat.
Those are my opinions. If you think Heavy, Medic, Scout, whatever is the core of defense then you're free to say that so long as you explain why.

















THIS is the key to an airtight defense.
855 kills

