
Warpath is a territorial control map. Warpath is a sequential territorial control. The map is very long and thin, with bases at each end. A total of five command points lie between the bases, and each must be captured in order. For example, if you are on Blue, then point 1 is in your base, already captured. If venture out of your base and bypass point 2, you can't capture point 3 until you go back and get point 2. Got it? If your team pushes ahead to the enemy base takes the final point there, then you win the round and everyone is sent back to their base for another round. Once a point is captured, it can't be captured by the other team for 15 seconds.
Offensive Strategies:
Even though Warpath seems straight and linear, it actually has alternate routes to each command point. In the case of points 2 and 4, these are accessible via a Demoman's detpack. The place to bomb can be reached by going under the bridge at point 3. The passages can be resealed by another detpack. Spies are incredibly useful on Warpath for their ability to infiltrate enemy bases and capture command points when the enemy isn't looking. Capturing the final command point can be quite harrowing when the enemies can easily respawn right at the final point, but the confusion can be perfect cover for a Spy. Medics and Scouts are also fantastic for quickly turning the tide of a game quickly. If even a small hole is made in a team's forward defense, a quick scout can often outrun the defenders back to their own base. Remember, once captured, a point can't be re-taken for 15 seconds, and if the Scout or Medic makes it to the next point before those 15 seconds are up (quite possible in the case of the former), they can leave the defense even further behind. That said, don't underestimate the need for a traditional offensive. Even if they're not being utilized effectively (see below), enemy Engineers can be a pain, especially at points 2 and 4.
Defensive Strategies:
In another parallel to Canalzone, Warpath is not as well suited to Engineers as other maps are. The reason is that the Engineer's defenses (sentry guns, dispenser bombs) are slow to go up and can't be deployed as rapidly as is necessary on this map. As with Canalzone, a more mobile defense is required to keep up with the changes in the tides of power. One of the best classes for this purpose is the Demoman, who can lay down pipebombs at choke points and by the command point itself. Having a Demoman around is also useful for clearing the passageways under point 3. Another good choice for mobile defense is the Heavy Weapons Guy. The HWG's autocannon is perfect for mowing down incoming Scouts and Medics, and is quite handy at taking care of enemy Soldiers and Demomen at the same time. This isn't to say that Engineers are worthless on this map, but they need to be supplemented with defenders who can move right behind an assault team to secure a newly captured point. When on defense, pay close attention to the progress of the offense. As soon as a new point is taken, the more mobile defenders need to head to the next point to defend it. Until they are set up, Engineers or other defenders can hold back to make sure that the enemy doesn't manage to take both points during the shuffle. Remember the concept of a mobile defense, because that is what will keep your points safe.