Overwatch: Guard Point Gibraltar – Map Guide

Looking for atmospheric baller orgies in the sunset? You’ll definitely get your money’s worth at Watchpoint Gibraltar. The goal of the attackers is to transport the cargo from A to B. The defenders – who would have thought? The defenders – who would have thought it – try to prevent exactly that.

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Labs, satellites, drones – the Overwatch base in Gibraltar clearly bears Winston’s signature. Accordingly, the goal of the attackers on this map is scientific in nature: the cargo in the form of a satellite wants to be brought to the launch-ready missile behind the hangar adjacent to the laboratory complex. The defending team, of course, tries to prevent this by all means. Our map overview is divided into four sections with numerous subsections; you can use the following table of contents to jump directly to the item that interests you.

Overwatch: Watchpoint Gibraltar
As on all cargo transport maps, the attacking team must capture the cargo to be transported and then escort it to its destination. The starting point is right in front of the Overwatch lab complex, and the destination is at the end of the road that leads from the labs through a hangar to the launch pad. Along the way, the attacking team will pass two checkpoints. Checkpoint No. 1 is in front of the gate that leads into the hangar, checkpoint – No. 2 is at the gate that leads out of the hangar. There are several focal points: Every turn behind which defenders can dig in and lie in wait for attackers, the underpass shortly after the start, the gauntlet through the hangar itself, and of course the last turn before the finish.

Overwatch: Watchpoint Gibraltar – Starting Point

Watchpoint Gibraltar: Point 1 – Pick up the cargo.

Often, the start of the match decides the course of the match: The defenders have plenty of cover options as well as gun and sniper positions, from which heroes rushing out of the starting zone can sometimes be knocked out directly. Leaving the building under the protection of a tank is therefore advisable. It is also important to watch out for mines and traps and, of course, self-fire units and bastions, which can be located on the ground or on one of the numerous elevations and can shoot into the crowd. There are three exits to watch: Two on the first floor (a large one opposite the cargo, a second to the right of it near the cliff), one on the first floor. Snipers like Widowmaker or Hanzo, as well as the flying Pharah, can fly/climb onto the walkway opposite the exit. Bastions and Torbjörns can get to the roof via the side entrance of the building (which also contains a large medipack!) next to the cargo via a staircase and from there through the tower onto said “sniper” walkway. Therefore, as a defender, pay attention to whether you see a telltale red frame through the gap of the door at one of these places and change the gate in case of doubt.

Watchpoint Gibraltar: Point 2 – Over the backside

There are numerous agile heroes like Genji or Tracer whose strength lies in acting apart from the team, stabbing the enemy in the back via sneak paths and picking off individual enemies, such as enemy snipers, who stubbornly stare straight ahead with surgical precision. Such heroes are only too happy to choose the path that lies along the back of the building between the cargo and the cliff. But be careful: cliff means edge of the map and whoever crosses it will die. There are a few reasons for this, such as being flung away by Junkrat’s mine or Pharah’s concussion pulse. Should you come under enemy fire, take refuge inside the building if necessary. If you can, run through to the roof of the corner building.

Watchpoint Gibraltar: Point 3 – Above the Underpass

Observation point Gibraltar: Point 1 – Pick up the cargo.

Often the beginning of the game decides the course of the game: the defenders have numerous cover options, as well as gun and sniper positions, from which rushing heroes can sometimes be directly eliminated. Therefore, it is advisable to leave the building under the protection of a tank. Also, it is important to watch out for mines and traps and, of course, self-fire units and bastions located on the ground or on one of the numerous elevations that can shoot into the crowd. There are three exits to watch out for: Two on the second floor (a large one opposite the cargo, a second one to the right of it near the cliff), one on the second floor. Snipers like Widowmaker or Hanzo, as well as the flying Pharah, can fly/climb onto the walkway opposite the exit. Bastions and Torbjörns can use the side entrance of the building (which also contains a large medipack!) next to the cargo to reach the roof via a staircase and from there through the tower onto said “sniper” walkway. Therefore, as a defender, watch out if you see a telltale red frame through the door gap at any of these points and if in doubt, switch gates.

Observation point Gibraltar: Point 2 – Over the backside

There are plenty of agile heroes like Genji or Tracer whose strength lies in operating away from the team, stabbing the enemy in the back via sneak paths and taking out individual enemies like enemy snipers who stubbornly stare straight ahead with surgical precision. Such heroes are only too happy to choose the path that lies at the back of the building between the cargo and the cliff. But beware: cliff means map edge and whoever crosses it dies. There are a few reasons for this, such as being flung away by Junkrat’s mine or Pharah’s concussion pulse. If you come under enemy fire, escape inside the building if necessary. If you can, run to the roof of the corner building.

Observation point Gibraltar: Point 3 – Above the underpass.

The building on the corner of the first turn serves both teams: the defenders take up positions there to take incoming aggressors under fire. The attackers, in turn, fall into the defenders’ flank or sneak along the actual main route around the second corner after the underpass. Important to know: Only climbing or flying heroes can get to the entrance above the “container” leading onto the footbridge. The stairs at the back, on the other hand, will take you inside the building, optionally even to the side entrance in the basement, which will take you directly under the underpass.

Overwatch: Guard Point Gibraltar – Checkpoint A

At the end of the second turn is Checkpoint A, right in front of the gate that lies inside the hangar. Attackers who bring their cargo to it will get extra time. The biggest hurdle is to get past the corner. The verted team can fire at the aggressors both from the embrasures (the passages to the hangar) and from the higher gallery, retreating behind the gate if necessary. The attackers, in turn, should escort the cargo around the corner as quickly as possible, even in a concentrated team, ideally under the protection of tanks and supporters!

Observation point Gibraltar: Point 4 – Side entrances

There are two side entrances under the underpass. The one on the right (as seen from the attacker) leads to a side room containing a large medipack. Should you slip in there, keep in mind that you will end up in a dead end. Heroes like Bastion, Torbjörn with his tower, or Roadhog, who picks off passing heroes with his grappling hook, like to take advantage of the position. They may not live long once they’re discovered, but by then they usually cause quite a bit of carnage. The left corridor leads to the inside of the building and from there either to the checkpoint or to the roof above the underpass (see point 3).

Watchpoint Gibraltar: Point 5 – Fire from above

As already mentioned, the negotiators have numerous possibilities to mess up the attacking team with guns and snipers, i.e.: the way around the second turn, to mine the side entrances or to keep them in side passages or directly into the underpass with rockets and grenades. Along the curve, in turn, there are more rooms and cover options with medipacks. However, they do not offer shortcuts to or even into the hangar.

Overwatch: Guard Point Gibraltar – The Hangar

The way through the hangar is a real gauntlet for the attack team: numerous side corridors, crates and obstacles blocking the view, as well as balconies and the glider hanging in the middle of the hangar, from which the defenders open fire. Many fights fail right here, in the midfield. If you don’t play together as a team here and get your cargo to the next gate as quickly as possible, i.e. to checkpoint B, you usually won’t see any land.

Observation point Gibraltar: Point 6 – Keep an eye on the jet!

In the hangar, the assault team must be prepared for attacks at eye level, from the “1st floor” and from the air. While tanks and front hogs move cargo, snipers should always keep an eye on the roof and side entrances of the aircraft. Widowmakers, Hanzos and, of course, Pharahs are only too happy to use the glider to fire repeatedly – though perhaps somewhat blindly – into the attacking crowd on the ground. An inconspicuous side entrance leads to a staircase and bridge leading to the glider, where you can also find a medipack. This path is important for guns and bastions and for heroes who want to take out enemy heroes entrenched right there.

Guard Point Gibraltar: Point 7 – Checkpoint B

Set up guns and bastions, as you often do, and use snipers from the rear ranks to throw the enemy team into turmoil and, ideally, blow up their formation. Attackers who play at least a little coordinated know that without a tank, there is hardly any progress. This is where the Pharahs, among others, come into play, as they can fly deadly missile attacks from the roof of the glider at enemies approaching the checkpoint. Especially the use of ultimates like Pharah’s Drumfire or D.Va’s Mech Detonation can have devastating consequences here, if the timing is reasonably right!

Overwatch: Guard Point Gibraltar – Last Round

When you leave the hangar, you might think the worst is over. Tough luck – a really nasty turn is still waiting for you and, of course, the last crucial meters to the finish. At this point at the latest, the attacking team should think about situational hero changes, because what has worked up to this point – i.e. in the storm – may no longer be of any use in the final sprint, of course also depending on any changes in the defending team.

Observation point Gibraltar: Point 8 – Leaving the hangar

As soon as the gate leading out of the hangar opens, the attacking team must again beware of sneaky snipers who like to stay on the opposite rooftops. However, only flying or climbing heroes can get there, guns will rather take you apart at eye level from now on. For fast heroes like Tracer and Genji, it’s once again time to execute precise flanking attacks to force the defenders’ focus in multiple directions.

Guard Point Gibraltar: Point 9 – Sneak Left

The building on the left side of the path gives attackers the opportunity to move parallel to the road towards the target and fall into the side of the defense, but: often enough your opponents are on guard and take fire with both snipers and rifles, as well as with rockets and grenades the side entrances, through which an attacker must inevitably pass. Explosive and poison mines, as well as Symmetra’s self-firing systems, are also readily employed here.

Observation Point Gibraltar: Point 10 – Sneak Right

Also running through the interior of the house to the right to the road and around the corner, both attackers and Vertediger can make flanking attacks more or less unseen. Attackers should keep in mind that the exit is still in front (!) of the target zone – so a stab in the back of the defense is not possible! At least, stricken players will find a small medipack in the corridor, with which at least a small part of the lost life points can be restored.

Guard point Gibraltar: Point 11 – Target zone

Final spurt: the attackers mssen be prepared for decent enemy fire from guns/bastions and snipers in the back corners, as well as from the bridge crossing the road, during the last few meters. It’s all about that one turn – accordingly, every damage dealer stops at the corner as if disturbed. Now coordination is required, and ideally, the members of the attack team even combine different ultimatums. Mei’s Blizzard and/or Zarya’s Gravity Bomb in combination with Drumfire, D.Va’s Explo-Mech or Junkrat’s Explosive Grapple – with these you can take out a whole team in seconds and that’s usually enough to get the charge to the target.

In Overwatch, heroes fight in a variety of around the world. From the technological wonder Numbani to the production center Volskaya, each map has its own layout and very specific conditions that your team must fulfill in order to win.

The battles of the heroes of Overwatch will be fought on the various maps. At the same time, the locations differ not only because of their scenery, but also their modes.

If you want to play successfully in Overwatch, you need to know not only the heroes, but also their surroundings. After all, the different maps offer a variety of flanks to stab the enemy team in the back, in addition to the main path. However, not all of them are suitable for everyone. We’ll also show you the most popular places for snipers and where turrets like to hide. Knowing the position of the medipacks is also a big advantage in the battle. We will show you all this in our detailed map guides. For a better overview, we have divided the maps into the three game modes. We’ll start with point capture and then move on to cargo transport/escort and control.

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