Overwatch: Route 66 Map Guide – All important positions of the map

In our map guide to Route 66, we show you which sneak paths, sniper and turret positions there are on the and how you can stab your opponent in the back. We show you the most important points with map drawings.

To stand a chance in the battles of , you need to know not only your hero, but also the map on which you fight. In our guide to Route 66, we’ll show you the most important and how to use them to gain an advantage for your team. In addition to the most important positions for snipers and turrets, we’ll tell you the best side routes to use to flank the enemy team. The overview is divided into three main sections, in which we highlight the most important locations and routes; you can jump directly to the point you are interested in using the following table of contents.

Overwatch Map Guide – Route 66: The Starting Point

Route 66 point 1 and 3: Nice cover for sniper

Once the cargo has gone around the turn, it heads straight for a house. Inside this house, at the bottom (see inscription), is a

medipack. The roof is the ideal sniper position for Widowmaker and – if skillfully placed – also a nice position for Bastion or Torbjörn’s Tower. Other ranged fighters can also take advantage of this position to prevent the players pushing the cargo from advancing for a very long time. The only way to the roof is via the marked position on the right side of the house (number 3 on the big map), so it is not at all easy for attackers to reach.

Route 66 point 2: The sneak paths at checkpoint 1

Right at the beginning of the map, attackers have the opportunity to use two paths, but they can also be ideally defended by Symmetra and her self-fire units or any heroes with area damage. So the narrow passages in the mountain can be a good protection or the death trap. For the attackers, the path is definitely an advantage to distract the defenders and thus get the cargo quickly around the first turn. Those who manage to take the upper path can theoretically move right on to checkpoint numero two and finish off stragglers.

Route 66 point 4: The fast start

Often the first point for the attackers on cargo transport maps is immediately the most difficult. The defenders can gather in the team and take the starting point under fire. Getting away from there is quite difficult. Using the overturned wagon at the starting point, fast heroes like Soldier 76, Tracer or Genji can use the path and quickly take cover behind the rocks at the bottom of the map. Those who make it there can stab the enemy in the back at the starting point, allowing the first important meters for the cargo. If that’s too dangerous, you can fire projectiles over the wall with some heroes.

Route 66 Point 5: Exploit the long distance
As a defender, you need to pressure the enemy as early as possible. Therefore, you don’t want to immediately take the house after the first turn as cover. Behind the rocks, ranged fighters can rake the attackers at long range and intercept heroes running the way through position 2. However, you must always keep an eye on point 4 and the upper part of 2. Depending on how far the cargo has progressed, always take one of the nearest large boulders as cover and ultimately the shield in front of the house.

Route 66 Map Guide: After the first checkpoint

Route 66 Point 6: Check the house

The house at checkpoint – No. 2 doesn’t invite sniping quite as much as the building at checkpoint No. 1. Rather, small house fights occur here. The closer the cargo gets to the gate, the more important it is that your team controls the house. As you can see in the picture below, Roadhog can pull opponents into the house one by one and, together with his teammates, finish off the pulled-in players. Similar to checkpoint number 1, you can reach the roof of the building from the outside and from there, as a ranged fighter, you can make a difference depending on the game situation.

Route 66 Point 7: Watch out for respawns

Once you’ve secured the house as an attacker and are close to the gate, the defenders can hardly stop you. Keep your hands off heroes who try to pull you away from the cargo in the upper part of the house. The only point you need to pay attention to now is the room where the defenders respawn (see point 7 on the right). Heroes with jumping or flying can now position themselves well on the upper wooden paths to either intercept stragglers or shoot at the enemies from above.

Route 66 Point 8: The position for ranged fighters

Here you can see the checkpoint from a bird’s eye view of the attackers. Straight out from the gate is a small room where you can take cover (the white light bulb on the big picture), but probably the defenders are waiting. To the left is the upper levels of the house. Ranged fighters (defenders) can place themselves in the back on upper wooden paths (marked (8) on the large map above), but they also have little cover.

Overwatch Map Guide: Route 66 – the third checkpoint

Nothing for turrets and snipers
At the latest in the warehouse at the 3rd checkpoint you should change your hero as Bastion, Hanzo or Widowmaker. In the hall you fight at short range and the countless corridors as well as the two levels make sure that enemies can often appear unnoticed in your back.

Route 66 point 9: Unnoticed behind the ranks

Behind the truck at the end point of Checkpoint 3, fast heroes can move almost undisturbed, sneaking behind the enemy team. The sneak path is hardly visible from the outside and must therefore always be kept in mind by both teams. Heroes like Junkrat or Pharah can throw their projectiles over the truck similar to Checkpoint 1 and annoy the defenders when they are pushed far back.

Route 66 point 10: The entrance to checkpoint number 3

Once the gate to Checkpoint 2 opens, the attackers enter a large warehouse. Melee fighters move to the right from the gate, into the hall’s narrow corridors. Ranged fighters move to the left or straight ahead. Here you can use your range a bit and fly around with the moving plates and shoot enemies from above.

Route 66 Point 11: The shortcut to Checkpoint 2

From Checkpoint 2, you’ll take the upper corridor directly to the end point of Checkpoint 3. Heroes who can jump or fly high will be on the spot quickly here and can stab the defenders in the back.

In Overwatch, heroes fight in a variety of locations 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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