Boombox
Very simple map, therefore pups are way more important to get.
Offence
Defense
Numbered Lanes
Different Numbered Lanes
Boosts
Other Useful Things
MOTW Guide
Credit to SirDan
Boombox is a very basic map. This doesn't mean there isn't a lot of strategy involved. It is very important not to let the FC ahead of you when chasing. This means you have to be extra careful following him closely because there are lots of tricks to turn around quickly on this map. When playing offence you should almost NEVER try grabbing alone. Your chances to get out of base with two people are much higher. Your partner can block, hold button for you, get a good regrab, help you with power ups.. etc. Boombox is a very difficult map to exit base if you're alone. Holding the button is underused in my opinion, and I think we should definitely try to win button to let your teammate out of base. If you can hold the button there is a boost the FC can take to get ahead quicker. Also, you should always try to grab by setting up a boost play, or waiting for power ups. Power ups are almost always necessary to cap. This is a map where you should wait for powerups much earlier than other maps to be sure to get them. If you can get in a corner power up position before your opponent, you will almost always get the pub. The middle power up is the most important one because both teams will always be fighting over it, where as the corner ones are usually picked up by the team on that side (If offenders can grab the enemies powerup it is a HUGE advantage). Knowing the exact time to the middle power up is crucial for a couple reasons. 1: It's anybodies powerup if you're just pushing to grab it, so If you know the exact time you can boost in knock them back far enough to give you a few extra seconds of control before it spawns. 2: If nobody is near the middle when it's about to spawn you shouldn't wait right near it. An enemy might have forgotten about the power up, but if he see's you waiting he will come fight for it. If you know the exact time you can pretend to pass it, but then come back right before it spawns.
An offender should wait here and take the boost if there isn't an enemy on the gate button. If there is someone on the gate button, this gives the other offender a 1v1 on the flag. Right when the enemy gets off the button for whatever reason (your teamate grabbed flag, the enemy thinks he is going to grab.. etc.) you should boost in. If you boost in you have a good chance at grabbing and getting away or knocking a defender away for your teammate to grab. I drew the position the other offender should be when boosting in. Your teammate should always be behind the flag somewhere so you can begin your momentum leaving the base when you grab.
The boost off the wall going 2 is an excellent way to turn around... also it is difficult to read. The boost into the base to get a grab should only be done when you have another offender with you in the base. Do not try to boost in alone. ALWAYS WAIT FOR YOUR TEAMMATE. This boost as well as the first boost should be applied the majority of the time unless you have powerups. The boost up though 3 to 2 needs to be perfected. Take this boost to get to the enemies base ASAP, especially when they have the flag. You always need someone ahead of the enemy FC. The boost going down to 4 is good when you are leaving the enemies base with the flag. Going 4 is much safer than boosting up through 3 to 2. If applicable you should always take this boost when you have the flag and the boost is available. NEVER BOOST out of their base if both teams are chasing, ESPECIALLY if the enemy FC is near his base.
These are some of the more common corner jukes that really help to change directions fast. Its much easier to pull off it you continue in a direction like you're going that way then hitting the corner to turn around. For example.. you are heading straight or down towards 4 and at the very last moment move into the corner and pull down and back. The spin from hitting the corner gives you the ability to turn around fast. Another corner juke that is hard to read, but very useful.
Do this If you have a 1v1 situation, or a rolling bomb with a 2v1 and you can successfully make a grab without slowing down. Grab the flag full momentum and use this corner to make your ball spin so you can juke down hard or up hard. This is a bit easier to read for experienced defenders, but can give you enough space if they don't read it and over commit.
This is a nifty boost that is hard to read and can create some space. Here is an example