so it seems i've played Gravelpit a lot in recent PUGs, and four out of five times the result is the same
1. Red harrasses at A for a bit, but gives it up early
2. everyone waits at B, with a sentry on the ramp covering B long
3. Blu caps A, runs through C, kills the teleport entrance and mops up any red stragglers and procedes to B.
4. Blu ubers a demo to B, takes down the sentry, Red bails.
5. skirmishing at B until eventually Blu takes it (generally whichever team keeps a demo/soldier on the roof wins out.)
6. Red falls back, defends C. medic, soldier, sometimes pyro camp the spire, demo camps one of the entrances, everyone else tries to flank and skirmish.
7. Blu takes potshots at red while building uber (maybe sending in a spy to cause trouble, usually to little avail.)
8. Blu ubers in, launches a demo and/or solly to the point, while the medic and a heavy or soldier run to the top.
9. fighting on the spire. if Red wins, return to step 7 and repeat. if blu wins, victory.
and usually once per round in this map there will be some wild card play (my favorite being when the red engy set up a teleport exit in the tunnels to the A spawn, after which the medic and heavy kritzed the spawn at the start of the round, killing almost the entire Blu team), but most of the time the rounds still follow the same formula. i'd like to brainstorm and maybe come up with something else that would work.
maybe one of the simplest things to do is to not run an engineer on Red. gravelpit is open enough that sentries are really worthless to protect much of anything, and the spawn is too remote to exposed to provide any protection to the teleporter entrance. or at least i feel we should abandon the sentry on the B ramp. once A is capped, that sentry never lasts long. sure, it doesn't technically have any blind spots, but people are so used to it that it's just too predictable and too easy to take down. besides, the points cap slowly enough that ninjacapping by scouts or spies shouldn't be too much of a problem