Detailed Inferno Strats (part 2 – T)

Here I will run through a default Inferno strat for the Terrorist side. This strat has positions for all 5 players. I will try and include rough timings for each action, so you can build up a picture of what each player will be doing at a given time in the round.

Player 1 (Banana)

 

This player will start the round by locking down Banana, so that the CTs cannot push through and disrupt the rest of the team. It is really important that this player is cautious and does not get picked, so get someone sensible and defensive to play here. The player should never really go further up than the car. Once the other Ts have executed on the other bombsite, this player can either lurk in Banana or Mid to catch rotating players (if this is the case he needs to say so, so that the defending Ts know they don’t need to watch Mid / Aps. Or he can wait a few seconds after the bomb plant and then push through the site and try and flank the CTs as they rotate through CT Spawn.

This would be a good position to play from as you have room to fall back, and you can still cover Mid. If most of the Ts were killed taking the bombsite, then this player should fall back to defend the bomb, as if the rest of the Ts get killed he will then be forced to retake the site to stop the defuse.

 

Player 2 (Window Room)

This position involved a lot of risky work, so give it to your best fragger. This player climbs in through the window of Apartments and clears out the little room, Boiler, and the main Aps hallway.

 

He will likely only come up against 1 or 2 CTs, but it is crucial that he does not die. This strat works best when you have Apartments control. After he has cleared the Aps, a second Terrorist comes to hold the hallway before Balcony, and this player hold boiler.

 

This players new role is to flash out of Boiler and push the bombsite with the 2 Ts at Mid and the T at Balcony.

Once the bombsite is secure and the bomb is planted he should get in a good defensive position and wait for the rotating CTs.

Player 3 (Balcony)

This player waits outside of the Apartments until the above player clears them out (he can help out if necessary), then moves forwards ready to dive out of Balcony when the time comes.

A smoke grenade will come in from Mid to make it easier to push down into Pit.

Finally, he will get in a good position to defend the bomb from.

 

Player 4 (Mid Left)

This player pushes up Mid with another player. Together with the Boiler player and the balcony player there aim is to take the site.

The first step is to throw this smoke to smoke off Pit.

Next hold this position until the other Mid player has flashed Arch and the player in Boiler has flashed Porch.

Then he pushes out and begins to take the site.

Player 5 (Mid Right)

This player pushes Mid as well.

Throw this flash to get anyone at Arch / Cubby.

 

He will then push round to clear Arch / CT Spawn and Library, before setting up to defend.

 

Timings

Player 2 should have cleared out Aps by 1:00.

Player 3 should be in position to rush by 0:50.

Player 4 should smoke Pit by 0:45

Player 5 should flash Arch around 0:40

Player 2 should flash Porch around 0:40

Player’s 2, 3, 4 & 5 should execute onto the site as soon as these flashes have gone off.

The bomb should be planted by 0:30.

Player 1 should be in a position to catch rotaters by 0:30.

If all goes well you will have 2 – 3 players on site and 1 player lurking at Mid, and you should be able to defend successfully.

 

The key things (or, where it can and will go wrong) are:

  • The player at Banana getting picked. If the Ts at Mid have to watch behind and infront of them, they will die.
  • The player getting killed after jumping in the window. This strat needs Aps control so you can utilise Boiler and Balcony, without it you can only make half a rush.
  • The players at Mid getting picked when they push.

 

 

 

 

 

 

 

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