Monthly Archives: October 2012

CSGO Magazine

Here is a link to de_fuser, a CSGO Magazine that I have been working on.

http://issuu.com/de_fuser

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Train B Rush

Train B Rush

1) The Execution (There isn’t really a Setup phase)

Player 1 – The first player down throws a smoke to cover Connector, them works on securing the Site.

Get a quick smoke over Connector to delay the CTs retaking.

Player 2 – Rushes down Lower with player 1, works on clearing the Site.

Player 3 – Rushes down Lower, plants the bomb.

Player 4 – Holds Upper, clears the Site.

Player 5 – Either helps clear the Site from Upper, or watches Ladder to catch rotators.

 

2) The Defence

Player 1 – Holds Lower.

From here you can help out most of the other chokepoints on the Site.

Player 2 – Holds close to CT Spawn.

Playing close like this is risky since there are a lot of angles to cover. However, if the CTs are not expecting it, you can catch them out.

Player 3 – Holds the bomb train.

A good place to defend from.

Player 4 – Holds Upper.

A good position to cover the whole site.

Player 5 – Covers Ladder.

Watch for CTs rotating through Ladder.

 

3) Key Points

  • Be quick rushing in and getting the bomb down. It is quite easy to defend the Site if you have enough bodies.
  • Work in teams to smoke / flash then peek to take out the pushing CTs.

Train A Site Push

Train A Site Push

1) The Setup

Player 1 – This player holds Ivy, but does not push up until the players at Mid are ready.

Hold Ivy. Don’t be aggressive yet.

Player 2 – Also holds Ivy.

Another angle.

Player 3 – This player is on point, covering Ladder from CTs rotating from B Site.

Stop any CTs that try and push to rotate through Ladder.

Player 4 – This player has the bomb, and waits in T Mid for a smoke. Does not peek.

Hold this angle and wait for the player at Ladder to smoke for you.

Player 5 – Pushes down Ladder, and smokes out for the player at Mid.

Go down Ladder and wait to see if any CTs push.

 

2) The Execution

Player 1 – Smokes the left side of Ivy, then pushes out to cover Connector.

Smoke off the left side of Ivy so you can push out.

Push out of Ivy and cover Connector.

 

Player 2 – Follows player 1, but covers CT Stairs.

Push out of Ivy and cover CT Stairs.

Player 3 – Remains where he is, covers Ladder from rotating CTs.

Player 4 – Once player 5 has thrown the smoke, he pushes out and smokes off Connector.

Climb halfway up the ladder and toss this smoke to cover up Connector.

Connector smoked off.

After smoking Connector, push out and scan for CTs.

 

Player 5 – This player smokes off T Mid, then waits for player 4 to smoke of Connector. Then they both push out and cover the players at Ivy.

Smoke of T Mid, so the player there can push out and smoke Connector for you.

Push out of Ladder room and scan for CTs.

 

3) The Defence

Player 1 – Continues to cover Connector.

Player 2 – Continues to cover CT Stairs.

Player 3 – Continues to cover Ladder.

Player 4 – Plants the bomb, then watches Connector.

A good spot to cover Connector from.

Player 5 – Moves up to CT Heaven and scans for CTs.

Cover the bomb from CT Heaven.

 

4) Key Points

  • The players at Ivy should throw their smoke at around the same time as the player at Ladder throws his. This way Connector should be smoked off whilst player 1 gets into position to cover it whilst player 4 plants the bomb.
  • All players should play defensively until the smokes are thrown, then you should hit the bomb site hard. With Ladder covered that only leaves Connector and Stairs to watch. When defending, if you are pushed just fall back into the bombsite, since there will be plenty of other Terrorists to help you out.
  • The player who is on point could always push down Lower once the bomb is planted, and rotate through Connector, flanking the CTs.

 

Inferno Aps Push

Inferno Aps Push

1) The Setup

Player 1 – Smokes Balcony and climbs into Window Room, checks both rooms + boiler. Tries to get a pick.

Player 2 – Covers CT Aps from T Aps. Backs up player 1.

Player 3 – Covers Banana so the CTs cannot push it.

Player 4 – Watches the left side of Mid. (bomb with either player 4 or player 5)

Player 5 – Watche the right side of Mid.

 

2) The Execution

Player 1 – Checks Corridor in Aps with player 2, then retreats to Boiler. Times flashes with the other players in Mid, then rushes out and takes A Site.

Player 2 – Checks Corridor with player 1, hopefully gets a pick, then moves up and prepares to flash out and take Pit.

Player 3 – Watches Banana exit from T Stairs. Tries to catch rotators.

Player 4 – Flashes / Nades and rushes Porch. Runs round and clears and holds Graveyard. Plants once site is secure.

Player 5 – Flashes / Nades and rushes Arch. Runs round and clears and holds Library.

 

3) The Defence

Player 1 – Once site is taken this player climbs back  up to Aps and covers the site from there.

Player 2 – Covers Porch from Pit.

Player 3 – If there are enough players at the Site, remains at T stairs to catch rotators. This way the Ts at the site need only worry about Arch / Library.

Player 4 – Holds Graveyard, covers Arch side.

Player 5 – Holds Library, covers Arch.

 

4) Key Points

  • The player at Banana must play defensively since if he gets picked the CTs might push down and from there be able to take control of Mid.
  • The player that hunts for the pick in Aps should be your best fragger since the strat depends on outnumbering the CTs at A.
  • So long as you still have the player at T stairs, defending the site with even two people should be easy.

 

Nuke Ramp Rush

Nuke Ramp Rush

1) The Setup

Player 1 – Holds Lobby, watching Squeaky.

Player 2 – Holds Lobby, watching Hut.

Player 3 – Holds Control room, watching Lobby

Player 4 – Waits 15 seconds, then smokes boxes at Ramp, then flashes into Ramp room.

Player 5 – Waits 15 seconds, then smokes round corner at Ramp, then Flashes into Ramp room.

 

2) The Execution

Player 1 – Smokes and flashes out of Hut into A Site, then quietly retreats to Ramp.

Player 2 – Rushes Ramp, going down to plant at B Site.

Player 3 – Rushes Ramp, going down to defend at B Site.

Player 4 – Rushes out and checks round the corner. Once the Ramp is taken, remains behind Ramp boxes to surprise any rotators.

Player 5 – Rush out and checks Hell. Pushes through and holds bottom of ladder for a few seconds, before pushing up, clearing A site, and rotating to B through vents. Defends from vents.

 

3) The Defence

Player 1 – Can either catch rotators by playing in Ramp room, or if numbers are low on the bombsite, defend closer to the bomb.

Player 2 – Defends from behind the tanks on Site.

Player 3 – Defends from the dark spot on Site.

Player 4 – Lurks behind Ramp Boxes.

Player 5 – Defends from Vents.

 

4) Key Points

  • If you delay the smokes and flashes into Ramp room by 15 seconds, you should avoid any pre-nades. Be as quiet as possible until the actual rush, so you don’t give your position / plans away.
  • If you lose 2 or more people taking the Ramp, I would advise to all push down onto the site and defend from there.
  • If you are playing the _ve version of Nuke then defending B site is a little bit different. Have someone hide in Toxic room that can cover the opposite doors.

 

Nuke Outside Push

Nuke Outside Push

1) The Setup

Player 1 – Holds Lobby with player 2 (see picture). They use each other to flash and peek, killing any CTs who push up.

This player stands here and watches for squeaky door opening.

Player 2 – Holds Lobby with player 1. Both players have fairly easy retreats (up ladder, or back out of Lobby).

This player sits at sandbags ready to flash and peek together with the other player in Lobby.

Player 3 – Smokes off Garage outside, works his way to T Red.

Player 4 – Smokes off CT Red outside, works his way to T Red.

Player 5 – Smokes off Main outside, works his way to T Red.

 

2) The Execution

Player 1 – Continues to hold Lobby until the outside players are in the process of taking Crows. At this point they flash into A site and push through Hut.

Player 2 – Continues to hold Lobby until the outside players are in the process of taking Crows. At this point they flash into A site and push through Squeaky.

Player 3 – Moves through Garage and into Hell, ready to push up the ladder when player 5 flashes.

Player 4 – Moves through Garage and into Hell, covering Ramp room. Pushes up ladder once player 3 has cleared it.

Player 5 – Moves through Garage and outside of Hell, flashes into Crows / Heaven. Then follows the rest of the team up the ladder.

From this setup you should easily be able to take A Site.

 

3) The Defence

Player 1 – Moves back to sandbags and covers from T Spawn and Control Room. The remaining Ts need only cover Crows and Main.

Player 2 – Hides in the vents, covering a push from B, and also able to surprise any CTs that get onto the bombsite.

Player 3 – Remains in Crows, covering Main.

Player 4 – Takes cover on the bombsite, covering main.

Player 5 –  Covers Hell from Heaven.

 

4) Key Points

  • Once the Ts have moved through Garage, they could easily push Ramp instead of Crows. The two players in Lobby could push through Control room, and flash and smoke, whilst the three other players rush in from the opposite side. Then just setup defensively at B Site.
  • The players in Lobby should play passively. If they die then CTs can put all their focus on rotating quickly, which is bad.
  • Instead of flashing Crows, you could double / triple nade it.

Train CT Setup

Train CT Setup

1) Single B Setup

Player 1 – This player holds Lower B, waits for the enemy to rush, and tries to defend the site. His main goal is to stop the bomb being planted long enough for the rest of his team to rotate and take control of the site. He needs to get the call off quick if he is rushed, so his team mates can rotate quickly. Best if he sits as far back on Lower so that he can still see the feet of the Ts as they cross.

Player 2 – Covers Mid from Connector, usually with an AWP.

Player 3 – Covers Ivy / Alley. Plays quite close so he can get information on whether they are pushing it.

Player 4 – Covers the Ladder room exit from the back steps near CT Spawn. From here can easily move to help either a Mid rush, Ivy rush, or Lower rush.

Player 5 – Plays on A Site, covering a Mid / Ladder rush. Can help out if Ivy is rushed. This position is the slowest to rotate to B, so I would recommend going up Ladder and trying to flank.

 

2) Double Trouble at B Setup

Player 1 – Holds Lower B from a good position.

Player 2 – Holds Upper B from a passive position.

Player 3 – Covers Mid from Connector, usually with an AWP.

Player 4 – Covers the Ladder room exit from the back steps near CT Spawn. From here can easily move to help either a Mid rush, Ivy rush, or Lower rush.

Player 5 – Covers Ivy / Alley. Plays quite close so he can get information on whether they are pushing it.