Simple, buy a Decoy and armor, one guy can buy smoke and Tec-9 (or another more prefered pistol OFC). The 4 guys with decoys throw decoy in slope and make some noise in second mid while the bomb guy is hidden in slope. The 4 guys in second mid make noise then rush mid and to banana. At this time most people would push banana and try to flank you, that’s when your whole team takes them off’guard = free kills and free open B site.
1 player buys smoke, 2 flash. At the start of the round, 2 players hold upper tunnels, one holds lower. The player with utilities will flash a lurker into long, then drop a decoy in doors. The lurker will take a few shots, then drop a decoy and rotate to mid doors. The lower player will rotate to mid doors, as the utility player smokes mid to B, then flashes all 3 in. The lurker will stay mid to hold off rotates, as the 4 others simultaneously push B site. The goal of this strat is to pull out 1 B player to mid or A, as a retake vs 4 on B site is very hard to do.
Rush B Tactic
1.buy weapons and equipment
2.rush b together
As a T,
- Instruct all team members to buy a decoy
- Head towards B tuns but don’t jump down from T spawn
- Wait until 1:45 (or whenever) and throw all of the decoys into/around the tunnel entrance
- Immediately after throwing the decoys, turn around and rush long to A site as fast as possible.
If you want to mindfuck the other team in the round after you use this strat, throws decoys B again as described but then RUSH B instead.
Silver Strats at their finest!
A common way to win pistol round as T on train is that one guy buys a smoke and a molly, the other 4 buy kevlar. You will slowly approach B, wait for a smoke down the ramp to block vision from CT connector. The 4 guys with kevlar rush down and get kills, the plant is supposed to be on default. The molotov guy stays up in case everything goes bad. If it does go bad, he throws a molotov down on the bomb to buy some time or even get some kills from up. Works 80% of the time. The thing is in MM people dont often buy defuse kits in pistol rounds.
What we do everytime is, 4 guys go to B apps with the bomb, one goes A ramp. 4 of us wait at beginning of B house and wait for the A guy to do some sounds. His job is to throw a smoke on ct, flash 2 times, try to get a kill, basically bait the CTs. Often we hear a CT rotating from short and that is the time when we push. Or, one CT pushes the B house really deep and he gets annihilated by 4 glocks and that is a go sign. After you plant the bomb, hold good afterplants.
This strat is basically a one-way smoke that has a devastating effect.
By throwing the tunnel smoke at the exit stairs rather than into the tunnel, a player standing on Big Box can look over it and into Tunnels. With an AWP, you get an easy pick on players inside Uppers.
This strat works by tricking the T watching Mid into thinking that you have stacked A.
Part 1: Invisible Cross.
Before anyone crosses, have a player crouch in front of the APC. Then have your B players jump on his head and just over the cross. From T spawn you will be completely invisible.
Part 2: Counter-Take.
Position your players outside B, so they cannot be seen, but can hear what’s going on inside the site. With any luck, a T will start to plant without any of his team pushing onto B ramp. This is when you push. Going through Door and Window simultaneously is key, as you need to confuse your opponents. Flashing in is not a good idea, it gives warning to the Ts that you are pushing.
The Window player should clear site, while the Door player should clear Back Plat and Car. With the whole purpose of the strat being to do as much damage as possible, prioritise killing as many of the Ts as you can. Since your team should all be alive at this point, even if you both die the rest of your team can push B again in another wave, it’s the information that the first two players give them.
This solo strat works well almost all the time, and having a player play this every couple of rounds will deny Ts a comfortable route to B.
This strat is based on the fact that most Ts will not clear Secret after they have gone behind T Red. Most of the time, they will clear it from Silo early in the round, and never check it afterwards.
As a CT, take this route. Through Hell, Ramp, then Jump through the Window on B, and Go through Tunnels to Secret. By the time you get there, rushing Ts will be at T Red, and you can get an easy pick. However, if the Ts are not there, you can clear Silo more easily than people in Garage can, and you can also rotate back to defend B.
This stray is for when you expect Ts to rush drop with 3-5 players (Eco/Pistol rounds, occasionally SMG rounds).
One player stands in the normal position, near the exit door, and another stands outside Window, creating a crossfire. If the first player calls a Drop rush, he can rotate out while the Window player gets an easy pick or two. This stray also is immune to T prenades, as Window is simply too far away for anything to be effective that wouldn’t hinder the Ts.