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.
What do you need for this strat?
– 5 players
What do you need to buy for this strat ?
-cevlar with out helmets
How does this strat work?
All 5 players need to rush up seconde mid into apartments.Dont even go mid cause most of the ct players will peek mid and can easily kill you with there USP’s cause the have an advantage over your GLOCK.Once you reached apartmens make sure no ct is hidding somewhere and clean it up.After that you have to be fast cause the B ct players most likely already checked Bananna and called it to there team mates.So to execute this strat 3 players have to go to the boiler door and 2 players are going to the balkony.Now the players on boiler need to smoke out long and popflash theire self out to short and storm the guy playing short with a little Glock train in the mean time the 2 guys playing balcony popflash theire self out too and jump down into pit and kill the flashed pit player.After that you should use your last smoke to cover long/libary and plant the bomb (if you got time plant it for balcony).
After plant positions
The best after plant postions you can take are Pit,balcony and the bombsite itself (just sit behind a box) or one player could go boiler room if you have time for it.But the most important thing is not to face the ct players when they are arriving to the bombsite!Just let them come and dont give them free kills that way they wont have time in the end to defuse the bomb cause they are looking for you.
This strat is really easy to use all you have to do is be fast and get good after plant positions in matchmaking this strat works 3 out of 4 times.
What do you need for this strat?
– 5 players
What do you need to buy ?
-cevlar with out helmets
– p250 or five seven
– 5 HE-grenade
How does this strat work?
Three players need to go to the B site of the map and throw their grenades down bananna.After they did this they need to push down bananna and kill all the terrorists on the way down (they should be low health now cause of the nades).
The other two players go to the A stie of the map and throw their nades down mid and after they throw their nades they need to push down mid.
If you are lucky you can kill 2 or 3 players with your nade and then just kill the rest of the players with your pistols.
This strat is really easy to use and requires only a bank of like 1700 $ and can end up in a win for you!
If you lost the pistol as CT or have to eco later in the game, you might wanna engage in this forward stack. It works mostly because of CS:GOs debatably OP pistols.
- Three players go into connector.
- One in the corner next to the door, hiding
- One behind the stairs, watching for the connector push
- One up the stairs next to the shelves, watching top of connector
- One player to bathrooms to watch upper or swing long
- One player to spot B
Everyone should buy at least a P250 because of the insane stopping power close range. There’s a high possibility to get guns, so armor is also recommended. If this is the second round of the half when the enemy is buying SMGs, a helmet might win it all for you. The player on B could buy a deagle to harass and possibly get one taps. You don’t need to get nades.
In connector everyone is waiting for the guy behind stairs to shoot, then swing out and destroy the Ts as they try to get connector control. Don’t throw any nades or in connector, since you want them to push you.
If they come from fountain, there’s another bait and switch with the player up the stairs and the player in bathrooms.
If Ts don’t go into connector, you’ve got three players ready to flank them instantly. If you’re feeling bold, you can also do the boost watching from stairs into water through the small windows. 5-7 is lethal at that range.
This is a strong alternative A take on T pistol round that only requires two players to set everyone up.
- Three players go palace (A apps), taking the bomb
- Two players go ramp
The players going to palace buy armor, and the ones at ramp buy full nades (flash, smoke, HE)
The players at ramp are going to smoke off stairs and jungle on the A site. As the smokes are popping, they will flash the site once or twice and swarm out at the same time with the guys from palace. The aim is to clear site and push to CT as fast as possible. The HE nades can be used if an enemy players falls back to CT or is jiggle peeking triple box. They could also be thrown to stairs later. The bomb should be planted behind triple-box, where it can easily be defended from CT.
All the players on site should be overwhelmed quickly as they have no support from jungle or connector. You should push one player close to the smokes to look for pushes. Another common thing for CTs to do is to drop into sandwich. As long as you’re close to them as they push the smokes, you are at a massive advantage.
After the site is clear and bomb planted, if the smokes still permit it, one player should stay in ramp for a crossfire. Despite this, it is important to rush the site together and not leave anyone baiting. The CTs shouldn’t have time to flank you if you’re swift. Obviously this strat is vulnerable to counter-stratting, since they players at ramp can be pushed as they set up nades, but should work when used sparingly or against PUG opponents.
This strategy is what my premade does almost every round.
Requirements: 2 Smokes
Plan: 3-4 players will go mid, the best aimer will go B apps. The mid players will smoke window and connector, then rush short onto B. The apps player is to make the entry kill and alert the team if theres a CT near short. Typically the B player will hold bench or van. The other will be kitchen, short or under the appartment window. Simply there job is to make the mid players have an easy access to get onto the site. Once the site is taken a awper/rifler must go to van to shoot any CTs that cross through market( kitchen ). The rest is up to the players.
Works in MGE EU games
One player throw a flash or 2 through the sky windows onto A bomb site. The remaining four players will rush door onto A site go down vents swarm the B bomb site and try to plant. (This could also be used on gun rounds with smokes flashes mollys ect.)
This is a strong defaultish strat to get an early advantage in map control an man power. Should be done often, but not so often that it becomes predictable. It is only for the start of the round and after doing it you can go anywhere.
- Three players rush A long
- One player watches mid
- One player lurks around B halls
This strat can be effective with almost any weaponry. The guy who has the best spawn for long A should buy one or preferably two flashes. If the CTs have a strong economy, buy a smoke to put out possible mollies as you’re rushing A long.
The aim of the round is to get A long control fast and probably a pick if the CTs are putting anyone there. The first player going long will flash it twice. Everyone will keep rushing so it will be very hard for any one player to kill more than one. Most likely he will fall back or die. After getting A long control, the players pushing should go down danger and clear mid. This will deny the CTs any info of what site the Ts are looking to execute on and will sow confusion. If you’re not executing on A instantly, don’t peek it. No need to give any rotating AWPs a shot.
After clearing long and mid doors, the round can develop any way you want. Depending on how many enemy players are holding these positions, you should at least have equal numbers, if not an advantage. Usually it’s a good idea to leave one player lurking A to get info (if you have at least 4 alive), if you decide to go back towards B. Of course you could always just smoke off doors and hit A, especially if you got two picks while pushing.
If you execute this opening strat multiple times during the half, the enemy team might start putting more players towards A. This means B is now easy pickings. The player lurking B should play extremely passive at the start of the round. He has massive backstab potential from drop, as long as he doesn’t lurk it till the end of the round Happy style.
If the enemy just starts playing farther back on A site as a result of losing rounds because of early aggression, this is also good since you can just buy full smokes and mollies and make A site into a war zone.