T-Side Pistol

A: Kevlar

B: Smoke + Flash

C: Smoke

D: Tec-9 dropped from C + Kevlar

E: P250 dropped from B + Kevlar

1.Run a default to hold for any CT aggression for 15 to 20 seconds. (2 B 3 outside Mid)

2a. After that, C and E go B platform. Smoke B plat and E will lurk around the smoke. Job of E is to stop the CTs from rotating. C goes back to join A (bomb) at A long after smoking B plat

2b. Meanwhile, B and D will clear out mid and danger. Once clear, C and A will walk up A long.

3. B smokes connector and flashes the site while A,C,D hit the site. E can either rotate back to drop room to listen for info and stop rotations or fight the CTs at B.

 

 

Drop Crossfire

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.

Cobblestone T side A-long control power play default

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.

SPOTS

  • Three players rush A long
  • One player watches mid
  • One player lurks around B halls

BUYS

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.

STRAT

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.

A Take – B Lurk

So, for this strat it is going to need at least 4 players to work well (I don’t recommend it for 3 or less players).
This strat can work on any buy rounds or pistol rounds.

First step is to get  1 player towards A long and 2 players towards mid.
You’re going to want to make minimum sound so that the CT’s do not sense your presence. Just hold long and mid for a push – normally the CT’s wont push and will just hold mid stairs and long.

Second step is to have your remaining 2 players in B halls – 1 holding the B long push and 1 in top drop holding the boost (be careful for nades).

Once everyone is in position the B long player will through a b site smoke to show presence at B, this will normally make one of the A players drop to connector for a faster rotate.
Right after he/she smokes they must rotate fast to A mid where a quick pop flash into mid and a fast push with the other 2 players will guarantee control.
Now you must work fast to gain A long control with 1 player pushing long from mid stairs and one from outside A long, leaving 2 players in A mid.
The B player needs to hold B halls for a rotate and wait until the push has started onto the A site.
Now that you have mid and long control you can work up onto A site with a smoke at connector and a smoke onto balcony, also 2 quick flashes over mid up onto A site is  great and will definitely give you site.

This is when the B lurker will make a huge impact, if no one has rotated through b halls he can push up into top drop and wait until he hears the B players rotate back to A through B doors.
This is the perfect time to drop as you can catch off a possible 2 rotating CT’s in drop or door.

Now the team on A can plant knowing that no one will be coming from flank.
Stay in safe post plant positions; 1 on A site, 1 long, 1 mid and 1 under balcony and the B player playing around connector.

This is a solid strat that works 99% of times when executed correctly.