First 20 Seconds means, Mid-Control with 2 Smokes and 1 Molotov, 1 Smoke Window and 1 Smoke Short Deep. After that Molotov Connector and take the Mid. On Mid the AWP-er checks the Window smoke and a player is pushing up to Chair, where his job is to check Short. The A guy has to wait and force the enemy team to use they’re nades. The B guy has to check under, that means PopFlash under and check at the same time with the peek from Middle. After that, he walks back and checks for any push from Apps. At 0:50 the players from Middle have to be sure that no one is there, so the A guy prepares a One-Way-Smoke Ramp to make the CT’s from B to rotate. Meanwhile, the 2nd and 3rd guy from Middle goes short with a smoke close, so they can be close to B. The B-Apps Player smokes window or back site and pushes Apps by molotoving close/balcony B. The Short Player together with the Chair player are going to push short and check the site. And the A player enters A, trying to catch the Rotation. The AWP-er from Middle checks Under and Short push, so the 3 Players from B have to check only Kitchen and Apps (if the A-Ramp guy dies).
Mirage default pistol tactic A site –
player 1 = vest
player 2 = vest
player 3 = vest
player 4 = 2x flash, 1x smoke
player 5 = 1x molotov, 1x smoke
players 1,2,3 walk into A palace
players 4,5 smoke off jungle(bottom stairs) and stairs
player 5 molotov CT
player 4 flashes over
players 1,2,3 rush into site and then 2 of them push ct
player 4 flash for them ct
player 3 and 5 plant the bomb for ct
the strat is simple
in a full buy round
the simple split at the first of the round ( 1 b apps –1 underpass // passive play waiting for aggression + playing off angles // 1 mid holding connector / top mid area –1 player palace –1 a main // passive mode …… when timer at 1:00 or 0:40 .. as you like the b apps player throwes a smoke on windows at b apps the molly bench + throwing 2 different flashes at b // in the same time the player mid come back and rejoin the two a players and throws ct + stairs + jungle smoke 1 player will go palace and molly under wood flash and drop in the same time one of this 2 players main ( should be awper ) will flash for those 2 guys ( palace + main ) and rush with a molly on triple
the underpass player should re-smoke window and molly jungle from there and go to ladder room wait for mistakes // the b player should be flank on ct or short as well // the bomb will be planted for short the ladder room player must be the winning piece of you
enjoy guys !
This tactic is based on a “giveup” round, what you wanna do is buy p250 if you’re on a low budget, then everyone needs to go fast into apps or sneak until the reach the intrence to A-site, throw a smoke out the entrance and fall onto b-site like a Waterfall, do your best to get the bomb Down on a-site and try to get a couple of frags.
List of Things you will need:
4-5 p250 (2k budget)
1 smoke to throw out onto balcon of Palace.
-4 Rifles (or PM but it’s not as efficient)
-1 AWP or Scout (he absolutely needs a P250)
-(Stuff can be usefull but you can do without it)
1 Rifle goes palace, 1 A ramp, 1 B aps and 1 underpass.
The sniper goes mid and takes a safe line on short.
Wait for push. If they don’t, try to get a kill on someone.
–If your team entries, every rifle push on his position and the sniper watch mid for rotation. Then, attack the least protected site and fast plant.–>Ez win.
–If the ennemy entries, make a lot of noise on both sites, regroup on mid and attack a site as fast as possible.–> The site is taken, the bomb is planted but the win is not assured.
In this strat, the ennemy can’t flank you !
CSGO Pistol Strat:
4 people a ramp
1 person in palace
At 1:40 the ramp people throw a smoke:
One person that is staying behind throws 2 flashes allowing the other 3 players to rush the site.
(Try and isolate duels and trade between the players)
The palace person stays in palace watching jungle and stairs for anyone pushing. As the players rush the site, the palace person throws a molotov under balcony.
Then there are 2 people rushing CT spawn. The bomb planter throws 2 flashes into CT as the 2 players take CT.
Then as the bomb planter plant the player at palace goes out and holds site with the planter.
Default pistol – Rush B apps OR rush A palace | 2 flashbang 3 armor
Default buy rounds – Mid control, send 1 awp mid smoke CAT and CONN + 1 underpass and dymaic play site based on resistance | 2 smokes 3 flashes 5 armor 1 awp
3 smokes, 2 fires, and one flash is the minimum needed for this strat. Preferably, your entry fragger has a flash, smoke, and moly. The supporter needs a smoke and a moly. The awper or lurker just needs one smoke. Obviously, the players can buy more utility, but this is just the bare minimum. Also, you can split the required utility across more players as well if you’d like.
First, the supporter should smoke snipers nest, then 3-4 players will rush mid and the entry fragger flashes out to mid. The awper or lurker needs to stay at t spawn and smoke jungle. The mid players need to act fast, because the goal for them is to get to jungle and snipers before the jungle smokes fades away.
1-2 players go to a ramp. Their objective is to make a distraction at the a bomb site. At mid, the entry fragger peaks connector, and then throws a smoke to block off cat. As soon as the entry fragger throws this smoke, the 1-2 players at a ramp need to make a distraction. They need to throw flashes, throw decoys, and hopefully get a frag at a to sell the fake. The 3-4 players need to rush into jungle and into snipers. Then, they go to market and on to the b bomb site. The supporter throws a moly at van and the entry fragger throws a moly at cat.
The bomb will be planted B unless there is absolute certainty that there are no counter terrorists at the A bomb site. It is the 1 or 2 players’ responsibility to call whether A is absolute safe or not. Usually, it won’t be clear.
When the bomb is planted B, the 1-2 players at A can go to mid and/or watch cat to catch rotators that are trying to defuse the bomb at B.
This is a full buy strat and requires patience and little bit of luck. Everybody needs to buy full utility ad some ESPECIALLY the B team. the team will be split in 3 teams A(2) B(2) and Mid(awper)
The whole team with start with each player buying full utility and a decoy for each. The ENTIRE team with throw decoys onto A. The B team will buy another nade on there way over and they need to rush to b aps ASAP. The mid Awper needs to be smoked in so have someone smoke window while they go cart. When the B team arrives a aps they need to throw down all their utility and make a hell of a commotion spray in areas try to get a kill but dont force it. Meanwhile the A team will wait until the CTs have rotated and they try to plant without making much noise through palace. After the plant the Mid awper will cover mid and try to take out the rotating CTs. the B players will come out of B aps and follow the CTs and slow there rotation. At this point the CT team has literally lost. A team only has to watch palace and T spawn while B team takes CT spawn and Awper holds mid. Ez Pz
With this strat, you plan to hold for info on A-ramp and mid while setting up a smoke screen to isolate positions and to play for 3v1 fights on the B site.
This strategy is wonderful when CTs are on eco or low buys as it almost guarantees safe fights. Using on full buy rounds is acceptable too if your support players are comfortable playing solo info roles (more on that in a bit.)
You will need:
- 4-5 players involved.
- 3 smokes minimum, 5 preferred.
- Light armor, smg/scout buy or better.
Player 1 – A-Ramp
This player’s job is to hold for pushes and info. He will play passively outside ramp (either on the ledge or at a corner) listening for anyone through palace. If CTs push, he should fight and give numbers info to teammates. If not, he should hold and prepare to show light presence (flash, decoy, pre-firing peeks to site, etc.) just before the B site execute.
Player 2 – Mid
This player’s job is to read any moves through mid. He should smoke either top mid or window, depending on his comfort level. He can try to get the pick in window, but his main job is to show a presence to freeze the window player and pull a B player from arches towards catwalk if possible.
Players 3, 4, 5 – Apartments, Underpass, T-Apts
These players will walk into T apartments at the top of the Underpass ramp. One will play close to apartments watching for any pushes from the CTs. One will watch underpass. The third will line up a smoke to land in the middle of the B bomb site (similar to “safe” smokes, but slightly right to land mid site instead of on safe.)
When the call is made to start the play, Player 1 should make a strong presence in A ramp. He can throw flashes or whatever is needed to provoke a call. As he is making noise, players 3-5 will line up and throw smokes. The underpass player should throw a bench smoke from top underpass. The Apartments player should throw a smoke to block off market – there is a great smoke that lands at the corner of the site and blocks all site to apartment windows from market window. The third player who lined up his mid site smoke throws it at the same time. These smokes will block bench, site, and market from seeing the entry. It will also isolate any Arches/Catwalk players.
Terrorists should rush through apartments and jump out the window and get a 3v1 or 3v2 fight at Arches. After that, they should wrap quickly to the backside of the smokes to watch anyone coming out of market. Bomb should be planted either for Catwalk or at default.
If your mid player is still alive, his job is to hold any mid rotations. He cannot allow an underpass push. His goal is to pick off anyone trying to go that way so they are forced through CT spawn/Market for the retake. If the A-ramp player is still alive, he can push site to flank on CT spawn if he believes no one is there. Or he can fall back to mid and walk up either catwalk or apartments to support the defense. If he goes catwalk, he should communicate that apartments could be open.
If the B players can clear bench, they should try to do before the rotations. It should be another 3v1 or a 3v2 if a Market/Mid player has pushed out quickly. If waiting on rotations, they should take crossfire positions at Arches, Van, and to the left of market window. Catwalk, underpass, and apartments are likely blocked off by the support players on A ramp and mid. If they are alive, it’s usually safe to assume no one can get past them without communication. If the mid or A players are dead, playing the same Arches/Market Window/Van set up should be safe enough, but you need to be aware of Catwalk and Apartments.