Most of the info posted in this topic is taken from this homepage:
http://whisper.ausgamers.com/warstrats.htm (http://whisper.ausgamers.com/warstrats.htm)
If you are going to play matches it is expected that you know by heart what is summarized in this post.
Definitions/Calls
ECO = DO NOT BUY ANYTHING, ESPECIALLY GUNS!!
ECO RUSH = DO NOT BUY ANYTHING, ESPECIALLY GUNS!! RUSH HARD.
DE RUSH = The Desert Eagle Rush where you buy Desert Eagle and Armour, and rush if you think opponent is weak in a particular Area, that might enable you to win a round back after loss of previous round.
MP5 = Buy MP5, Full Armour, HE Grenade, Kit/Flash Grenade, Partial Primary Ammo, Flash, Full Primary Ammo, Smoke
BUY UP =Get Rifle, Full Armour, HE Grenade, Kit/Flash Grenade, Partial Primary Ammo, Flash, Full Primary Ammo, Smoke
AK RUSH = Buy AK and Armour and rush hard
POINT = The guy at the front
Basic War Strats
General
•As Terrorists you should be skin 2 (L337 Krew) as Counter-Terrorists its Skin 4 (French GIGN) in order to cover your numbers. 5 guys popping in and out 1 at a time will look like the 1 guy if you all have the same skin. L337 Krew is the skinniest and hardest to see model most of the time, French GIGN has the smallest head for Counter-Terrorists and a head similar to the Phoenix Connektion Terrorist skin.
•Buy up on last rounds or sudden death rounds regardless.
•If you have over $5000 and are already fully geared up, offer to buy Rifles for rest of team, ask "Who needs a Gun?" You are a lot better off with team mates that have weapons that actually damage and kill the enemy.
•If you have over $10,000 and are already fully geared up, it is very important that you buy Rifles for anybody who has only $7,000 or less. You cannot save more than $16,000, therefore it is better for the teams total cash reserves that you buy a gun for somebody else, rather than have somebody deplete their personal cash reserves when you have so much cash in hand. Feel free to ignore this if you all have over $10,000.
•Always pick up dropped AWP's if you are winning round or have won it. At respawn drop picked up AWP for your clans AWP'er (DO NOT BUY GUN, unless of course you have a lot of cash) Unless they are low on cash, Clan Awper Buys Rifle for the person who drops AWP.
(*State your cash in Team Chat ASAP and at start of each round, so the person calling the strats will know how much you all have and be able to make an informed decision.)
Communication - locating the enemy
•Have Scoreboard bound close by your movement keys so you can easily check team and enemy numbers quickly, without having to take your hand off movement keys.
•Bind a Radio key, preferably something like; "Enemy Spotted" or "Need Backup" close to your movement keys, so your team mates radar will highlight your current position.
•When communicating enemy positions, be precise, and give numbers of players, and weapons when possible.
•Count off dead enemies, start off with 5 T's/CT's, when one dies count one off to yourself, if you are not under pressure announce number of opponents over voice comms, by saying "4 T's", "3 CT's" etc.
•Other than what I have stated above and below, keep voice and radio chat to an absolute minimum, so your team can pick up enemy sounds as early as possible.
Bomb related - Terrorists
•With the new money system in 1.6, it is imperative that you plant the bomb especially in the early rounds.
•Because of the new money system, if the Counter-Terrorists ECO stacks 1 bomb site, don't take them on. Plant the bomb at the other bombsite, then kill them. Planting the bomb is worth at a mimimum an extra $4000 (5 x $800) to the Terrorists team, killing all of the enemy is worth only an extra $1500 (5 x $300) to the Terrorists team, you do the maths.
•Plant the bomb as wide out in the open as possible. Or previously specified points as per map tactics.
•Know where to absolutely NOT plant the bomb. There are certain spots on particular maps that you should avoid planting the bomb at all costs. de_train is a good example of having specific parts of the bombsite where you should avoid planting the bomb, since it is possible for the Counter-Terrorist's to defuse under almost complete cover with no visual clues that the bomb is being defused.
•Once the bomb is planted, the aim of the game is to delay! delay! delay! Do not engage the enemy if at all possible, just do everything you can to delay the Counter-Terrorists from trying to defuse the bomb. Try not to die doing this.
Bomb related - Counter Terrorists
•Buy defuse kits, otherwise pick up defuse kits off the ground if you don't have one.
•Don't defend the bombsites as Counter-Terrorists exactly the same way, every round. You need some variety to your defence, or the Terrorist's will wise up (if they even remotely clever) and you will get picked off with grenades, or shot through a wall.
•If you get rushed, use flashes to buy yourself time for re-enforcement's to arrive, or to allow you time to escape. Throw in front of rushing enemy to slow the rush down, or to thin their numbers out, to reduce the numbers that you have to deal with at any one time.
•Don't die to 4-5 man Terrorist rushes, unless you have a really good spot, its better to fall back and have 5 Counter-Terrorists to take back the bombsite than to die needlessly.
•If you cannot defuse the bomb in time, or even get close enough to the bomb in time, stake the bomb site out to pick off fleeing Terrorists. At the very least, try to make as many of Terrorists as possible buy again the next round.
•If you have ECO'ed and are completely out gunned, but still have 5 people left, and the bombsite permits this type of strat, don't even attempt to defuse the bomb as a Counter-Terrorist, but attempt to keep the Terrorists boxed into the bombsite so the bomb explosion kills them. You were most likely going to lose the round anyway, but having all the Terrorists die, forces them to rebuy from scratch, therefore forcing the Terrorists into a likely ECO round if you win the next round after this one. Of course don't do this if its the last round of the half or sudden death round.
•If its 2 v 5, and bomb in planted don't try to defuse, unless it is the last round of the half or sudden death and you have nothing to lose, meet up and camp a position outside bomb site to pick off as many Terrorists as possible.
•If there 1v5, unless it is the last round of the half or sudden death and you have nothing to lose, and you have a good gun and/or armour, run away and hide, or pick safe camping spot to pick off fleeing Terrorists.
•If the bomb is planted, as a Counter-Terrorist, don't try to enter the bombsite alone. Try to organise yourselves quickly, look up on scoreboard at how many Terrorists are left and annouce via voice comms numbers and likely locations, then communicate what grenades you have, your entry point, and which direction you will head when you enter the bombsite. Grenade and Flash at the same time, and enter bomb site together, and head for your designated point to attack first, so you aren't all aiming for the 1 guy while rest of the opposition shoot you all in the back. This is difficult to do, unless you practise a lot, but it will be the difference between thinking you are good and actually being good, and can prove it. Really good clans have all this stuff prearranged with way points and entry timing and they are left only calling enemy positions. How quickly and smoothly you can retake a bomb site is an excellent demonstration of your clans skill level.
•Let the person with the defuse kit defuse the bomb no matter what. If they kill the bomb defuser the defuse kit will be on top of the bomb.
•If you are going to defuse, call out loudly that you are going to go for the defuse, to make sure you don't have 4 of your team running for the bomb and you all get shot in the back by the one hidden terrorst.
•Crouch when defusing, you are a smaller target.
•Cover the bomb defuser, by surrounding him from points where he can be attacked. If there is no opposition left, run away in case he stuffs up, or it is close.
Radio Binds
Bind these radio commands close to your movement keys e.g.
bind "z" "enemyspot"
bind "x" "needbackup"
bind "c" "takingfire"
Updated and grouped some of the excellent information.
Nice work Sadako. Many thanks. :thumbsup:
QuoteOriginally posted by Sadako@Feb 3 2004, 11:16 AM
•If there 1v5, unless it is the last round of the half or sudden death and you have nothing to lose, and you have a good gun and/or armour, run away and hide, or pick safe camping spot to pick off fleeing Terrorists.
You should double-check this - I don't think it really applies anymore with the new money setup. I am sure I've read an analysis somewhere that showed it was better to get killed thus preventing detonation than hide and let them blow the site up. Can't remember the breakdown of why, but it sticks in my mind.
The latest update changed the spawnpoints for both T and CT on this map, which in turn made it easier for CT to defend B (right bombsite, not spawn). CTs spawn closer to the middle ramp and can reach B and get into a good position before the Ts rush out. Ts spawn in two ways, 1. all together downstairs (old spawn) and 2. split up downstairs and upstairs. This will in turn decide the T tactics to some extent.
Another addition is a box placed close to B bombsite which is a good spot for CT to cover the balcony at B.
CT tactics (5 vs 5)
One CT (the spotter) will stay at CT spawn and spot any Ts advancing towards this side. The spotter should be the same player every round to avoid confusion and misunderstanding. His role is to spot, call for backup and fall back into CT spawn. Middle ramp or sniper room are good position for the spotter (TL feel free to add comments).
TL notes: It is essential you are far enough down the ramp to see the flat ground on the T spawn side. If you are far enough down you can *always* see *anyone* who makes their way down the left hand side (as you look at it) towards the house route.
This sniper position is vulnerable to Ts leaving spawn and heading towards ramp, but who move in towards the ramp by staying tight left as they approac. They can therefore 'appear' at the bottom of the ramp and shoot you (particularly if you are scoped onto the flat ground on the far side of the ramp).
Alternate this position with climbing up the ladder into the sniper window to spot an early move towards the ramp and to cover their 'left hugging' and otherwise blind approach. If you do this a couple of times and take a few out with an AWM they go much more slowly and that gives you the advantage again.
Prioritise the comms from this position, get the message out to the team quickly and clearly *before* you start to fire at the oppo. That way your backup arrives before you die and informed as to how many and from where the oppo are attacking.
(http://www.deadmen.co.uk/tactics/cbble0005.jpg)
The other four CTs will go to B. First two CTs will go far B i.e. close to the bombsite. CT three and four will stay close to double door middle. By doing this we create a strong crossfire. CT 3 and 4 are the first to fall back if the spotter calls for backup. CT 3 or 4 (basically the one closest to spawn) goes back to spawn if no rush is spotted at B and the site is secure. I will add a screenshot with suggested positions for CT. An autosniper at the ramp covering the exit from mincer is most effective. I can vouch for that. :devil:
(http://www.deadmen.co.uk/tactics/cbble_b.jpg)(http://www.deadmen.co.uk/tactics/cbble0004.jpg)
Purple spots are alternative positions. JAS in CT2 position.
TL notes: Also effective for the JAS position is to simply remain invisible behind the box. This tactic is particularly effective if the spawn CT has called for backup (and therefore you team mates leave to go back to CT spawn) and the Ts try to send a flanker behind the CTs through the double doors. They usually make a noise that gives them away and the lines of sight usually mean you have a good few seconds to pick them off before they see you!
Depending on how the enemy attacks we can shift CT4 closer to CT spawn some rounds e.g. sitting at double doors ramp guarding left exit.
T tactics (5 vs 5)
As mentioned above the spawn positions decide to a large extent how the Ts should attack. If we have a split spawn it is better to attack B as an attack on A (CT spawn) will divide our troops if we are rushing. If all spawn downstairs an attack on A is easier to execute.
First round
First round is always attack at CT spawn (A). Most opponents will defend B with more people and the probability is high that only 1-2 CTs are at spawn. If we have a split spawn we should go inside to middle ramp to gather the troops. A ramp attack is to prefer as you can advance to the bottom of the ramp basically undetected.
Second round
If first round is lost we eco rush B this round. If we won we buy up and rush B.
Consecutive rounds
Vary attacks on spawn and B depending on our spawn structure. Pick off the enemy and use multiple distractions. If we are rushing B it is very important to get smoke far to B to make it hard for their snipers. Use the balcony to pick people off. A smoke at double doors will make it hard for CTs coming from CT spawn.
Here are some suggestions on tactical planting on cobble.
(http://www.deadmen.co.uk/tactics/cbble03.jpg)(http://www.deadmen.co.uk/tactics/cbble05.jpg)
(http://www.deadmen.co.uk/tactics/cbble06.jpg)
When you plant here you are completely covered from enemy fire from double doors. Also it is very easy to protect from a distance.
(http://www.deadmen.co.uk/tactics/cbble08.jpg)(http://www.deadmen.co.uk/tactics/cbble09.jpg)
(http://www.deadmen.co.uk/tactics/cbble10.jpg)(http://www.deadmen.co.uk/tactics/cbble12.jpg)
Or if you are a bit more daring you can plant here.
(http://www.deadmen.co.uk/tactics/cbble13.jpg)
(http://www.deadmen.co.uk/tactics/cbble15.jpg)(http://www.deadmen.co.uk/tactics/cbble14.jpg)
You can plant on top of these boxes too ... and in between if you are truly dodgy. ;)
This is not allowed in a match though!!!
(http://www.deadmen.co.uk/tactics/cbble16.jpg)(http://www.deadmen.co.uk/tactics/cbble17.jpg)
(http://www.deadmen.co.uk/tactics/cbble18.jpg)
Another spot easily covered from far away.
(http://www.deadmen.co.uk/tactics/cbble19.jpg)(http://www.deadmen.co.uk/tactics/cbble20.jpg)
Possible to plant on top of the boxes at the CT spawn bombsite as well. Cover from a bit down the ramp. :)
The spotter needs to have a good VC and needs to tell from where the enemy is coming from if possible: From middle or left of CT spawn. This way the CT's rushing back can use their nades good. The other match I was rushing back and all we could do is hold the middle area between the bombspots and we got flashed, naded and also shot in the back there. The best is that atleast another CT gets out from there to cover the sniper/spotter on the left.
My 2 p here.
Excellent job Sadako. N1.
The tactics for aztec have changed many times and I think this is what is has boiled down to. (as before images will be added later on)
CT tactics (5 vs 5)
Closest from spawn applies here (closest to bridge go bridge etc). Three CT go bridge/middle and the remaining two go top site. Make sure you know where to go before freeze time ends!
CTs at bridge/middle should do the following. CT1 go middle and HE+Flash double doors. He should avoid advancing too far. First pillar on the right is the farthest imo. CT2 go bridge and guard it by the use of soundtriggers (read more here) (http://forum.deadmen.co.uk/index.php?showtopic=5087). A good position is to sit on the right side of the stone blocks with a flash ready. CT3 goes middle and should be in line (or a bit back) with stairs and bridge room. Again, use soundtriggers. If you hear the thunder immediately in the beginning of a round it is bridge and not stairs.
(http://www.deadmen.co.uk/tactics/aztec_bridge.jpg)
Purple spots are alternative positions.
Top site CTs should focus on delaying a T rush. CT4 (first through the doors at topsite) should have an HE ready for double doors. CT5 should have a flash (or HE) that should be thrown just right of the stone blocks by double doors. If there is no DD rush CT 4 should advance past ramp and CT 5 should hold by topsite. CT5 have the major responsibility for spotting any Ts advancing water. Note that we don't drop down in the water. CT1 or CT3 will help cover stairs if no DD rush happens.
(http://www.deadmen.co.uk/tactics/aztec_top.jpg)
Purple spots are alternative positions for CT5.
If we have enough money for AWM or autosniper CT 1 and/or CT3 should have these.
We have tried the variation 1 bridge, 3 middle, and 1 top with good results. Howerver, in the matches lately we have used the described tactics. The difference is that CT5 goes middle instead.
T tactics (5 vs 5)
First round usually is bridge rush. It is very important on all de maps to make sure that the bomb is planted as it renders $800 extra per player the next round.
Bridge rush (general guidelines)
T1 and T2 have weapons out and shoot surpressing fire while crossing. T3 (and T4) throw HE into the bridge room. Make sure that the HEs are thrown early i.e. at T side of the bridge. If not the chances are that you will be nading T1 and T2. If you are running on the left side of the bridge you shall throw you nade into the right side of the CT bridgeroom and vice versa.
T5 will cover DD from bridge room until T1&2 are in CT bridge room. Bomb should be T3 or T4. T1 go towards bombspot while T2 covers towards stairs. T3 and T4 go to bombspot. T5 can either go double doors and flank or bridge or bridge-water-stairs.
Double doors rush (general guidelines)
Do NOT stop in the doorway!
T1 throw HE to top bomnsite then turns right and jumps over the edge (just before the large pillar on the left) and drops down into the water. T2 flash or smoke right corridor and continues towards top site. T3-T4 (one of them has bomb) should HE top and advance to top site (another flash or smoke into right corridor would be good as well). T5 holds this corridor with further grenades and surpressing fire. T5 also have the job to cover DD doors for flanking CTs.
T1 has a very important job here. Once he is in the water he should advance to stairs and throw up a flash/smoke between the last smaller pillars (last 'window' at the stairs) and then rush up stairs to take out the CTs from the side.
(http://www.deadmen.co.uk/tactics/aztec0005.jpg)(http://www.deadmen.co.uk/tactics/aztec0004.jpg)
(http://www.deadmen.co.uk/tactics/aztec0008.jpg)
An alternative is to go ramp.
Water rush (general guidelines)
As CT can spot T far down the water it is very important that Ts use smoke (and flashes) when rushing from water. As Ts turn the left underneath bridge the should smoke from bottom of stairs across the water to the bottom of ramp with focus on the right half. Stairs are better to rush than ramp as you are more covered and you only have attackers from one side (bridge) in comparison to ramp where you have both bridge and top site CTs to worry about.
A good tactic for aztec :
T1 and T2 Buy 4 flashes and 2 HE nades [ and 1 awp if they can afford]
T3 ,T4 buy 1 flash each and 2 HE's . [and one awp]
T5 1 of each nade and an Ak47
Either T1, 2 , 3 or 4 Need the Bomb in this Tactic.
T1 and T2 Rush to the double doors area by boxes [ Terrorist Side of doors]
They HOLD here While Spamming the doors... with their rifles & using their HE nades.
Meanwhile T3 , T4, and 5 , are moving in the water
T3 and T4 staying to the left side of the water.
T5 Sticking to the right also popping a smoke and his HE into the Bridge Room
T3 or 4 may also HE then Bridge room of needed
Before T3,4 and 5 have reached contact. [ havent exposed themselves to water bomb site.
Squad Leader should now call a move: [ This all happens at the same time]
T1 and 2 Through a number of flashes into the site through double doors using the walls to rebound them into the left of the site and by the double doors.
T3 and T4 rush up the ramp throwing their nades to the dd doors @ CT side aswell as behind them [ looking down on to the ramp]
T5 Rushes the Stairs throwing his grens to blind ne supporting enemy leaving the bridge room.
He should move towards the pillars taking cover.
After flashes are thrown T1 and T2 move out of the double doors supporting their team m8s securing the bombsite for a plant.
This all needs to be timed fairly well to be effective.
This results in the enemy being extremely confused, and hopefully as blind as bats!
If you are unsure on any point i could run it through with you or re explain.
Thanks
Dan
I am with you on this Red. As you said it requires some training and timing. We should try this at the forthcoming training sessions. Good stuff.
i havent played many matches on this map so i cant think of ne tactics
Good Place to defend Spawn Site is to boost someone on the boxes to the right of the spawn. They can then look down into the area below the loft with an awp
I remember countless times getting nailed by someone up there.
Theres also a grass ledge near thos boxes u can boost someone onto as well. kinda sneeky.
But i do know box's are the key to this map.
We should try boosting onto the boxes in the second site facing the t entrance. So you can cross fire at them as they come in from there right side [ hard to explain lol ]
Regarding boxes there is a really good position seldomly used on the left at spawn bombsite. Just when you enter the corridor there is a box on the left in the dark corner. A boost up there and you can cover the entire corridor. It is a very dark spot and you are difficult to see.
QuoteOriginally posted by Sadako@May 7 2004, 12:28 PM
Regarding boxes there is a really good position seldomly used on the left at spawn bombsite. Just when you enter the corridor there is a box on the left in the dark corner. A boost up there and you can cover the entire corridor. It is a very dark spot and you are difficult to see.
At the same entrance there was a good dark spot but they changed the shadow there.
For the rest, we got shot by one fella here: rush as T to left BS. Outside there where you usually get naded and flashed where you come out there's a big stapled boxes on the right (just outside the exit), they bumped a CT up there who got all of us...
I don't know if it's a 1 mans boost tho.
I still feel that this is one of our tough nut to crack maps. As T we usually do very well but as CT we have problem from time to time.
CT Tactics (5 vs 5)
3 to A and 2 to B, assigned players to each site. Work in pairs and use collective fire to take out the enemy!
A
Left out of spawn applies. First 2 CT to A goes short A. CT1 takes position left at the boxes or the stairs. CT2 takes the position far back on the right by the wall covering stairs. CT 3 covers long A. CT2 helps CT3 out if needed.
(http://www.deadmen.co.uk/tactics/dust2_a.jpg)(http://www.deadmen.co.uk/tactics/dust20001.jpg)
B
CT4 takes position in the site by the boxes facing the exit at an angle. CT5 takes position either outside on ramp looking through doors or inside or in the hole in the wall.
(http://www.deadmen.co.uk/tactics/dust2_b.jpg)(http://www.deadmen.co.uk/tactics/dust20003.jpg)
(http://www.deadmen.co.uk/tactics/dust20004.jpg)
T Tactics (5 vs 5)
First round
Long A rush. We need 2 Ts with HE+Flash rest go pistol. Bomb carrier is one of the grenaders. Stick to left side of long A and flash the passage down to CT spawn and HE+flash A bombsite.
Second round
If we lose eco rush short A or B depending on spawnpoints. If we win buy up and rush short A or B depending on spawnpoints.
Consecutive rounds
Vary attacks depending on arsenal and spawnpoints. Distractions and gitdom. 8)
We could just start with gitdom and take it from there :whistle:
Images added.
QuoteOriginally posted by Sadako@May 7 2004, 01:28 PM
Regarding boxes there is a really good position seldomly used on the left at spawn bombsite. Just when you enter the corridor there is a box on the left in the dark corner. A boost up there and you can cover the entire corridor. It is a very dark spot and you are difficult to see.
Here are some images of what I and DuVeL mean.
(http://www.deadmen.co.uk/tactics/cbble0002.jpg)(http://www.deadmen.co.uk/tactics/cbble0003.jpg)
(http://www.deadmen.co.uk/tactics/cbble0006.jpg)
Images added to top post.
Here are just a few postions for Dust2.
Firstly Bombsite A,
Position 1, Requires Ct1 to watch long A in anyway [my favourite is shown], this postion gives
you an angle advantage over the enemies. Try it !
Meanwhile CT2,3 could try Pos 1,2 or 3.
Pos One, has both Ct 2 and 3 on the boxes both lined up watching the same point
So the enemy will see both Cts at once but also recieve double the bullets heading their way.
No Chance of survival if both Cts are ready. You can also easily cover your eyes using
boxes to stop being flashed!
CT1 Will have there backs and CT2, 3 can also help a Long A rush VERY easily from those
Boxes. You COULD even try a box jump to the highest box.
Postion 2, CT1 holds long A while CT2,3 Watch Short. One above stairs, one tucked behind
Again watching the same point. Be careful of grenades here.
Postion 3, Ct2 and 3 are short A ,CT3 is boosted
ontop of the box by the stairs and can also look into the exit of b tunnels
[by the double doors.] Many people dont expect CTs to be here because of the tight angle.
Its best if CT1 is closer in the site in this one as it will take SLIGHTLY longer
for the CTs 2 &3 to return to the site.
(http://www.smitethee.co.uk/stuff/d2tacs.jpg)
Bombsite B, Like A, The use of angles are key to this here.
2 CTs are needed at this site.
Postion 1, CT 4 & 5 Postion by the box. CT4 moves upon the box to the furthest point
Almost falling of the box itself. Ct 5 is below CT4 and slightly further back.
Both their cross hairs should be fixed on one point. Try and wiggle your
x hairs slightly to keep a focus for those long waits![dont wiggle to much you h4x0rz!]
Postion 2, is very flexible. Ct4 is boosted on the box by the tunnel exit.
CT 5 can then move to one of the remaining postions.
The circuled player can move anywhere in the site.
The furthest player outside B, should really be a decent sniper.
He can also watch Short A / Mid
The player with the green dot is in my all time favourite postion because of the fact
its really flexible. You are covered by the tall green box. So no sneeky slags can get you
from the window, and you can also tuck away, covering yourself either from the Double doors
or the Tunnels
(http://www.smitethee.co.uk/stuff/d2tasb.jpg)
Thats About it really, Just a few basic ones i just thought might be worth a try/look
Thanks
Dan
:eyebrow:
TL notes added to the original post.
Another good boost spot is the boxes immediately outside and to the left of the entrance to the lefthand corridor.
Even better is to go into the corridor (past the set of boxes immediately inside and to your left), through the first archway and get a boost on to the boxes on the left hand side - Ts never look there as they creep forward towards the spawn archway exit :)
TL.
QuoteOriginally posted by TeaLeaf@May 8 2004, 06:53 PM
Even better is to go into the corridor (past the set of boxes immediately inside and to your left), through the first archway and get a boost on to the boxes on the left hand side - Ts never look there as they creep forward towards the spawn archway exit :)
TL.
I will now :)
T tactics (5 vs 5)
(http://www.deadmen.co.uk/tactics/inf_move01.jpg)
The purple route (sadako one) is much quicker (3-5 seconds) than the green route.
General guidelines
Left rush
First T throws flash. T2 and T3 follows with HE. T1 needs to be on the left side of the archway and throw it up right as displayed in the image below.
T1 should immediately after that move to the right side joining the rest of the team.
(http://www.deadmen.co.uk/tactics/infernoT01.jpg)(http://www.deadmen.co.uk/tactics/infernoT02.jpg)
Next stage is for T1 to check positions 1, 2, 3 in that order. Simultaneously T2 will flash/smoke into the right in front of position 4. T3 and T4 moves in together with T1 and clears the bombsite. T1 focusing on the "1" area and T3 and T4 on the left (6 and 7). T5 helps T2 to cover towards CT spawn and flank around the 4 to 1 route if necessary.
Sadako one
Follow the purple line route in the top image. Go inside (new route) and then jump off balcony. Plant as shown in images below
(http://www.deadmen.co.uk/images/inferno7.jpg)(http://www.deadmen.co.uk/images/inferno8.jpg)(http://www.deadmen.co.uk/images/inferno9.jpg)
Sniper window left to middle
Same route as sadako one but turn left under the sniper window towards the middle. Once up the middle choose between going CT spawn to left site or go right and plant at new route site.
CT tactics (5 vs 5)
2 right and 3 left (new route). Assigned bombspots, left out of spawn rule.
Right site
CT1 is spotter. If Ts rush this side he falls back to 1, 3 or 6 depending on gun and nades. CT2 stays in bombsite in postion 1, 4 or 5.
(http://www.deadmen.co.uk/tactics/infernoT02.jpg)
Left site (new route)
I know there will be a difference in opinion here so I will just show my suggestion and let the discussion get going.
CT3 should take position 1 every round. You can hear the Ts well before they are up the stairs if they are using clogs.
CT4 and CT5 should be in position 2 and 3 for a crossfire. They don't need to sit exactly opposite, avoid shooting each other. The idea is simple enough. There are 3 ways in to the bombsite. New route is covered and sniper room and middle are the only other possibility. Forcing the Ts to take on a 180 degree crossfire should do the trick. Most important is to avoid being sniped from middle. That means that to get to position 2 should not go via middle exposing yourself.
Positions 5-8 are alternative postions to position 1. The drawback is that you don't get an early visual. The CT in position 2 though will hear them. Position 5 with an AWP is extremely good as you have a clear line of sight into the corridor (position 1).
Postion 4 is an alternative to position 3 but has the drawback that you don't get a good crossfire. The advantage is that you might draw the attention away from position 2 and lure the Ts in focusing on this side and being shot in the back.
(http://www.deadmen.co.uk/tactics/infernoCT01.jpg)
Important notes
With this type of positions you get information on the attack of the Ts. If all CTs are down on the right it means that the Ts have moved into the site. Same for new route bombsite. As this defence tries to avoid being picked off from middle (or rather just far away) the Ts need to advance on either side to kill any of the CTs. This should be a good indicaiton of where to go.
Hmm ... this is a hard nut to crack for CT. My idea of the tactic is not to be picked off. I will also show some good spots. :)
CT Tactics (5 vs 5)
The idea is to have 2 at globe, 2 in middle-ish, and one at sundial.
Globe
(http://www.deadmen.co.uk/tactics/piranesi_globe.jpg)
First CT should take postion 1 or 2 and second CT should go 3/4/5. Try and shift positions e.g. CT1 at 4 and CT2 at 5.
Example of spots to sit in position 1.
(http://www.deadmen.co.uk/tactics/piranesi0005.jpg)(http://www.deadmen.co.uk/tactics/piranesi0006.jpg)
Position 5
(http://www.deadmen.co.uk/tactics/piranesi0010.jpg)
Position 2, use the the camouflage!
(http://www.deadmen.co.uk/tactics/piranesi0021.jpg)(http://www.deadmen.co.uk/tactics/piranesi0020.jpg)
Position 6 is actually CT3 in middle.
Continues in next post.
Middle-ish
CT3 should take postion in the middle so he can either hear or spot from the parapet. His job is also to backup globe/sundial depending on attack. Here are examples of good positions to be in. Make sure that you stand in the dark spot in the last example. You know you are in the right position when you have a shade on your arm!
(http://www.deadmen.co.uk/tactics/piranesi0017.jpg)(http://www.deadmen.co.uk/tactics/piranesi0018.jpg)
(http://www.deadmen.co.uk/tactics/piranesi0019.jpg)(http://www.deadmen.co.uk/tactics/piranesi0003.jpg)
CT4 should sit here and watch the middle downstairs (underneath parapet).
(http://www.materialkemi.lth.se/dmw/piranesi0011.jpg)
CT4 will call the rush downstairs and also backup CT3 if they come parapet. CT4 have the option of going to position 3 on globe in case they need backup.
Here is an alternative position for CT4. Make sure you get up on the leg of the table so you can see above the cabinet.
(http://www.deadmen.co.uk/tactics/piranesi0016.jpg)(http://www.deadmen.co.uk/tactics/piranesi0015.jpg)
Sundial
CT5 should take position left by the arch at sundial. He should be facing the bombspot without being exposed to sniping straight across. He also has the job to help out CT 4 if downstairs rush is called.
The idea with this strategy is to keep the team as close together as possible and being not exposed for easy sniping. Voicecomms are vital to success.
Bump for Charlie Company to have a read and a think about these tactics before tonight's practice.
TL.
Good spot for Ts when the bomb is planted at the sundial. CTs often forget to check there.
(http://www.deadmen.co.uk/tactics/piranesi0027.jpg)(http://www.deadmen.co.uk/tactics/piranesi0014.jpg)
Note that you can plant behind the box on the ledge.
(http://www.deadmen.co.uk/tactics/piranesi0022.jpg)(http://www.deadmen.co.uk/tactics/piranesi0023.jpg)
Ts (and at times CTs) usually sit in the purple marked spot when the bomb is planted. A disadvantage of the spot is that you easily are shot from the parapet also it is a commonly known spot. If you go down the slope and sit where the screenshot was taken from you can not be easily spotted from either parapet or the site. Make sure you crouch back to the wall!
(http://www.deadmen.co.uk/tactics/piranesi0028.jpg)
Good spot for either CT or T to guard the middle ramp. Stand in the dark and you will have the first shot.
(http://www.deadmen.co.uk/tactics/piranesi0026.jpg)
T tactics (5 vs 5)
Ts should try and create distractions to make the CTs run all over the place and lose positions. There are a lot of sneaky spots and picking them off should be one tactic. If we disregard the standard rush to globe/sundial we could do this:
Attack 1 - Sundial
Ts go downstairs and drop out from windows going straight to sundail. 1-2 Ts should keep CTs busy on parapet.
Attack 2 - Sundial
Ts go right towards globe but T4-5 turn left to middle doors leading to sundial. T1-3 start an attack at globe while T4-5 (with bomb) goes to sundial.
Attack 3 - Globe
Downstairs to globe. Sticking to the inside route.
First lets just establish some common names used so we all speak the same language. In the image below I have marked some used positions. Note that the train tracks are numbered 1 to 6 going from inside to outside.
Use the numbers of the tracks to call in where you spot the enemy.
(http://www.deadmen.co.uk/tactics/train_general.jpg)
CT tactics (5 vs 5)
Assigned positions usually works well, but sometimes you could spawn 1 and should be going to 6.
Outside
At tracks 4 to 6 the idea is to pair up and take the Ts out from a distance. The Ts must advance to get the bomb planted which means that they will have a harder time aiming while running in comparison to the CTs that are more or less standing still. Collective fire and delaying play. Flash and smoke to buy time while CT2 comes to help.
(http://www.deadmen.co.uk/tactics/train_outside.jpg)
CT3 should go middle and is the one spawning closest to middle. His job is to guard middle 6 and alert if there is a rush.
CT4 should take the position on track 4 either on top the train or far back. His job is to cover ladder 4 and help out CT5 if the Ts rush on long 6.
CT5 has the responsibility to delay a rush at 6 and get backup.
Inside
If we take a look inside (as most part is covered by roof) at tracks 1 to 3 the idea is to stay back and let the Ts move into either bottleneck at 1 or 3.
(http://www.deadmen.co.uk/tactics/train_inside.jpg)
The CTs should vary the postions of course and some suggestions are shown in the image. The CTs guarding inside should try and have one (or two) sniper rifles like the AWM or autosniper to force the Ts choosing a different approach.
Both CTs could sit on top of the trains to give support fire. The advantage of having CT2 top as well is that he can help out if Ts come at track one. Also the Ts need to come very far down the ramp befor they are able to spot him at 3. CT2 wil see the Ts feet before they see him.
Also sitting on top on the roof further back makes it possible to see the bombsite without any trouble.
T tactics (5 vs 5)
We have the obvious rushes inside, middle and 6. Rushing 4 is seldomly used but could be effective. These need no further explaining.
Ts should definitely pair up and try and take out one enemy at the time. Once the CTs defences have been weakened we should decide where to make the final push. As T it is important to get the CTs to move out of position by making them guessing what to do. Make them restless and let them do the stupid suicide moves.
There are lots of variations of distraction and here are some ideas.
6 and 4
A combined attack at 6 and ladder 4 is most effective if the attack starts at 6 and then the Ts at 4 sweeps up and takes out the enemy from behind. 3 people rush 6 and 2 go ladder with bomb. The squad at 6 should try and get all of the attention so the bomb squad can move in and plant.
Smoke inside
All rush inside with smoke grenades and smokes 1 to 3 then go ladder 4 to ouside bombspot.
A variation could be that all but bomb goes outside and bomb slips inside and plants the bomb.
Inside rush - bomb 6
All rush inside full throttle while bomb goes silently to 6 and plants outside. It is key that the bomb guy not waits too long. He should use sound and move in the corridor asap. Use the boxes to conseal the advancing.
Big stick middle
Get and AWP in the middle and 2 player goes 6 and 2 players go inside. Try and pick them off. Attack with 6 then attack with inside people or vice versa to make the CTs call in attacks on the opposite side of the map to make them run around not knowing where to go thus getting out of postion.
The variations are limitless and the git factor is high.
Planting the bomb
Plant the bomb out in the open if possible. It is much easier to defend if you do. If possible plant at the top of the train to facilitate cover from far away but also forcing the CTs to expose themselves for attack from all directions.
Sound triggers
Going under the "popdog train" (the trains with a dog sprayed on one side) and a dog barks. Trains are on track 3 and 4 opposite side of CT spawn.
Also there is a airplane sound if you go top of a train.
Errr, I take issue with some of the names. I'll go through it on the server.
TL.
The CT tactics worked very well :) Understanding the positions alowed me to fall back when under preasure to gain support form another player ...saved my butt a few times
I see what Oldie was on about with the 6/4 split ....we tryied it and we lost the bomb ...we got it back but it was difficult
People calling for who takes middle as CT helps alot....and the middle early flash is a must every round.....dont even wait to see them just thow one anyway (you have a spare :P)
Thanks for joining Squonk ....i think u and sadako saved me many times
ps this post may need to be moved :rolleyes:
QuoteOriginally posted by TeaLeaf@May 16 2004, 08:20 PM
Errr, I take issue with some of the names. I'll go through it on the server.
TL.
Edited after SL discussion.
General information
Names on survivor is rather simple.
(http://www.deadmen.co.uk/tactics/survivor_general.jpg)
Regarding calls to ravine or tunnel you will need to add some information to where the enemy is spotted. End of ravine, middle of ravine, coming up from ravine, should cover it for both CT and T calls. The narrow ramp between the bridges is seldomly used but I think "bridge ramp" is clearer than "ravine ramp".
In the tunnel you could add truck or plane to the tunnel call to clarify which part of the tunnel you men i.e. truck tunnel and plane tunnel. Works for both T and CT.
The plane area is quite big but you can use names of the parts of the plane to be clearer i.e. wing, tail wing, cockpit.
Note the sound trigger in the middle of the ravine. You will hear an eagle cry when you pass the middle of the ravine. You can not avoid this sound trigger. Also there is a sound trigger on the wooden bridge. You can avoid it if you run and jump over it ... but then they will hear you run. :P There is also a sound trigger on the snow bridge as the middle part of the bridge will fall off under you (look out so you don't drop down). You should jump over this one to avoid falling down.
More to come.
Planting
This map offers some alternative planting spots that aren't that well used or known for that matter.
Planting at the truck
First we have the standard between truck and the trailer.
(http://www.deadmen.co.uk/tactics/survivor0002.jpg)
The bombsite extends farther than that actually. If you use the small ladder (marked X) on either side of the truck (walk onto the ladder do not jump) you will be able to plant by the door to the cabin. You can move up futher and plant on the hood or the roof as well. If you go to the edge of the hood you will be able to plant so it drops down in front of the truck.
(http://www.deadmen.co.uk/tactics/survivor0004.jpg)(http://www.deadmen.co.uk/tactics/survivor0003.jpg)
(http://www.deadmen.co.uk/tactics/survivor0006.jpg)(http://www.deadmen.co.uk/tactics/survivor0005.jpg)
You can plant on the half of the roof closest to the ladder as well.
(http://www.deadmen.co.uk/tactics/survivor0009.jpg)
Planting at the plane
Note that you can plant on the entire top part of the roof. If you plant at the cockpit the CTs can defuse from the ground though. The CTs can defuse through the roof of the plane as well but that is a map flaw and not allowed.
(http://www.deadmen.co.uk/tactics/survivor0010.jpg)(http://www.deadmen.co.uk/tactics/survivor0011.jpg)
If possible plant out in the open instead of going into the plane. Makes it much easier to cover.
(http://www.deadmen.co.uk/tactics/survivor0012.jpg)
CT Tactics (5 vs 5)
This map seems tougher for CT and the reason is that the CTs takes positions that are too far forward resulting in CTs being picked off early in the rounds.
Truck site (2 CTs)
Looking at the truck site there are only 2 ways in if we disregard CT spawn. Both are bottlenecks and the exit from tunnels can be covered from many angles.
(http://www.deadmen.co.uk/tactics/survivor_truck.jpg)
First some possible CT positions.
Position 1 and 2 on the ground and on the roof respectively is a good spot to cover the exit from ravine but you got your back to the other exit.
Position 3 inside is a nice spot for the first surprise attack but after that a death trap. Couple of HEs and you are dead. If you are on the roof you will need cover from one CT covering the the exit you are not.
Positions 4 and 5 you have good cover from truck and the stone wall. You look straight at the exit and you can easily find cover by moving to the side.
(http://www.deadmen.co.uk/tactics/survivor0023.jpg)(http://www.deadmen.co.uk/tactics/survivor0024.jpg)
In positions 6 and 7 you look at the tunnel exit in an angle and with a high power rifle you can control the entire exit.
(http://www.deadmen.co.uk/tactics/survivor0022.jpg)
Positions 8 and 9 (on the ground and on the small ledge) are the only positions where you can watch over both exits. Note that position 9 is further back to avoid being picked off from the tunnel exit. Once the Ts come from the tunnel they will be spotted from this position. In position 9 you can hear all movement and action in the tunnel.
Position A and B are spots on the highest ledge. The benefit is that you see much but you are far away from the bombspot. If you have been hurt in a firefight you can't drop down but must run the long way for the defuse.
How should we defense this spot? Pair up in positions 6-9 and use collective fire and let the Ts come to the choke points and take them out there. 2 CTs on this side.
Plane site (2 CTs)
At plane it is very hard to cover both exits and get an early warning. Sure both CTs could go to position 2 but then the Ts would get far up plane ramp before they were spotted. The two CTs must cover one exit each.
(http://www.deadmen.co.uk/tactics/survivor_plane.jpg)
Positions 3 and 4 are great spots for covering the entire plane site. Make sure you stand in the wall debris at the end of the plane.
(http://www.deadmen.co.uk/tactics/survivor0014.jpg)
(http://www.deadmen.co.uk/tactics/survivor0018.jpg)(http://www.deadmen.co.uk/tactics/survivor0019.jpg)
Position 5 is the classic shrubbery. Really good if you have autosniper.
(http://www.deadmen.co.uk/tactics/survivor0021.jpg)(http://www.deadmen.co.uk/tactics/survivor0020.jpg)
Position 7 is not used enough even though it is a great position to cover the ramp. Sit behind the debris a bit back (left in image). When the Ts run up the will not see you until they have passed you but you can have a HS fragfest. Only bad thing about it is that you are wide open from attacks from the tunnel.
Position 2 is a good alternative position to 3. You can still help out if the rush is on the ramp.
Position 1 ... the Frenzy position I call it as I have been killed more times than I can count by him there. If you crouch in the shrubbery at the top of this small hill you are extremely hard to spot. You really need to go over it with your crosshair to detect if anyone sits there. The good thing about this spot is that you can look down middle ramp and you have a small window where you can spot the Ts. You can swivel quickly towards tunnel and the Ts usually focus farther away and misses this spot.
Positions 1, 2 or 3 for CT1 and 4 and 5 for CT2 (maybe 6 and 7 to alternate further into the game). We have the same idea here. Pair up and take down the enemy together.
The spotter/runner
We now have 2 CTs at each site and one CT left. This CT should act as a spotter and backup for both sites. My idea is that he should be in tunnel between snow bridge and middle ramp. If the Ts cross the bridge they usually toss grenades. The spotter will call which bridge they come over and then falls back either to the Frenzy position or through CT spawn to truck. The spotter is a bit flexible and could one round check middle ramp to village instead or stay inbetween the bridges. It is very important that this player doesn't stick his head out and dies. Also he needs to have clear VC.
T tactics (5 vs 5)
Apart from the regular rushes this map have many possibilities for distractions and cunning tactics. Gitmode on! :devil:
Truck Attacks
When you are rushing the bridge(s) to truck there are two things to remember.
1. Don't hesitate. Go in the bombsite or retreat/regroup completely. Do not get stuck in between i.e. in the tunnel.
2. get the bomb down as quick as possible i.e. focus on the outside plantspots. Yes the ones on top of the truck are exposed but you have 4 Ts that should cover you. In between truck and trailer is ok for protection but if there is a CT on the far side of the truck (from the tunnel exit) you are in trouble. Try by the door to the cabin to the truck as shown in the second post.
Normal Bridge Rush
When you go over the bridges go 2 snow and 3 wood. Bomb goes wood. By doing this you will get any CT that sits in the tunnel between the bridges in trouble. You also can cover the wood bridge guys approch in the tunnel from the middle. Smokes and flashes to slow down the CTs from plane side of the map. By splitting up you also avoid crowding and some players not being able to help out.
Bridge and Ravine
3 Ts go bridges 1 snow and 2 wood. Bomb and one T rushes ravine (knife out all the way). One of the wood bridge Ts need to check so there are no CT and the end of the ravine if it is clear he moves over the bridge and joins the other Ts. The other two Ts cross their respective bridges and start an attack in the tunnel then moves on to truck. The idea is to draw the attention to the tunnel exit and draw it away from away from the ravine exit. Bombman plants inside and his guard helps out fighting off the CTs. This attack needs some coordination. The attack in the middle shouldn't start until the bombman triggers the eagle.
Plane but plant at truck
All but bomb goes plane. Bomb goes bridge or ravine and plants at truck. If it is clear at truck plant as visible as possible e.g. on truck hood or roof.
Quickie to truck
If you accept that you lose some health you can arrive at the back of the truck really quick without triggering the eagle. Run to the wooden bridge and go to the right of it and drop down to the small ledge that stick up from the bottom. You will not die but you will lose lots of health depending on how you land. You can then sneak up to truck and plant.
(http://www.deadmen.co.uk/tactics/survivor0000.jpg)(http://www.deadmen.co.uk/tactics/survivor0001.jpg)
Plane Attacks
Plane Ramp Rush
Toughest of them all and needs to be executed in the following manner. First two Ts (T1 and T2) only focus on any CTs at the top of the ramp or by the plane. The Second two Ts (T3 adn T4) only focus on any CTs above. T3 running on the left focus on the right side and T4 running on the right focus on the left. By doing this you will have full view of the ledges. T5 will rush up in between T3 and T4 (as the move slower) and help out T1 nad T2. This rush doesn't mean that we should be in a Roman turtle formation rather that each T knows his responsibility. Note that you can use the ramp to throw a travelling nade up the ramp.
Snow bridge then tunnel to plane
Rush the snow bridge and turn left towards the plane. Go in full throttle and spread out once you hit the middle ramp area. Throw high flashes far i.e. they will explode in air above plane area. Sure you blind yourself for half a second but they are blind for at least 3 seconds which is all you need to secure the area.
Bombman should head towards the wing and use this as protection as he advances.
Middle Ramp Rush Rushing the middle ramp can be very effective. Start by flashing into the tunnel then move up (you could continue with a high flash towards plane as well.. You have lots of possibilities now.
1. Plant at plane
2. Go to truck via tunnels
3. Go to truck via CT spawn.
The variations are endless. :)
Defusing
If the Ts have planted inside the truck there is a very quick way in there. Go up on the roof of the truck. Make sure you are facing it down the middle of the hole.
(http://www.deadmen.co.uk/tactics/survivor0025.jpg)
Run and do a crouch jump and you will go through the hole in the roof without getting stuck on the ladder. Bonzai!!!
1 can move up a bit and can check the town aswell if the T's went silent, he can just spot them and move back, he doesn't even have to shoot.
another good spot for a CT is that he goes in the middle of the truck where they can plant, he can get the first T rushing from the bridge, even a second if necessary and then drop of through the back, reload and go towards the front of the truck or the back, very usefull spot if I may say.
If you plant in the truck, and under the skylight, when it goes off it fires you out the top, It's great.
I know it's been said, but voice comms are important, 'Over here' or enemy spotted don't help. You shouldn't have to ask 'how many?' or 'have you got the bomb?'
A rather large BUMP ....if you dont know the tactics brush up on them now ;)
The famous bounce flash nade defense on the right as CT. I know I have got many of you with it.
The first CT towards the right should throw this flashbang grenade. If done properly the rushing Ts will be very blind.
Note in the demo that you need to adjust for speed. In the first throw the nade hit the box a bit too high which results in the nade going too far. If you are running try and hit the edge between the ground and the box (or even the ground then the box).
In the second throw I don't have the same forward momentum and the nade lands perfectly in the middle. The advantage with this throw is that you are safe from harm and you are not blinded yourself.
I got 6 people at the same time last night on the CoFR FR25 server when using this trick.
The file is 100kB btw.
Bump for those involved in the CRO match tonight.
TL.
Just a quick one while I remeber..
When you rush the doors site with the bomb, you can cut the corner on the ramp (jump duck) and again to get back to the top level.
It may add a half second to the route, but the cutting corner saves that and also doesn't put you direct in the line of fire from the hiding CT's at the doors or behind the blocks.
CT 5 vs 5 tactic
First 3 CT out of spawn goes to B (right site, not spawn). CT1 throws Flash into the mincer. Make sure that you hit the boxes in the corridor or to the left of the boxes. After flashing runs into B. Last CT to enter the double doors to the sight has the responisibility to guard the doors for any middle rushers. Image will be added.
CT4 and CT5 guards the ramp and left exit from mincer. They should vary their positions every round if possible e.g. one on balcony and one on the right side of ramp etc. Image will be added. If the Ts advance either ramp or left these CT should delay with smoke/flash and call for backup. If possible get a AWP/Auto on the balcony to scare them to go to B instead.
In the CZ version of this map there are barrels in the middle that are excellent cover btw.
T 5 vs 5 tactic
First round
rush mincer and turn right and go out ramp/balcony side. Jump over edge to box (2-3 Ts) and rush up the ramp and go to CT spawn.
Second round
Win: Left rush to B
Loss: Eco left rush to B
Following rounds
Left rush to B and vary it with a mincer middle to B or CT spawn.
Notes: look out for CTs rushing into the mincer. If the first T is going to throw a nade throw it early. Even better is if T1 has a gun out and T2-T? throws nades to middle.
The CT variation we have tried with some considerable success in the early rounds is to send 4 to B (3 in the site, one near double doors) and then the 5th stay by the archway towards CT spawn looking towards the balcony end of the mincer/tunnel/ramp.
In the early rounds Ts usually really hammer B for an early cahs advantage and having 4 peeps there really murders them. Later in the half you usually start dropping back to the more conventional 3-2 spli as described by Sadako above. The variation keeps the Ts guessing and with a bit of luck you are in the right place each time :D
TL.
ITB schooled us in this map tonight and we lost 6-18, so whilst the wounds and are still sufficiently raw I thought I would try to put some thoughts down.
- As T they always sent one left to keep our defenders busy. Unfortunately as he was a bloody good shot then he also often took both our right side defenders out on his own.
- They always sent someone house route and then back in via vent.
- They coordinated the attack of the now sniper window man with FB's up the middle and emerged from both sniper window and middle at the same time.
- As CT the defended the new route bombsite with a man boosted on to the box which is the other side of the boxes we usually plant at to defend via balcony. I have not seen anyone do this and it was an effective tactic.
- They guessed on one round that we owuld come up middle and unfortunately for us we did. They were lined up 3 of them against the wall on the far left as you crested the ramp and a 4th in the sniper line towards CT spawn. The 5th was on our right. They quickly wiped out 4 of us and then killed IceHawk too.
- At the 'left left' site they put on man in the bomb site and another on CT spawn side. Both men had FBs and HEs drawn and cocked, ready to throw. These HEs/FBs pretty much ruined out left rushes as T. The man in the bomb site was on the nearside left in the boxes and the man on the right (CT spawn side) was on the lefthand side of the arch as we went through. They created a crossfire which worked really well. We coudl only attack one of them and usually we were partially blind and HE damaged at the time too, so we were not that effective.
That's all I can accurately recall, but if anyone else has some other tactical memories then please post them as we may be able to use some of this tuff against other teams.
TL.
It seems we have a match tonight on this map <_<
So i checked some sites for some tactics, if you have something to say plz do if it can help the team ;)
1. This is the main postion for the CT's if they are getting owned by rushing T's
(http://www.planethalflife.com/cstactics/snip/postions/images/cs_assault/cs_assault1.jpg)
How to get here?
Where you start as a CT behind the green truck there is a ladder up to this postion. Move up this ladder and ya there.
Points to watch
Okay to the right of this postion and down is the back door of the building, some T's rush this section but you should be able to hear the door creak open. The area where the three red crates are T's rush this area so be sure to watch that. The main area is the roof of the T building as some T's come onto the roof and you may no see em if you zoomed in!
2. This is on the bridge and is good for getting back door T's :-) and front door T's:-
(http://www.planethalflife.com/cstactics/snip/postions/images/cs_assault/cs_assault2.jpg)
How to get here?
Run as a CT from the spawn point in the direction that the truck is facing, then turn right up the ramp then down to the end of the bridge. Once here face to your right and your set (you must run here quickly as T's can get out here really fast!).
Points to watch
There are really only the roof of the T building to watch for as they can creep here and you wouldnt see em if you were zoomed in. Also watch for the ramp of the bridge as any sneaky T's can get round here with out you noticing.
3. This postion is good for nabing the T's that rush the front door:-
(http://www.planethalflife.com/cstactics/snip/postions/images/cs_assault/cs_assault3.jpg)
How to get there?
Exactly the same as postion 2 but turn left instead of right up the ramp and crouch in the dark area.
Points to watch
I'd suggest only look at what your aiming at which is directly infront of you. Dont stay at this postion too
long!
4. Here as a T you can clearly see the corner of the door into the warehouse:-
http://www.planethalflife.com/cstactics/sn...cs_assault4.jpg (http://www.planethalflife.com/cstactics/snip/postions/images/cs_assault/cs_assault4.jpg)
How to get there?
Most terrorist's start right next to this postion so its easy and quick to get to.
Points to watch
The main points to watch are the vent near to this section and also the vent that drops out near the hostage room. Also watch the back door as CT's can come in here (you'll be able to hear the door creak open, if ya do just pop a round into the door as some CT's open the door and step back.
5. This postion covers the whole of the front door and can easily cover the back door:-
(http://www.planethalflife.com/cstactics/snip/postions/images/cs_assault/cs_assault5.jpg)
How to get there?
Just go down the ramp from where you respawn and run over to where the glass is, then crouch behind the box then face the front door and your ready to go.
Points to watch
Your gonna wanna mostly concentrate on the front door, but watch out for the back door as most CT's will open the door and throw flash bangs or he's round if they do just either run or turn you back and when you hear it go off turn round quickly to be ready for them :-). Watch the air vents (but this is only if your alone as some team members will be up in that area.
This info comes from planethalflife.
But i have 1 thing to add for the T's. I prefer to be on the ladder (you see that ladder on pic 4) You can see the vent exits you can see the big door the little door. (from there you cover a large area from the map (building) But you are on a weak position if you get attacked by 2 sides at the same time. For the rest i think it is a very good position. (it is not a sniper position maybe a autosniper but not for a awm)
part 2 from plannet half-life.
Possibly one of the most played maps [next to de_dust] cs_assault is the *french accent* creme de la creme of playable maps :). Well the basic idea behind this map is the mean old t's have taken hold of a warehouse and captured some inocent by standers on the way :) and the cts are gonna kick some ass :).
(http://www.planethalflife.com/cstactics/images/map%20images/cs_assault/cs_assault0000.jpg)
(http://www.planethalflife.com/cstactics/images/map%20images/cs_assault/cs_assault0004.jpg)
Well inacutal fact this map is a bit lopp sided towards the t's. If the t's wanna camp on this map then they have got some of the best deffensive postions. For the poor old ct's it would seem that they have a very hard time getting into this place.
Terrorist's
Okay your a terrorist, you have probably got the easiest time on this map. No joke you have so many options you can take on this map.
1. You can camp in the base with either a Sig, AK-47, AWP or G3 and your gonna have no problems. Unless of course that you dont have any one covering the two vent exits. As this can alow those sneaky little ct's to get in behind you.
2. You can charge the front/back door. This can be very effective also, as the ct's wont be expecting this and due to the open area that they start on they have little if no cover. If your gonna storm the fron/back doors I suggest that you arm your self with any weapon EXCEPT of course sniper rifles [G3, AWP, Stery scout] or your gonna be in big trouble :).
When you storm the back door watch out for that tower near the ct's spawn point as that is a favourite place for snipers to lurk, and if your not careful your gonna just be an easy target.
If you choose to storm the front door then I suggest you do it quickly and gunz a blazing :) cause them ct's are gonna all be hanging out there. So take some of your t freinds to meet em :). The best weapons for this route the same as the ones for the back door. Watch out for ct's on that bridge [they tend to get there a little later than the t's get out the door so watch your back]. Also keep an eye out for those pesky snipers :) again on the tower.
3. Storm to the vent - [if your lucky enough to start there then even better] armed with a AWP or some other sniper weapon get on that rood and begin sniping those damn'd ct's. Watch out for the tower opostie you and the two ladders up to your postion. If you have some team mates covering you you should be okay.
Counter terrorists
Well im sorry to say this but you are gonna find it very very difficult to win this level if all the t's decide to camp in side. You have a few options if they decide to camp in the base.
1. Smoke and flash em out - Well there are these things called smoke and flash grenades they are hella usefull for situations like this. Just take a smoke grenade and thow it right at the front door that way any camping t's arent gonna see you coming in. If you feel lucky then throw a two flash bangs in. The first will make em either run for cover/ turn away / get blinded, either way its had the desierd effect now just charge in that front door and hug that wall to the left to avoid snipers on the upper level. Check my grenade tactics here.
2. Go in dat vent - If you can make it to the vent then dont walk down the ladder as it will take longer to get down and any nasty little t's in the vent will have a easier time cappin' ya a$$. So what you do is walk back and stay inline with the vent and run up to it and jump just before you get near it [so that your face hits the wall] and crouch in the air, your now in the vent. You have two options here, (1) Walk straight out the front of the vent (2)Go up the side vent and drop out. I would recomend (2)As not too many people hang out near that exit point and you have a chance of coming behind ever one with out them even knowing :) nice hu?
3. Go back door - No this isnt some sexual innuendo :), go to the back door, and its all about timing on the part, charge in too soon your a gonna, charge in too late no baddies :(. Well just try to listen to the action if you hear a big rucas then charge in cause the chances of the enemy being distracted are quite high. This way is a lovley death trap due to all the t's that decide to camp there. So if you gonna go in this either open the door and charge through or, open the door and run back and wait for bullets to fly through that door :) and then go in while they reload.
most of that seemed more common dog [sense] than nething :-/ nice find tho :D
In matchplay I would *ALWAYS* elect to go CT first on this map.
You _know_ that when you are T you can camp the hossies and win the map. If you go T first then they get the idea of camping too. Going Ct first means that they do nto get the idea of camping from you. This allows you to see how the game develops and to monitor the score. By going T second you can then choose to camp *if necessary*. If it is not necessary then don't as it will be a more enjoyable match without the camping. But this is about the win..........if you want to enjoy yourself then go jump on the Hook. ;)
TL.
What it all boils down to.
1. Win the first round as CT.
2. Win all 12 rounds as T.
Is it that obvious I don't like this map? :whistle:
I'm up 4 it, don't like the map but okay, a small getting together to work/look for some other tactics?
Also useful to use the monitors. Effective use of the monitor and sharp shooting down the length of the duct can make it impossible for the CT's to get in the duct and stay alive as it negates the jump down into the duct tactic. If the T watching the monitor calls it fast the T guarding the duct can take out the CT exactly as he jumps don into the duct opening.
Of course as CT if you supect the T's are using the monitors then liberal use of smoke around the duct entrance can help disguise the exact moment you drop down into the vent.
Agreed, having someone good on the comms as T is always important, so long as they someone provides backup by covering the vent.
Likewise having a camera man as CT can be quite helpful.
One other point (which I assume still works on this map): As T, in the early rounds if you get into a situation where you outnumber the remaining CTs/CT then it is worth sending one man out on a solo mission to destroy the arial on the CT truck before you kill the last CT. If you do then for the rest of the map the CTs' cameras will not work :D
TL.
Update. You can NOT plant on top of the boxes in the in CZ.
Bump for Charlie Company to have a read and a think about these tactics seeing as our next 3 matches are Dust_2
;)
Hippy and i were looking at good places to throw your nades,
Here are 3 simple steps to flash that annoying person/s on the right:
1)As Terrorist Rush into B, One at the front with the flash throw it to the left...
(the area marked red is on a angled wall make sure you throw it against that to ensure it lands infront of the box on the right.)
(http://bodclan.org.uk/clan/modules/files/Doris/T%20flash%20Green%20Box%20Right.jpg)
2)Then this lands right infront of the CT's stood next to the green boxes on your right, you know where everyone stands :rolleyes: ....
(http://bodclan.org.uk/clan/modules/files/Doris/CTs%20Blind%20GBox%20%20Flash%20From%20B%20Tun.JPG)
3)the outcome..
(http://bodclan.org.uk/clan/modules/files/Doris/FLASHED.JPG)
Effective, as you are already near the site, so they wont recover for a while and therefore easily killing the person behind the boxes.
Making nades bounce off the walls on the green area will give desired effects.
1]
(http://bodclan.org.uk/clan/modules/files/Hippy/LongAramp.jpg)
1]:LongA:Throwing a flash here will blind an enemy down the ramp..a HE here will hurt an enemy down the ramp.
2]
(http://bodclan.org.uk/clan/modules/files/Hippy/LongAnade.jpg)
2]:A:One of my faves, Throwing a Nade from inside A will hit/blind rushers without exposing yourself.
3]
(http://bodclan.org.uk/clan/modules/files/Hippy/ShortArushstopper.jpg)
3]:A:Throwing a Nade from inside A. This will hit/blind people on Short A without exposing yourself.
4]
(http://bodclan.org.uk/clan/modules/files/Hippy/CTspawnflashA.jpg)
4]:CTspawn:For a while i was wondering where was a useful place to throw a nade from the ramp, the site is very hard to hit, here seems to do the job.
5]
(http://bodclan.org.uk/clan/modules/files/Hippy/Bdefending.jpg)
5]:B:On the first pic, throwing a nade on the green area will flash/hit people coming out of tunnels, again this doesnt require you to expose yourself. The second pic requires you to throw against the rock highlighted, it flashes the middle, if you throw a smoke it lands in the ct spawn arch.
6]
(http://bodclan.org.uk/clan/modules/files/Hippy/Middlesmokeflash.jpg)
6]:Tspawn:This one flashes the middle or smokes the doors without exposing yourself (again)
7]
(http://bodclan.org.uk/clan/modules/files/Hippy/ShortArushGogogo.jpg)
7]:ShortA:Throwing here instead of running into full view of the enemy keeps you more protected
Put them into practice :ph34r:
I took note of your throwing in the match Hippy ....very nice it was :)
This is top info ...thx u2 :D
More nades. :P
1]
(http://bodclan.org.uk/clan/modules/files/Hippy/Bridgetobridge.jpg)
1]:Bridgeroomrushstopper:Instead of running into the firing line throw a nade against the highlighted box. this also works from the courtyard.
2]
(http://bodclan.org.uk/clan/modules/files/Hippy/Btodoors.jpg)
2]:BtoDoors:Throw a HE/flash against the boxes instead of exposing yourslef to the doors sniper.
3]
(http://bodclan.org.uk/clan/modules/files/Hippy/CourtyardtoA.jpg)
3]:Aflash:Throwing at the slanted block flashes the whole site without you stepping into the line of fire.
4]
(http://bodclan.org.uk/clan/modules/files/Hippy/Trush.jpg)
4]:Trush: Speaks for itself.
Theres more on azzy but theyre pretty hard to pull off/useless.
BUMP for the Thursday match...
Bump for Mondays Match
Very nice TicTacs could come in handy :boxing:
Also as T's if someone buys a scout/awp and looks down mid, you may pick one off and you will be able to tell us where the majority are some clans has 3B some have 2. <-- this is probably not useful.
good to see that you are thinking tactics jewlz...
:ninja:
Quote from: Blunt;172862good to see that you are thinking tactics jewlz...
:ninja:
Someone has too :)