Improving Team tactics - Three Examples

Started by Dr Sadako, May 16, 2007, 11:54:24 PM

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Dr Sadako

In this thread I will give two example on team tactics. I know that by posting them here I give away the tactic but I hope that you will find it useful and it will evolve the gameplay on our TCS servers.
 
First out is de_kismayo and an attack that Ts can do.
 
Ts need to be very quick out of spawn for this to work. In the image below you see the line showing the way the Ts should rush.
 

 
Ts rush towards B (right side) but turn left in the fork just before B and then go for the low entrance leading straight to lowest level of A.
 

 
While doing this rush Ts need to throw smoke and flash (towards B) just before the fork and at the fork leading to B to get the CTs attention (blue dots) that are at B. CTs rarely have enough (if any) cover on the left route which means you can go full throttle for the lower entrance. CTs at A usually are at the top level of the bombsite trying to snipe or outside towards the far end of the bridge area. This means you usually can plant without any problem.
 
To make this attack even more successful the Ts should send 1-2 players to the left sniping positions (marked with red dot) but they should be hidden until the rush has come to the lower entrance. This way the CTs will be turned away from the snipers (moving towards B) thus being easy targets.
 
This tactic looks very simple but is very effective. Is it easy to defend against? Yes, now that you know what it is all about. However, you can do variations of this tactics with a delayed rush, distractions at the sniper positions creating CTs moving out of position etc. There are of course endless variations to this play.
 
See you on de_kismayo!
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Blunt

That's a good un.:D

Another, which requires a solid suicidal T squad, is rushing (and I mean rushing) low and left.

As the CT's are mostly upstairs (where they spawn),  it's a doddle to rush and plant really quick on the ground floor.

copious smokies accross the middle and entrances make the fait a'compli:D
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Dr Sadako

This T attack is all about deception. This play works like a charm and CTs usually have no clue what is happening.
 
At T spawn Ts should make sure that the CT in the middle sees that the Ts are going to A. So the Ts spawning at lower level should go up the stairs by middle to make sure that the CT sees many Ts running off to A (see image below) i.e. they will call "they are going A".
 

 
Take a left at the first fork in the road leading to middle (see below). Maybe send one player right to top A for distraction.
 

 
 
Make sure that you stay on the right side close to the wall to avoid being shot from the CT sniper window. You are on the low route to bombsite A.
 

 
 
Once at A Ts should smoke and flash into A. One player should stay and make as much noise as possible while the bomb and the rest of the team quickly makes their way to the sewers. If the smokes and flashes are done correctly the CTs will not see the Ts leaving A.
 

 
Down in the sewers the Ts must run in the water. This more than triples their speed and they will reach bombsite B in no time. At B they can choose three ways to go up. Usually there are no CTs here as they are on their way to A but "upstairs". Plant and take good defensive positions. Make sure that you guard the water as CTs can reach B equally quick using the sewers.
 

 
:devil:
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Dr Sadako

#3
This is not really a tactic but it will help the CTs to describe where the Ts/bomb are. This have been discussed in the Charlie match section years ago but there have been some changes to train since the porting to CSS. So this is just a update/reminder.
 
On train you have bombsite A (outside) and B (inside). As the map is called train you have 3 tracks at each bombsite. What you maybe didn't know is that in CZ the tracks are numbered 1-6 but in CSS they are called A1-3 and B1-3 as you see in the images below. Both images are taken with CT spawn behind you. So instead of just calling outside or inside you can use the tracknumbers to clarify where the Ts are.
 

 
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

suicidal_monkey

Quote from: Dr Sadako;189984to clarify where the Ts are.
If you or one of your teammates has recently seen (or even just been in line of sight with) the T's then their positions will be given away on the radar. If you are within range you will see exact positions (or exact last-spotted positions) on the radar. Not enough people check their radar for enemy positions (particularly useful for spotting the bomb/bomber on de_ maps). These can be very useful (to counter it smoke counts as a blocker on the radar I think but will also block your radar). It might also alert you to a chasing enemy intent on knifing you...
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