Tactics (Basics) - Information for Matches

Started by Dr Sadako, February 03, 2004, 11:16:29 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Dr Sadako

Most of the info posted in this topic is taken from this homepage:
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"
-=[dMw]=-Dr "Doc" Sadako

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

Dr Sadako

Updated and grouped some of the excellent information.
-=[dMw]=-Dr "Doc" Sadako

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

OldBloke

Nice work Sadako. Many thanks.  :thumbsup:
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

ChimpBoy

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.
If I wanted you to understand I would have explained it better

Dr Sadako

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.




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:


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.
-=[dMw]=-Dr "Doc" Sadako

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

Dr Sadako

Here are some suggestions on tactical planting on cobble.





When you plant here you are completely covered from enemy fire from double doors. Also it is very easy to protect from a distance.





Or if you are a bit more daring you can plant here.
-=[dMw]=-Dr "Doc" Sadako

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

Dr Sadako




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!!!




Another spot easily covered from far away.




Possible to plant on top of the  boxes at the CT spawn bombsite as well. Cover from a bit down the ramp.  :)
-=[dMw]=-Dr "Doc" Sadako

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

DuVeL

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.
Survivor of LAN V, VI, VIII, IX, X, XII, XIV, XVI, XVIII, XX, XXIV, XXX, XXXII, XXXIV and XXXVI so far...
[QUOTE]Lionheart; Grolsch to DuVeL is like spinache to Popeye [/QUOTE]
[QUOTE]Cheesepuff...A cyborg is sent from the future on a deadly mission. He has to kill Ninja_Freak, a young Man whose life will have a great significance in years to come.Ninja has only one protector - DuVeL - also sent from the future. The Terminator uses his exceptional intelligence and strength to find Ninja_Freak & attempt to terminate him.
[/QUOTE]

OldBloke

"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

Dr Sadako

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). 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.


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.


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.




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.
-=[dMw]=-Dr "Doc" Sadako

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

Red_Thunder

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

Dr Sadako

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.
-=[dMw]=-Dr "Doc" Sadako

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

Red_Thunder

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 ]

Dr Sadako

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.
-=[dMw]=-Dr "Doc" Sadako

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

DuVeL

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.
Survivor of LAN V, VI, VIII, IX, X, XII, XIV, XVI, XVIII, XX, XXIV, XXX, XXXII, XXXIV and XXXVI so far...
[QUOTE]Lionheart; Grolsch to DuVeL is like spinache to Popeye [/QUOTE]
[QUOTE]Cheesepuff...A cyborg is sent from the future on a deadly mission. He has to kill Ninja_Freak, a young Man whose life will have a great significance in years to come.Ninja has only one protector - DuVeL - also sent from the future. The Terminator uses his exceptional intelligence and strength to find Ninja_Freak & attempt to terminate him.
[/QUOTE]