Tactical Oasis On Mirage

We’re continuing our “Best Tactics” series with the next installment, dedicated to T strats and CT setups on Mirage. So let’s not waste any more time and jump straight into it.

 

Fast B Site Execution

 

This tactic was executed by Team Liquid in their match vs. NiP at FACEIT Major London 2018 and was used to stamp out NiP’s hopes for a comeback.

 

The idea of the round is to totally isolate the B site with smokes which allows the Ts to focus on fewer positions: van, f0rest (bench), and the B plant area, making securing the site easier.

 

Here’s the round execution by roles.

 

Player 1 (T spawn)

 

He throws his smoke, which blooms up between the two columns of the B plant area in front of kitchen window and blocks the CT’s view of a B palace rush execution.

 

Since it’s fairly complicated to throw, here are some instructions for you so that you can throw it precisely:

– move toward the B site from T spawn and stand in the corner where the wall and the gate intersect, with the gate on your right and the wall directly behind you, looking toward the B site;

– set your crosshair on the middle of the lantern;

– start moving forward and execute a jumpthrow when the crosshair crosses the black, wooden beam.

 

After throwing his smoke, he follows his teammates to throw his flashbangs over the B-apts’ roof toward the B site.

 

 

Player 2 (stairs’ left side)

 

His objective is to throw his smoke toward catwalk’s right arch, follow his teammates toward B apts, and throw two flashbangs over the B-apts’ roof toward the B site.

 

 

Player 3 (stairs’ right side)

 

This player throws his smoke toward catwalk’s left arch and helps his teammates enter the site by throwing flashbangs over the B-apts’ roof toward the B plant area.

 

 

If thrown correctly, these two smokes from Player 2 and Player 3 totally cut off catwalk. This doesn’t allow the CT on cat to play safely from a long distance, forcing him to secure the uncovered position from up close with a high probability of being flashed.

 

 

Player 4 (the entry fragger)

 

The entry fragger runs straight toward B apts with his smoke in hand, ready to extinguish the CT’s molly thrown toward this position by default at the beginning of the round.

 

 

Player 5 (the trader)

 

This player’s objective is to enter the site right after his entry fragger with a weapon in hand, trying to trade him.

 

 

As for the exact round in this particular match, Team Liquid didn’t succeed in executing this tactic for these two reasons:

– The B site defender threw his molly closer to the B-apts exit while the Ts’ entry fragger had anticipated it flaring up in a different position where he had already thrown his smoke beforehand, as noted above.

– The trader didn’t have a smoke in hand to complete the entry fragger’s objective, which would have allowed the Ts to enter the B site as planned.

 

Team Liquid were forced to rotate back toward default positions, now at a significant disadvantage. Though there was still plenty of time on the clock for executing an alternative strat, they had already committed heavily to the fast B-site tactic, with a huge amount of their nades spent and now had to play the round lacking the necessary utility.

 

Fake B Rush

 

It’s pretty obvious that after several fast B-site executions your opponents will get used to your strat and will make the necessary rotations as soon as they spot some of the specific nades you’ve used in previous attempts. That’s the reason you need to have a fake B rush in your arsenal, which will force your opponents into making mistakes while trying to predict your actions.

 

Cloud9 executed this type of round in their match vs. Space Soldiers at BLAST Pro Series Istanbul, and here’s how it went.

 

Player 1 (T spawn)

 

He throws the smoke toward the start of B apts. to cut off the CT’s vision of this position from van. This one is quite complicated as well, so here are some instructions to throw it precisely:

– stand in the bottom right corner of T spawn with the trash can behind you and the wall on the right, looking toward CT window;

– choose SG and set the SG model in the following way:

– find the two wooden beams on each side of the black window; choose the right beam;

– find the red spot on the bottom part of the beam and set the SG model’s top left triangle-shaped element right above it;

– using only your keyboard, move to the right corner of the map (your crosshair is finally set up — its center must be overlapping the wire);

– start moving forward using shift and execute a jumpthrow, when your crosshair crosses the wooden roof.

 

 

Then he moves toward A apts.

 

Player 2 (B apts)

 

This player moves straight toward B apts, throwing his smoke toward the window with bars to cut off the CT’s view of this position from the B plant area and kitchen. After the smoke, he waits for a flashbang from Player 4 and enters the site, trying to get a frag. As the site is totally isolated by smokes, the positions he checks are van, B plant area, and bench (f0rest).

 

 

Player 3 (manhole) and Player 4 (stairs’ right side)

 

Here is an alternative way to throw the previously mentioned smokes toward left and right arches on catwalk. After the smokes, Player 3 rotates toward T ramp, while Player 4 moves toward B apts, throws a flashbang for Player 2 toward the B site over the B-apts’ roof and rotates toward underpass. Making his way toward connector, he gathers information about CT rotations on catwalk and window and either tries to deny those rotations or becomes a part of the A-site execution through connector, helping his teammates at T ramp and A apts.

 

 

 

Player 5 moves straight toward T ramp at the very beginning of the round.

 

 

The idea is to put the B-site defenders under pressure from the very beginning of the round by totally isolating the B site with smokes, thereby convincing them that it is going to be a B-site execution, which will make the A-site defenders rotate toward the B site.

 

 

This leaves the A site defended by, at best, two CTs and gets you a 3v2 or a 4v2 advantage while executing on the A site. So, as soon as you get the information about the CTs’ rotation toward the B site, start the A-site execution from A apts, T ramp, and connector without using any grenades.

 

Ts’ Mid Control + A-site Execution vs “locked up” Defense

 

It’s great to have a tip round, where everyone knows their roles and the nades they need to throw. However, when it comes to playing a default, you don’t have much hope without securing middle.

 

Faze Clan showed the importance of mid control for their T-side tactic execution in their match vs. MIBR at IEM Chicago.

 

They decided to control the map in the following way:

 

Player 1 threw a smoke toward the start of catwalk straight from T spawn (to cut off the CTs’ view of T middle from window and connector) and immediately rotated toward A apts.

 

 

Players 2, 3 and 4 moved toward mid, securing it cautiously.

 

Player 2 threw a molly and an HE toward connector to force the CT out of this position. Then, he and Player 3 threw two flashbangs: one toward slope and one over the wagon, to force another CT out of the window position. A smoke toward window by Player 3 followed. This allowed Player 2 to come close to connector and Player 3, with an AWP, to secure chair position which gave them control of catwalk.

 

 

 

Player 4 had a support role; all he needed to do was to provide suppressing fire if a fight broke out.

 

Player 5’s objective was to control B apts, put the pressure onto the B-site defenders, and be ready to either enter the site or to rotate toward underpass.

 

If the CTs play defensively, they can only guess from which direction the Ts will attack: they can easily rotate toward window and connector to apply the A site execution (helping one teammate in A apts or on T ramp, keeping the B-apts player as a lurker) or toward window and catwalk to apply the B-site execution (helping the B-apts player and leaving the A-apts player as a lurker).

 

*As for FaZe Clan’s decision in this particular round, they chose to apply the A-site execution: Player 2 grabbed the C4 and rotated toward T ramp, while Player 5 joined the duo near connector through underpass and helped them to secure connector with his smoke.

 

 

This forces the CTs either to risk and counter-attack middle/push B apts or A apts/play aggressively at T ramp, or secure and remain in positions and ,literally, get locked into the plant areas. The second scenario happened to MIBR.

 

At the beginning of the round, they secured the following positions:

 

Player 1 secured B apts, gradually ‘nading this position and spamming it through the smoke. Later in the round, he was forced to rotate toward catwalk, closer to mid and the A site. However, he couldn’t totally forget about B apts, which is why he had to switch between these two positions.

 

 

Player 2 secured ladder room. His objective was to prevent the Ts from attacking catwalk and window. He was forced to switch between these two positions.

 

 

Player 3 secured connector with an AWP. As there weren’t any players in window or catwalk to help him, he had to play cautiously, unable to check mid. As soon as he realized it was going to be the A-site execution, he had to rotate toward the A-plant area, while still controlling connector

 

 

Player 4 secured the area near T ramp by ‘nading it. Player 5 secured CT position and controlled A apts, occasionally helping his teammate at T ramp with his nades.

 

 

 

It’s important to note that the Ts used a large amount of utility only to get into staging positions, and a single smoke thrown toward jungle at the beginning of the A-site execution didn’t have much impact, while the CTs used the advantage of their positions well.

 

CTs’ Aggressive Mid Control

 

As we’ve seen the static and “locked up” type of defense, let’s take a look at the one in which the CTs managed to take control over mid and how it helps slow down and limit the Ts’ rotations.

 

A great example of aggressive mid control was demonstrated by Astralis in their match vs. Fnatic at IEM Chicago.

 

In the fourth round, they used a double-AWP setup in the following way.

 

Player 1 was in control of B apts. As he was on his own at the B site, his objective was to delay the Ts’ B-site execution for as long as he could by using his utility.

 

 

Player 2, who was on an AWP, secured the CT position and controlled T ramp, while Player 3 hid around the corner at the A-apts exit.

 

 

 

 

Player 4, the other AWPer, and Player 5 were the ones to implement the aggressive part of the strat. They secured mid from the very beginning of the round, sticking to the following plan:

 

Player 4 had to jump onto the fence on catwalk and control the start of catwalk, while Player 5 needed to sneak closer toward the start of catwalk, with the AWPer’s covering him. After a set amount of time, Player 4 had to jump off of the fence and control underpass, looking for a possible frag (at this point Player 5 controlled the start of catwalk) and then move toward connector to switch to controlling the start of catwalk once again (at this point Player 5 controlled the underpass exit).

 

*Underpass is the type of area where it’s hard to maneuver and find an exchange for the Ts. That’s the reason why holding it with an AWP results in an unanswered frag more often than not.

 

This example of CTs’ positioning makes their defense flexible and allows fast rotations toward either of the sites, and, at the same time, limits the Ts’ in their rotations and in their map control. They are forced either to commit to any of the site’s executions without information, or to take the fight for mid, losing the necessary time and utility (and most likely manpower) just to get into staging positions.   

 

As for this exact round, Player 4 was forced to move straight toward connector because he was being blocked while jumping toward fence by the T’s grenade that had been thrown toward window; then he whiffed his shot on the T in underpass, and failed to help his teammate (Player 5) in mid because he was blind.

 

 

 

However, a well-timed A apts push from Player 3 in a 4v4 allowed the CTs to apply the correct rotation and hold the Ts’ B-site execution.

 

 

So, there you go. Add these tactics to your arsenal, implement them, and they will bring you one step closer to becoming a CS:GO Pro. There are five maps still left, and we’re already working on the next installment of our “Best Tactics” series.

 

So keep up with us at dreamteam.gg to improve your tactical thinking as well as every other aspect of your game.

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