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Counter-Strike: Stratagem: The Gambit

By: Michael Lau - Published December 04, 2006 at 9:59 AM EST - Writer Archive
Instead of rambling on about the importance of taking on a more creative edge and to take gambles at important times of the round, I will illustrate a few thought provoking setups on different maps and hopefully intrigue some imagination from everyone.

What will be shown is the final outcome and not how it is achieved, how the set up is forced upon depends on you and your team's imagination…


De_Dust2


Dust2 is a very complex map when trying to do any predictions. The offense can easily manipulate you to fall into a fake or even a double fake before they initiate a final attack. The only choice we have then is to eliminate one side of the map completely; this forces the opponent to work the other side or to fall within your traps. The art of choosing which side to eliminate comes from your ability to predict their actions. Are they an AWP oriented team? If so, their chances of hitting long A are relatively higher? -etc. What we do know is that retaking bomb site B is a much harder scenario than it is to retake A. To retake A, as long as we have access to middle ramp towards catwalk and long A, we can then retake the site from 3 points (CT spawn, catwalk, long A). Thus, controlling center board is very important on CT side. Below I will illustrate a simple setup to control catwalk and center board.


Controlling Catwalk with a stack.


Controlling B bomb site.




Spotting Long A.



































De_Inferno


Playing inferno as the defense should rely on more aggressiveness than other maps because the design of the map allows you to be at no disadvantage when you do so.

By forcing the opponent from one side of the map, you inevitably force them into another side of it which allows you to setup a trap. Below I will show you the end result of an aggressive style of push that forces the Offense to only take hallways into bomb site A or else they will have a terribly hard time trying to fight back towards B or middle ramp.


Alternate, T ramp and Banana all locked down.


Alternate, T ramp and Banana all locked down.







Hiding one in side A, Offense can only enter A safely through halls.


































De_Nuke


Blitz strategies enables your team to shut out an important bottle neck area of the map. This puts the opponent in a defense position and will have to rethink their strategy to adjust to the sudden change you put on them.

Lobby is a great example of an important bottle neck that should be blitzed and controlled. I will not show you how, but show you why.

The reason is simple: taking lobby room means the opponent’s only choice is outside towards garage. What does this mean? You can easily surround them in the open.


Locking down outside.


The 2 possible entrances into lobby are secured.



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