In this Pages, Pentagram uses a strong outside setup to completely shut down the alley rush.
One of the hardest sides to play against a professional team is defense on Train. It is extremely easy to become overwhelmed by super aggressive teams, who utilize coordinated flashes to keep the defense blind, and unable to get into position in the outside site. Forced into passive positions, the strong attackers can then keep the defense on their heels, getting easy plants and keeping the momentum and money situation in their favor.
With the outside site being as difficult as it is to defend, more and more teams are playing four defenders outside, with one player extremely passive inside. However, with four players in one area, communication becomes even more essential, as it is easy for players to assume that an area is being covered, when in fact it is not.
With four players covering only three entrances, it becomes possible for one of the players to take on the role of outside support. Pentagram employs this tactic in one of their most successful setups. Having one player assigned to a spot, while keeping a centralized player available to help out all three entrances at any given time, PGS ensures that at the very least, two players will be defending an area at any given time.
Expert Opinion Jonas "BSL" Alsaker Vikan
This offensive defense PGS stops teams cold that attempt a traditional build up outside. The defenders get to their positions before the attacking team can and canceling out their coordinated flashbangs. Instead of flashing, these attackers would be cut down or out of position for the attack - disrupting their rhythm.
They juxtapose this with a very passive inner bombsite defense. Kuben's role is to blind attackers to delay them getting into good after plant positions as his team mates rotate. Aspiring teams should take notes here. What PGS is REALLY doing with this defensive strategy is directing how the T's play … and when you let that you have already lost.
In this strategy, you mainly have two clusters of two players in the outside site. Neo and TaZ work together to secure both the middle and the ladder room. Likewise, LUq takes control of the alley, with Loord sandwiching the area. With four players outside, kuben is left inner alone, playing it passively.
In order to get into position, PGS first flashes and nades T side of middle. TaZ has the closest spawn, so he flashes out of the Z halls, underneath the pink 5 train. Since kuben is playing the inside site passively, he has enough time to escort the outside players through the Z halls, and chuck a nade to T mid before heading to his position. Neo and Loord follow suit, nading the middle out of Z before heading to their spots outside. As LUq is playing alley from behind the 6 train, he heads out of CT spawn via the ramp.
TaZ climbs to the top of the 4 train, spams the wall to white halls for a moment, then holds middle. Once Neo chucks a flash into the ladder room, TaZ peaks the area from above, while Neo spams the white halls then directs his attention to the middle entrance.
Meanwhile, LUq scopes down to middle, prepared if any attackers run out. He waits for Loord to take his position underneath the 6 train, and the other cluster to be in place, before peaking down the alley. Alone inside, kuben takes an extremely passive spot on the 3 train ladder. He holds out a flash, only prepared to blind attackers and fall back.
LUq becomes smoked out from middle, so he turns his attention completely to alley. Spotting three attackers deep by ivy, he takes a shot with his AWP, and falls back to between 5 and 6 alley. Once the attack comes from alley, Loord throws both of his flashbangs, and then sweeps out and spams through the smoke which the attackers have thrown.
With the attack taking place only at the alley, Neo focuses his attention there, spamming through the smoke, and aiding Loord. TaZ is now left to watch both the middle and the ladder room, so he moves to the corner outside by T middle.
Once the location of the last attacker is known, kuben rotates through the Z halls, and spams the 5/6 wall towards alley.
The success of this setup is very dependent on both chemistry and communication. While it is very powerful when it comes to shutting down single spot rushes, if attacks on multiple areas occur simultaneously it is important to have pre-established roles for each player. In this case, PGS had three players assigned to each spot, with one player pushed up in an area where he could assist any of the other three entrances. Communication allows the outside players to have a fluid and seamless defense.
In addition, the inside player must know their role. They have to be able to stay alive as long as possible, communication numbers and bomb location to allow the outside players to rotate appropriately. Also, they need to be able to utilize their nades to prevent the inside attackers from completely overwhelming and dominating the site before the rotation arrives.
This is essentially the 'aggressive' CT setup from the 'Train Tactical Breakdown' - search for it if you have prime. It's interesting to note that you can do a lot better job on this tactic if you play it fully spawn based. If you do it completely off spawns, the first player has time to counter flash main entrance and ladder room, and the second player can get to electric box.
The fundamental principle behind this tactic is to lock down a fast outside rush by eliminating half of the T split before turning your attention to the other. Counter flash main and popdog, get the frags and then turn your attention to alley. The alley player's role is to delay the attacking Terrorists at alley with counter flashes long enough for his team mates to have shut down the other half of the split.
Playing Train this way is CT is basically the only way you can do it if you do not have a talented awper on your team.
But I would like to see a little change in it in the future. The last 3 playbooks you guys have done always shows the perfect strat or anti-strat. Be fun to see this kind of set-up on CT side by PGS but instead of ATTAX going outside it would be nice to see them hit inside and see what PGS would do to re-take it.
#13 Yes I know but they did not waste their nades right away in that strat. I am just curious how it would look on a map like de_train where they use a majority of their nades for outside then need to re-take inner.
er...its good quite good but not that difficult to be broken down though. If the 3 ppl in the open are somehow flashed correctly, they can be broken down like hell!
#19 of course every strat can be broken down on these maps now this game as been out for a while now :P it just takes 1 round of getting owned by it then they can counter it (most likely)
User Comments
The fundamental principle behind this tactic is to lock down a fast outside rush by eliminating half of the T split before turning your attention to the other. Counter flash main and popdog, get the frags and then turn your attention to alley. The alley player's role is to delay the attacking Terrorists at alley with counter flashes long enough for his team mates to have shut down the other half of the split.
Playing Train this way is CT is basically the only way you can do it if you do not have a talented awper on your team.
http://www.gotfrag.com/cs/demos/19901/
But I would like to see a little change in it in the future. The last 3 playbooks you guys have done always shows the perfect strat or anti-strat. Be fun to see this kind of set-up on CT side by PGS but instead of ATTAX going outside it would be nice to see them hit inside and see what PGS would do to re-take it.
They just showed a pistol round from roccat where all players retook(is that a word) the B bombsite all at once and went over their specific roles.
If the 3 ppl in the open are somehow flashed correctly, they can be broken down like hell!
We need new maps! :P
but gj gotfrag!
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