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Counter-Strike Source: CGS Playbook Series: New York 3D

By: Jack Westerman - Published November 26, 2007 at 1:01 PM EST - Writer Archive
Dust2 - Offense

2-2-1 onto Catwalk

Team 3D’s 2-2-1 is a balanced tactic, spreading the team out across the map before uniting to rush a specific point. Two players position themselves in the B tunnels, two watch mid, and one holds long A. They hold their positions for a short time, watching for any overly aggressive defensive players, before moving toward short.




At the start of the round, one player holds upper B with an AWP. His teammate in the tunnels heads down the staircase and jumps up onto the box to watch short. Lin and Ksharp play in mid, and aim to get picks on any defenders near defensive spawn, as well as preparing to push short. The remaining player holds long A, usually outside of the connector, watching for a rush.

Once 3D begins to push, they bombard short A and the bombsite with flashbangs before rushing round. The player in lower B moves up mid and onto the catwalk, and the player in the upper tunnels moves closer to mid to watch any defenders trying to flank his teammates. The player at long has the option of either rotating to mid to push short as well, or working his way into long to attack unsuspecting opponents on the A bombsite from another angle.


B Rush

This tactic is relatively simple and easy to imitate. At the start of the round, Team 3D uses their spawn to rush toward the tunnels, leaving Ksharp to briefly AWP down mid. Because of their spawn advantage, they arrive at the site at the same time as the defense, preventing them from setting up. In addition, if Ksharp has managed to hit a defender jumping across the double doors, or even killed one, the entry becomes even easier.




To make the entry to the site easier still, bouncing flashbangs off the walls of the tunnel on the way in blinds any defenders close to the entrance, and a second flashbang toward the back of the plant area will successfully blind any CTs defending there. Upon entering the site, 3D spread out quickly, making it difficult for any defenders to take too many of them down at once.

Once 3D.NY has planted the bomb, they take up holding positions as shown in the images above. Every entrance to the site is covered, sometimes by two people, making the rotating CTs’ job nearly impossible.


Slow B Push

The slow B push is similar to the B rush, just played out at a much slower pace. At the start of the round, all 3D players rush into the upper B tunnels, nobody hangs back in spawn to AWP mid. They spread out in the tunnels, moving down to lower as well as keeping an eye on the entrance to the B site. When ready, they cover their entrance with flashbangs and smokes and push in together, usually outnumbering the defending players 4 / 5 to 2, resulting in an easy entrance.




From lower B tunnels, 3D can throw grenades onto short, damaging any defending players that are standing close to the corner or behind the staircase. In addition, we can see in the screenshots above that one 3D player even pushes out into mid to watch for any rotating CTs that come down short or across CT mid.


B Split

This strat is another attack on the B bombsite, through the mid double doors as well as through the tunnels. Two 3D players enter and hold the upper B tunnels while the other three work their way down mid. One plays up on the catwalk, watching for a potential pick near CT spawn, while the other two play on the ground in mid, preparing for their rush.




The players in mid drop smoke grenades through the double doors, partially covering the view from defensive spawn to the B site. They then flash over the top of the arch and rush through, turning left up toward the site. Simultaneously, the players in the upper B tunnels, having already smoked the site entrance prior to their teammates attack in mid, flash the front and back of the site from behind the smoke and push in.

If all goes to plan, all four players should meet up in the B bombsite, sandwiching any defenders still alive there. Meanwhile, the player that was on short continues to round up the staircase, toward the A bombsite. As long as he times his run well and isn’t seen, he is able to drop down into CT spawn behind the rotating defenders, ending their retake attempt before they even reach the site.


Long A Rush

The success of 3D’s long A rush is largely dependent on good flashbang and smoke grenade placement as the players push up to the site. Flashbangs thrown over the long connector ensure that any defending players are blind when 3D rushes through, and a second set of flashes over the first corner (Volcano – POV screenshot #2) blind any retreating players, as well as forcing any players on the site to temporarily shield their eyes.




As they begin to push up toward the site, smoking the crossover heavily makes certain that any AWPers in defensive mid or spawn are well and truly blocked out, and that 3D will be able to cross and plant successfully. Throughout the entire tactic, Ksharp remains around the offensive spawn, AWPing down mid and occasionally peeking short.
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