Standard UpperIn 3D’s standard upper tactic, four players congregate in the offensive rooms while their fifth gets up onto the roof ready to flash the upper site. The players in the offensive rooms smoke all of the choke points: the entrance to ramp, the upper shed and squeaky door. The player on the roof (Rector – POV Screenshot #3 and #4) stands on the small chimneys and throws flashbangs through the skylights into upper.


If timed correctly, the four 3D players that had been holding the offensive rooms should rush through the shed into upper just after the flashbangs detonate. All defenders will be blind, or facing the wall trying to avoid the flash, making the entry much easier. Additionally, the smoke grenades thrown earlier provide some cover against any defenders who might have retained partial vision.
Rector’s style of flashing the roof is unusual, as most players opt to stand on top of the vent to do it, rather than the chimneys. I can see no advantage to Rector’s method, other than that the slightly longer trajectory that the flashbang follows makes it detonate as soon as it enters the site, giving the defenders little chance to turn around. However, standing on the vents and flashing against the skybox also has this effect, and probably more effectively as well. It’s all down to personal preference I suppose.
Money Rush Upper

Again, mixing fast tactics in with slow tactics helps to add variety and create a sense of unpredictability. In this strat, 3D rushes directly into the upper bombsite through the shed, throwing no smoke grenades or flashbangs on their way in. They rely on raw firepower and spawn advantage to take the site, checking the rafters and corners thoroughly as they push through. One player enters through the squeaky door, and another stops in the shed momentarily to keep an eye on connector. The other three players storm straight through the shed to the site.
Delayed Ramp Push3D’s delayed ramp push begins with a setup similar to the standard upper tactic. Four players enter the offensive rooms and begin to smoke all of the choke points, preparing for their attack. Meanwhile, LiN climbs up onto the yellow container outside and looks for a pick, checking the garage and the CT red container in particular.


This time, the four players in offensive rooms push into the ramp room, using the smoke grenade from the start of the round as well as a barrage of flashbangs to secure the room. LiN climbs down from the yellow container and promptly meets up with his teammates in the ramp room.
From here, they can either continue round to the bird's nest, launching an attack on the upper bombsite, or drop down to the lower site. If they choose to go down to lower, smoke grenades are thrown in front of each of the yellow doors, and 3D spreads out within the site as the bomb is planted, covering as many of the choke points as possible.
3-2 Outside to UpperIn 3D’s 3-2 split to the upper bombsite, two players hold the offensive rooms while three push outside. The two in offensive rooms are there to watch for any overly aggressive defenders, as well as to push through to the upper site when their teammates are ready outside, adding another angle of attack.


The other three players push outside progressively, clearing each area as they move through. They smoke the large entrance to the garage to block out any defending AWPers, before moving around to the connector. Once they reach the connector, their teammates in the offensive rooms push through shed and squeaky door, pinching any defenders on the upper site from two directions.
4-1 Deagle Eco“What!? An eco round under the CGS ruleset?”, I hear you exclaim. I know, it’s rare, and even in this eco Team 3D haven’t done a full save, opting to buy deagles rather than use the glock. In their eco strat, 3D moves toward the ramp room after a long delay holding the offensive rooms, sending Volcano outside on his own.

The long delay in offensive rooms before the push to ramp, rather than a straight rush, could be trying to give their opponents the impression that they are on another buy round. Similarly, sending Volcano outside alone, usually against defending AWPers, could be an attempt to fake the opposing team.
If the attack on ramp room is successful, and Volcano is still alive outside, he becomes a valuable asset. From here, he is able to flank the defenders, enter the upper site via connector and climb down the vents, head to lower using the staircase behind the garage – there are a number of options available to him that will take his opponents by surprise.
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