Basic Anti-Rush Grenades for Cache and Inferno
Help with dealing with bombsite rushes on de_cache and de_inferno.
Help with dealing with bombsite rushes on de_cache and de_inferno.
For the sake of this article, I will be talking about Inferno and Cache as they are two of the most popular maps which also have good, controllable chokepoints.
INFERNO
First, Inferno B site. Whenever I play Inferno, I ask the apps player to smoke banana from CT spawn at the very start of the round. The smoke is usually thrown to one of two places, and in matchmaking or PUGs in general I ask the apps player to throw it so that it lands just in front of car (The other place to throw it is to the bottom of banana, giving lots of map control, but is difficult to explain over voice and difficult to execute, and so I only like doing this in premade matches). The reason the smoke works well in front of car is it gives the B players enough power to control banana in general, but doesn’t force pressure onto other parts of the map, and it can be easily re-smoked.
Also, it lands as the terrorists run up banana, meaning if they want to rush B but not to push through a smoke then they will waste a couple of seconds. You throw the smoke from CT spawn. Move so that when you look directly down, your crosshair is on this dot on the floor. Then, look up from the tower and in line with the bit sticking out of the bell tower, like I am. This will land in front of car with no gaps.
Next, I will talk about Inferno A site. Personally, I don't use any special smokes for A site as there are usually three people holding it, and in a 3 on 5 a rush is usually dealt with efficiently. If the short player hears steps in apps, the apps/pit player should throw a Molotov onto balcony to stop a waterfall, but apart from that A players should usually play based off of contact, ie throw counter flashes and smoke off mid when needed. One nade I do like for the A side of the map is a flash for mid which is very difficult to turn from. Just stand back against this wall, aim where I do and the flash will pop the other side of the roof, therefore blinding anybody in mid. Something to remember here is it will not blind anybody AWPing from T stairs.
CACHE
Next, B site Cache. On gun rounds, I like to play B site solo or in vents through mid. For argument's sake, assume here I am playing solo B. So, as the solo player, it is in my best interest to use my nades to delay the terrorists so that my team can rotate in to help me. I do this in a variety of ways. Usually, I will run up into heaven at the start of a round and throw a smoke here whilst stilling running just before I fall off.
Then, I will take a quick peak into B main before the smoke pops. However, this position can be held by a terrorist, and if the other team has a player that will often hold/pre-fire the angle it becomes dangerous to even look into B main, and so I will change each round between peaking and just throwing the smoke. Once I have thrown the smoke, if I peak and see people rushing, I will throw a Molotov on the near side of the smoke so that they do not know they are running into a Molotov, and then if I have time I will also flash whilst running back, meaning it pops right in front of the terrorists, like so.
When I play on A site on Cache, I like to smoke A main at the beginning of the round and have it consistently re-smoked by my teammates. This helps to stop a rush throughout the round, or at least makes it more difficult for the terrorists to rush successfully. The initial smoke I throw can be thrown in a variety of ways, but this way makes is successfully land every time. Go around car and tuck yourself into the corner, and just look here and throw, and as you can see it lands nicely. If the terrorists do push through smokes, Molotovs and flashes will be effective against them as they won’t be able to see them through the smoke, making the round easier for you to take.
To finish, a few final points.
Hope you have found this helpful.
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