How to Deal with Default Mirage A-Site Smokes as a Counter-Terrorist
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29 Apr 16

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Pakman

How to Deal with Default Mirage A-Site Smokes as a Counter-Terrorist

This article will show you how to deal with default A Mirage smokes as a CT.

In this article, I will show you the most effective ways to deal with the default A-site smokes for the map de_mirage. I will show you creative boosts, nade spots, tactics, and positioning that are essential for holding A-site against the swarming Terrorists. Please keep in mind there are not many ways to deal with these smokes in terms of killing opponents, so the majority of the tactics will be for delaying plants, blinding enemies, and buying time for the smokes to fade. First off, take a look at this WarOwl video explaining the default smokes for A-site. Check it out if you don't know the smokes or want a refresher on these essential smokes.

Now that you know which smokes you will be learning to counter, let's start off with learning a boost. This boost is good for stopping a CT-facing bomb plant or picking off someone exiting Palace. First, the person that is going to be boosted should jump into the farthest corner on top of the trashcan. Then the person that will be the base of the boost should jump directly to their right and crouch as seen below. This will allow the player in the corner to boost on top of the base player giving them a clear view of the majority of the bomb plant accessible areas of A-site. The amount of the top player's body visible is dependent on whether they're crouching or not. If both players are not crouching, then some of the upper body will be seen by any enemies on A-site or exiting Palace. If both players crouch then only the head will show, but some of your vision will be obscured.

 
 
Crouching (left) vs not crouching (right)

Next, I'll show you a few different flashes, molotovs, and HE spots. All of these nades can be used to prevent bomb plants, hinder the enemy's ability to get on to site, or damage Terrorists in certain positions. This first flash can be performed by positioning yourself in the corner formed by the stone wall and the stone pillar by Ticket Booth, not Ticket Booth itself. Then look straight up and position your crosshair on the small dot (seen on the image below) and left click throw. This doesn't have to be precise, but for the best results aim as close as possible to the dot. I have circled the area with expert marksmanship. Once you throw it, look straight down so you don't get blinded. Once it pops, this flash will half blind anyone exiting Ramp and Palace and full blind anyone on A-site, allowing you to push a CT smoke or prevent a plant by blinding the bomb planter.

This next flash will full flash anyone exiting Palace, Ramp, or basically anyone on A-site because it pops so high in the air. First crouch in this corner in Jungle. (The one the AWP barrel is pointing at) While crouched in this corner, aim up towards the wire that is slightly above the stone box and then left click throw. You will have to look away for this flash as well because it tends to half flash the user most of the time. I recommend looking at the corner and once the flash pops, look back.

Next, I'll show you how to molotov Firebox from the stairs leading up to A-site. First position yourself as close to the left wall as possible and then go to the second step. Then aim slightly above the wood outcropping coming out of Palace and throw. This will damage anyone in Firebox and force them to reposition.

Let's talk about the right time to use these newly learned tactics. For starters, the most powerful tactic here is the trashcan boost because it allows a smoked off player visual access of most of A-site and Palace's exit. This is your ace in the hole, your trump card. It should only be used once or twice in a match, preferably on a game deciding round. If it is used frequently, your opponents will know what to look for and prefire the boost, rendering it ineffective. Next up is the flashbangs. These can and should be used as frequently as often because enemies will have a hard time avoiding them even if they know they are coming. Be careful when you use them though! Flashbangs blind everyone, even your teammates, so make sure you call out when and where you flash to avoid unnecessarily binding allies. The molotov from CT should be used sparingly because molotovs are expensive and only useful in certain situations. Use it to push enemies out of Firebox or try and kill a player with low HP that is hiding there.

Once you have all of these tactics down, you can try pairing them. First off, try pairing the Firebox molotov from CT and trashcan boost. The person being boosted can pick off an opponent fleeing Firebox. This requires good timing because you have to boost after the molotov is thrown to avoid being hit with a molotov from your teammate. If you time it right, you can boost just as the molotov hits. Next try flashing from the corners by Ticket Booth and in Jungle. You won't want to flash at the same time because then one of them won't be effective. The player in Jungle should flash first because anyone who is flashed will look away from Jungle and towards CT where another flash is waiting. I would recommend throwing the second flash from Ticket Booth corner about a full second to two seconds after the one from Jungle is thrown.

If you want to be even more creative, try pairing the flash strategy with the Firebox molotov and trashcan boost. Throw the molotov just after the first flash pops and the boost after the second flash pops. If everything works out, enemies on A-site will be flashed from Jungle and face CT where they will be flashed again. Anyone who was flashed and ran towards Firebox for cover will be met with flames but will be unaware because they will be flashed. Then the boosted player will be able to pick off any flashed players who are running towards CT and anyone exiting Firebox. If you are coordinated enough, you can do this with just three people. One in Jungle, and two in CT. This will require the two CT players to boost fast after the nades are thrown.

I hope this article helps with your A-site defense on Mirage.

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