Useful Wallbang Spots for T-Side Cache
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16 Nov 15

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gMp, contributors

gMp

Useful Wallbang Spots for T-Side Cache

Wallbanging in CS:GO can give you a free kill to start rounds. Here's some good spots

Wallbanging is used in many different situations in Global Offensive. It can be utilised for any situation from killing enemies behind a box to attempting an opening pick of the round. On T side Cache, this can be efficently utilised for getting an entry into an area of a map. Whether it's middle, A or B there are useful wallbangs on Cache that you can use to your advantage. Shooting through walls always deducts damage, but iron surfaces like the ones commonly found on Cache greatly reduce how much damage you can do with a wallbang. AK-47s will do very little damage through these walls, but can be used to harass the enemies out of these positions. If playing PuGs or Valve's Matchmaking there is no real downsides to using these, as your opponents will likely not know of these spots and won't know how to retaliate.

Wallbang for 'Forklift'

This is best used to get a little bit of damage to the CT playing Forklift but it's mainly used to harass them out of one of the most powerful positions on the site. If they retain Forklift control then the CT can isolate the engagements they choose to take which gives them a sizable advantage in a fight. This, coupled with the protection the architecture the forklift provides can be a huge disadvantage to you when you push into the site. Here's how to do this wallbang.


Left: Position to stand in. Right: Zone to wallbang. Bottom: Area of Effect, which neutralizes any player in the position.

As you can see, this can prove to be extremely useful. If using an AWP your shots will deal around 40 damage to the torso and >100 to the head, killing them instantly. Although the AWP provides a higher damage output an AK-47 can be bursted into it, firing volleys of bullets through into the unsuspecting CT.

Wallbang for 'A Catwalk'

This is a less common position for the CTs to play, which means a less commonly used wallbang. However this can still prove useful, even if it's just randomly prefiring to scare off any aggresive plays from the CTs. It can also allow your team members to get out of squeaky door without having to take a firefight with an enemy who has cover and positional advantages over them.


Left: Where to position yourself (doesn't have to be exact). Right: Zone to wallbang. Bottom: Area penetrated.

This spot does even less damage than the first wallbang, due to the angle that your bullet will enter and exit the wall. I would recommend only using an AWP for this spot as rifles will be ineffective against any defenders lying in wait. The bottom picture doesn't represent the area effected but rather the point of exit. This was a better way to do it because the bullets don't angle downwards like the Forklift wallbang, they go upwards. This is something to be aware of when using this spot, as some of your attempts may be in vain due to the angle of elevation and how it could miss the opponents.

Wallbang for 'Mid Connector'

Middle is generally an area used for either an attempt for a fast pick off or map control. Both of these things can stem from using this wallbang to get an upper hand on your opponents. Altough an AWP is preferred at long ranges such as middle, your AK-47 will put through quick bursts of bullets which punishes the enemy for staying in these stock-standard spots.


Left: Where to stand (there is a smaller margin for error here). Right: Zone to wallbang. Bottom: Area of effect.

This wallbang requires you to be more precise as your bullets travel a further distance before reaching the enemy, which means if there is a flaw in your positioning it's more likely to result in a missed shot. The area of effect is very effective, as many AWPers from the other team will favour to hug this wall, giving them cover. This wallbang is a very good counter to this as it will tend to stay wither just on the wall or in the open area which is exactly the preferred position of an ememy sniper.

Wallbang for "Heaven/Upper"

If your team can co-ordinate well any player playing from the upper area here will find themselves to have a very difficult time, due to how they can be both harassed with wallbang spam and smoked off. This wallbang can be performed with either an AK-47 and an AWP, with both of them being relatively effective at neutralising these enemies.


Left: Where to stand. Right: Zone to wallbang. Bottom: Area of effect.

As I stated before, this gives enemies playing upper a bad time to behold and will more than likely force them off of their position, which is highly beneficial to your team as you can save a smoke for your post-plant if used correctly. This is probably the most difficult shot to consisently hit, due to the elevation and distance from you. I would recommend practicing this wallbang first before using it in your game of choice.

All of these wallbangs are situational but if you can use them in the correct place and time you could find yourself having a big T side advantage that could lead to having more rounds than the current meta's map bias allows.

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