The defense of the bombsite A on the map Anubis
Elen StelmakhWe start the series of materials dedicated to tactical cooperation on the map Anubis. First of all, it is worth taking a look at playing as a defense to determine the basics and forms of cooperation and also establish a basis for the general understanding of the map.
First and foremost, we have to detach a few criteria and factors: 1) any teamplay is built around communication; 2) flexibility and team movements are a basis; 3) every player should have a pre-prepared set of reactions to one or another situation that happens on the map.
For example, relying on the topic of the first material, the ability to get information and provide it to your teammates is a key to victory. The A defender has to give information about any thrown grenade and react to the enemies’ actions with a particular decision (it will be considered below).
Also, we have to divide a map into a few zones depending on the held positions and assumed options of contact with the enemy. We also proceed from the logic that any location has a particular purpose – the collection of information.
Combining the existing targets with reactions, we will get a particular set of decisions that players of one or another position are set to face.
Summing up, the objective of this material is to determine options that are used by players of the defense. If there are so-called scripts when you are playing as an attacking side, the defense has a particular basis, from which the overall logic of the round is built. The global picture that helps/hinders winning a round is created by the players’ reactions.
During the review, the default setups will be offered, which are not some kind of taboo and are just an example of possible cooperation. Being assigned to each player, the default creates a zone of responsibility and builds a specific line of playing.
Considering the offered schemes, the default can be divided into three groups: aggressive, passive, and combined. The general line of narration will be built around it, offering a particular set of reactions for closer familiarization.
Recommend to read:
- Wallhack – Console commands to enhance wall visibility.
- CSGO commands – Explore the commands and cheat codes that have gained immense popularity.
- CSGO commands for FPS – Elevate your gaming experience with these FPS-boosting tactics.
The scheme 3-1-1
The first option using the scheme 3-1-1 means the aggressive default. Previously, we proceeded from the fact that the defense side threw three key grenades at the beginning of the round – the smoke one on the bridge, the main entrance, and the arc in front of the bombsite B.
Each player has a position that can change depending on the round scenario. Since we consider the defense of the bombsite A, the player №1 is a defender, whose main objective is to collect information quickly and have direct contact with an opponent.
The player №1 holds a closer position playing under the used smoke grenade. Due to the structure of the round, he can quickly determine whether the attack is coming towards the main entrance and transfer information.
Since the offered scheme considers playing with one defender, his function depends a lot on the set of reactions to the existing information.
For example, if the attacking side goes to the bombsite B or plays in the middle of the map, the A defender can take the role of the closer. Risking, the player can reach water and collect valuable information and also cut off the escape route for an opponent.
If the attacking side is ready to enter the smoked area, the player №1 has to quickly move to the bombsite and transfer the information to the teammates, so they could come and help.
Moving deeper into bombsite A, the player №1 has to throw a fire grenade at the main exit to stop the opponent and win some time.
Then, every player should answer with his set of pre-prepared reactions to get to the staging areas of the enemy as soon as possible. For example, the player №2 leaves the middle of the map and goes to help, throwing a fire grenade under the column at the same time.
In his turn, the player №3 goes to the middle of the map where, first of all, he will control the possible split through the bridge and cover his teammate’s back.
The role of the player №4 depends on the existing information because his objective is to shut down the opponent and get behind him.
The player №5 also acts according to the situation and chooses two directions to go: 1) through the palace or the CT spawn. The further role depends on it because he can hold the middle of the map or go to bombsite A through the tunnel.
The further scenario of the round is built according to particular decisions of the attacking side and the success of retaking at current positions. Each player of the defense gets information about the enemy’s location that also impacts one or another reaction.
The scheme 2-2-1
Playing by this scheme, the defender of the bombsite A may not hold the aggressive position and stay in the passive point, or combine his position, considering the information.
The main advantage for the defender is the fact the second player in the middle of the man can get information about the opponents who have held the boat or water earlier. As a result, the player №1 will not have to risk and he will get an opportunity to wait for the opponents from cover.
Previously, we proceeded from the fact that the defensive side threw three key grenades at the beginning of a round – a smoke grenade at the bridge, the main exit, and the arc in front of the bombsite B.
In such a way, we will not find close contact with an opponent and wait for opponents to enter the bombsite A from nine at the default or in the window.
As soon as your teammate hears the attacking players, the defense will use the pre-prepared set of reactions and go to help.
The player №3 goes to help and will throw fire grenades with the player №1 when the opponents come out. In his turn, the player №2 can go with the first pace right behind them and jump into the water.
The role of the player №4 remains unchanged because he will also go to the back and help to close the opponent at the spot and prevent him from getting to bombsite B.
In turn, the player №5 is the last element of the defense who will cover the middle of the map and go to help.
The further fate of the round depends on the combination of grenades and shooting of the defense players, and also the current position of the attacking players who can shoot the upcoming help and go to the bombsite B.
In any case, the proposed scheme is one of the types of default. With its help, every player can have his role and function, building a certain basis for team actions.
The scheme 2-1-2
The advantage of this scheme is the second player at the spot and additional utilities. For example, the player №2 can update smoke or throw another fire grenade if the attack is rapid.
Besides, both defenders can combine positions. The proposed scheme reflects default but the player №1 can stay behind the column or the well at bombsite B. In his turn, the player №2 can stay at nine or control an opponent under the window.
Once again, the proposed options are just an example of how you can cooperate. So it makes no sense in describing all options for positioning players.
Like before, we proceed from the fact that the defense side threw three key grenades at the beginning of the round – a smoke grenade at the bridge, the main exit, and the arc in front of the bombsite B.
Since we play from passive or combined positions, we will rely on the information received by the players near the bombsite B and in the middle.
When the attack provides us with more information and we understand for sure that the opponent is entering bombsite A, the defense will use the set of reactions and come to help.
The defenders of bombsite A act according to the situation because the opponent will use grenades and cut positions. At the same time, the players №1 and №2 should hold the opponent as long as possible and use all their utilities.
The player №3 leaves the middle of the map and goes to help where he will be able to use utilities.
The player №4 moves on the water, covering the opponent and controlling opponents that might come to help. In turn, the player №5 can either move to the center of the map or jump into the tunnel and end up on bombsite A.
Conclusion
Having considered three schemes and various options of the default, we just got a first look at how you can play defense on the map Anubis. However, the received information will become a basis for future analysis because the proposed options of reactions are a basis for team interactions.
Once again, the above-mentioned schemes can change depending on the situation and combinations on the map and the enemy’s scripts.
However, the proposed schemes may serve as a basis for specific branches and building your schemes, as well as building responses to the actions of opponents.
Elen Stelmakh is a creative individual dedicated to advancing gaming culture through articles and visual design. As a full-time EGamersWorld author and designer for a gaming website, Elen not only creates content but also infuses it with energy and creativity.