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Counter-Strike - Small Unit Tactics

The basic tactic in modern infantry warfare that was introduced in the 1940's is still the most effective means of making the most of a small unit. When an enemy controls a protected defensive position, an attacking unit must coordinate their efforts to take it out.

One team lays down a base of fire to keep the defenders' heads down while other teams advance around the sides. Laying down fire limits concentrated suppressive fire and, in Counter-Strike, often yields a headshot if only the head is visible. Once reaching cover, the advancing teams must bring suppressing fire to bear on the enemy position to allow the original team to move up further. Teams advancing up the sides should make use of smoke screens and, once in position, high explosives. Those with heavier weapons such as the higher-level assault rifles, sniper rifles, and machine guns should comprise the middle team, while those with submachine guns should advance along the fringe.

Small unit defenses should never be concentrated in one area. A well-placed enemy grenade can kill or maim an entire group of defenders if they are too tightly packed. Snipers should cover from the best vantage point, while others should take up positions (preferrably elevated) along the enemy's most likely lines of advance. The fringe defenders should position themselves to prey on those taking cover from sniper fire. Practically, when enough attackers have been killed, the defending team should reverse itself and employ the advancing tactics mentioned above.

When entering a doorway or emerging from a passageway to an open room, the men in back have the responsibility of filling in the gaps in cover left by those in front. If the guy in front of you steps out looking to his right, you should be right on his heels looking left or above, and so on down the line. Those who can't cover their teammates' backs are useless in Counter-Strike. The essence of teamplay is being able to rely on one's teammates for assistance when it's needed.

Stemming the flow of an enemy rush is difficult, especially because at the beginning everyone is scattered and not very well organized overall. The best way to counter a rush is with a rush. That doesn't mean wait until the next round and then rush, but rush immediately. If enemies pop out unexpectedly soon, find cover, contain the rushers, then whip around the sides and catch them off-guard. The main thing rushes tend to do is make everyone nervous, and a lot of people are pussies who will stop rushing given a reasonable amount of resistance. In the event of a rush, the covering fire and advancing technique is only useful if all of the enemies have gone directly to their objective in a tight group. Normally, however, the enemy team will be scattered about taking potshots here and there. If a team answers a rush by sending teams of two or three men into key areas to break up the flow of baddies, the rush becomes confused and uncoordinated. If a rush fails to work the first time most players will be very hesitant to try again immediately.

VIP escort works best when the Counter-Terrorists lead the Terrorists to believe the VIP could be behind any number of attackers, thus preventing a concentration of fire on the VIP. Firing and relocating work very well in confusing the T's, leading them to believe there is a heavier concentration of CT's in their area than there actually are. Many people tend to overprotect the VIP instead of using more men for diversions. Feints all along the expected escape routes should stretch out the T's and allow the VIP and his escorts to punch through.

Make yourself useful to your teammates and be a leader. Most people are ignorant of basic combat tactics and need someone to show them how it's done.


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