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Counter-Strike: A page from the playbook of MiBR

By: Jeff Suckow - Published June 16, 2008 at 6:50 PM EDT - Writer Archive
In this edition of the page from series, MiBR uses well timed and coordinated flashes to take over the upper bomb site.


While many teams and players would say that Nuke highly favors the defensive side, Made in Brazil showed that the tables can be turned. During the Kode5 finals this year, in a match against the Brazilians, SK Gaming elected to take CT after winning the knife round. Despite starting off on the "easier" side, SK found themselves in an uphill battle after MiBR slowly and methodically picked them apart. The half ended at 11 - 4 MiBR, who eventually went on to win the match.

So how did MiBR take control over SK, and keep them from gaining any momentum? They used a very well thought out game plan on offense, keeping the Swedes guessing and using all facets of the map to their advantage. One of the biggest reasons why teams fail at a map like Nuke is due to their complete ignorance of the importance of the outside. However, MiBR effectively utilized the outside, forcing SK to play a much weaker setup than they would had outside not become such an issue.

The strategy which will be discussed here is setup from previous rounds where MiBR pushed back both the ramp players and the outside players. While their play throughout the half was very calm and calculated, this was their fastest executed strategy. You can check out their other, more slower strategies by viewing the demo HERE.

This is how they executed this strategy

bit - hut
fnx - squeaky door support, flank
cogu - outside
nak - squeaky door, bomb carrier
bruno - squeaky door



The success of this strategy lies with a speedy setup and getting flashbangs to areas right as the defenders arrive. With that in mind, MiBR uses their spawns to determine all but cogu's role. He has an awp and will be using it to pick anyone outside. bruno has the first spawn. He starts off by running into t lobby and opening up the squeaky door with a flashbang. Then he proceeds to spam the outside entrance (tango) for any defenders who are planning to run into the site from the outside.



Behind bruno, nak and fnx form a line in order to toss some nades into the upper site. nak throws his grenade into the tango and jumps over bruno's line of fire to get into a better position to the right of the squeaky door. Meanwhile fnx lobs his two flashes and a smoke out the squeaky door into the tango.



nak banks two flashbangs off the rear site wall in order to flash any defenders playing far rafter or floor. bit has the last spawn. He immediately banks a flashbang off of the inside of the hut in order to flash anyone playing up rafters, along with a second flashbang out the door to blind anyone who has dropped or is crossing the rafters. Once his flashes go off, he along with nak and bruno enter the site.



During the entry into the site, each of the three MiBR members who are engaging have assigned spots to clear and hold. bit clears the rafters above the ladder along with the bomb site boxes then returns to holding rafters. bruno clears the entire floor section before heading into tango. nak holds tango while bruno clears, then he clears the top of hut and heads off to plant the bomb.



While all of the action is going on inside, cogu is off taking over the outside. He starts by tossing a smoke over the big rock, which is meant to smoke off the front of the garage, but misses. He then throws both of his flashbangs, the first to blind any advancing defenders, and the second to blind the AWPer inside the garage.



fnx plays a support role for the inside players. After he dumps his flashes and smokes out the tango, he heads over and nades through the radio room to push back any defenders who were planning on flanking at this point. He holds the ramp flank for the remainder of the round, however he is available to help out upper if needed. cogu continues to work his way through the outside, clearing all of the probable spots for defenders to be hiding in.



Once the bomb is successfully planted, the inside attackers begin to take up defensive spots for the bomb hold. bit holds the rafters while the other two players get into position. bruno heads out into the smoked out tango, trading his time between holding outside and the rafters. nak heads over towards the squeaky door, presumably to hold rafters from behind hut, but is picked off before he gets into position from the vents. Once everyone is in position, bit heads back into the hut, holding the vents from the hut window.



While many spawn based attacks to the upper site are full blown rushes, MiBR puts their own unique spin on the typical upper attack. Despite getting into position early and flashing, nading, and smoking various positions, they don't simply rush into the site once their flashes explode. Instead they setup, and begin to pick apart the defense from safer positions.

Once the "coast is clear" they only send the necessary amount of players needed to hold spots while the bomb is being planted. While this seems risky, it allows their bomb retake defense to be extremely strong, and keeps the defense from sending players flanking all over the map. With the retake only able to come from one or two possible spots, it makes the inside attacker's job of post-bomb plant setup much easier.


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