T-side pistol round is all about making the most out of the little you have and most often pushing as a unit to overwhelm the CTs. Ever since you can drop nades to your teammates, structued T-side pistol rounds got a lot more potent, if done correctly.
Here is my pistol strat book, which works the best for me in coordinated pug settings:
*Inferno:*
*A apartments pop with p250+util from mexico and solo B pressure* – With the optional second set of utility, you can drop for a chimney flash and toss your extra smoke into mexico, to smoke moto for safer bombsite takes.
*Mirage:*
*Delayed bench+stairs exec with deep CT take* – …for better afterplant positions. Every flash is designed to not blind your teammates. Make sure your entry players run the correct path (along sandwich, facing left/A site), as shown at 2:32. You can have your 5th player hold the bench smoke push from palace, or lurk underpass to flank.
*Train:*
*Pop dog rush with ivy flank* – A great way of avoiding unfavourable long-range engagements versus USPs, and a save passage to ensure the plant for a second round buy. As second entry, make sure to glue your eyes to top-right of bombtrain (above the right smoke, see 0:29), as this feels like the most intuitive counter-play for CTs, but leaves them with no space to move as an easy target, if you anticipate it. Rush with 3 guys pop-dog to trade effectively and drop all flashes for one player, for better flash spacing and a faster ivy flank.
*Vertigo:*
*Ence B rush* – …with dropped molly for quad and pop flashes from mid (which don’t effect teammates until they turn the corner towards AC). The support player can transition into a mid lurk, to maximize impact, even without kevlar.
*Overpass:*
*A exec with truck molly and god flashes* – Run 3 players out mid (2 kevlar + the full util guy in the back) and 2 con (including the player with the smoke) to punish any early CT mid aggression and insuring your utility is safe (… to pick up). CTs will be on fast rotates but the utility sets are just to powerful, overwhelming any CTs fighting for A site. As player 1 who smokes bank (5:08), make sure to hold the con flank afterwards to protect your full-support player.
*Ancient:*
*A split through donut* – With instant window smokes (all spawns 64 tick & 128 tick → https://youtu.be/7tHyu8Ca9IM ) and the newly closed off temple, the A split appears to often be the path of least resistance, since CT B stacks are very common first round. Pull the afterplant molly as your ace up the sleeve to punish CTs without smoke/kit -buys.
*Dust2:*
*Delayed B push with A short pressure* – smoke B doors from catwalk for a suprise B attack. The early xbox smoke (throw ropz’ instant xbox smoke, if you get the spawn → https://youtu.be/5mSkd3Z2nQM ) and A short flash pull rotation off of bombsite B. Your util-player can stay A short, to gain information about CT’s retake paths and flank by dropping CT late round. This strat got heavily nerfed with the T-spawn changes, as CTs sometimes push mid now. Your solo mid player makes or breaks this round for you.
*Nuke:*
*Delayed A exec* – 2 players push hut, 1 pushes door, while util player 1 (7:34) can flank A main from silo or help out squeeky. The full utility-player (7:50) should drop down T enrance of lobby and hold radio pushes in an off-angle. While setting up on T-roof, CTs often waste their mollies early.
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► *Jumpthrow – Bind*
alias “+jumpthrow” “+jump; -attack; -attack2”
alias “-jumpthrow” “-jump”
bind “space” “+jumpthrow”
► *Timestamps* 🕰
0:00 – Preview
0:49 – Sponsored by scopegg
1:20 – Inferno
1:57 – Inferno upgrade (2nd set of utility)
2:27 – Mirage
3:20 – Train
4:10 – Vertigo
5:02 – Overpass
5:43 – Ancient
6:40 – Dust2
7:18 – Nuke
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