How to attack on CS:GO s Cobblestone map
Last week I showed you
ways to improve your CT-side. Now we'll have a look at the map from the other perspective.
Most of the time it's best to attack the B-site, but that doesn't mean you don't have to keep the defenders guessing.
Go for the occasional A-round and use fakes every now and again.
The reasons why you should attack B most of the time are numerous: It's fairly easy to prefire common angles with the
AK, you can rotate to A pretty fast if needed and the B-site is one of the most difficult sites to retake once the
terrorists have taken control over it.
How to use drop room to your advantage
I hope you brought your sportswear, because it's time to get sweaty. Once you execute a play through drop you generally
have to be really fast unless you want to be trapped and vulnerable to all sorts of grenades. As soon as you hit the
floor in drop there's no turning back. This is no place for faint-hearted people!
'Popflash'
A flashbang that is thrown in such a way that it doesn't give players a chance to turn around before it "pops".
I like to use this popflash before I drop down. Yes, it's true that there are more efficient flashes, but that would
require one player on your team to stand back and flash instead of joining the push from long B.
'Eco Round'
A round where you buy little to no equipment in order to save money for upcoming rounds.
As soon as the flash pops, you and a teammate can drop down and wreak havoc. Decide who takes the right side and who
takes the left before you go. The drop popflash combined with a smoke on the left side of drop room might be one of the
easiest ways to secure an eco round plant unless your opponents are ready for it.
Simply smoke, flash and go A through connector. If you wait for a few seconds before you make your move, there's a
chance the defender on A has already started to sneak up on you from behind, leaving the bombsite open. Note that this
strategy is just as effective on normal rounds.
Smokes on B
You can use a few easy smokes to limit the number of angles you have to check once you try to take the site. The first
one is used to smoke off the area behind the cube to make sure no optimistic counter-terrorist can kill you from drop
room. Line it up, jump, throw. Then wait for a second or two before you throw a flashbang using the same exact
throw.
The other smoke I'm going to show you is used to cover one side of hen house. With that smokescreen down you only have
to check the right side. But remember that a CT can still hide there. It's crucial that you assign a guy to check hen
house once you've taken the site.
On the next page: the question of A.
How do you take A?
You will face a few challenges when you choose to go A. First of all you need to take control over long A and pit,
unlike B where you pretty much get long B for free. One of the best ways to secure these areas is by having a teammate
pop a flash just past the double doors in pit. Then another player can enter and check all corners. Without a flash you
more or less commit suicide by going pit. After that you have control over stairs. That's when a guy on long A should
throw a flash through the window and blind any defenders nearby. Hopefully he'll back off and expose himself to the guy
waiting in stairs.
You may need to practice that flash a few times before you get it right.
Now you've come to the part where you need to slow down the rotation from B. For that purpose you can smoke off
connector door and balcony from long A, like this:
While you perform all of these sick moves it's a good idea to let one player fake B with a smoke and a couple of
flashbangs, just to further delay the rotation. Another option is to let him use the popflash in drop that I showed you
guys earlier and try to get a kill or two. Remember that the defenders will receive the necessary intel and start to
rotate long before you actually make the final push on to A-site.
After you've planted the bomb on A, there aren't many post plant positions where you can stay without being vulnerable
from at least one common retake angle. I can't stress this enough: It is easier to win rounds when you attack
B.
The pistol round
Winning the pistol round is crucial when you play T on Cobblestone. Due to the long sight lines, you're more or less
screwed on the second and third round if you don't manage to score big on the pistol round. For the same reason,
however, it's difficult to win the pistol round. As you already know, the usp-s and P2000 are far better at long range
than your glocks. Therefore I recommend that you buy at least one tec-9 and use it to secure drop room. Just don't
forget to flash first. If you secure the first kill you can make life difficult for any remaining defenders by attacking
from both drop and long B.
Find our other Counter-Strike: Global Offensive map guides here:
- Inferno Counter-Terrorist guide
- Inferno Terrorist guide
- Cache Counter-Terrorist guide
- Cache Terrorist guide
- Overpass Counter-Terrorist guide
- Overpass Terrorist guide
- Cobblestone Counter-Terrorist guide
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