How to win Nuke T-side in Counter-Strike - Tactics, Tips, Nades

How to win Nuke T-side in Counter-Strike - Tactics, Tips, Nades

The main feature of the Nuke map in Counter-Strike is the deliberately broken balance between the defense and attack sides. With the Counter-Terrorist forces having the advantage, every round gained by the Terrorists is valued even more. At bo3.gg, we have prepared five simple pre-made scripts for playing Nuke on offense that will bring you much closer to victory in CS:GO or CS2.

Let's say right away that most teams on the Counter-Strike pro scene do not use more than five prepared scripts per round, and all the rest are played from default. That's why we've selected the easiest and most effective tactics on the Nuke map especially for you!

But first, you need to check your knowledge of the positions on this map, so that the following information is 100% correct:

 
 

Pistol Round

With the advent of the new economy, the pistol round has stopped affecting the game so much, but still after winning it with a bomb in place you can almost guarantee to win the next 2 or 3 rounds. So let's take a look at a cool pistol round, against which the usual mix will probably not be able to cope.

As the saying goes - all genius is simple. Which means we're not going to invent anything and do the usual coordinated A round.

So, what you're gonna need:

  • One player who buys two blinding grenades
  • The player with the first rep buys smoke and HE
  • All others buy body armor

The round is played very quickly the player with the blinding grenades is guided as shown in the video and throws two flashcards into the site as shown. Preliminary from the very beginning of the round it is necessary to break the left windows.

Next, the player with the first respawn breaks the doors with a grenade and throws smoke into the main, at the same time all the other three players run out of the booth. That's basically it. Such a round against a normal mix will work with a probability of 80% regardless of the level of skill of the players.

A-flash:

Occupation of the outside

In regular bypasses, a lot of attention should be paid to street positions. And this is done very easily.

This round ends at point B, but it may happen that in the middle of the round you feel that it is better to go to A now, in such moments as they say - everything is in your hands, because scripted rounds are only 50% of success!

Here's what you'll need:

  • All players buy a full pack of grenades, in general the usual full purchase.
  • Two players drop their smoke grenades to the player on the respawn (photo below). The two of them go outside.
  • The remaining three players stand in the lobby and control the theoretical fluff from the opponents.

The idea of the round is that we only need one player to completely smoke the outside, and that's who you drop the grenades to.

Once the smoke is successfully cleared, two players slowly and quietly walk into the secret area and simply wait for their mains teammates to be ready to empty the ramp.

Once the ramp fluffing begins, the players from the secret also begin their move closing the drag area in the vents zone. That's it, another round is in your pocket.

The place from which all the smoke screens fly.
The place from which all the smoke screens fly.

Fake outside

Today, players have come up with a lot of fake rounds, and all for the sake of just rocking the defense and baiting them into unnecessary ties.

And we'll take apart the street fake with the final exit to point A.

What do we need for this round?

  • Two players throw smoke like in the last strategy
  • There is a full street scatter and a full simulation of the exit with all grenades (flashes up + main) + (Molotovs in the garage and behind the black)
  • Two players make a fake occupation of the ramp.

The round is that when the outside is scattered, the defenders focus will be sent there, as well as the theoretical ramp break.

It is important that the player who gave the smokes to the outside climbs on the roof and prepares Molotov for the hut, and two flashes to the site, as well as smoke on heaven, but he gives all this only when the players from the street on the shifts will go to the lobby and will be ready to break into the booth.

In this round, you should forget about the squeaky zone and just fall out of the booth all together.

An easy to execute fake, but no less workable, as often the defensive team is just lost and doesn't realize where the exit goes.

Grenades from the roof:

Fast Ramp

It would seem to be a normal ramp rush, why add it to the list next to other "normal strategies", but it's not that simple. When the terrorists run through the lobby they can be heard very well from the site itself, which gives information in advance of the approaching fast round towards point B.

Here's what we suggest - all players starting from the lobby press shift and approach the ramp.

Beforehand you should break all the windows on the roof and smash the door with a grenade, after all the players have approached the ramp - a quick flush starts under the great flash.

NOTE THAT THE FLASH DRIVE SHOULD BE GIVEN ONLY WHEN THERE IS A SMOKE SCREEN FROM THE DEFENDERS.

Fake Cloud9

Yes, yes you read it correctly, it is the Cloud9 fake, and you thought this round is only on Mirage? No!

What will we need for this round?

  • A full street spread (as shown earlier)
  • 4 players run to take the secret ASAP
  • 1 player stays on the roof and waits for the flush.

The player on the rooftop will essentially play the most important role, because he will be the one collecting lobby information, and it's his information that you will use to finish this round.

So, if there are a lot of people who have pushed lobbies - we go to play on point A, if the opposite is true - we finish the flush on B.

That's how a man on the roof has to stand to see almost all of his opponents' movements.
That's how a man on the roof has to stand to see almost all of his opponents' movements.

In many of your rounds you will initially play the default from occupying the outside or lobby, since we have already dealt with the street - what's left is the lobby.

These three are considered to be the most optimal positions for control:

Squeaky control
Squeaky control
Hut control
Hut control
Ramp control
Ramp control

As a reminder, the main starting grenade on the lobby is the grenade to smash the door. You should always smash the door, just always, it may sound strange - but it is the action that can win you a round.

For an attack on NUKE, it's worth having only 4-5 strategies, and then everything goes according to the usual default, and further based on the situation. These strategies are suitable both for solo play and for playing with friends or a team, and winning rounds depends solely on the cohesive actions of the team, and of course, shooting accuracy! Good luck!

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