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Vertigo Strategy Guide 2023

The document provides positions and strategies for both CT and T sides on the Vertigo map in Counter-Strike: Global Offensive. It details the roles of players like the AWPers, lurkers, anchors and how they should approach different bombsites. It also discusses nade usage, retakes, and developing patterns to condition opponents.

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0% found this document useful (0 votes)
135 views2 pages

Vertigo Strategy Guide 2023

The document provides positions and strategies for both CT and T sides on the Vertigo map in Counter-Strike: Global Offensive. It details the roles of players like the AWPers, lurkers, anchors and how they should approach different bombsites. It also discusses nade usage, retakes, and developing patterns to condition opponents.

Uploaded by

katt.hn.10
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd

HOW TO PLAY VERTIGO IN 2023

CT POSITIONS
There is just a single set position on Vertigo, that being the B anchor. Otherwise, the A Rotation and the
AWPer are the positions you play around. The remaining positions are the A Rifler and the Mid Rotation,
but those are loose.

The A Rifler works together with the Rotation player and the AWPer on how they want to approach ramp
for that round. Most common utility is for the AWPer or rotation to throw a deep gap or a ramp smoke.
(Usually rotation)

If starting 2B, leave mid open for the rotation player to fill in after smoking. If starting 1B, rotation can
listen for sound after smoking and decide where to go based on the round and based on what is open or
needs support.

The AWPer should play on spawns, peeking B when given the chance (usually joined by another player
to throw supportive flash or refrag. If it's clear, leave your anchor on stairs then rotate away. As AWP,
don’t make sound, and save 2x flash!

The Mid player is usually the B rotation, and considering mid is not a bombsite, remember to be proactive
by playing around B and helping with nades as well. Don’t be afraid to ask for a flash to peek deep or set
up your AWPer!

As a B anchor, try to contest stairs as much as possible. If you meet resistance take another player with
you. You need to think about whether or not they fight B or not, and if not it's better to save nades and be
defensive.

As Anchors on A and B, try to save as many nades as possible and use them reactively. Smoking yourself
and using that as a defensive smoke is super OP, and having a molotov for the late round is insane too.

CT THEORY
On A, you want to try to set the pace yourself. Be dominant and assertive on ramp with a lot of nades, and
don’t be afraid to peek. Use a one-way on top ramp to help you fight, and be proactive on gap.

A Ramp smoke is better to use if the Ts do not use One-ways and is also good as an Anti-eco
(considering not using any smokes for anti-ecos too), and a deep gap is better to counter their Gap One-
way usage

In the mid-rounds, if you do not have resources to fight or hold top ramp, transitioning to a gap-based
setup with your AWP is good too, where you can double up and hold for any lurkers taking space without
nades.

Fighting (and more specifically RETAKING) top ramp is crucial but make sure to do it properly. Get a
good flash, throw in pressure from gap, and have a player dormant in sandbags ready to be activated on a
pop-flash.

T POSITIONS
For the T side, you have three set positions. B Lurk, Mid Lurk, and A Rifle (Aggro rifler). The remaining
positions are AWPer and Rotation, with either the Rotation or AWPer throwing a gap smoke 90% of buy
rounds.

The B Lurk tries to take B stairs every round and show presence there, constantly pressuring and not
being afraid to take 1v1 fights on site. Ask for a flash if needed, and sometimes late retaking is super
good too!

The Mid player is the primary lurker, as its better to have him activate late rounds rather than the B player
(faster flank route and better options of catching rotations). He would be the one holding flanks as well.

The Rifler / entry on A needs to be proactive and constantly looking for gaps in the CT defense.
Throwing down a top ramp (nafany) smoke or the one-way to play around that with support from the
other players is **KEY**!!
T THEORY
In the event of either an A or B rush, the mid player remains active on the other side of the map, holding
the flank from close ramp if its fast A or pressuring / lurking mid actively if its fast B.

Work with a game plan, and the most standard one (for me) to use is to work towards A mid-rounds with
B as a change of pace. Your players would then, knowing this, not overcommit on mid and B.

To make this happen decide whether or not you want to commit to contesting A early (one-ways / top
ramp smoke / gap smoke) or do some fake presence on Mid / B early then retake A slowly. For presence
mid or B, a couple ideas include:

– Running out double mid to look for an entry, no nades just smoke molo
– 1 player committing to B rush with 2 supporting, then regroup A
– For mid-rounds, lurk-smoke on B / boost on B / nade-stacks
– Searching out contact B with 2 players

For retaking A, make sure you have an AWP posted early in time to not scope near bridge / bottom ramp
to reveal information. Center your ramp retake around your AWP covering angles top ramp and gap for
you.

Throwing retake nades (one-way + flash combo) as a way of A presence either to commit to the ramp
retake with or as a lurker on A for a B round is also a good way of establishing a pattern.

TIPS
Work on a pattern and a game plan, make sure the enemy does not know where you are headed... unless
you are specifically working to condition them to expect / react in a certain way.

Conditioning is also really easy on this map. For example, on CT as a Mid player, throw a molotov and a
nade behind it (to nade the T Generator area) 4 rounds, then round 5 flash deep to peek and kill the
passive player.

Complete your strat-book that you default into by having a couple set tactics like an A / Top ramp rush, A
pop, B rush and some theory work around mid.

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