The Art of Rushing
Define Rush: done under pressure; the act of moving hurriedly and in a careless manner; a sudden forceful flow; the swift release of a store of affective force;
An affective rush can really demoralize the opposition whether your CT or T, but just how affective is rushing? Not at all if your team mates don’t trust you and the rush itself.
In this article i shall be looking over some key points of a rush and what effects they have on the overall outcome of the rush itself.
A effective rush is not just about hitting a selected area hard, its about breaking down key points in that area giving you the ability to take the opposition by surprise and if done correctly can force the rest of the team to compromise there position and rotate quicker than they would like too.
A rush does not have to be at the start of the round, in fact I believe a well timed rush is one carried out when least expected, lets talk about A Long on dust2 for example.
At A Long you can almost always expect a CT player to pre-nade or flash the Double Door room in the hope of catching out the rushing T’s and on the flip side, the CT’s will almost always expect the T’s to flash over at the start to stop CT’s getting in to the pit.
With these two patterns being well known it should be more than possible for a team to break these factors and take a key part of the map.
Lets first look at this from the terrorist side of play; there’s three types of rushes we could do for taking A Long
Hard Rush
where you go straight from spawn and just hit the doors hard and push straight out with first two splitting off to the left, while the last 3 take the pit.
Pros
1: This will almost always catch out a sloppy CT side who cant nade well under pressure
2: This quick take of the site will almost always cause a quick rotation from middle and B Bombsite
3: Once take you have the ability to slow down the play and either fall back and hit elsewhereCons
1: Needs full trust from your team mates, as you will almost always be flashed or naded
2: Unless set in stone before hand can end up with people not check key spots for CTs presence
3: Is quite predictable and will more than likely be pre-naded/flashed
Suicide / Baited Rush
Send one or two people through the doors hard - let them self flash them self if needed - then follow them out a few seconds after when they have the CT’s attention and get the surprise kills while the CT’s are trying to frag the baited one
Pros
1: If done well, this will almost always draw the attention of the CT’s to the baiter allowing for his team mates to mop-up the frags
2: Once pulled off can cause the CT’s to be wary of you doing it again meaning they will most likely play in a more defensive way which can be awkward for some
3: Again once done can be used as a fake on the site to force CT’s to rotate quicklyCons
1: Is quite risky, trust in your team mates following on after you no matter what is much needed
2: If the baiter is frag or unsuccessful at pulling out the CT’s this could lead to a dead end which almost always ends in death!
Delayed Rush
The delayed rush is basically just a Hard Rush but done at any time given by the strategy caller, this is my personal preference when it comes to rushing. It allows your team to wait out all the pre-nades and even fake elsewhere before hand.
Pros
1: You are unlikely to be pre-naded/flashed when pulling of this rush
2: You could catch the CT’s off guard allowing for a simpler take over
3: You can merge it with a fake elsewhereCons
1: CT’s could push up to more unexpected spots
2: Gives time for CT’s to setup defensive stacks
3: CT’s may rotate to the site after finding no activity at the other areas on the map
So with these three types of rushes we have the ability to hit A Long in quite different ways, of course it will all depend on the CT’s setup but that’s something you just have to adapt your calls too.
You will notice one key factor needed in each of these rush types, which is having trust with your team mates. I believe it is not possible to pull of rushes properly without having the trust that you fellow team mates will have you back throughout the entire rush.
It only takes one person to turn an effective rush into a slaughterhouse, no matter if your blind or getting shot at you always need to make sure you keep on moving - as Rig would say - just keep wriggling around the buggers till you get the shots in, if you can managed that then I can’t see no reason why you cant pull off a rush each and every round!
That’s the Art of Rushing!












This is the first of many articles we will be releasing on the Midnight Evil website, i know its a little basic and dont go in to huge depth on things but hey its friday and i was bored at work
Good, except for the spelling errors
haha
yeah well its me you shud be used to this from EuroCSS
nice article. look forward to reading more. Dont just use dust2 for examples, use other maps too!
lol the d2 map is only an example. Look at the bigger picture m8 lol
Next one will be “The Art of Walking” !!!
Yeah its not a play book, so you don’t really need examples of ther maps. Was a nice article though, ill look out for the next one
Good article, keep up the wikid work mark, should get all these “the Art Of’s” on a seperate part of the site as we build them up.