2.7 Counting Grenades
Everyone has heard of counting cards, but counting grenades? I’ll explain. When holding a site, be aware of the number of different grenade types thrown and count them. For example, three smokes just got thrown into your site. Common sense suggests that there has to be a minimum of three players in that area. Calling this information to your team mate and a quick flurry of nades from the both of you could decimate the opponents push or at least leave them on low health for quick easy kills.
On the other side of the coin, if you are about to take a site and two grenades and 4 flashes just got thrown to stop a push, you can be safe to assume that those in the site are out of grenades. Call this to your team and you may have an easy site take if the enemy hasn’t rotated yet.
2.8 Calling your Position
If your team gets split up for any reason while you are on the attacking side, don’t just walk/run around the map trying to get the last kills. Meet up with your team mates, get the bomb, and go for the objective. Call your position to your remaining members and have them call theirs. Work together and get to a central location, then regroup and take a site together. This will be a lot more effective than going Rambo.
If you are on CT and you are one of the two remaining members without a dropped bomb. Don’t hold one site together, call your position to your team mate and decide who will hold where. When the enemy pushes one site, get the call in early, but don’t attack them. Let them think they have taken the site for free. Try and goblin the planter if possible but give your team mate time to get there and retake together.
3.0 Calling 101 for Captains
This section is designed to assist eager players wanting to tune their calling skills and become callers for their teams, or new captains looking to improve their calling.
3.1 Base/Default Strategies
A team should have three basic strategies for each side, terrorist and counter-terrorist. Remember, less is more when you are starting out because an advanced strategy executed poorly is worse than a simple strategy executed well.
In their most simple form, the base strategies for terrorist would be a hard rush, slow push (hold and pick) and a delay rush.
For counter-terrorist you have an aggressive hold, passive hold (goblin) & aggressive push.
If you are in a stable team, design your strategy around your player’s strengths and weaknesses. If you have a strong sniper in the team, don’t call strategies which put him in close combat situations.
If you have a team full of entry killers, play hard aggressive strategies on terrorist and aggressive holds on counter-terrorist.
3.2 Money
By now your team should be typing their money at the start of every round so that you can call what to buy. If they aren’t then you aren’t doing your job as a captain properly. Rage at them, threaten their lives, do whatever you have to do to get them to type their money because without this knowledge, you can’t effectively call.
3.3 Employing Strategy
OK, so now you have your base strategies, your team is typing their money and you are calling when to buy and when to eco, it’s time to call.
Your job as a captain is to make sure everyone is doing what they are supposed to. If you are with an inexperienced team, call what each player should be doing rather than call a general strategy. This will leave no room for error. Call the strategy as early in the round as possible to everyone has a clear picture of what they are supposed to be doing without being rushed for time or stuff up their spawn by going the wrong way initially.
3.4 Call the Shots
So you have called your initial strategy and you are now halfway through a round. The initial strategy has not gone to plan so what now? You don’t have a man disadvantage so it all comes down to what you do from here. Midgame calling is crucial to the result of the round, simply calling at the beginning of the round then leaving it to be played out without further input from the captain is a recipe for disaster.
You need to think about three things.
1. Where your opponents were killed.
2. Do they have enough time to rotate to the position where you have the majority of your manpower?
3. Do you have time to wait it out and let them rotate so they are spread thin for a delayed attack?
Now is the time to call the shot. Whatever decision you make, it is imperative you make it immediately so you can regroup. Always keep your team mates working towards a common goal so that time will not catch you out.
3.5 End Game
You might be dead, but that doesn’t mean you can’t keep your team in line by calling what they should be doing. This is an excellent way to win rounds if you are more experienced in the game than your team mates. This rule is obviously void if you are confident in the remaining player’s ability to work it out themselves if they are already aware of the techniques advised in this guide.
If you see your team deviating from a plan, or think that there is another way they can go about wining the round (assuming you are privy to knowledge they are not due to previous calls throughout the round), let me know to give them a better chance at winning the round.
You should also be calling saves or clutch attempts. If the team has enough money to buy next round and there is no more than a 2 man advantage to the opposition, call for them to attempt to win the objective rather than save.
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