Take a look at the suggested entries. If possible, you can devise your designations with your teammates. Defending in Vertigo is much easier than attacking. The map is very similar to Nuke in this respect. While CT players spawn on the top floor of a building, terrorists spawn on the bottom floor.
This circumstance gives excellent opportunities for defense players to take on terrorists. It is much easier to shoot from the top down than the other way around.
Now that we have covered the Vertigo map's main characteristics let's move on to the primary tactics for both sides.
The updates to the map were designed to balance the teams. It is now more difficult for the defensive players to control the A plant, and playing on the mid has become almost useless. Regardless of the latest update, we will look at the 2+1+2 formation scheme.
Controlling the center of the map is very important on any map, especially since there is a window in the midsection that makes it easy to get to point B. Mostly, Vertigo is played without a sniper. The map offers players mostly close range. In this regard, the use of AWP is not particularly necessary.
Two players run to the A plant on the defensive side. One player must be positioned on the box/ivy. To take this position, the second player throws a light grenade on the ramp, and his teammate - takes a position.
The second player should position himself on the sands or on the ramp, aggressively meeting the attacking players. The mid-player rushes, if necessary. He may receive the attack in ninja.
Defending B plant is much easier. Two special forces players are running towards B. Here you can take any position, both for aggressive and closed defense. In the first case, an aggressive lunge towards the stairs is assumed. In the second - the defense from the platform and behind the boxes.
The first time, you should throw a smoke grenade at the tunnel exit and control it from the stairs. In case of a terrorist burst, fire grenades are thrown. Mid-player can rush in to help, pushing the terrorists from the back. Players from the A plant must rotate across the city. It is very important on the Vertigo map to hold the defense. Even the second wave of defense has a good chance of succeeding in the round, especially since statistics show that most teams go into captivity.
The main task of the mid-player is to control the map and collect information. As you can see, fewer and fewer professional players go through the midway. Therefore, the real battles here almost never happen. The role of the player is to quickly help their teammates, in particular with grenades.
With terrorists, everything is much more complicated. On the map, Vertigo particularly cannot stretch out. For this reason, the attack is based on accurate shooting and quality deployment. Tricky tactics with multiple moves and fakes are purely individual matters. In this case, we'll look at team attacks on bomb points.
Attacking the A side will require suppressing aggressive ramp defenses. To do this, flashes are thrown at the exit to the box, scaring the defense side deep on the plant. Next, players smoke walls to occupy the plant, shooting off unwanted opponents.
Next, a bomb is mined under the ramp, followed by the occupation of that point. If necessary, additional smoke grenades are thrown to win time. Well, and do not forget to control the back.
An important role played by the IVY. One player should be attacking, controlling the exit with the mate's help.
Going to the B plant is more complex than on point A. Here the quality of the shooting and instant flashes play a crucial role. Smoke grenades are thrown at the window and site, designed to cut off support from the side. This is followed by planting a bomb.
The bomb defense is carried out from the platform. This is where the bulk of the terrorists' C4 defense force is concentrated. Smoke grenades are needed. Grenades play an important role on this map. In fact, it's impossible to win a round without a gear unless it's a pistol round. The grenades used in scatters are available to each team. There is a limit of 4 pieces per round.
To summarize, we would like to point out that shooting is the central role in an attack on the Vertigo map. It's what the terrorists should be guided by when building any tactic for the round.