Anubis Mid & Connector CT Defense Tutorial by shox

đź“‚ Maps
# Anubis Mid & Connector CT Defense Tutorial by shox ## Match Context * **Match Environment:** Instructional/practice server, not a live competitive match. * **Map:** Anubis. The focal points are **Mid**, **Upper Mid (Mid Haut)**, **Bridge**, and **Connector**. * **Round Phase & Score:** N/A (Practice server). * **Economy & Stakes:** Infinite money and resources used for demonstration. * **Match Situation:** Professional player shox acts as an instructor demonstrating theoretical Counter-Terrorist (CT) defensive strategies for the middle of Anubis. He explores how to gain map control, punish default Terrorist (T) pushes, neutralize common T-side boost positions, and create powerful one-way visual advantages. ## Players & Roles * **shox (Richard Papillon):** * **Role:** Analyst / Instructor. Sole active player demonstrating utility usage, positioning, and theorycrafting. Plays primarily on the CT side, briefly switching to the T side at 25:12. * **Visual Identifiers:** Facecam in the bottom left corner (from 00:00). Uses a green crosshair. The server utilizes a custom green trajectory line for grenades. Frequently uses the `noclip` command to fly and inspect grenade landing spots. * **Equipment:** Butterfly Knife | Doppler (00:00), M4A1-S | Golden Coil (00:20), USP-S | Kill Confirmed (24:14), AWP | Elite Build (25:57), Glock-18 | Fade (26:17). Continuously uses Smokes, Incendiaries, Flashes, and HE grenades. * **Practice Bots (e.g., BOT Dean, BOT Gary, BOT Alfred, BOT Harold):** * **Role:** Static target dummies and positional markers placed on both T and CT sides. Used to simulate enemy sightlines, test one-way smoke viability, and represent T-side boost positions. ## Utility & Resources * **00:14 - 00:27 | Smoke (Bridge/Mid):** A deep defensive smoke thrown from outside `Palace/Ruins`. Specifically refined to land deep enough to prevent Ts from using its edge to boost safely. * **00:47 - 01:12 | Flashbang (Mid Pop-Flash):** Thrown from `Palace Interior` against the upper wall, popping over the roof to blind Ts on `Bridge` while allowing a CT to safely peek from the window or lower doors. * **05:54 - 06:43 | High Explosive (Anti-Boost):** A "Double HE" lineup thrown from `Palace Interior` over the wall. Designed to land exactly on the T-side `Bridge` boxes, inflicting lethal damage to boosting Ts. * **08:27 - 09:58 | Incendiary (Anti-Boost):** An alternative to the HE setup, bounced off a wall from `Palace Interior` to directly ignite the T-side `Bridge` boost boxes, completely denying the position. * **11:14 - 11:23 | Flashbang (Aggressive Mid Rush):** A double flashbang setup thrown from `Palace Interior` high over the roof to support a coordinated CT push down lower Mid. * **13:18 - 14:51 | Smoke (CT Window One-Way):** An experimental lineup from CT spawn landing on the left ledge of the `Palace Interior` window to create a one-way angle looking at the feet of Ts on `Bridge`. * **15:12 - 15:30 | Smoke (Connector Stairs):** A standard, easily countered ground smoke dropped on the `Connector` stairs holding towards `Canal`. * **16:33 - 17:15 | Smoke (Deep Canal):** Thrown from `CT Spawn`/`Sniper's Nest` over the buildings into deep `Canal` outside `Connector` to deny Ts early map control. * **18:32 - 19:33 | Smoke (Connector Arch One-Way):** A massive one-way advantage created by landing a smoke on the archway directly above the `Connector` entrance from `Canal`, completely obscuring the CT while revealing approaching Ts. ## Strategy & Tactics * **Default Mid Defense (00:14 - 04:10):** Focuses on establishing firm control of `Upper Mid` (`Palace Interior`/Window) using deep utility to proactively deny staging areas and advantageous bridge angles for the Ts. * **Anti-Boost Tactics (04:14 - 09:58):** Using precise utility (coordinated Double HEs or an Incendiary) from behind safe cover to neutralize the common T-side boost on the right-side `Bridge` boxes. * **Eco/Half-Buy Aggression (10:42 - 11:23):** An aggressive 3-1-1 formation strategy designed for low-economy rounds. Three CTs rush down Mid with upgraded pistols (like CZ-75s) pacing exactly behind a double pop-flash thrown from `Upper Mid` to overwhelm the attackers. * **Mid Execute Counter (23:43 - 25:10):** A reactive strategy punishing Ts who attempt to execute using a Mid smoke. CTs deploy a Molotov on the Mid doors/stairs area immediately followed by an HE grenade to trap and heavily damage staging attackers. * **Deep Map Control Control (16:33 - 19:33):** Shifting focus to `Connector`, the defense relies on throwing high-lodged smokes (like the Arch one-way) and deep `Canal` smokes from `CT Spawn` to dictate engagements asymmetrically, abandoning weak standard formations like holding behind a ground smoke on the stairs. ## Decisions & Critical Moments * **01:13 - 04:10 | Adjusting the Mid/Bridge Smoke Depth:** Initially throwing shallow smokes, shox realizes they provide a safe pocket for Terrorists to boost. At **03:49**, he finalizes a lineup that lands deeply, eliminating the staging area entirely. * **04:14 - 06:43 | Countering Elevation with Utility:** Shox identifies that taking a direct aim duel against boosted Terrorists from the CT window is a losing battle. At **05:46**, he formulates the safer HE grenade throw from cover, recognizing utility is the optimal counter to vertical advantages. * **08:27 - 09:58 | Developing Solo Anti-Boost:** Recognizing that a "Double HE" requires two players, shox searches for a solo alternative. At **09:43**, he perfects a Molotov lineup that provides sustained area denial. * **13:18 - 14:51 | Abandoning Pixel-Perfect Lineups:** Shox successfully lands a highly advantageous one-way smoke in the CT Window at **13:44**, but ultimately decides to abandon it. He deduces the zero margin for error makes it an impractical and dangerous gamble for real matches. * **18:32 - 19:33 | Establishing the Connector Arch One-Way:** Recognizing that standard ground smokes on Connector stairs are easily bypassed by T-side boosts, shox hunts for a better angle. At **18:48**, he lands a smoke on the high archway, establishing a one-sided engagement on CT terms. * **23:43 - 25:10 | Punishing Passive Respect:** Instead of falling back when Ts throw a Mid execute smoke, shox decides at **23:48** to immediately contest the blinded space with a Molotov and HE combo, deciding that aggressive utility is the best counter to enemy map-takes. ## Practical Takeaways * **Lessons:** * **Utility Depth Dictates Space:** Shallow chokepoint smokes are a liability. Ensure defensive smokes push deeply into enemy territory to completely remove their staging cover. * **Counter Elevation with Utility:** Never take direct aim duels against boosted players. Counter unexpected vertical threats using targeted HE grenades or Incendiaries from behind hard cover. * **Utilize Architecture for Smokes:** Aim for high ledges or archways (like the Connector arch) rather than the floor. This prevents enemies from boosting over the smoke to spot you and often creates devastating one-ways. * **Anti-Patterns:** * **The "Pixel-Perfect" Trap:** Do not rely on one-way smokes that have zero margin for error. If slightly missing the throw leaves you completely exposed, discard the lineup. * **The Lazy Stair Smoke:** Dropping a ground smoke on a chokepoint like Connector stairs allows for easy enemy boosts. Always consider the vertical counterplay. * **Passive Respect of T Exec:** Do not simply fall back when Ts drop execute smokes. Proactively punish the space behind their smoke with Molotovs and HEs. * **Situational Rules:** * **Eco/Half-Buy Rule:** Abandon default static setups on low-economy rounds. Stack numbers, utilize high-trajectory flashes, and force chaotic, close-range engagements where pistols can secure weapon steals. * **HE vs. Molotov Rule:** Use a "Double HE" toss if a teammate is present for instant lethal damage on a boost. If holding solo, default to an Incendiary for sustained area denial. * **Drill Ideas:** * **Deep-Smoke Consistency:** On an empty server, practice the deep Bridge smoke from CT Palace. Use `noclip` to check the T-side depth. Do not accept the throw until you can perfectly land it 10 times in a row with zero gaps. * **Proactive Punish Sequence:** Stand in Palace Interior. Practice throwing the deep Bridge Molotov, instantly quick-switching to the HE, and throwing it at the exact same target area to minimize the delay between the two impacts. ## Conclusion This video serves as a masterclass in holding critical map control on Anubis using intelligence and utility rather than raw mechanical aim. By breaking down specific geographical challenges—such as chokepoint depth, T-side elevation advantages, and defensive positioning—shox illustrates how a thoughtful approach to grenades can fundamentally tilt the map's geometry in favor of the Counter-Terrorists.