TEAM GOOD DEVIL Tactical Practice Session on Cobblestone (tsu_ POV)
📂 Strategy
# TEAM GOOD DEVIL Tactical Practice Session on Cobblestone (tsu_ POV)
## Match Context
* **Match Date/Event:** Unspecified practice/strategy session (Streamer: tsu_).
* **Teams:** TEAM GOOD DEVIL vs TEAM SEGPA.
* **Map:** Cobblestone (`de_cbble`). The walkthrough covers T Spawn, Mid, B Halls, Drop Room, and A Site.
* **Round Phase:** Practice/Warmup mode with a 60-minute timer.
* **Score State:** 0-0.
* **Economy & Stakes:** Infinite money ($16,000) for all players. The stakes are low, as the focus is purely on tactical practice, dry runs of site takes, assigning roles, and demonstrating default map control strategies on the T side.
## Players & Roles
* **tsu_ (Streamer):** In-Game Leader (IGL) / Aggressive Rifle. The focal point of the video, leading the session by dictating roles, demonstrating positioning, and showing utility lineups. He frequently uses `noclip` and console commands (like `give weapon_hegrenade`) to demonstrate strategies. Visual identifiers include a small, static green crosshair and the use of bullet decals on the ground (0:52) to illustrate player positioning.
* *Equipment:* USP-S | Orion (0:05), Glock-18 | Fade (0:12), C4 Explosive (0:20), StatTrakâ„¢ AK-47 | Case Hardened (Blue dominant) (0:34), M9 Bayonet | Doppler (Phase 2, heavily pink/red) (0:35).
* **Damien / "Playstar" (`pl*aystaRRino ?`):** Opener / Entry Fragger. Tasked with pathing quickly into zones to draw out enemies and take initial duels.
* **Pounet (`TEAM SEGPA^ PounetY`):** Revenger / Trade Fragger. Instructed to shadow the Opener with his knife out, utilizing "anti-flash" positioning to trade kills instantly.
* **Tany:** AWPer. The primary sniper, acting as a strategic resource to hold long sightlines (A Long or Mid) after space is taken, or to throw initial support utility.
* **Splat / "Splatoo" (`Sage the SplqT`):** Passive Rifle / Support. Holds map extremities passively to prevent flanks and provides support utility/boosts (e.g., in the Drop Room).
## Utility & Resources
The infinite economy allows the team to continuously drill specific setups without financial constraints.
* **Mid Control:**
* **03:33 - 03:47 (Conditioning Smoke):** The IGL demonstrates a basic Mid smoke aimed at the door frame, used as a "sleeping smoke" to condition CTs.
* **03:59 - 04:42 ("Bugged" Mid Smoke):** A highly precise lineup thrown from T-spawn pebbles aimed at the archway. It blooms to create a visual barrier for CTs while allowing Ts to slip into Mid unseen.
* **05:40 - 05:46 (Standard Mid Smoke):** The IGL demonstrates why standard utility here leaves a critical gap that a CT AWPer can exploit.
* **09:30 - 09:37 (Mid Pop-Flash):** A short right-click (underhand) pop-flash to blind CTs holding close angles while pushing through the Mid smoke.
* **B Halls & Platform Control:**
* **07:28 - 07:46 (Platform Clear Combo):** Wedged in the B Halls corner, tsu_ shows a running-throw Molotov to flush out B Platform/Stairs, instantly followed by a jump-throw flashbang.
* **11:27 - 11:39 (B Long Smokes):** Two variations from Halls: one deep smoke blocking far sightlines, and a closer one bounced off the wall lantern to provide cover to scale up.
* **17:45 - 18:10 (B Site Execution Sequence):** A continuous utility dump starting with a stairs Molotov, followed by precise flashes at 1-2 second intervals from trailing players to blind anchors permanently.
* **22:20 - 22:42 (Site Clearance Molotovs):** Lineups designed to clear stubborn positions, such as the area behind the tree.
* **Drop Room Control:**
* **12:30 - 12:37 (Over-wall Flash):** A pop-flash thrown over the high wall into Drop, blinding CTs holding upper angles without flashing the scaling Ts.
* **13:51 - 14:04 (One-Way Drop Smoke):** A "dusty" smoke deployed near the wall in the Drop room to create a one-way visual advantage for Ts against CTs below.
* **14:56 - 15:09 (Deep Drop Molotov):** A precise lineup to clear defenders hiding in the deep corners of the drop-down area.
* **A Site Control:**
* **06:20 - 06:33 (A Long Transition Smoke):** A specific lineup against the wall to block CT vision down the long corridor for safe scaling.
* **21:09 - 21:20 (A Site Block Smoke):** Thrown from A Long to block vision from the A site balcony and default boxes.
## Strategy & Tactics
* **Conditioning ("L'endormissement"):** A psychological strategy heavily emphasized early on. By throwing identical utility (like the 03:33 Mid smoke) at the same time across multiple rounds, the Ts lull the defense into predictable responses before introducing a fast variation.
* **Delayed Pressure ("Contre-temps") (06:05 - 06:15):** Assigning a passive player to hold a deep angle (e.g., A Long) and scale late. This punishes impatient CTs who push for information after the initial round silence.
* **Entry/Revenger Anti-Flash Mechanics (01:50 - 02:30):** The Entry paths with a rifle, while the Revenger trails closely with a knife out for speed, staring at a wall/ground to avoid close-range pop-flashes. This guarantees an instant quick-switch and trade if the Entry falls.
* **Default Map Control Splits (04:53 - 05:05):** Formations like the "2-2" split (2 Long, 2 Mid) or "3-1-1" split (3 Mid slow, 1 Long, 1 passive) are used to safely gather map control before grouping for an execute.
* **Pincer Pushes ("Étau") (18:15 - 18:30):** Coordinating multi-pronged site breaches. Ts time their peeks to hit a site simultaneously from two separate angles (e.g., Drop Room and B Halls) to force un-tradeable crossfires.
* **Vertical Spacing (08:43 - 08:50):** Using a support player to boost the AWPer (Tany) in the Drop room, bypassing standard CT crosshair placement.
## Decisions & Critical Moments
* **Establishing the "Revenger" Protocol (01:36 - 02:45):** The IGL mandates that running with a weapon creates too much distance between the entry and the trade. Implementing the knife-out, anti-flash protocol guarantees instantaneous trades. Failing to look away from team flashes is highlighted as a critical mistake.
* **Selecting the Right Mid Smoke (03:33 - 04:45 & 05:40):** The decision to use the highly specific "bugged" smoke (03:59) over the standard smoke is critical. The IGL demonstrates that a standard smoke leaves micro-gaps, which is a fatal mistake against an AWP.
* **Flushing B Platform (07:28 - 07:46):** Choosing the Molotov/Flash sequence over raw aim duels. The fire forces repositioning, and the perfectly timed flash blinds the CT exactly as they swing out to escape. At 07:58, the IGL notes that attempting to solo bounce an HE grenade here is a mistake, as it requires a 3-man setup to be safe.
* **Passive Extremity Holds (11:00 - 11:40):** During "Control Map B", the decision to leave the AWPer and Support on passive extreme holds prevents flanks. The IGL points out that grouping up all 5 players in B Halls too early is a major mistake that invites devastating CT pushes.
* **AWP-Dependent Adaptations (05:40 - 05:55):** A critical strategic pivot; if a CT AWP is spotted, the team must immediately transition away from standard dry-peeks and utilize specific smokes, vertical boosts, and anti-AWP utility to deny opening picks.
## Practical Takeaways
### Lessons
* **The "Revenger" Protocol:** Maintain pacing by trailing the entry fragger with your knife out.
* **Anti-Flash Positioning:** Actively stare at the floor or wall when your entry fragger is throwing close-quarters pop-flashes so you remain un-blinded and ready to trade.
* **The "Sleeping" Strategy:** Use identical utility deployments across consecutive rounds to condition CTs, lowering their guard before you execute a fast play.
* **Utility Traps:** Chain area-denial utility (Molotov) with a pop-flash to guarantee displacement and vulnerability.
### Anti-Patterns
* **Running with Rifles in Trade Formations:** Slows the trade fragger down, creating spatial gaps that defenders can exploit to isolate 1v1 duels.
* **Standard Smokes vs. AWPs:** Generic smokes often leave micro-gaps. Use deep or specific lineups when an AWP is present.
* **Over-Grouping Early:** Grouping 5 players outside an execute point early in the round surrenders total map control and invites flanks.
### Improvement Areas
* **Delayed Lurking:** Cultivate the discipline to hold map extremities in silence ("Contre-temps") and scale late to punish rotating or impatient CTs.
* **Mechanical Quick-Switch Timing:** Hone the reaction speed required to snap from an anti-flash stance, switch from knife to rifle, and trade the millisecond the entry makes contact.
* **Chained Flash Execution:** Improve team coordination by throwing support flashes sequentially (every 1-2 seconds) to keep site anchors perpetually blinded.
### Drill Ideas
* **Entry/Trade Buddy Drill:** In an empty server, have Player A push forward clearing angles while Player B follows tightly with a knife, looking at a wall. On "Contact!", Player B must instantly switch to a rifle, snap to the angle, and simulate the trade.
* **Molly-Flash Execution Trap:** Practice the B-Halls clear (07:28). Throw a running Molotov to B platform/stairs, followed immediately by a jump-throw flash, refining the timing so the flash pops right as the fire blooms.
* **Cadence Flashing:** With teammates, execute a site take where support players throw pop-flashes using a verbal cadence ("Flash one... flash two... flash three") spaced 1.5 seconds apart, ensuring the entry player can navigate the site un-blinded.
## Conclusion
This practice session serves as a masterclass in CS fundamentals, explicitly outlining the difference between unstructured aggressive pushes and coordinated, role-based executions. By strictly defining the mechanics of trading (the "Revenger" protocol), spacing, utility chains, and psychological conditioning ("L'endormissement"), the video acts as an essential textbook for IGLs and teams looking to establish highly disciplined, structured T-side map control.