Tactical Analysis: Dust II Long A Control (FaZe Clan vs MIBR, ELEAGUE Major Boston 2018)
đź“‚ Strategy
# Tactical Analysis: Dust II Long A Control (FaZe Clan vs MIBR, ELEAGUE Major Boston 2018)
## Match Context
* **Match Date/Event:** ELEAGUE Major Boston 2018.
* **Teams:** FaZe Clan (CT) vs MIBR (T).
* **Map & Area:** Dust II. The entire analysis is centered on the "Long A" area, specifically the battle for "Long Doors" (Grandes Portes), "Pit" (Fosse), and the pathway up to the A bombsite.
* **Round Phase & Score:** The featured match footage (starting at 00:59) is from Round 4, early in the first half. FaZe Clan leads the Best of 3 series 3 - 0. The analysis specifically focuses on the initial 10-15 seconds of the round where initial map control is contested.
* **Economy:** Both teams are on a full buy. FaZe Clan is equipped with M4s, an AWP, full armor, and full utility. MIBR is equipped with AK-47s, full armor, and full utility.
* **Stakes:** Control of Long A dictates the pace of the round and primary access to the A bombsite, making it a critical choke point for both teams' early-round economy and utility investment.
## Players & Roles
### Demonstrator / Narrator (Local Server Entity)
* **Role:** Analyst/Instructor demonstrating utility lineups and pathing from a POV perspective.
* **Equipment:** AK-47 (Orbit Mk01 skin, 00:58), Butterfly Knife (00:50), Glock-18 (07:35), and a full utility set.
* **Visual Identifiers:** Precise crosshair placement using environmental markers (corners, antennas) to align complex grenade trajectories.
### MIBR (T Side)
* **Stewie2k:** Entry Fragger. Exhibits aggressive movement, charging directly through Long Doors to draw fire and secure initial space. Equipped with an AK-47 (Hydroponic green skin) and throws a crossing smoke (01:48).
* **boltz:** Support / Second Entry. Positions directly behind Stewie2k (01:02), waiting for the initial flash to detonate before swinging out to trade kills. Equipped with an AK-47.
* **Other Roster Members:** fer, coldzera, FalleN.
### FaZe Clan (CT Side)
* **NiKo:** Rifler / Long A Defender. Characterized by Crimson Web (red) gloves and a USP-S. He is showcased executing a safe, supportive pop-flash lineup behind cover over the T-doors (02:55 - 03:00) to blind attackers without risking a duel.
* **karrigan:** In-Game Leader (IGL) / Support. Wields an M4A4 (Howl skin) and Emerald Web (green) gloves (06:41, 09:15). Positions away from the primary engagement zone near Short A (Corniche) to lob support flashes and smokes over the buildings.
* **GuardiaN:** Primary AWPer. Standard positioning in spawn preparing to deploy with the AWP to hold long-range sightlines.
* **Other Roster Members:** rain, olofmeister.
## Utility & Resources
### T-Side Utility (Attacking Long A)
* **Entry Flash (00:56):** A running flash thrown directly through Long Doors by the first spawn player to blind direct CT angles.
* **Support Flash (01:12):** Thrown over the Long Doors structure (lineup: aim just above palm tree leaves) to blind defenders turning away from the entry flash.
* **Crossing Smokes (01:25 / 01:30):** Jump-throw smokes from T-spawn near the wall, aiming high above buildings. Crucial for breaking the CT AWP line of sight, allowing Ts to cross into Pit.
* **The "NiKo" Pop-Flash (03:04):** Stand next to the rear tire of the blue car outside T doors, aim at the bottom ledge of a specific window on the opposite building, and left-click throw. Blinds CTs holding close and deep angles while blooming behind the T entry fragger.
### CT-Side Utility (Defending Long A)
* **Deep Doors Smoke (04:35):** Stand near the rear tire of the blue car outside A doors (CT side), aim high above the building edge, left-click throw. Lands deep inside the T-side tunnel.
* **Running Molotov (05:01):** A standard running throw from outside A doors, aiming over the wall to land deep inside the Long Doors exit.
* **Precision Molotov (05:43):** Stand by the blue car, aim in the gap between the wall and sign, small step forward, and throw. (Note: Criticized as too slow).
* **Short A Support Flash & Smoke (06:46 / 07:22):** Flashes and smokes thrown by karrigan from the Short A (Corniche) ramp over the buildings to support the Long A defender.
### Resource Impact & Economy Decisions
With both teams on full buys (AK-47s vs M4s/AWP), utility investment is massive. T-side smokes (01:35) are mandatory to neutralize the CT AWP (GuardiaN). The CT deep smoke and molotov combination (05:06) acts as the ultimate defensive barrier, forcing Ts to either take heavy fire damage or halt their execute, bleeding the clock. The one-tap potential of the T-side AKs relies heavily on successful pop-flashes to quickly dispatch entrenched CTs.
## Strategy & Tactics
### Round Strategies
* **T-Side Fast Long A Execute (00:46 - 02:04):** Relies on spawn advantage. Ts rapidly take Long Doors to funnel players into the Pit and secure early map control before CT crossfires are set.
* **CT-Side Heavy Utility Denial (04:20 - 05:25):** CTs invest heavy utility (deep smoke + running molly) immediately to block the choke point, negating the T spawn advantage and denying early aggression.
* **CT-Side Solo Hold with Cross-Map Support (06:40 - 07:55):** Resource-efficient defense where one CT holds Long A contact while a teammate on Short A throws supportive utility. This frees up CTs to stack Mid or B.
### Formations & Coordination
* **T-Side 3-Man Setup (00:50 - 01:35):** Player 1 entries with a flash, Player 2 throws the high support flash, Player 3 throws the crossing smoke. Post-take, a player immediately drops into Pit (01:48) to establish a headshot-only defensive angle against retakes.
* **Utility Sequencing (00:56 - 01:15):** The T entry flash forces CTs to look away, and the perfectly timed support flash punishes CTs re-peeking.
* **CT Cross-Map Coordination (08:18 - 08:30):** The Short A player communicates to throw synchronized pop-flashes over the roof, allowing the solo Long A defender to peek aggressively while Ts are blind.
### Strategic Adaptations
* **Adapting to CT Walls (02:05 - 03:00):** When blocked by CT heavy utility, Ts must transition from a fast rush to a slow default, utilizing the "NiKo" pop-flash instead of haphazard throws.
* **Exploiting Solo Holds (08:40 - 09:15):** If Ts realize Long A is held by only one player supported by Short A, they adapt by deploying deep smokes (08:58) and high flashes (09:01) to isolate and overwhelm the lone defender.
## Decisions & Critical Moments
### Key Decisions
* **00:46 - T-Side Fast Take:** Dictated by optimal spawn, deciding to overwhelm the choke point before deep crossfires are established.
* **04:20 - CT-Side Heavy Denial:** Deciding to expend a smoke and molly immediately to halt the rush without risking early aim duels.
* **06:40 - CT-Side Cross-Map Support:** Deciding to play Karrigan from Short A to allocate more players elsewhere while still maintaining Long A presence.
### Critical Moments & Turning Points
* **01:48 - Securing Pit:** The moment a T safely crosses into Pit under the smoke cover, the round tilts in T's favor, making CT retakes exceptionally hard.
* **03:04 - The "NiKo" Pop-Flash:** The ultimate re-initiation tool when a rush is stalled. Its perfect detonation (03:44) blinds multiple angles and allows a safe push.
* **08:18 - Coordinated Cross-Map Flashes:** Suddenly blinds advancing Ts with no warning, granting the solo CT free, unanswered kills.
### Mistakes & Alternatives
* **02:22 - T-Side Mistake:** Using haphazard "feel" flashes off walls against a set defense. *Alternative:* Use highly specific, unavoidable pop-flashes (like the NiKo lineup).
* **05:28 - CT-Side Mistake:** Prioritizing a precise, stationary molotov lineup (05:43) over speed. The setup time allows a fast T-rush to exit the doors before the molotov blooms. *Alternative:* Use the faster running molotov (05:01).
* **06:50 - CT-Side Mistake:** Conceding Long A completely without throwing delaying utility allows Ts free map control. *Alternative:* Lob a smoke or flash over the wall from Short A to simulate presence and tax the Ts.
## Practical Takeaways
### Lessons
* **The 3-Man Fast Take:** Requires strict synchronization—entry flash (00:56), high support flash (01:12), and crossing smoke (01:25).
* **The Ultimate CT Denial Combo:** Shut down T spawn advantages by combining a deep blue car smoke (04:35) with a running molotov (05:01).
* **The "NiKo" Pop-Flash:** Use the lineup at 03:04 from the blue car outside T doors to safely break established CT holds.
* **Cross-Map CT Support:** You can effectively support a solo Long A defender from Short A using over-building utility (06:40).
### Anti-Patterns
* **Improvised Flashing:** Throwing generic flashes off walls (02:22) fails against entrenched defenders holding off-angles.
* **Slow Early Utility:** Do not use precise, stationary lineups early in the round if trying to stop a rush (05:28). You will lose the timing race.
* **Free Map Control:** Never leave critical choke points empty without a utility tax (06:50). Always force the enemy to slow down.
### Improvement Areas & Drills
* **The T-Side Dry Run:** Load an empty server with two teammates to practice the fast take timings. Ensure the crossing smoke blooms before the entry crosses to Pit.
* **CT Timing Race:** Practice executing the deep CT smoke (04:35) and running molotov (05:01) from spawn to master the early-round timing race.
* **The Karrigan Support Routine:** Practice throwing the flashbang (06:46) and smoke (07:22) from Short A over the buildings to land perfectly at Long A.
## Conclusion
This analysis is highly valuable for competitive CS players because it demystifies the micro-interactions that dictate map control. By breaking down the utility sequencing and economic investments of top-tier teams like FaZe Clan and MIBR, it demonstrates that taking or holding Dust II's Long A is not merely about aim duels, but about precise timing, layered utility, and strategic cross-map coordination. Players can directly elevate their gameplay by replacing haphazard early-round decisions with these proven, synchronized set pieces.