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Counter Strike - Map Analysis - de_Prodigy


Team Tactics for ... de_Prodigy
By RtG

de_Prodigy then, in my view a million times better than dust and a classic for both public and clan matches. The terrorists have an advantage, but if both teams have players of a high quality then the counter-terrorists should be able to make it very difficult for them. First thing, more so than on most other maps prodigy requires that you continually alternate your tactics and adjust to the situation. If things aren't going your way then change before it's too late, games on prodigy will often see a team win 5+ games in a row before the other side can get back into it, so try to plan for prodigy with a certain amount of flexibility in mind.

Counter-Terrorists
Speed is vitally important for the CT's, each round will probably be a race to get into your defensive position before the enemy can attack in force.

Standard Tactic
In a 6v6 game you should split your squad into two teams of 3, each team will run to the areas shown below and wait for the enemy.

Now you will see from above that the checkpoint position (the one on the right) is further from the CT spawn point than the crate position (on the left), because of this you will find that confrontations at the checkpoint against a terrorist force will be much more vicious so my first recommendation would be to put your two best players + 1 other in the checkpoint defense squad.

Both squads should use grenades to give them a second more to get into position, a grenade thrown through the checkpoint entrance will force them to stop for a second, use this time to get 2 men on the checkpoint roof and have the other vary their position round to round. From the roof you have a huge advantage, you'll be able to see their feet before they can see you, if you can get hold of an M4 or Steyr it is quite possible for a squad of 3 to stop a 6 man strong terrorist attack dead. Again, use grenades to keep them at bay, 3 HE grenades will cause a lot of damage to an overeager terrorist attack. A similar style of play should be used by the crates, but don't let yourself get drawn out towards the T, if you fire a few rounds then retreat you can usually persuade the T to move forward through the crates, at this point hit them with grenades and attack them when they have little position to maneuver.

Possibly the most important part of this tactic is that if you find the enemy attack as a single group then when one group is attacked the other should immediately attack them from behind. Be wary of a rear guard, but don't move too slowly.

Cautious Tactic
If you find the standard tactic is not working then you may want to try to defend from a deeper position. I wouldn't endorse this as a wise tactic though, from a deeper position you give the opposition 3 routes to attack you, so you may find yourself being overwhelmed without inflicting any casualties on the enemy. Remember that the worst thing that can happen on a de map is for the T to plant the bomb, as this means the CT must then attack the T who if they are half decent would have set up a good defensible position. Anyway, if you wish to defend deeply you could have 4 by the spawn point and the other 2 by the lab bomb site, maybe varying the numbers round to round, if you manage to win a round using this tactic then I would change to one of the others for the next round.

Rushing Tactic
Unlike the standard tactic this would probably be best used if the team moved as a single group of 6. As soon as the round starts choose a direction, then rush like mad. You may charge headlong into the enemy, or you may end up chasing them to a bomb point, which isn't ideal. Because of this I would say that this tactic is best used against a clan who are attacking in two or more groups, that way you may be able to eliminate one group with little loss, and the be in a position to outnumber the other group/s.

Terrorist Tactics

Again, speed is very important, most of the time. Vary you're routes of attack and also the timing of your attack. There's nothing wrong with camping for the first minute or two to eliminate any overeager CT. Also you should remember that your first priority on prodigy is to plant the bomb. With the bomb set in place you force the CT to come to you, and that gives you the advantage of choosing where to fight the battle.

So then, the 3 routes:

Two of the routes are directed towards the CT spawn area bomb point, the other one is aimed at the lab area bomb point. As described in the above CT standard tactic, you will probably engage the enemy in the crate & checkpoint areas. I shall deal with fighting in each in a moment.

But first, how to organize your team. My suggestion would be to stick together as one squad but have at least one player as a rearguard. Vary the route you take each round, but if you find one route brings more success than the others then try to use this more often.

Secondly, speed really is of the essence on prodigy, make sure all your members have their binds well set up so you can be ready to move as soon as the buying time is up. Move quickly to get into good positions around the crates/checkpoint, but don't run recklessly at the enemies defenses.

Crate Fighting
As you approach the main set of crates in the tunnel you should be wary of CT rushing around the corner and also of grenades. Approach the turn with some caution before quickly sidestepping to view the enemies position. Don't throw your HE grenades unless you know you're throwing them towards the enemy, instead use flashbangs if you want a bit of safety when you poke your head round the corner. If you see the enemy behind the crates or up on the stairs then 'jump throw' a grenade at them, when the enemy sees the grenade they will lose concentration so use this time to move forward behind the crates. Your whole squad should be trying to apply this procedure until the enemy have withdrawn, or are dead.

Checkpoint Fighting
This is tough for the T, if they CT have moved fast enough then they should have just had time to get at least 1 man on the roof and 2 others should be around the area. Use the hole in the wall to put fire on any CT who are on the ground, don't go to close to the hole though, instead stay a bit back so you don't present yourself as a target to anybody on the roof. The other troops should be careful not to get too close to the entrance as they'll become very susceptible to grenades, instead take turns to throw a grenade at the position just on the other side of the entrance. If you think the time is right to attack then you should all charge in, the ones at the front should look left, then the next few should watch the roof. After you've fought your way to the checkpoint you should then head either towards the lab bomb point or the main bomb point.

One last thing, if you find the CT are to difficult to break down then you could try camping by the spawn point for the first minute of the round to try and ambush any over eager CT's.

I think that's about all, terrors have the advantage of being able to keep their squad together, so unless you consider you're squad to be, man for man, vastly superior to the opposition then I would use it.

RtG



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