oxYgen_'s Scrim Guide BL

A lot of people think that scrims are easy and not that complicated. I use to think that myself until I actually started playing competitively. I found a whole new way to play and things I had never seen before. Many people think of scrims as A site or B site. There is lots more about scrims, read more if you'd like to learn.

Being a strat caller myself I find myself wondering what are ways that I could improve the way that I lead my team. I ask my self several questions:
"What could of been done at this situation?"
"What do I do when nothing is working?"
"Why are they getting to a certain site so easily?"
"What did they do?"

BlackList

The Basics of scrims.

Smokes
I've never really noticed but smokes play a huge role in this game. Smokes can determine whether you get coverage for a bomb plant, coverage from a sniper, coverage for a delay rush, or a fake. In a 5v5 scrim, you have 5 players on BL. Each player on the team should have a smoke in their expanded grenade slot. If not, I highly recommend getting all 3 grenades (grenade, flash bang, smoke). 5 players on a team means that you have 5 times you can throw smokes and either fake the opponent out or use it to your advantage. Many people use smoke grenades wrong and give the opponent the upper hand. You have to take it into your perspective and view it from them. Ask yourself these questions.
"Where can I place this smoke so I can get into site without being seen?"
"Will this give my team or the other team the advantage?"
"Can I throw this smoke and force the sniper to relocate?"
Smokes are extremely useful if used correctly. Practice throwing them over buildings and banking them off walls to provide YOURSELF the biggest advantage.

Flash bangs
Flash bangs are used to basically blind the enemy. However there are much more than meets the eye to the flash bang. Have you ever found yourself asking...
"Did I not flash him?"
"Why am I being flashed?"
"Why does this flash take so long?"
There are ways to avoid flash bangs for reduce amount of blindness. The first way is to basically if you see it coming look directly behind you or away from the flash bang. Therefore it hits your back and you are only blinded for approximately 1.5-2 seconds. If a flash bang hits you while you are directly look at it without a flash guard, you should be blinded for about 4-5 seconds might be longer. Flash bangs are used to blind the enemy for an easy kill. There are many ways to hit your opponent with it and blind them. One you can bank it off a wall and get them, two you can throw it over an object, or three throw it directly and turn around. I have found that it is now an automatic reaction when I see a flash bang I turn around. Unfortunately there are times when you turn around, then you turn back and you find yourself being flashed again. The key to successful flash banging is to blind the opponent without blinding yourself, and getting yourself to them for the easy kill. Practice looking away from flash bangs and throwing them off walls to perfection.

Grenades
Grenades are simple. You throw them they blow. But often people don't know how to use them properly. They just throw them straight at the person. Often you will find yourself either inflicting damage on yourself or throwing your nade way off. The first key to successful grenade throwing is, if you hear someone coming throw the nade ahead of them. If you get the call from your team that the enemy is on site and planting, you can throw the grenade either over or near their body so that you inflict damage. When someone is camping and you think someone is there. Don't be afraid to throw grenades. The only way you'll get good at grenading is with practice. I know you say...
"But oxYgen, there just grenades." Indeed they are but they can help you a lot. I would highly suggest not running around with a grenade in your hand being ready to be thrown.

Simple Rushes
Obviously there is A site, and the B site. Generally, teams that are not quite that advanced will just say rush B or rush A. You either want to storm in making noise and attempt to take the site, or you want to sneak up on your opponent and catch them while they are off guard. The key to a successful rush is team work and the 2 items I recently stated above. But now you ask, how can we use team work if we are rushing? Basically, if you have one man in front of the pack, tell him to slow down and get together. The biggest mistakes teams will often do it go in 1 by 1, or they will stand closely together. Results with this will lead to a fast rotation by the opposing team or an unsuccessful rush.
Once you are on your way to the site, generally the first guy should check all the corners so your team does not get "gayed". Once he has checked all the corners usually the first guy in, is the first to die. I often find myself being this person. The rest of the teams job is to cover your back and while you guys penetrate the site to check and kill any opposing members on site.

Working Picks
Now you ask what are picks? Picks are basically, you're waiting for the enemy to make the first mistake. Picks are established either by the opposing team pushing or them attempting to out pick you. A lot of teams often play picks wrong and rush up and try to get one or two then come back. Either they are successful or they get picked and you start the round 4 on 5. I honestly hate starting the game 4 on 5 as it is just ridiculous. Once a pick is established by your team you have a variety of options. Once you can get together and rush the site that has the man down. Or you can look at your options...
"Man down A, their only playing 1 A their gonna shift 1 guy over leaving B to be weaker."
"Man down B, their playing 2 b so B is down one and it's going to B the expected site to rush." Picks are extremely useful to get the enemy impatient, it is only useful if played right.


The advanced playing in scrims.

While playing advanced, you don't have to be considered a pro clan to do this. Everyone's shot doesn't have to be amazing all that you require is good communication and team work.

Fakes
I often find that fakes are sometimes the hardest to read and sometimes the hardest do to. Fakes are when you either send 3 to B site, or 2 to A site. Your objective is to get an over rotate by the opposing team. But however there are ways that fakes can be done properly. If you want to perform a good fake you must have patience. Let's call the group of 3 team A, and the group of 2 team B. For instance if the map is Black Widow, you may want team B to be waiting outside of B near the arches not to be seen. Then group A can either push cat walk or long A. Their objective is to smoke mid, flash cat and eliminate any opposing players on the cat walk and A plat. While they are rushing up it and if they get the kill of cat and making their way on to the bridge. The opposing team will most likely shift 1 guy over from B site to A leaving 1 man at B or none. Then team B will shift walk into the box room and storm the site. Team A is doing their best to eliminate all players they see and then head over to meet with their team. The key to successful fakes are smoke grenades, grenades and flash bangs. Making the most amount of noise to make it seem like their are more than just 3 people with you.

Delayed Rushes
Delaying rushes are used to catch opponents off guard and penetrate a site quickly. The best way to do this is by shift walking and making the least amount of noise. It will only be successful if you are unseen. If you are seen, best option is either to rush in or back up. The delayed rushes can either be for 10-20 seconds. Or they can be a minute or more depends on the strat caller and how he thinks it will go. For this to be successful you must watch every corner in which you may get flanked.

Pure Fake
This is a strat where a team would usually head in one direction and throw grenades, smokes and flash bangs to try to get the opponent hyped up and get excited. Doing this may cause for an over rotation or put yourself in a better position. You can either delay rush it, rush it dead on, or rotate off and get them while they are rotating.

Pinching
Pinching is basically a pinch on a site. Pinching is used to trap your opponent in a certain site or a designation. For instance if you want to pinch someone that is playing B on Black Widow. Most teams would send 2 long B and 3 mid double doors to B. The 2 players at long B will push as the guys in middle are near the B doors. This makes it so that the player(s) playing B are forced to back up for help but get pinched, or they get flanked and the site is taken without any casualties. Pinching takes precise timing and lots of practice.

Every single thing that I've mentioned takes a lot of practice and good team work. You can't perfect any of this within a day. It takes so much time, even till today my team has troubles with perfect team work. But it's what people strive for.


If this is liked by the community I will release A Global Risk side to scrims and how it can be played. This is just my experience and what I would like to share with the community and up rising teams. Hoped you guys enjoyed it and found it useful, if you have any questions please be sure to ask.
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