How to Execute on B on Mirage



Fri 14th Sep 2018 - 10:32am

Everyone can throw a few smokes, a bunch of flashes, and a molotov and call it an execute. However, to increase your chances of winning the round, you should know what you are actually doing. Instead of just teaching a single execute on B and tell you that it's the very best ever and you should do it every round, I will try to teach you what a good B execute on Mirage does and why it works if you do it correctly.

In this article, you will be shown graphics that illustrate relevant aspects of executing on B, examples of smoke and molotov usage in example executes, explanations of what the graphics mean/show, and even videos with the relevant grenade line-ups if you want to use one of the execute examples as a basic tactical layout to go off of with your own ideas and adjustments.

The Bigger Picture

Part of executing on B correctly is knowing what kind of characteristics B has and when it is time to call a B execute to make sense in the bigger picture of your match. Let's start off easy by characterising what differentiates B from A.

With B, you can either choose to overrun the opponents by playing the numbers game when coming through Apps or come from multiple angles by taking Short or, if you feel adventurous, Window and come from Kitchen as well. Now, because this is about a normal/default execute and not a split, we'll be focusing on what characteristics B has when coming through Apps only.

Compared to most A takes, B takes can be halted by a single molotov in Apps, which should make you focus on baiting out utility prior to executing on B. A good way to do this is to start with fast B takes, which will force the hand of the B players to react to the slightest signs of aggression with the use of utility. On top of this, once you get the utility out of the way, taking B is pretty straightforward if you use your numbers to overrun the Bench/Site or Van player and then hunt the Short player before the CTs assemble a retake to further weaken their hand.

(Graphic created on

In this graphic, I have gathered all of the relevant positions CTs like to play 90% of the time on B and marked groups of positions which indicate that, if you kill one player on any of the shown positions that are part of a group, you will be unlikely to find any more CTs playing in a position that is part of the same group. The two positions in Kitchen are almost only relevant if you telegraphed your take, meaning that the CTs are rather sure that you will come B and that they rotated before you could execute properly. Sometimes, the B AWPer likes to play from Kitchen if they have a guy hiding in Bench or besides Van, so keep that one in mind.

Also, a thing to keep in mind: If you have found no signs before the current round that the CTs like to stack B, it is very likely that, after killing two CTs, B will be clear and you should take strong afterplant positions to ensure that you win this round. If you have a numbers advantage like four versus three, you should take a bit of a forward stance everywhere, ensuring that the three choke points that allow entry to B are properly secured.

(Graphic created on

The CTs will try to force their way in through Kitchen and/or Short and/or Apps and if you have the numbers to properly secure all spots, there should be no way the CTs retake B this round, which is why it may be worth it to take B in the first place: Retaking B is hard. With that being said, if you have even or disadvantageous numbers, you should try to take positions that deny multiple points of entry at once or positions where you can regulate what you peek. A perfect example of a position that allows both is Bench, where you can hide in the corner or behind the bench itself or you can actively seek the fights due to cues given off by the CTs when they enter loudly through Kitchen or visual contact on Short.

If you are horribly outnumbered, it may be worth to throw a curveball and go Kitchen or Bench, properly secure on spot and play for the bomb, or to just go Apps and try to pick their retake apart from there, which is hard but still do-able and gives you a realistic chance of winning the round, even outnumbered.

Now to the macro part of this article: When do I go B?

There is no one cure-all for such questions. Every match of CS:GO is different and, especially against real teams, it can be hard to know how telegraphed your plays are and if you have read their cues and patterns correctly. With that being said, there is no reason to not to try!

Knowledge of the game comes with experience, and to gain experience you need to try to read their patterns and act on what you've found, even if you are not sure if you read them correctly. You will fail, a lot, but that just gives you more material to try to read the patterns of the next team correctly. With that cleared up and out of the way, here are a few indicators that can mean that you should go B:

  • You have low economy and have never taken any bombsite at a fast pace -> Rush/Contact B
  • You have played defaults but have never executed B -> Execute B
  • They only have one guy B, as you found out during the duration of the current game -> Execute B/Rush if you have never gone fast before
  • You have baited out all of the utility on B during the duration of the current round -> Execute B

How to Execute on B

Now to the most important part of the article, where I will talk about how you properly execute on B. Let's take a look at the edited radar graphic again:

(Graphic created on

As I already mentioned, there are basically three areas where a CT may play to try to hold you off. To properly execute, you need to significantly limit their possible positioning in order to increase your chances of winning the round. It is a very basic formula. You have a set amount of power you bring. This amount of power will need to get distributed among the different positions you need to clear, check and fight with. If you have fewer positions to worry about, you have more power to focus on fewer points of interests. To further illustrate this, I will show you two different B takes with different focuses and goals:

Focus on Short

(Graphic created on

In this example, we use five set pieces of utility consisting of three smokes and two molotovs. Flashes are important, but there is no set example in this graph since it would clutter it up. Keep in mind that the molotov thrown on the balcony of Apps should be thrown before executing, to ensure that no one is hiding on the balcony without denying you the balcony as an entry point.

What this graphic is showing you is how we can basically cut B in half, own more free-roam space than the CTs around B, and cut off strong AWPing angles like Bench and the window in Kitchen. The CTs at Van will get mollied out and if he plays on top he will live a dangerous life, since he can't fall below Van at all and will have to fight until he dies. Bench will need to stay put at Bench and be useless the entire duration of the bombsite take, or make noise when rotating away from Bench and be caught in the open. With flashes that ensure that no one stays unscathed, like those in the video below, taking Short should be no problem when you focus three people on that position, who will then redistribute their power where it's needed in the later parts of the take.

In the afterplant, you can decide what you want to do: You can go back up into Apps, hide at Van, hide behind the pillar on Short, or take Bench after the plant has gone down to have that position under wraps as well.

Ignoring Short

(Graphic created on

In this B bombsite take, we will need four smokes and flashes that, again, aren't shown in the graphic. You will find all of the relevant line-ups, including flashes, in the video below.

Compared to the example above, you will not go for a plant inside of a smoke before you have cleared out all of the B bombsite. However, you will completely block off Short from having any impact by smoking them off, smoking off Van, and then the window of Kitchen so you can't get sniped while you jump out of the window in Apps and start to clear out the bombsite thoroughly and all together at the same time. Only after you have cleared out a majority of positions should you get the plant to ensure that the manpower of the planter isn't needed.

In this one, you can scatter all around the bombsite and make it as hard as possible for the retaking CTs to get a foot in the door. If you feel fancy, feel free to also overrun Kitchen and keep that under control the entire time, too.

Eco Execute for the Plant

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This one basically explains itself, which is why I will not spend too much time on it. However, here is what this example is supposed to illustrate: It is much more important to know what you want to do with your execute than to just throw a bunch of smokes. If you have only three smokes but put them in the right places at the right time, you will find it easier to fulfil your goal. In this example, you can ensure that the two people in your team who couldn't buy the next round will be able to do so if you plant, using this execute.


You should have a plan that tries to do something specific - like cut the bombsite in half or cut off Short - and it should always help you to focus the power of your players on only the number of positions that is necessary. You should also keep in mind to not to telegraph your play too much so you won't run into four CTs hiding and waiting for you, which means you should make a lot of noise all over the map before executing in most cases. One more thing to keep in mind that, although I didn't illustrate the flashes in the graphics, they are as much part of a good execute as smokes are, but the flashes don't need to be picture perfect or anything - just be sure to not to blind your own teammates and most on-the-fly line-ups are good enough for most teams.

Want to show us your variation of the B execute? Feel free to head over to our #Digscord and we will be sure to show you some love!

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