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The Ultimate Train Utility Guide for CSGO

Valkyrie

Valkyrie

Sat 3rd Oct 2020 - 10:00am

Train is a unique map in CS:GO's map pool and, in this guide, I will teach you relevant smokes and molotovs, useful for playing Train on every level and in (almost) every type of game. I focused on smokes and molotovs since Train is kind of a map control-heavy map that defines itself through the wide variety of how exactly you can build your early-round routines or executes, and they provide the most value for the least cost compared to singular flash line-ups on Train with its big bombsites.

To make it easier for you to learn the smokes and molotovs relevant to you, I will not just list you where the line-up takes place and what it does, but also what the difficulty of the line-up is, as well as a list of pros and cons. I'll then show you how the line-up looks with videos, making it easier for you to keep this site open in the steam overlay and to play and stop videos without tabbing out.

T-Side Smokes

Left-Side Site A

Difficulty: Easy

Dos and Don'ts: Great with the other A-site smokes in this guide, grants you an easier cross from A-Main towards the bombsite. Since it is often advisable to take the bombsite fully when you execute on A, this smoke will be most effective in low-economy and eco rounds to grant you a quick plant early in the action.

Pros:

  • Easy
  • Safe to line up
  • Can be done quite fast
  • Good in a bigger A execute
  • Great in low-economy situations

Cons:

  • Allows for effective CT aggression mid-plant
  • Has some air-time
  • CTs can jump up on the train and spot you above the smoke(s)
  • Bad for fakes

Right-Side Site A

Difficulty: Easy (with jumpbind/double-key jumpbind)

Dos and Don'ts: Great for full executes onto the A bombsite in constellation with the other smokes in this guide, blocks off an abundance of angles when you want your teammates to push out of Popdog.

Pros:

  • Easy
  • Safe to line up
  • Can be thrown relatively quickly
  • Great in full A executes
  • Great in Popdog rounds, especially in low-economy situations
  • Ok against AWPers playing in Connector

Cons:

  • Allows for effective CT aggression mid-plant
  • CTs may jump on the train and spot you above the smoke(s)
  • Bad for fakes

Onsite A

Difficulty: Medium (with jumpbind/double-key jumpbind)

Dos and Don'ts: Great in conjunction with the other smokes in this guide, as it allows for you to block off the POV of the CTs on the Train above the smokes you learned earlier.

Pros:

  • Safe to line up
  • Great in full A executes

Cons:

  • Pretty precise reasons needed for this smoke to be effective
  • Bad for fakes

Greentrain/Ivy

Difficulty: Medium-Hard (with jumpbind/double-key jumpbind)

Dos and Don'ts: A great tool to keep you out of AWP fire when you have a CT constantly bugging you from Green, this smoke allows for you to jump out of Main more effectively and close the distance before the AWP can find a way to get back into the action.

Pros:

  • Safe to line up
  • Blocks off a hugely advantageous CT position
  • Great tool to complete your A execute
  • Also good in low-economy situations, where you try to jump between the trains at A and close the distance to surprise your enemy

Cons:

  • Bad for fakes
  • A CT can still go up on Greentrain to spot you

Popdog Variations for A

Difficulty: Hard (with both mouse buttons, although you let go of the right mouse button first, all of them have slightly different timings)

Dos and Don'ts: Creates the same wall-of-smokes as the line-ups from in front of A, giving you the ability to call a execute from different parts of the map, useful for all of the different ways a round can go in CS:GO.

Pros:

  • Safe to line up, unless B or Popdog pushes
  • Great for fakes
  • Keeps the ambiguity high
  • Blocks off an abundance of great spots the CTs could effectively watch Popdog from

Cons:

  • Useless if you don't clear out Popdog
  • Hard to throw, takes practice in offline servers

Sandwich

Difficulty: Very Easy

Dos and Don'ts: Great as a general tool to exit Main, blocking the popular AWP spot at Stopper behind A, giving you and your team room to find ground and open up fights on your accord.

Pros:

  • Very Easy
  • Safe to line up
  • Good for a lot of rounds
  • Good as utility-bait
  • Effective tool to gain ground

Cons:

  • In executes, the CTs can play around this smoke and flank you
  • You will still get banged through the smoke if a CT with a rifle finds itself at Stopper

Connector (from Pop)

Difficulty: Easy-Medium

Dos and Don'ts: Great as bait or as an inside-Connector variation when executing or taking B, blocks off a great CT position that tends to get at least one free kill if an AWP is playing it, making it easier to exit B-Lower.

Pros:

  • Relatively easy
  • Safe to line up
  • Good for fakes
  • Great to bait utility from the B player in conjunction with a flash or another smoke on B

Cons:

  • The AWP can exit the smoke and hold from outside Connector to have a somewhat similar effect as the Connector position

Connector (from Brownhalls)

Difficulty: Easy

Dos and Don'ts: As this one completely blocks off the most popular AWPing spot on B, you will find it easier to enter B when throwing this one.

Pros:

  • Easy to throw
  • Safe to line up with Brownhalls control
  • Blocks off a strong position
  • Blocks off rotations

Cons:

  • You can get pushed by Upper B, Lower B and Popdog
  • Can be deceiving, as CTs can enter the smoke and exit to the back to re-enter Backline at B

Deep B

Difficulty: Easy

Dos and Don'ts: This smoke grants you more map control in a B execute, making it harder for CTs at Backline to effectively hold the corridors at B. Great when you plan is to swarm into the Backline and cut off all of the entry points after taking B, or to simply cross to Site easier.

Pros:

  • Easy to throw
  • Safe to line up with Brownhalls control
  • Stops passive CTs from holding onto so much of B
  • Grants you the ability to seek fights more safely around the back

Cons:

  • You can get pushed by Upper B, Lower B and Popdog
  • May block off no CT when all of the B players are closer
  • Weak on its own

B cross

Difficulty: Easy

Dos and Don'ts: Especially in low-economy situations, it can be important to get the plant down as soon as possible. Although this smoke grants the CTs some cover, too, you will also be planting the bomb quicker when you use this smoke.

Pros: 

  • Easy to throw
  • Safe to line up with Brownhalls control
  • Blocks off a huge array of positions when your plan is to get on Site first
  • Great in low-economy situations, especially ecos
  • Ok for baiting out utility

Cons:

  • You can still get sprayed through the smoke
  • You may get pushed when lining this one up
  • Gives the CTs a bit of room to manoeuvre

T-Side Molotovs

Ebox

Difficulty: Easy (with jumpbind/double-key jumpbind)

Dos and Don'ts: Great as a whenever-tool to get the Ebox player into the open and to limit the angles the CTs could be at during an execute.

Pros:

  • Easy
  • Relatively safe to throw
  • Good against low-economy CTs who may want to play close
  • Clears a strong and versatile CT-aggro angle

Cons:

  • You can get pushed when trying to use this molotov
  • To make full use of this molotov, you will have to peek, too

Backsite B

Difficulty: Easy-Medium

Dos and Don'ts: CTs can get creative and quite annoying when they anchor B, holding you back as long as they can with whatever they got. This molotov may deny them their plans since they will have to leave the safety of Backsite B when you throw this molotov. Especially in a full B execute, you are most likely to catch the CT hurrying out of there.

Pros:

  • Relatively easy
  • Safe to line up with Brownhalls control
  • Eliminates an important B-anchor position

Cons:

  • You might get pushed by an aggressive CT-side

CT-Side Smokes

B One-Way

Difficulty: Very Easy

Dos and Don'ts: Great as a one-off to grant you an early-round advantage, this one-way will allow you much better vision of Brownhalls than Brownhalls has of you, allowing you to quickly fall back afterwards as well.

Pros:

  • Very easy
  • Safe to throw early on
  • Early round advantages are worth so much on CT

Cons:

  • A lot of people prefire that angle nowadays
  • If no one peeks, you just wasted your only B-anchor smoke
  • You can still get traded when you try to get away

B Map Control

Difficulty: Medium

Dos and Don'ts: This line-up will help you get ahold of Brownhalls early on, limiting the angles that the CTs could peek you from. You can either play it alone, with a mate on Upper or simply throw this one later in the half and slow down the map control voyage of the Ts tremendously.

Pros:

  • Safe to line up early on
  • Great aggression tool
  • Can get you into huge positions up at Brownhalls

Cons:

  • You can get sprayed down pretty easily if you simply go up Lower
  • A good flashbang will put a stop to your shenanigans
  • High risk

CT-Side Molotovs/Incendiaries

A-Main

Difficulty: Easy-Medium

Dos and Don'ts: As an early tool to not to grant the Ts any free avenue into the A bombsite, this molotov really is worth its price since the Ts will either have to pass through it or extinguish it with a smoke, effectively smoking off Main for you

Pros:

  • Relatively easy
  • Safe to line up early on
  • Great anti-aggression tool
  • Puts Main in flames before a T could get out

Cons:

  • It is standard procedure to keep a smoke in Hand when rushing out Main

B Plant Deny from Connector

Difficulty: Easy

Dos and Don'ts: This line-up will make it harder for the Ts to plant in the default spot when taking B, granting your teammates time to rotate and get ahold of the situation before the bomb timer is putting pressure on you.

Pros:

  • Easy
  • Safe-ish line-up if the Ts smoke off Speedway
  • Blocking off an intended plant against ecos is huge

Cons:

  • If a T is aggressive, he will catch you out
  • There is no guarantee that your molotov will put Default in flames before the plant starts, meaning that the T may have the bomb down before you do any damage to him

B Plant Deny from Spools

Difficulty: Easy

Dos and Don'ts: This is a mirror-version of the plant deny from Connector, granting your team time to rotate and help you out.

Pros:

  • Easy
  • Safe line-up if done early in the B-take
  • Blocking off an intended plant against ecos is huge

Cons:

  • There is no guarantee that your molotov will put Default in flames before the plant starts, meaning that the T may have the bomb down before you do any damage to him

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