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MAP / TRAINTheatre dossier

Train

All filed T-side routes, timings, utility packages, and player assignments for this theatre.

Operations
06
Objectives
02
Protocol
T
Radar calibrated
Grid ref / TRAIN-TTrain radar overview

Operation roster

Select a round script

6 records / role-aware

Economy
Type
Site
  1. 01

    execute / rifle

    A Execute — Outside A

    Target A site Complexity 3/3 14 calls

    Coordinated 3–2 split to A site. Entry, support, and AWPer approach via Radio and Dumpster behind four smokes — jumpthrow Connector and stationary Popdog are the precision anchors. IGL times A Halls to cut the CT rotate while the lurker sits Z connector to freeze any B-side reinforcement.

    Your assignment / ENTYou carry the bomb. Lead the Dumpster wave. You throw the Sandwich smoke, then swing first through Outside into A site.

    Your assignment / SUPUtility anchor at Dumpster — jumpthrow Connector smoke, then stationary Popdog smoke. Follow entry in and trade immediately.

    Your assignment / LRKTake Z connector immediately and hold it. You freeze the CT rotation — any CT going A-to-B or B-to-A must deal with you first.

    Your assignment / AWPThird to Dumpster. Throw the Ebox smoke, then AWP-clear the site from Outside on entry's push.

    Your assignment / IGLSolo A Halls. Advance halfway in, call the go at 0:50, then breach through to cut the CT crossing from heaven.

    Load operation
  2. 02

    execute / pistol

    A Pistol — Ivy

    Target A site Complexity 1/3 11 calls

    Pistol round through Ivy as a five-man snake. Single file up Ivy at 1:40, one flash over the Ivy exit, then the whole team pours onto A from the CT-side door the defenders least expect on pistol. Support carries and plants; the post-plant collapses back to Ivy and popdog for close-range holds.

    Your assignment / ENTFirst out of Ivy on the flash — swing the site cross toward the trains and keep moving.

    Your assignment / SUPYou carry the bomb, second out of Ivy. Trade the entry, then plant behind the first train.

    Your assignment / LRKThird out. Peel left and clear the popdog/back-site corners, then hold popdog post-plant.

    Your assignment / AWPNo AWP on pistol. Fourth out — clear the CT/heaven side with the IGL and hold it after.

    Your assignment / IGLLast in the snake. You throw the Ivy flash on your own count and direct the site spread.

    Load operation
  3. 03

    rush / pistol

    A Rush — Outside

    Target A site Complexity 1/3 8 calls

    All five sprint Outside A on pistol round. Support stops at Dumpster to jumpthrow the Connector smoke, then two pop-flashes to blind the Ebox and Popdog holds. Entry and AWPer hit the site at full speed; IGL watches Popdog on entry; lurker plants A default the moment site is called clear.

    Your assignment / ENTFront of the rush. Swing through Outside the moment the flash pops and clear the left side of A site.

    Your assignment / SUPJumpthrow Connector smoke from Dumpster, two pop-flashes before the swing, then follow in and cover the entrance.

    Your assignment / LRKStay tight behind entry with the bomb. The instant IGL calls clear, drop and plant A default.

    Your assignment / AWPSecond out of the entry stack — run fast or holster AWP. Clear Ebox corner on entry.

    Your assignment / IGLHug right wall at Outside and watch Popdog as the team enters. Call "clear" or "contact" loud, then follow in.

    Load operation
  4. 04

    split / rifle

    A Split — Main / Ivy

    Target A site Complexity 2/3 16 calls

    3–2 A split modeled on Aurora's MainIvy Split. The Main trio (entry, support, IGL) stacks Dumpster and enters A through T Main/Outside behind Connector and Popdog smokes; the Ivy duo (AWPer, lurker) takes Ivy control early and breaks in from the Ivy exit on a pop flash, catching the A defenders between both entrances. Entry carries the bomb and plants A default.

    Your assignment / ENTLead of the Main trio and bomb carrier. Swing through Outside on support's flash, meet the AWPer's cross on site, and plant A default. Support follows you out and trades.

    Your assignment / SUPUtility anchor of the Main trio at Dumpster — jumpthrow Connector smoke, then pop-flash the Outside exit for entry. Follow entry through T Main and trade.

    Your assignment / LRKSecond body of the Ivy duo. Take Ivy with the AWPer, throw the CT-spawn smoke and the Ivy-exit flash on the call, hold the exit to trade the AWPer, then stay deep Ivy to cut the CT-spawn flank.

    Your assignment / AWPLead of the Ivy duo. Hold the deep Ivy line toward CT spawn during the take, swing the Ivy exit on the lurker's flash, and clear the CT-side of A into entry's cross.

    Your assignment / IGLThird of the Main trio. Own the 0:50 go/no-go call from Dumpster, throw the Popdog smoke, then hold the Connector smoke edge from Outside while the pincer closes.

    Load operation
  5. 05

    contact / rifle

    B Contact — Upper Route

    Target B site Complexity 2/3 13 calls

    Rifle contact hit on B through the upper/yard route — no pre-hit utility. Entry and support cross yard along the trains and drop into B; AWPer and IGL follow through Z connector as the second wave; lurker pins A with noise at popdog so the rotate hesitates. All nades stay pocketed for the post-plant.

    Your assignment / ENTFirst across yard and into B. Use the train cars as cover beats — swing each gap wide.

    Your assignment / SUPYou carry the bomb, second across yard. Trade the entry into B, then plant default.

    Your assignment / LRKA-side noise-maker at popdog. One burst, footsteps — freeze the rotate, then fall to Z connector.

    Your assignment / AWPSecond wave through Z connector with the IGL. Clear the long site angle on entry, hold it after.

    Your assignment / IGLSecond wave. You call the crossing count and manage the pocketed utility post-plant.

    Load operation
  6. 06

    execute / rifle

    B Execute — B Halls

    Target B site Complexity 2/3 12 calls

    Four-man B Halls execute behind Z connector smoke, Bomb Car smoke, and a B Halls flash. Lurker pins the A side from the start to prevent a CT rush through halls or a fast rotate. IGL calls it from the halls stack and smokes Z connector to cut the rotate. Entry leads the breach, support throws the flash and trades, AWPer secures Yard post-clear.

    Your assignment / ENTLead the B Halls breach on the flash pop. Clear left side into site, then plant while the team holds angles.

    Your assignment / SUPThrow Bomb Car smoke, then immediately throw the B Halls flash over the corner. Trade entry and anchor the halls entrance.

    Your assignment / LRKFake A presence from round start. After the plant, pin A from Z connector to deny CTs defusing through that route.

    Your assignment / AWPFollow the exec wave through B Halls. Take Yard position post-clear and hold the long CT angle from Yard.

    Your assignment / IGLThird in the B Halls stack. Call the exec at 0:50, throw the Z connector smoke from the last doorway, then take Camera/B upper post-plant.

    Load operation