B Rush — Tunnels
Map board
Dust II / tactical overlay
ABmidRound script
Execution sequence
Mission brief
Four through Upper Tunnels on pistol round. IGL throws a CT-cross smoke from deep in the tunnels to seal the Mid-to-B rotation window. Support pops the B-entry flash at the tunnels exit, then the whole wave floods B before CTs can consolidate. Lurker holds Mid Doors to deny any CT crossing through mid.
Your assignment
Entry
Front of the wave. First out of Upper Tunnels — clear B close-left and push toward default immediately.
Execution rail / elapsed time + round clock
Setup
Map control
Execute
Post-plant
Scroll or use ← → to advance
Pistol rule: nobody fights in Upper Tunnels — run past any contact and trade it on site. If CT stacks B (2+ contacts heard in tunnels), IGL calls "reset" and the team routes mid through lurker's Mid Doors position.
Utility package
Used in this strat (2)
Utility package
All Dust II lineups (8)
Continue briefing
More on Dust II
- 01
A Default — Short Execute
A siteComplexity 2/3Default spread for info, then an A hit built on catwalk. Short group (entry + support + IGL) climbs cat behind an Xbox smoke and crosses onto site under a cross smoke; AWPer holds long doors and pushes only to pit as the second angle. Lurker pins lower tunnels so B can't rotate clean. Two angles onto A, one real entrance.
- 02
A Execute — Long A
A siteComplexity 2/3Three-man Long push backed by Long Doors smoke and Cross smoke; the IGL takes Short and converges at Goose on the call. Xbox smoke kills the Catwalk rotate, Cross smoke blacks out the CT AWP cross angle, and a pop flash off Long commits all three attackers onto A simultaneously. Lurker breaks to Lower Tunnels to tie down any B-to-CT rotation.
- 03
A Rush — Long
A siteComplexity 1/3Force-buy Long rush — four sprint outside Long and hit A through the smoked Long Doors before the CTs settle. Support smokes Long Doors on the run and pop-flashes the Long corner; IGL smokes Cross and plants near Goose behind it. Lurker holds Short Corridor and smokes Xbox to seal the catwalk rotate, so nobody crosses onto A behind the rush.
- 04
A Short Rush — Eco
A siteComplexity 1/3Four sprint to the bottom of catwalk on pistols with zero utility; three cross the crest on one count while the lurker holds mid doors from Xbox — bodies on A before the CTs can crossfire, then a fast default plant. The AWPer (P250) pins long doors alone so the long player cannot rotate to site for free. If short is stacked before the go, we save instead of forcing.
- 05
B Pistol — Mid Doors Split
B siteComplexity 2/3Pistol-round B split through two doors. Mid group (entry + support + IGL) takes top mid and pushes through mid doors behind one smoke; tunnels group (lurker + AWPer) exits upper tunnels on the B-entry flash. Both prongs land at 1:30 — the B pair gets pinched before their utility matters. Support carries and plants.
- 06
Mid Control — B Split
B siteComplexity 3/3Two utility throws take mid control — Window smoke kills the CT Window peek, Mid Doors smoke seals the late-rotate lane. Three take mid then push through B Doors; one goes Upper Tunnels. Tunnels player pops the B-entry flash at the exit; both groups enter simultaneously from opposite angles. The synchronized two-way hit makes B unplayable for a single CT. Lurker holds Long A to prevent CTs from using Long as a rotation route.