CS/PLAYBOOK
OP / DUST2-B-RUSH-TUNNELSRound script

B Rush — Tunnels

Theatre / Dust IIObjective / B siteComplexity / 1/3rush / pistol

Map board

Dust II / tactical overlay

Live
Dust II radarABmid
T+0:001:55 round clock·Everyone— Pistols only — save kits for round two. Support buys the B-entry flash; IGL buys one smoke grenade and carries the bomb.

Round script

Execution sequence

5 calls

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

  1. Setup

  2. Map control

  3. Execute

  4. Post-plant

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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)

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Utility package

All Dust II lineups (8)

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