A Execute — Outside via Ramp
Map board
Nuke / tactical overlay
ABRound script
Execution sequence
Mission brief
Four players brawl through Outside and up Ramp to take the high ground while the lurker peels to the silo silently. On the 0:50 IGL call, the lurker jumpthrows the Heaven smoke from the silo base, support seals the Connector rotate with a Ramp smoke, the lurker pops a flash over Upper A, and the four storm through Ramp onto the site with the lurker following in as last man. Nuke CTs rotate A→B internally in ~5 s — hit hard, hit together, finish it before they can stack back.
Your assignment
Entry
Lead the Outside brawl up Ramp; go first into Upper on the execute call — use your own flashes for the mini clear.
Execution rail / elapsed time + round clock
Setup
Map control
Execute
Post-plant
Scroll or use ← → to advance
Ramp control is the gate. If entry or support dies before reaching Ramp top, IGL calls reset — no execute utility is thrown, the lurker holds his smoke and flash. If CT smokes Ramp or Outside before 0:52, call it off and pivot B — lurker falls back from the silo to Lobby for the B read. AWPer must not over-peek CT angle pre-smoke; the Ramp smoke and Heaven smoke land together — wait for both.
Utility package
Used in this strat (4)
Utility package
All Nuke lineups (7)
Continue briefing
More on Nuke
- 01
A Default — Outside Pressure
A siteComplexity 2/3Default with a split personality — AWPer and lurker establish Outside presence while entry, support, and IGL hold lobby. The late A hit at 0:55 goes through squeaky and main behind a Heaven smoke and drop flash thrown from the silo, with a Hut smoke sealing the window. Outside pressure keeps two CTs low the whole round.
- 02
A Hit — Vent Fake
A siteComplexity 2/3Second-half pistol built around one loud lie. All five walk to Lobby together; the Squeaky group (entry, support, lurker) sets up on the Squeaky door to enter A through it, while the Main group (IGL and anchor) stacks the A Main door as the second wave. On the IGL's 1:22 call the lurker breaks the A-site floor vent and drops in — the vents are the upper-to-B rotate, so the drop sound screams "B hit" and pulls CTs lower — while the real hit stays topside — entry clears the Squeaky corner off support's flash, IGL and the anchor swing A Main behind a Heaven smoke, and IGL plants A. The lurker never leaves the tube; he kills the vents rotate coming back up.
- 03
A Rush — Eco
A siteComplexity 1/3Full eco sprint onto A through two doors at once — squeaky group (entry + support + lurker) and main group (AWPer + IGL) break in on the same count at 1:36. Pistols only, zero utility; the win condition is bodies on site before the CTs can crossfire, then a fast plant and close-range post-plant holds.
- 04
B Rush — Pistol via Ramp
B siteComplexity 1/3All five sprint Ramp on pistol round. Support HEs the Squeaky Door at 1:35 to open Lower silently, IGL throws a Mini smoke as cover, entry pops a flash, and the four rush into Lower B while the AWPer holds the Secret angle. Fast plant and spread.
- 05
Outside Control — B Split
B siteComplexity 3/3Three players take Outside control behind a Hut smoke and force CT attention topside, while two sit quietly in Lobby. On the IGL's 0:50 call, the AWPer throws a Mini smoke from the Ramp platform corner for the Lobby group's descent, the lurker flashes the ramp exit, and both groups hit Lower B simultaneously at 0:45 — Outside group through Secret, Lobby group down Ramp. The lurker claims the Secret door angle post-plant. Requires synced clocks — both groups must enter within one second of each other.