This is a follow-up to my first article in which I had started discussing some simple setups for Search and Destroy. In this post, I’ll be covering Sovereign and Warhawk and then moving onto some perk choices. If you enjoy the article or think it could be improved please comment.
This map is a different beast in comparison to the two I’ve already covered. Unlike Freight and Octane, there’s no easy way of knowing when the enemy has bomb control.
Sovereign incorporates a three lane system, similar to most Counter-Strike maps. This usually means that the defense is spread thinner to cover all the lanes. However, with the setup I’m going to suggest for beginners, it should make locking it down much easier.
My strategy focuses on stacking the B bombsite. This is because it is much harder to retake since Remington’s can hold the flank from way back in spawn while the Vector players lock down the control room. Your Remington players have next to no chance of retaking B as they lose gunfights inside the map room 99% of the time. That leaves the round on your sub-machine gunners to win a series of head-on gunfights. It also gives you enough information on where players are if they do take the A bombsite, making the likelihood of you retaking much greater.
Players one and two have the job of holding the actual bomb site. Player one will play in the bomb room killing anyone attempting to plant. Player two will play on the stairs just outside watching B domination. If P1 gets pushed on bomb, it’s on P2 to get a quick trade kill. If the attackers try to grenade him out, P2 should counter-nade. It’s a strong setup because even player one dying can be good since they won’t expect another player so quickly and might hastily try to plant meaning you drop the bomb on spot.
Player three should hold snake and the cupboard. This player doesn’t need to be aggressive at all, he is there to ensure that no one gets on our side of the map through B. With the Remington, he should be able to pick up some free kills if they are daring enough to peek either of the positions.
The linchpin of the setup is player four, who guards the underground and the push into range. This is from a sneaky spot just below blue catwalk. Should the enemy team plant A, this player can kill anyone who tries to cross from A bomb into range. If no one does, it makes the pinch onto the bomb site much easier since you don’t have to worry about that side of the map. Player two should also quickly be able to tell whether they have a player holding B domination or not. With that information, it means that their entire team is likely trapped between servers and zig making it easy pickings for your team.
As with most maps you can go for the standard smoke Incog rush plants. On Sovereign, I recommend letting another player smoke the bomb and for the bomber to take Trophy System since grenading the bomb is so easy on this map.
As I mentioned in the defensive setup, it’s easy for defenders to see when attackers cross over to their side of the map. A way you can catch them off guard is to leave a player in snake while the rest of the team goes A. This means that the snake player can flank the catwalk player after he moves towards the A site.
For going B, I like to have one player climb up the ladder and hold the flank into the bomb room. Then I’d have a player on yellow stairs watching over the bomber. This can be the player with the smoke if you go for an Incog rush plant. Finally, have a guy on back catwalk initially watching a snake push so that ladder cannot get flanked then switching to holding the caution and full flank from the stairs opposite ladder.
Warhawk also uses the three lane system. On this map, it is fairly easy for the attackers to get control of both bomb sites. There are a number of spots that the defenders can use to their advantage to net free kills.
My default setup would be to have player one on the tank just outside the diner. This guy can see if anyone rushes mid or blue tarp. They can also see if any players come from A into the Z connector. This player can also quickly rotate to help back truck or water tower if enemies are spotted.
Player two is the truck player spotting the A push. His primary job is to get information of them pushing the bomb and focus on staying alive as opposed to making kills. Since the attackers can get to this site so quickly, it’s often the brunt of three or four-man pushes. The player can peek the fences from the barrel near veranda (I’ve never heard it called that but hey-ho) with thermal and call how many players he sees. He could also play more passive from the tree and wait for someone to peek back American, or garage as this site calls it.
Player three has the role of locking down the B site. This can be done from either the water tower or tin. I recommend using the thermal scope to spot players pushing into the back building or jumping on the bomb. One sneaky spot that can earn you kills is under the blue tarp at the tower. When the attackers try to plant bomb an assault rifle will often peek from loading bay giving you a free kill. Similarly to player two, the main job is getting the information that enemies are B. Once the enemies are called out you can ask for player two to come and help from tin.
Last but not least we have player four. This guy is free to roam as the rounds develop. If the attackers are seemingly favoring the A bomb site he can sit in American and kill enemies that are trying to kill your truck player. Alternatively, he can rush post office on B and hit the flank fast. This allows for your tower player to quickly rotate to A. There are a number of options he has such as peeking mid more aggressively with a sniper or rushing blue tarp. I would say his role is actively trying to get first blood.
Attacking on Warhawk usually ends up being four-man pushing either A or B. The smoke Incog pushes are particularly effective on this map since the thermal hybrid sight is a popular choice due to its long lanes. On Warhawk, I recommend the bomber using Trophy System again since it is easy to get good grenades onto the bomb sites.
The most effective strategy would be to have two people rush into American pre-firing the back door. If there’s a player there then he will either die or get traded by the second player. If no one is there the bomber can rush plant with his trophy system since the truck player will have no chance of killing him. This is effective since it puts pressure on the defense straight from the off since it only leaves them with forty seconds to retake.
When planting B, I think it’s best to wait for first blood before trying to plant. If the defenders spot no one A, they often get restless and flank early, which you can have a guy watching from the blitz portal or antiques. There is a little corner just below water tower where attackers can sit to get easy kills, I recommend trying to get a player there before planting.
Before rounding out the article I wanted to make a little section on perk choices. This is because recently I’ve seen many players waste slots on unneeded perks. Firstly, you should always have Dead Silence and Focus. The latter is important as it reduces the flinch you get when hit and Dead Silence since almost all players will be using headsets and will be able to pick up on the smallest sounds.
A prime example of wasting slots I’ve encountered multiple times was quickdraw on the Vector. This shouldn’t even need explaining but the sub-machine guns aim down sights fast enough in this game and the difference isn’t great enough to warrant using up three create-a-class slots. You could have two grenades or Incog over that which is much more valuable.
Another is Sleight of Hand. In Search and Destroy there is no reason to use this perk, the MTAR and Vector have large enough magazines to confidently pick up three kills. If you’re using the Remington you’re most likely going to be far enough away that you have time to reload anyway. Obviously, it’s a nice perk to have and gives you peace of mind knowing you have a full clip but I’d take it as your first specialist bonus rather than two of your create-a-class points.
My final point will be that you don’t have to take Quickdraw on the Remington either. Although the increase in ADS speed is substantial on the assault rifles if you pre-aim the right places you should be able to get the kills regardless. Take playing truck on Warhawk for example, they can only push you from back American or from the open bomb site. Not having it definitely means you suffer on the retakes but it’s just something to consider. Perhaps you might take both Agility, Marathon and a pistol to fast peek the cross on Freight. It’s your choice.
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