2 players push Ramp together.

Round plan

How Ramp Push unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.

  1. Basic
    • Peek/aggress without waiting for smokes
    • Use fewer default grenades
    • Custom push route
    • Custom watch angles
  2. Early
    • Early: aggressive push for picks
  3. Mid
    • Mid: scout the enemy
    • Mid: allow rotations
  4. Late
    • Late: hold the site
  5. Post-plant
    • Retake: defuse only when site is clear

Run in these strategies

The Ancient CT gameplans that call Ramp Push, and the economy states they run it on.

Other Semi Buy plays here

The alternative CT semi buy tactics on Ancient a strategy can swap to.

A Contact

Contact play
CT Semi Buy

Fast push onto A Main for early info.

Start Scripted start Ancient

A Site Turtle

Default / control
CT Semi Buy

Deep off-angles on the site, no peeks.

Start Scripted start Ancient

A Stack

Full-util execute
CT Semi Buy

Players group aroung A Site to organize defense based on Semi-Buy.

Start A site Ancient

A Stack

Full-util execute
CT Semi Buy

Players stack on A Site to strengthen defense in Semi-Buy situation.

Start A site Ancient

Active Mid

Default / control
CT Semi Buy

Most of players actively play on Mid to get the information and prevent the possible attack.

Start Scripted start Ancient

Anti-Lurk Setup

Lurk
CT Semi Buy

Focus on controlling Heaven in right timing.

Start Scripted start Ancient

Mid Crunch

Default / control
CT Semi Buy

Two players push out of Red Room to fight Mid.

Start Scripted start Ancient

Ramp Push

Default / control
CT Semi Buy

3 players rush Ramp together.

Start Scripted start Ancient