PhaseXero's Jail Strategy Compendium #2 - Wardening & You!

PhaseXero

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Introduction
Hello again jail fans it's time for another exciting edition of jail strategies. Let's make wardening fun & easy so we can do lots of fun things in one round. My hope is to improve wannabe warden superstars so that they will feel more confidant to move Ts around and not have them eliminated in the cell block playing stupid games out of fear.

#1 - Monitor Your Team
Most people think wardening is controlling the Ts. It's not, it's just as important in communicating with your team to ensure you have everyone positioned to handle rebels and avoid being killed. Making sure people are positioned correctly is the #1 tip i have in making a round successful for the CTs.

Look Around the Room
About to move the Ts? Not so fast look around the room and make sure you don't have stupids standing in poor positions. If you see someone that might be killed, clearly and quickly tell them to get the hell out of the way. Look at the below example:
WsZiI.jpg

Get these CTs out of the way if you are going to move the Ts away from cells! The guy in the cell block will have no where to run and the guy in the corner will get cornered and die. CTs out of position means the team loses.

Give time for your teammates to move
"RUN TO GRATE NOW" Surprise!!! There is now a mass rebellion because you didn't allow your teammates to get into the best position to avoid being killed. Say your orders and let both sides get ready to move. "When I type GO" is the best way of giving time to your team.

#2 - Effectively Moving Terrorists
My opinion is that once gunchecked (see #4) Ts should be stacked and then moved. Check out the two images below with explanation:

0TVRX.jpg

If you allow the Ts to jump off the cell and shiftwalk to the location directly you now have a jail parade. This gaggle of Ts will undoubtedly run off and rebel. Look at how many paths you have to monitor and your CTs will be stretched thin.

fy7hH.jpg

Telling the Ts to stack on a spray (after guncheck) makes moving them easier. Chances are they will be closer together and make things easier to move. If you give them a time to get to a location by you can ensure you don't have the lone terrorist holding up the CT army.

Strategy At The Beginning of the Round
Some maps make it difficult to move the Ts as they can come at your from all directions and escape just as easily (ex Break_final - see image below). My best suggestion is to move one side at the time so you have better control over runners and potential escapees. Make sure someone keeps an eye on the other Ts.

For example in break final there is often a small amount of Ts off on their own on the other side of the cell block. Move them over this allows your team to have more eyes on a smaller portion of the map.

Terrorist Count
Want to know if people have rebelled? Count them and do it regularly. Maps where Ts can hide or go into vents will produce missing Ts. Knowing is half the battle folks. You can send CTs off for cell/vent checks and hopefully avoid being surprised with a one-deag to the face.

#3 - Monitor and Cut Off Rebel Paths
Your primary consideration in moving Ts is to get them in a location where their rebelling options are minimized. Additionally you want to position your CTs to cover as many rebel paths as you can. This is a mock-up of break_final to show you what I mean:
HDtJx.jpg

Break_Final is one of most difficult maps for CTs. The red arrows show all the possible rebel paths with most of them accessible as Ts spawn on both sides of the map. The teal blocks show areas where you should have CTs to cut-off rebel paths. The green block I believe offers the greatest ability to control the Ts.

Your job as a warden for any map is to keep in mind locations where Ts may run off and get a CT in position to cover those locations. Again before you move the Ts look around and make sure everything is in order

Strategically Letting Ts Escape
This is a big reason why CTs will fail. They see a T go into the vent and chase after them, unknowingly they cross the paths of several Ts and get knifed in the back. Now you have a gun in the crowd and a T that escaped. As a warden if it seems impossible to chase tell make sure the CTs are out of the way. Now it's just a regular CSS battle versus a chaotic slaughter fest.

NPxMG.jpg

Look at stupid here chasing a T into the vent. He's going to be knifed in the back. Make sure this doesn't happen to you (See tip #1 - keeping stupid people out of the way)

#4 - Terrorists and Weapons
I don't have to tell anyone how important guns are to Terrorists. You want to minimize surprise as much as possible and effectively manage Terrorists when they have weapons.

Gunchecks
Guncheck every time you feel Ts may have weapons (beginning of the round, after a move, gunplant). You spend a minute but you now saved your team. I personally feel having the Terrorist face the wall is the most effective way of performing a guncheck:

fOWol.jpg

When you turn the Ts 90 degrees to the right it makes it easier to spot weapons but at the same time they can see the CTs a lot more effectively. My opinion is that Ts facing cells will find it far harder to rebel and allow CTs to get a bit closer.

Guns in a Stack
The typical method of handling a stacked guns is to tell the Ts to unstack. This mostly results in the CTs being killed or significant amounts of crossfire/freedamaging. One solution:
pIJTM.jpg

Telling them to get on the nearest wall, unstack, face it and freeze allows you to get control of the situation and allow the CTs to more easily pick off rebelling Ts. You don't have a gaggle of Ts you need to shoot through anymore.
 
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Nice one Phase. I like it.

Perhaps we'll see a drop in baiters after reading this (doubt it).
 
Nice, but I'm part of the problem, not the solution. I like to play terrorist and destroy everyone.

ha
 
Nice guide Phase:) Usually everyone makes a big deal about someone with a gun, I just say "If they chose to shoot at us, we will kill them" So I usually dont make a big deal about somone having a gun.
 
Very nice! It seems you done it in Hammer Editor and maybe some other program!
Very nice Guide.
 
Back when I played jail *smacks lips, licks them*.. What was I talking about? Oh yeah the War of 1812. When I was in the wa- wait, I was talking about jail? Back when I played jail the warden didn't need guides, all we did was give the T's a deagle and had fun. *goes to sleep*
 
Yes. Hopefully now that CTs know how to maintain control, we can finally get to the fun games.
 
Marvelous my good man. But one question, where are the weapons D:

P.S. Why did you tell them this, now my plan is ruined :(
U will rue this day Phase rue it!
 
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