All Train callouts
A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.
Bombsite A 9
The bombsite itself
The main T entrance to the site
The passage leading towards A
The link between levels
The room with the ladder
The room next to the site
The sandbags by the train cars
The car named after a pro player play
The link leading away from the site
Bombsite B 6
The bombsite itself
The main T entrance to the site
The link between the sites
The narrow passage by B
The lower level of the site
The upper level of the site
Spawns 2
The attackers spawn
The defenders spawn
How to Play Train?
Train has historically been a map favorable to CT, mainly due to its long angles, strong AWP positions, and difficult bomb site entries. At the same time, it is one of the more balanced maps, as a well-organized T can play it very effectively.
CT - space control and crossfire
Standard:
2 x A
1 x ivy
1 x B
1 x rotator / connector
The most important things on CT:
don't give ivy away for free
don't lose the main without info
change AWP positions
A site is based on crossfire. If players A play separately and die without trading, T gets the plant for free.
The connector is the key to rotation. If a player falls there, the map begins to open up.
A site - position and patience
And on Train, you can't defend yourself with aggression every round.
use tight angles
force wide swing T
change position after initial contact
AWP is extremely important here, but it cannot remain in the same place for 10 rounds.
The biggest mistake is pushing unnecessarily after gaining an advantage. Train quickly punishes overconfidence.
B site - information above all else
B is more difficult to maintain solo.
Anchor must:
communicate the pace
delay entry
play for rotation from the connector
Retake B is easier if CT has control of the top of the map.
T side - map for structural play
Strongest moves:
ivy + main split on A
pressure A → quick transition B
connector control and rotation play
A dry rush without utility rarely works against a well-positioned CT.
T must:
Force CT nades
force AWP to change position
finish rounds decisively (Vitality style)




