Essential CS2 Train Smokes

With Vertigo finally out of the map pool, players can enjoy Train with its rain and aesthetically pleasing atmosphere. Despite Valve making significant changes to the map, it remains a better playing field than some of the other maps like Inferno.
Train has a fairly easy to understand layout for both new and veteran players, which makes utility usage a must as the lineups barely take any brain cells to throw. So, whether you’re solo queuing or grinding with your team, this guide will provide what’s needed to take over bombsites and win more rounds.
CS2 Train Smokes
On Train most of the action will happen on the A Bombsite due its many access points. In contrast, the B Bombsite can only be accessed from Halls which makes it less attractive for the T side.
The previous version of the map had lined trains on the A site which made it straight forward. However, with CS2, the site appears larger for starters and not to mention the small change in details which makes a big difference in clearing the site. For instance, the boxes in the ‘olof’ position in addition to leaving a big gap between red and yellow trains as well as CTs can now peak from Ivy to Main through two different points instead of the previous one.
But worry not! We have lineups for everything to make your way across the bombsite safer and easier.
A site smokes:
The standard smokes on the A bombsite should cover Ivy, Connector, Gap and Pop dog which is enough to take over and lock the CTs around the site.
Ivy Smoke:
This is the most important one since Ivy is the first point of contact between the sides as you come out of A Main. Blocking that area is crucial so having this smoke in your arsenal is a must.


Note: This is a jump throw lineup
Gap Smoke:
With Red and Yellow no longer in line, the gap created allows the CTs to get information and position themselves in the Hell area or Door next to it, making you an easy target.


Note: This is a normal throw lineup, no jump throw is required
Connector Smoke:
Depending on your plan, you can smoke deep connector and block the vision from any rotating CTs or line it up just next to default so you can create a smoke wall combined with the Gap and mid-site smokes.


Note: This is a jump throw lineup
Pop Dog Smoke:
Pop Dog is a main spot for the CTs to position themselves. So, smoking it will allow you to clear E-Box and Olof instead to access the bombsite swiftly without any risks.


Note: This is a jump throw lineup
The lineup is easy, so there’s no way to mess it up.
Of course, there are many other lineups that smoke the same or different positions based on your strategy. However, these smokes for the A bombsite are enough to guarantee an easier and safer site execution.
B site smokes:
Opposite the A bombsite, the B bombsite has only one access point which is Halls. While it might seem like it's limiting you as a terrorist, it is simpler to take over as most of the time the focus is on the A site with only a single anchoring B and another from connector.
Connector Smoke:
Just like the A site, this smoke blocks vision from the connector player as well as rotation. But since it's on a higher level, it requires the smoke to land right outside of the door, so it covers the gap to B-Red.



Note: This is a run and throw lineup
Orange/ Backsite Smoke:


Note: This is a normal throw lineup, no jump throw is required
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