The aspect that I want to talk about is identifying a key player on the other team and preventing them from doing their role. Now pretty much every game plan conceived will have an attacker on the D-Side and an attacker on the Snake side and at least one person shooting for each of those attackers on the break. That's all well and good but what I am talking about here is what happens in the mid-game, once you've rolled the breakout dice and (hopefully) made it into your bunkers. You still want to stop those attackers of course, but the problem we're facing here is; how do we make progress in the mid-game? There is often a key bunker preventing you from attacking the side you want to push hardest (the side where you'll be stacking 3 of your 5 guys usually) and in the main this is the bunker you need to deal with. When you have identified this bunker it's time to work out the most effective way you're going to deal with him to work your way up the field. This can be done in different ways:
Method 1: Hit em off the break.
If there's a big enough lane to catch this player out before he can get to his bunker then it may be worth putting an extra gun on him to make that early G. You may have to look around for the best way to hit him - with the no-back-centre layouts it may mean stopping at the start gate or finding a blind spot where you can delay and put some early paint in without getting hit - if this player is also delaying and you can find a good blind spot where you can sit for a bit longer, you can keep putting the paint down to either hit them as they make the move after they have delayed, or to make them go to a different position. Be aware though that even if you hit him, there may be another body going there if they double up, or they may fill it again soon after, especially if that team knows it's importance - so don't forget to keep an eye on it. This may not work however if there are no suitable lanes or your shooter keeps getting shot trying to hit him. Don't forget that this player may also be delaying to shoot a lane and so might not be filling this spot on the break. In any of the above cases you may need to move onto..
Method 2: Bully em

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Bullying: Teabag 1 & Corner working together to get dominance |
Method 3: Make their job pointless
If there's a strong bunker stopping us from pushing up the teabags then the alternative to putting multiple guns on that side to dominate and bully - is to push harder on the snake side and just let him control that lane whilst our teabag player just soaks up paint and keeps tabs on their mirror where possible. Stacking players on the snake side will hopefully mean more G's and more field progression on that side that will, eventually, cause that Orange to have to switch lanes (or be pinched out) at some point. This game plan may not always be effective, especially if they're stacking the snake side too, as it does mean Orange is being allowed to control the teabags during the early game as they had planned and you're letting them dictate the game.. but if you're not hitting them off the break and you're not able to bully them with 2 guns, give them their inch but try to take a mile on the other side as a counter-punch.
Method 4: Gunfight
You're pretty much rolling the dice here, these holding bunkers are normally going to have paint on your bunker before you're even there and so getting into a gunfight is mostly a bad idea and essentially just rolling the dice. However if you are confident at reading their paint and you see a gap, you can always try to get dominance yourself and hope for a kill. I did shoot the orange bunker on this layout from the teabag 1 but only once, but I also got shot out of my bunker on more than one occasion so really it doesn't pay off. When you're down on points and against the clock then maybe you should push the issue.
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