B bombsite on Inferno is a difficult bombsite to consistently hold well, but with the right utilisation of your grenades and positioning you can turn that around. Without grenades, holding bombsites becomes near impossible because of the even fight you're taking versus the attackers when the numbers are generally 5v2. Bombsite B on Inferno is especially important to have locked down because A is generally easier to hold.

Grenade Management

As a Counter-Terrorist your utility is best utilised for holding the Terrorists at bay and not letting them push into a bombsite or taking free map control. B bombsite on Inferno is a good example of this. Being able to preserve your grenades for this bombsite is crucial because there's only one enterance to the bombsite and if you're able to keep it smoked off for as long as possible then you force the Ts to either execute through a smoke and into grenades or make them go to the A bombsite. Executing through a smoke is especially hard because of the advantage that a smoke gives the defenders. With the way that the game mechanics work, you will be able to see your opponent around half a second after they first see you coming out of the smoke. That means that if you're forced to run through a smoke into a bombsite then your team is already put at a disadvantage, even if the round is still 5v5. Not only do you have a great advantage seeing the Ts as they enter the bombsite, the smoke enables you to play around the edges which is often referred to as abusing the smokes. Additionally you have the ability to put molotovs behind the smokes which the Ts will have to run through. All these small differences add up to a massive advantage if you can manage your utility correctly.

Smoke Grenades

B bombsite on Inferno is one which your team will generally dedicate at least 3 of your 5 smoke grenades to hold, since it's such a crucial spot to hold on the map. The first smoke that you put down shouldn't be in a hasteful manner, as smokes last 15 seconds and the Matchmaking bomb timer is 2 minutes. I'm using Matchmaking timers for this example because it's the way most players play the game. Your first smoke should be put down when you can hear the enemy using some of their utility to clear some room or you can hear them moving around. If you smoke before this it's just a waste of a grenade. Ideally, your first smoke should bloom at 1:15 remaining. This first smoke is usually thrown from one of the players on the B bombsite just to block off the chokepoint. When that smoke starts to dissipate you should call for your Arch player to throw one over for you. This is how you throw that smoke from Arch.

This smoke is extremely valuable for your hold because if thrown by a team member at Arch one of your site holders still has a smoke for the late round. Once this smoke is gone the round timer should be at about 0:45. The longer you can prolong the length between this smoke disappearing and the next one blooming, the better. Basically, your next smoke should be used at the point when the enemy is using their utility to show their push. If you're able to do this it means that the enemy has to push a smoke, which as I previously pointed, out is of a massive benefit to your team.

High Explosives and Molotovs

These grenades normally exist in your inventory at seperate times, with most players going for two flashbangs instead of a HE if they already have a molotov. These grenades are especially good at one job which is a large bit of damage done quickly. That means to get the most out of these grenades they are either used for denying the rushing Terrorists at the start of the round or damaging the Terrorists late in the round. For denying rushes these grenades are thrown preemptively when you think the opponents will be on an eco round. HE and molotov grenades can inflict massive amount of damage like this if used well, due to the opponents lack of armour. For example an enemy without armour takes around 85 damage running through a molotov but only 50 damage while running through a molotov if they have armour. The other way to use these nades is during the late round. Molotovs will generally be thrown behind the smoke at the end of the round that the Ts will have to run through, ensuring that they take damage before they even get to the bombsite. However, be careful that you don't throw it in the smoke or it will be extinguished. HE grenades will normally be thrown at the choke points slightly deeper than the smokes to hopefully deal insane amounts of damage to a grouped up Terrorist team.

Flashbangs

Flashbangs are used to either delay the pushing team for one or two more seconds for your team to arrive or for blinding your opponents while taking a peek. If you want to peek banana, using the car as cover you should flash before hand so as to give you a free shot on blind Terrorists. There are a number of good flashes for this, but the one I find the best to use is simply throwing it in front of the car when you use it as cover. This means you will not get at all blinded by the flash, as it's behind a car but the enemies with either get blinded by it or have to turn away which gives you a split second to take a free shot. Otherwise, much like HEs, molotovs and smokes can be utilised late round to make the Terrorist push a bit harder.

Positioning

This is a bombsite that has many good positions and crossfires on the bombsite and so I've highlighted some of the main places CTs tend to play on the image below.

These are the most common spots to play on B site Inferno, with some pairing better than others. The usual crossfires that will be utilised by the CTs will be Construction Entry with New Box, Second Oranges with Dark Spot and Fountain with Canopy Corner. These are highly effective because it forces the attackers to have to look two ways at once and be shot from two ways at once that generally spot you at about the same time. Of course, these positions are to be used situationally and never more than a few rounds in a row or the Terrorists will get used to you playing there and pre-fire the postion.

If you are able to combine the maximisation of utility and positional crossfires your B hold on Inferno will become much stronger due to all the micro advantages you give yourself adding up.