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Positions

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TempleCTSpawnBrokyTripleBoostA MainDonutElbowYardTSpawnMidHouseAfricaCheetahShelfCaveShortBack HallsLongWoodRampLaneDoorsA AnchorMiddleCaveB AnchorAWPAWPAWPAWPAWPAWPAWPAWP
AWP
    • Vary the opening between B, Cheetah, House, A, and Donut so Ts cannot pre-read the defense (13:41).
    • As the rotation player, throw the opening Elbow smoke unless your spawn is committed to a fast Cheetah pick (14:31).
    • When rotating, supply flashes for the pressured site (16:29).
    • Start A often enough to punish contact and prevent Ts from pre-reading an empty or rifle-only site (14:37).
    See Responsibilities

Game Plan

Ancient CTs win the information battle by coordinating Mid and B, keeping Donut and Cave connected, and avoiding rotations based on noise alone.

  1. Contest Mid and B with enough support to trade, coordinating Middle and Cave while B Anchor supplies the supporting flash.
  2. If the Mid fight is lost, fall to Donut and hold the House cross; Cave must call when Shelf becomes live so the defense keeps both connections readable.
  3. When B pressure reaches Cave and Ramp, choose one side of the split to fight together instead of taking isolated duels.
  4. Rotate on a credible read and arrive with flashes ready to support the site anchors.

Protocols

Cave smoke lands: warn Middle

1When Cave is smoked off, have Cave warn Middle immediately so Middle stops treating Shelf as covered.

Video · 1:36

House cross seen: close Donut

2When Ts can cross into House, have Middle call it and smoke Donut on contact so A stays protected from a split and the defense gains time to rotate.

Video · 12:49

B goes quiet during Mid or A pressure: double up and push Ramp

3When Mid or A is under pressure and B goes quiet, have Cave join B Anchor for a Ramp push to find information.

Video · 4:40

B split forms: fight one lane

4When Ts show Cave and Ramp together, have the B pair commit to Cave or Ramp as one fight and block the other lane with a smoke or molotov.

Video · 27:38

Default + Conditioning

  • Default

    Instant Mid smoke · Mid Molotov · Catwalk Molotov

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    100%
    TempleCTSpawnBrokyTripleBoostA MainDonutElbowYardTSpawnMidHouseAfricaCheetahShelfCaveShortBack HallsLongWoodRampLaneDoorsSMM
    SmokeMolly
    • Ancient CT instant Mid smoke result from CT Spawn

      Instant Mid smoke

      Smoke

      Blocks the fastest T Mid path so CTs can decide whether to fight Red room, hold Donut, or fall back with information.

    • Ancient CT Mid molotov result

      Mid Molotov

      Molly

      Burns the Mid lane behind the instant smoke so Ts cannot comfortably wait out the first layer of denial.

    • Ancient CT Catwalk molotov result from B Entry

      Catwalk Molotov

      Molly

      Burns the Mid Catwalk route so Donut and B support are not forced to fight the split timing dry.

Variations

TBD

Utility Overview

Filter by type

Essential4

  • Ancient CT instant Mid smoke result from CT Spawn

    Instant Mid smoke

    Smoke

    Blocks the fastest T Mid path so CTs can decide whether to fight Red room, hold Donut, or fall back with information.

  • Ancient CT Mid molotov result

    Mid Molotov

    Molly

    Burns the Mid lane behind the instant smoke so Ts cannot comfortably wait out the first layer of denial.

  • Ancient CT Catwalk molotov result from B Entry

    Catwalk Molotov

    Molly

    Burns the Mid Catwalk route so Donut and B support are not forced to fight the split timing dry.

  • Ancient CT B Doors smoke result

    B Doors smoke

    Smoke

    Denies the B lane split timing and keeps the B anchor from being isolated by Cave plus Short pressure.

Niche7

7 situational utilities are tucked away until needed.

Gimmicks

  • Ramp Off Angle

    When Ts clear the normal B Ramp and Alley lines, hold the offset behind the stone cover and let their crosshair pass the expected corner before peeking. Reset toward site if the angle is spotted or the first shot does not create a tradeable advantage.

  • Ramp Push

    When B Ramp is quiet enough to support a close fight, use the box to hide the first defender, then push down the lane with the second player ready to trade. Reset toward site if the entry is spotted early or the lane becomes a dry 1v1.

  • Lane Fight

    When Ts show together in the B-side lane, pair the close defender with the wider support angle and fight on the flash instead of offering isolated duels. Reposition after the first exchange so the lane cannot be traded through the same line twice.

  • Red Room Off Angle

    When Ts clear House with their crosshair on the usual Red Room line, hold the offset corner and let the first player pass into the lane before taking the fight. Fall back through the room if the angle is cleared or the trade is no longer favorable.

  • Cheetah Bait Setup

    When Ts are probing Cheetah and the B approach, show just enough presence from the upper angle to draw their attention, then fall back through the Side Entrance and hold the re-peek from cover. Break off if the bait exposes the rotation or leaves B without a tradeable anchor.

  • Ninja

    When Ts enter A and focus on the default plant or the first box clear, hide behind the site box and stay quiet until the player crosses into your close angle. Swing as they commit so the cover gives you the first shot; abandon the hide if the box is cleared or you are spotted.

  • A Site Corner Spam

    When a smoke blocks the A-side approach through Side Hall, use the stone corner to spam the expected entry line and punish players crossing behind the cover. Stop once the smoke clears or the defender's position is revealed, then take the normal fight from cover.

  • Ramp Boost

    When B Ramp is quiet and the team needs an early sightline, boost one CT onto the box while the partner stabilizes below. From the elevated position, hold the long Ramp lane and drop back once the angle is cleared or the boost is discovered.

  • A Site Self Boost

    When A is quiet and the Ts are likely to clear the normal site angles, use the box and ledge to reach the elevated wall-side position, then hold the plant-side approach from the unexpected height. Drop or rotate if the setup is seen before contact.

  • A Anti Contact

    When Ts are walking into A through Main Hall, keep the first defender tucked while a second CT supports from the site entrance and the AWP watches the contact lane. Take the first fight together, then fall back through Main Hall if the trade does not land.

Duties

  • AWPer

    TBD

  • Middle

    TBD

  • A Anchor

    TBD

  • Cave

    TBD

  • B Anchor

    TBD