Starter Guide

An initial plan an IGL can use on the first gun round.

SectionsPositions

Positions

When zoomed, focus the map and use the arrow keys to pan. Press Home or Escape to fit the whole map. Scroll over the map or pinch to zoom. Move the pointer outside the map to scroll the page.

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TempleCTSpawnBrokyTripleBoostA MainDonutElbowYardTSpawnMidHouseAfricaCheetahShelfCaveShortBack HallsLongWoodRampLaneDoorsA ExtremityMiddleB ExtremityAWPAWPAWPAWPAWPAWP
AWP
    • Against anti-eco or anti-force pressure, avoid an unsupported A Main commitment and stay passive enough to regroup, help against a push, or exit through Mid (4:12).
    • When the team finishes A through Mid and Donut, pinch from A Main as the second lane (10:40).
    • When the team starts heavy toward B, fill Middle and throw the Shelf molotov so the B pack can scale without the side angle (3:35).
    See Responsibilities

Game Plan

Pressure Mid and B together until the CT rotation becomes readable, then use Cave, House, or Donut control to attack the weaker site.

  1. Take Cheetah and Mid, then turn Mid into House or Donut pressure; Cheetah control can pull the House defender toward B and open the next progression.
  2. Use House or Donut pressure to cut the CT rotation and keep both site finishes possible.
  3. Fake pressure on one side of the map to pull CT rotations, then commit to the weakened site before the defense resets.

Protocols

Three CTs show Mid: punish A Main next round

1When repeated rounds show three CTs fighting Mid, call an A Main contact next round while A is likely covered by the lone site player.

Video · 15:23

Cave smoked on B: clear Short and Long before planting

2When the B finish smokes Cave, keep the bomb with the pack and plant only after Short and Long are clear.

Video · 2:16

Donut smoked on A: tap before planting

3When Donut is smoked on an A plant, tap once and clear the spam response before committing to the stick.

Video · 30:09

Default + Conditioning

  • Default

    Window smoke · Cheetah smoke · Jump Up Boxes Molotov · Mid Left flash

    When zoomed, focus the map and use the arrow keys to pan. Press Home or Escape to fit the whole map. Scroll over the map or pinch to zoom. Move the pointer outside the map to scroll the page.

    100%
    TempleCTSpawnBrokyTripleBoostA MainDonutElbowYardTSpawnMidHouseAfricaCheetahShelfCaveShortBack HallsLongWoodRampLaneDoorsSSMF
    SmokeMollyFlashT player
    • Ancient Cheetah smoke result from T Spawn

      Cheetah smoke

      Smoke

      Blocks the fast CT from Cave so Ts can scale to Shelf.

    • Ancient Jump Up Boxes Molotov result

      Jump Up Boxes Molotov

      Molly

      Burns the Jump Up Boxes pocket before Ts scale through Mid.

    • Ancient Mid Left flash result from T Spawn

      Mid Left flash

      Flash

      Pops for the first Mid fights from T Spawn timing.

      Lineups

Variations

  • Mid Progression

    Window smoke · Deep Donut smoke · Mid Cubby molly · Mid Left flash
  • Cheetah Take

    Window smoke · Deep Cheetah smoke · Jump Up Boxes Molotov · B-Rap Molly · Cheetah flash

Executes

  • B Execute

    B Short smoke · Cave smoke · Pillar molly · Pillar Flash
  • B Execute Cave Hold

    B Short smoke · Long Smoke · Pillar molly · Pillar Flash
  • A Execute

    CT A smoke · A Donut smoke · A Triple molly · A Site flash
  • A Split

    CT A smoke

Utility Overview

Filter by type

Essential14

  • Ancient Cheetah smoke result from T Spawn

    Cheetah smoke

    Smoke

    Blocks the fast CT from Cave so Ts can scale to Shelf.

  • Ancient Mid Donut Smoke result

    Mid Donut Smoke

    Smoke

    Cuts Donut from Mid so Ts can scale through the lane.

  • Ancient Jump Up Boxes Molotov result

    Jump Up Boxes Molotov

    Molly

    Burns the Jump Up Boxes pocket before Ts scale through Mid.

  • Ancient Mid Left flash result from T Spawn

    Mid Left flash

    Flash

    Pops for the first Mid fights from T Spawn timing.

    Lineups

  • Ancient A Triple molotov result from A Main

    A Triple molly

    Molly

    Clears Triple so A Main players can enter without a tucked duel.

  • Ancient B Short smoke result from Ruins

    B Short smoke

    Smoke

    Blocks the short-side defender while B players scale site.

    Lineups

  • Ancient Pillar molotov result from B Doors

    Pillar molly

    Molly

    Clears the Pillar pocket before B players leave the choke.

  • Ancient Pillar Flash result from B Ramp

    Pillar Flash

    Flash

    Pops over B Pillar so the B pack can scale without dry-swinging the anchor pocket.

  • Ancient B Dark molotov result from B Doors

    B Dark molly

    Molly

    Forces the tucked B defender out before the pack commits.

  • Ancient B Site flash result from Ruins

    B Site flash

    Flash

    Flashes over site as Ruins players swing into the execute.

    Lineups

Niche9

9 situational utilities are tucked away until needed.

Gimmicks

  • B Spam Spots

    When B defenders stack behind the site boxes or hold the close wall from the expected plant lanes, use the T Side Lower angle to spam the marked cover and force them off before the hit. Stop firing and clear normally once the cover is broken or the defenders change position.

  • B Ramp Boost

    When the team reaches T Side Lower and the B approach is quiet, boost a rifle onto the box to clear the first B Ramp angle and take the defenders' expected hold by surprise. Abort if the elevated player is exposed before the team can trade.

  • Elbow Smoke Boost

    When the smoke blocks the long view through Elbow, use the cover to boost a rifle into the elevated angle and catch defenders holding the expected Mid approach. Abort if the smoke fades or the angle is already watched.

Duties

  • A Extremity

    TBD

  • Middle

    TBD

  • B Extremity

    TBD

  • Roamer

    TBD

  • AWP

    TBD

IGL Guide

  1. Round Start

  2. Mid Round

  3. End Round