SectionsPositions

Positions

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AQuadNBKSqueakyShroudLobbyDefaultRedMainForkLockerLongCatE-BoxToxicAntiFlashTruckHighwayPipeRampTruckBoostCTSpawnWhiteBoxRedSpoolsMidGarageTSpawnZSandbagsRoofVentsCheckersSnaxLowerMainHeavenExitHellTreePitHallsMissileHeadshotDefaultBBackSiteSunRoomNinjaA AnchorHighwayB RotatorB AnchorMid RiflerAWPAWPAWPAWPAWPAWP
AWP
    • Bridge Mid and A, blocking Mid early and supporting the A Anchor in the midround.
    • Coordinate with the B Rotator to pop one side of the Vents; pop it far away so enemies don't understand a threat is close
    • Be ready to throw front-Red flashes when A contact is made. Call the flash as you throw it.
    • When Ts take Mid, fall toward Toxic while continuing to watch Mid
    See Responsibilities

Game Plan

Cache CT defense is a push-pull around Mid: deny the fast take, then take A Main or hold B Main and Checkers when Ts win space elsewhere.

  1. Open by blocking Mid with the Garage molotov and HE, then throw the Boost molotov to stop early aggression.
  2. If three players start Mid and the B Rotator reaches Vents, rotate Z to Truck; Vents holds Mid while keeping Checkers available for B.
  3. When Mid falls, have Highway fall to Toxic while Z begins a passive rotation toward Heaven or Truck.
  4. When a lane is lost, have anchors delay with cover and utility while rotators support the threatened site.

Protocols

Warn Highway before breaking the Mid smoke

1Before the Mid Rifler throws an HE through the Mid smoke, warn Highway so the cross is not exposed without support.

Take A Main when Mid or B is lost

2When Ts take Mid or reach Checkers, ask the Highway player to flash A Main so the A Anchor can take space, then release support toward the threatened lane.

Call the Squeaky door for Highway

3When A hears Squeaky open, warn Highway immediately so the rotator does not walk into the door angle.

Concede Mid as a unit

4When Mid is lost, have Highway fall toward Toxic while Z starts a passive rotation toward Heaven or Truck.

Flash front Red on A contact

5When the A Anchor calls the hit, have Highway announce and throw the front-Red flash before Ts clear the site.

Flash Checkers on B Main audio

6When B Main contact is heard, have Headshot stop peeking and bounce a flash for the Checkers player to swing.

Flash through Heaven on B contact

7When B calls the hit, have the Mid or B Rotator announce and throw the Heaven flash before peeking with it.

Conceal the Vents pop

8When Mid pressure is expected, coordinate Highway and B Rotator utility to pop one side of Vents from a distance so the close threat stays hidden.

Lean toward the heavier T side

9When Mid information identifies more T presence toward Vent/B or Highway/A, have the Mid Rifler lean toward that side while preserving the opposite rotation.

Support the isolated B Anchor

10When B Main contact isolates the B Anchor, stop dry-peeking and use Heaven flashes, cover, and site smoke to delay the hit.

Preserve the Quad molly for the A retake

11When the defense gives A for a retake, save one molly for Quad so the re-entry is not stopped by the strongest post-plant hold.

Default + Conditioning

  • Default

    Garage smoke · Boost Molly · A Main smoke

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    100%
    AQuadNBKSqueakyShroudLobbyDefaultRedMainForkLockerLongCatE-BoxToxicAntiFlashTruckHighwayPipeRampTruckBoostCTSpawnWhiteBoxRedSpoolsMidGarageTSpawnZSandbagsRoofVentsCheckersSnaxLowerMainHeavenExitHellTreePitHallsMissileHeadshotDefaultBBackSiteSunRoomNinjaSSM
    SmokeMolly
    • Cache CT Boost molotov result from Mid Connector and Z

      Boost Molly

      Molly

      Burns the Mid Boost/Heaven pocket so Garage pressure cannot be converted into a clean Highway split.

    • Cache CT A Main smoke result from Truck

      A Main smoke

      Smoke

      Buys the A anchor time against fast A Main pressure; use the Truck or Quad lineup based on the early A setup.

Variations

TBD

Utility Overview

Filter by type

Essential5

  • Cache CT Boost molotov result from Mid Connector and Z

    Boost Molly

    Molly

    Burns the Mid Boost/Heaven pocket so Garage pressure cannot be converted into a clean Highway split.

  • Cache CT A Main smoke result from Truck

    A Main smoke

    Smoke

    Buys the A anchor time against fast A Main pressure; use the Truck or Quad lineup based on the early A setup.

  • Cache CT B Main smoke result

    B Main smoke

    Smoke

    Denies early B Main vision or lets the Heaven player delay contact while the site anchor stays alive for rotations.

Niche3

3 situational utilities are tucked away until needed.

Gimmicks

  • eBox Counter Boost

  • Checker's Vent Boost

  • Highway Vent Pop

  • Quick Roof Boost for Vents

  • Mid Counter Boost

  • B Main Boost

  • A Site Boost

  • Sunroom Counter Boost

  • CT Ventpop

  • Shroud Boost

  • Checkers Spam

  • A Main Smoke Break

Duties