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.
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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.
1Before the Mid Rifler throws an HE through the Mid smoke, warn Highway so the cross is not exposed without support.
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.
3When A hears Squeaky open, warn Highway immediately so the rotator does not walk into the door angle.
4When Mid is lost, have Highway fall toward Toxic while Z starts a passive rotation toward Heaven or Truck.
5When the A Anchor calls the hit, have Highway announce and throw the front-Red flash before Ts clear the site.
6When B Main contact is heard, have Headshot stop peeking and bounce a flash for the Checkers player to swing.
7When B calls the hit, have the Mid or B Rotator announce and throw the Heaven flash before peeking with it.
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.
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.
10When B Main contact isolates the B Anchor, stop dry-peeking and use Heaven flashes, cover, and site smoke to delay the hit.
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.
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.

Stops the fastest Mid take and can be refreshed from Connector when CTs want Garage slowed without using the CT Spawn lineup.

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

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

Stops the fastest Mid take and can be refreshed from Connector when CTs want Garage slowed without using the CT Spawn lineup.

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

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

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

Lineups

Pops through A Main so the Quad player can fight first contact without dry-peeking the pack; the same lineup can be used as an HE for the A Main Smoke Break.
Lineups

Flashes B Main from the back-site layer so the anchor can punish the entry timing or delay for Heaven.
Lineups

Lineups
3 situational utilities are tucked away until needed.