Snap
Go fast, execute now.
Agree on these calls before the match. Side labels show where each term normally applies; T + CT calls work from either side.
Go fast, execute now.
Stop moving, hold positions.
Walk up together in silence, no utility; go loud only when someone is spotted.
Abandon the current plan, fall back to default spacing.
Full utility hit on a site, everyone commits together.
Regroup after a failed hit and go the same site again.
Attack one site from two directions at the same time.
Throw utility and make noise at one site, then rotate to the other.
Warn that the named site is likely under pressure so its defenders prepare blocking utility and support.
Treat unusual enemy pressure as a distraction; hold the current shape and wait for a clearer read.
Turn the advantage from the last play into the next action immediately instead of resetting.
Have one player create credible pressure alone to pull rotations while the pack prepares the opposite finish.
One teammate has a round-winning timing; everyone else stays alive and lets the play develop.
As the isolated lurker, take the maximum safe space, then activate the team before the next duel becomes fatal.
Use the rehearsed execute utility, but walk behind it silently and stay ready for CT aggression.
When the site fight overwhelms detailed communication, stop explaining and take coordinated fights together.
Pair the entry flash through a smoke with a second flash behind it, then follow through together.
During an anti-eco, have one player probe the suspected stack while the four-player pack waits opposite.
As CTs, quietly overload one site, then contact forward together until the team finds information or the flank.
While stacked on one site, push the opposite lane to tempt reacting Ts into the prepared defense.