CT Goal
Delay first contact, keep information alive, and retake as a group when a site is lost.
T Goal
Convert early map control into a split or execute instead of ending through one predictable choke.
Practice Focus
Learn a small reliable utility set, then add timing and trade patterns from the checklist below.
Core Callouts
Outside
Outside control opens secret, garage, mini, and heaven pressure. It is the main space that lets Ts threaten both sites.
- T Red
- Yard
- Garage
- Secret
- Main
A Site
Upper site can collapse quickly through hut, squeaky, main, and heaven. CTs need crossfires instead of isolated fights.
- Hut
- Squeaky
- Rafters
- Heaven
- Mini
Ramp
Ramp is the most direct lower route. A lost ramp fight gives Ts a fast plant and forces a hard retake.
- Lobby
- Trophy
- Ramp
- Hell
- Control
Lower
Lower rounds depend on secret, ramp, and vent timings. CT rotates are quick but easy to fake.
- Secret
- Decon
- Double Doors
- Window
- Toxic
CT Setups
Deny Free Outside Crosses
Use yard smokes, garage presence, and timely flashes to make secret control expensive. If Ts cross, call the number and utility used.
- Hold garage or credit card with support
- Molotov red or close secret timings
- Keep mini safe from late lurks
Anchor Ramp With Escape Routes
Ramp defenders should delay and live. A dead ramp player gives lower for free and pulls both A players out of position.
- Smoke ramp after contact
- Fall to hell or lower when pressured
- Ask for flashes before re-peeking
Track Sound Between Sites
Nuke fakes work because rotations are short. Use sound and teammate contact together before committing rotates.
- Call vent drops immediately
- Do not chase every lobby step
- Keep one player controlling heaven or mini
T Defaults
Use Outside Smokes With A Purpose
Outside smokes are not decoration. Decide whether they create secret control, fake pressure, or garage isolation before throwing them.
- Send at least one player behind the wall
- Hold garage pushes after the smoke wall
- Re-hit A when CTs over-rotate lower
Mix Fast A With Slow Lobby
A rushes force CTs to respect hut and squeaky. Slow lobby rounds punish defenders who dump utility too early.
- Flash through hut before first contact
- Clear rafters and heaven quickly
- Leave a lobby player to stop ramp pushes
Convert Lower Plants
Lower plants are won through post-plant spacing. Hold decon, double doors, and ramp instead of crowding the bomb.
- Plant for decon or double based on control
- Smoke control or ramp for the plant
- Keep one player watching vents
Utility Priorities
Outside Smoke Wall
A smoke wall lets Ts cross yard toward secret while blocking garage and heaven sightlines.
- Throw with consistent spacing
- Clear close red before crossing
- Expect CTs to push through gaps
Hut Flash
A fast pop flash through hut blinds rafters and site players for the entry pair.
- Call before throwing
- Avoid flashing the squeaky entry
- Follow with a molotov for site or vent
Ramp Smoke
A defensive smoke at ramp buys time and lets the anchor fall back without donating a kill.
- Use after first contact
- Spam common walk-through timings
- Save a flash for the retake
Common Mistakes
- Calling lower based on one outside smoke wall
- Fighting ramp until death with no trade
- Planting lower with no decon or ramp control
- Ignoring lobby pushes during outside defaults
Practice Checklist
- Learn outside smoke wall spacing
- Drill A site clears from hut and squeaky
- Practice ramp fallback routes
- Review comms on every fake round you lose



