MovementE1+IGL main → site, LRK+E2 out of water. Post-plant: 1 water, 1 dark, 2 falling to main/palace.
Execute 02
A Execute — Main + Con
IGLSMOKECT + heaven (both from main — practice these)
E2SMOKEWalkway, then takes connector
LRKMOLLYDefault / ninja spot
E1FLASHPop over A main
AWPEnters con behind E2, HOLD heaven fade
MovementE1+IGL+LRK main → site, E2+AWP through connector. Watch the heaven smoke fade on post-plant.
Execute 03
Fake A → B Water
A PAIRSMOKE+FLASHFull A show at 0:40, 2 bodies at main
IGLSMOKEB site, thrown on the rotation sound
Movement3 through water at 0:25. Anubis rotations are long — this punishes them hard.
Pistol
Mid Rush → A Con
Five mid, smoke double doors, flood connector into A with one flash. Fast plant, spread con/site/main.
CT-Side · Quick Reference
Setup: 2 A (site + main watch) · 1 mid-connector · 2 B (site + water watch)
Water is the blind spot — utility or info-check it every round at 0:40
A Retake
CT + Heaven Together
Smoke A main (blocks the rotator)
Molly default plant
Flash from heaven, CT peeks on the pop. Watch for water flank — leave one player CT-side to check.
B Retake
CT + Upper Squeeze
Molly water (kills the flank rotate first)
Smoke B main entry (blocks the retake-back)
Flash from CT. Cut water before retaking, then hit with 3 minimum.
Cache
Mid is the whole map. So is the prep gap.
Rebuild warning: the CS2 version has revised geometry and sightlines versus CS:GO. These plays are structural — verify every smoke and flash lineup in an offline server before match day. Legacy lineups will not all transfer.
T-Side
Default
Mid Pressure
E1+E2 mid control (smoke garage line, boost checks) · AWP+IGL A-main pick toward squeaky/quad · LRK silent at B main. Garage/vents control opens either site or a double split.
Execute 01
A Split — Main + Squeaky
IGLSMOKECT / site cross
E2SMOKEQuad
LRKMOLLYDefault / dumpster
E1FLASHOver A main + E2 flash through squeaky
AWPHOLDMid for the rotate
MovementE1+IGL+LRK main → site, E2 through squeaky. Plant for main; quad-side + main crossfire.
Execute 02
B Main Execute
IGLSMOKECT (heaven/spawn cut)
E2SMOKESite / checkers cut
LRKMOLLYClose-left corner
E1FLASH×2 over B main, staggered with E2
AWPHOLDMid/vents for the rotation
MovementE1 wide, E2 site, trail in. With mid control, send LRK through vents simultaneously — the anchor can't hold main + vents alone.
Execute 03
Mid Split Both
TEAMOwn garage + highway by 0:45
SPLIT2 vents → B · 3 connector/white box → A, utility on both
MovementA 2-1-2 CT setup breaks completely. Commit to whichever site holds a lone anchor, on IGL's call.
Pistol
B Rush
Five B main, one flash over, one smoke site-cross. Plant fast: 2 site / 1 vents / 2 main.
CT-Side · Quick Reference
Setup: 2 A (site + quad/truck flex) · 1 mid (garage/white box) · 2 B (site + vents watch)
Vents discipline: someone owns vents info every round or B-main hits become unholdable
Cache rewards AWPers — give yours the mid or A-main sightline and keep them alive through rotations
30 min/day on the CS2 version until lineups are muscle memory. Most opponents don't know this map yet — outwork them
A Retake
CT + Heaven Together
Smoke A main (blocks the rotator)
Molly default plant / dumpster
Flash from CT. Come together — squeaky solo dies to the quad crossfire.
B Retake
CT + Vents Squeeze
Smoke B main (blocks the retake-back)
Molly close-left plant zone
Flash from CT. From CT + vents at once — solo CT dies to the plant crossfire every time.
Economy
Money is utility with a delay.
The IGL calls every buy for all five. No solo forces, no ninja AWPs on eco. These are the tiers, the decision trees, and the loss-bonus math you need to plan two rounds ahead instead of one.
Buy Ladder
$0 – $1,500
Full Eco
Pistol only, no armor, no util
Save for round after
Stack one site, look for a trade kill
$2,000 – $2,500
Light Buy
Upgraded pistol (P250/Tec-9/Five-SeveN) + armor
1 nade if affordable, otherwise smoke-only for exec
Coordinated hit — never spread out
$2,500 – $3,500
Semi-Buy
SMG or shotgun + armor
MP9/MAC-10 for close angles, XM/Nova for A-short types
Kill = $600, gun kept — snowballs your eco
$4,000 – $4,750
Force Buy
Galil / FAMAS + armor + 1–2 nades
Occasional AK/M4 if two teammates can drop
Use when denial > next-round quality
$5,000+
Full Buy
AK/M4 + armor + kit (CT) + 2 nades minimum
AWP if bank supports the whole team
Nade priority: smoke → flash → molly → HE
$16,000
Max Cap
Money over cap is wasted — drop for a teammate
AWP drop, rifle drop, extra flashes
Check bank at freeze time, not spawn
Decision Trees
Question 01
Full Buy or Save?
Full buy ifAll five can afford rifle + armor + 2 nades AND next round you'd still full buy on a loss
Save ifAnyone under $4,500 AND a loss now means broken eco for 2+ rounds
RuleNever buy a "half rifle" round where two players have no util. That's a fake full-buy — worst of both worlds.
Question 02
Force or Eco?
Force ifOpponent is on a save/light AND you can deny their next full buy by winning this one
Force ifScore/momentum needs a break — 10–4 down at half deserves a coin-flip round
Eco ifOpponent is on full buy AND your force wouldn't beat their eco next round either
Question 03
Anti-Eco Buy
WhatRifle + armor + HE + 1 flash. Drop the smoke — you don't need it vs pistols.
WhyHE is the anti-stack tool. Ecos flood one site 5-deep; a well-placed HE deletes the round.
SetupSplit 3–2, hold long angles, no peeking corners. Ecos win on close aggressive trades.
Question 04
Bonus Round (post-pistol win)
Buy upSMG or Galil/FAMAS + armor + nades. You have ~$4,300 — spend it.
Keep $2k floorDon't buy so much you can't full buy next round on a loss.
AWPerSkip the AWP this round unless bank supports it. Save for round 3.
Loss Bonus Ladder
How much you earn per consecutive round lost
Loss #
Bonus
What it means
1
$1,400
Still a full save — no util, no armor
2
$1,900
Light buy possible — armor + pistol upgrade
3
$2,400
Semi-buy window opens — SMG + armor
4
$2,900
Force-buy territory — Galil + nades on a save-stacked round
5+
$3,400
Max bonus — full buy is affordable after 2 saves at this tier
Round-Type Playbook
FULL
Full Buy
Everyone rifle + armor + 2 nades. Run your named executes. This is the round the playbook was written for.
TRIGGER: All five ≥ $4,750
FORCE
Force Buy
Galil/FAMAS + armor + 1 nade. Close angles, no long duels. Deny their next round even if you lose the fight.
TRIGGER: Bank $2,900–$4,500 + opponent light
SEMI
Semi-Buy
SMG + armor + smoke. Snowball round — kills = $600 each. Play for pick-offs, not sites.
TRIGGER: Bank $2,500–$3,500 + you can afford to reset
ECO
Full Save
Pistols only. Stack one site 5-deep, or lurk for a pick + gun. No solo hero peeks — the goal is next round.
TRIGGER: Loss now = broken eco next round
ANTI-ECO
Anti-Eco
Rifle + HE + flash, skip the smoke. Split 3–2, hold long, never peek corners. HE breaks stacks.
TRIGGER: You full-buying, opponent on eco
BONUS
Pistol Bonus
Won pistol → SMG/Galil + armor + nades. Buy up but keep $2k floor. AWPer waits until round 3.
TRIGGER: Round 2 or 13, coming off pistol W
IGL Reminders
Call buys at freeze time, not spawn. Bank changes with the win/loss you just took.
Announce the bank ceiling. "Save $2k on wins" tells the team what they can drop for next round.
Drop discipline: AWPer + entries get first drops. Lurker buys their own gun 90% of the time.
Half-time reset: everyone starts $10k on side swap — plan rounds 16–17 like a fresh pistol + bonus.
The 3-round rule: if a lost round would break eco for 3+ rounds, save now even if it looks winnable.
Timing
What should be happening at every mark.
A 1:55 round has phases, not one long fight. Every player should know where they are in the round by the clock — freeze buy, default setup, control check, execute window, plant deadline. Miss the mark, lose the round.
1:55 · Freeze
Buy Call
IGL announces the round type before anyone buys. Bank check, drop assignments, strat name.
Comms: "Full buy, running A-split, [name] drop AK, [name] drop flash."
1:40 · Default Setup
Positions
Everyone to their default spot. E1+E2 pressure side, LRK opposite, AWP pick angle, IGL support.
Rule: if you're still moving toward default at 1:35, you're late — no round-opening picks happen.
1:15 · Control Check
Info Sweep
IGL asks each pair what they know. Who's holding where? What util has been used? What's the CT setup?
Decision point: commit to a side, fake and rotate, or hold default longer.
0:45 · Execute Window
The Call
IGL says "GO" and names the execute. Utility lands in 3 seconds, bodies move on the last flash.
Late-window rule: if you're not in execute by 0:35, downgrade to a slow default. No panic hits.
0:20 · Plant Deadline
Bomb Down
Plant must be in the ground by 0:20. Any later and you're planting under pressure with no post-plant time.
If you can't plant: save. Do not throw utility for a dry defuse attempt.
0:15 · Post-Plant Setup
Crossfires
2 site (crossfire), 1 close cover, 2 on the retake path. Never 5 on site — you die to one HE.
Save two smokes for the retake sound (usually IGL + LRK held theirs through the hit).
0:05 · Round End
Comms Silence
No talking except the caller during the last 5 seconds — clutch player needs to hear footsteps.
After the round: death cam intel first, blame never. Fix it in the next freeze time.
CT Timing Marks
1:40: anchors in position, AWPer picking, rotators standing by info
1:15: first molly window on choke points (banana, long, ramp)
0:45: if no info, expect a slow default or fake — do NOT rotate off first sound
0:20: plant should not be down yet — if it is, they broke you clean, reset for retake
Post-plant: retake by 0:10 or don't retake. Late retakes = defuse impossible.
Comms
Same words, same meaning, every round.
Bad comms lose more rounds than bad aim. The template below is what your IGL says every freeze time. The vocabulary is the words everyone means the same thing by. The demo review checklist is what to actually look at when watching opponents.
Pre-Round Template
IGL: "Bank check — [name] $X, [name] $Y…" (only if buys are tight)IGL: "Full buy / force / eco. Running [strat name]."IGL: "[Name] drop [rifle] for [name]. [Name] drop [nade] for [name]."IGL: "Utility: [name] smoke [X], [name] smoke [Y], [name] flash [Z]."EACH:"Copy" — everyone confirms once, no chatter until spawn.— round starts —IGL @ 1:15: "Info sweep. [Pair 1] what do you have?"IGL @ 0:45: "GO GO GO" (or) "Reset, slow default"
Mid-Round Vocabulary
If two people mean different things by "rotate," you're losing rounds to comms. Standardize now.
Rotate
Move to the other site. Named site required: "rotate B" not just "rotate."
Collapse
All available players converge on one site NOW. Emergency call — someone died or lost a fight.
Stack
Play multiple players on one site pre-emptively. "Stack B" = 3 minimum B before round start.
Cross
Second player crosses the choke after the first — trade setup. "Cross me" = follow me through.
Flood
All bodies commit to a choke on the execute. Different from a split — one entry point, mass.
Fade / Faded
Smoke is about to expire. "Smoke fading" = 2 seconds of util left, don't peek through it.
Peek / Wide / Off-angle
Peek = normal angle. Wide = uncommon holding spot. Off-angle = deep back cover, hidden.
Ninja
Sneak defuse behind cover / from a hidden angle. Called only when you're actually starting one.
Reset
Abandon execute, back to spread default, no util spent. Cheap round, gather info again.
Slow
Passive round, no aggression, hold defaults. On CT, save util for retake.
Fake
Show utility somewhere you're NOT hitting. Followed by the real call: "Fake A, hit B."
Save
Round is lost, everyone break contact and preserve guns. No hero peeks.
Force
Buy this round even though you should eco. Denial > next-round quality.
Lurk (verb)
Sit on flank/opposite side, cut rotates. Silent — no comms unless it's info that changes the play.
Trade
Kill the player who killed my teammate. "Traded" = we broke even on the fight.
Demo Review Checklist
Post-scrim demo review is 30 minutes MAX on lost gun rounds only. This is what to look for, not just "watch it."
What to Actually Look For
Scouting
Opponent notes, saved in your browser.
Notes are stored locally on this device only. Sync between teammates by sharing screenshots or copying text. Nothing is uploaded anywhere.
Tracker
Log scrims, see trends.
Add your roster, then log each scrim after it ends. Data lives in this browser only — export by screenshot if you want teammates to see it.
Roster
Log a Scrim
Scrim Log
Recent Sessions
Team Systems
Veto — 7-Map Pool
Ban your worst map instantly
Cache is the exploit window — grind it now and pick it for the next 4–8 weeks while opponents' prep is thin
Keep 3 genuine picks. Two-map teams die in BO3s
Reset Calls
"Reset" — back to spread default, no utility, gather info
"Slow" — 4-man site hold on CT, save utility for retake
3 lost T-rounds in a row → pause, change which side of the map you pressure, not just the strat name
Economy
Full buy = everyone gets rifle + armor + 2 nades minimum, or full eco
No solo force-buys. IGL calls buys for all five
Bonus round after pistol win: buy up, keep a $2k floor where possible
Practice — Weekly Split
2× execute timing drills — dry-run utility until sync is under 3s
2× scrims — run every execute at least once
1× Cache-only session until it's a pick
Demo review 30 min post-scrim — lost gun rounds only