Here’s my approach to each map in my regular rotation.
Common Ideas
CS maps are generally designed like this:
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A bombsite is quite open, with multiple different open entrances and chokepoints, and is very well connected to mid. It’s easier to take but harder to hold.
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B bombsite is pretty closed, with one or two tight entrances, with one of the entrances basically unviable as an option for the whole team. It’s hard to take but very difficult to retake.
CT
I generally like to set up in a flexible 2:1:2 with an A player acting like a secondary mid player, supporting the main mid player with nades in the early round but also being ready to step into mid and fight if the Ts go there. The solo A player and the 2 B players need to be stalwart anchors who make it really difficult when the Ts push onto the sites. The mid players need to be unpredictable and basically really annoying to the Ts trying to take mid control. The secondary mid player will also sometimes have to fall back to the bombsite often in a tough position to play, so their job is probably the hardest in the team, and as such I try to put the best player in that role. Depending on the game and map, I’ll have one of the B players identified as another secondary mid player who can help fight in mid or be the first to rotate via mid for a faster (and riskier, depending on our map control) route to support on A.
T
I like to play the first two or three buy rounds to a strict default and passive setup (one player holding each major chokepoint). This lets us gather information about what the opponents generally do. It’s usually more difficult for me to organise executes as I don’t make my teammates learn specific nades - we know whatever we know going into each game and we work around our very small repertoire. Therefore, I have to make the most of good mid-round calls. Mid-round T side calling (especially when you’ve lost a couple mates) is the hardest part of the job; I honestly tend to rely on someone stepping up and just forcing the issue with a frag somewhere on the map to make stuff happen. I usually do well stats-wise in this part of the round. If I mandated a good nade repertoire, it would feel easier to just call for an execute onto a bombsite and overwhelm the enemies there.
Cache
This is subject to change whenever they add the CS2 version of this map back into the game.
CT
1 A anchor - NBK / Quad / on spot is best - and 1 secondary mid player. Either can take AWP but prefer 2ndary mid to do this. NEVER anchor the site from CT or forklift area because you’ll get easily split id you lose mid control later in the round. Molly main at round start. Open squeaky - quickly go inside and open it facing you if you have the chance so you can solo boost to shroud spot on some rounds. Keep main smoked generally but the fights are pretty even so if you’re hitting your shots then consider leaving it open. If the Ts execute, delay delay delay. Around NBK/quad/spot you have actually a lot of chances to kill all the Ts so use those areas well. If rotate via CT and keep looking at main until the
Mirage
CT
1 B anchor (site / bench) and 1 B short player. At round start, anchor throws most nades into apps if they jump spot see anyone. Short player throws flashes behind mid players and can molly bench / underpass if needed. Can also swing mid if necessary but has to remain in close comms with B anchor in case of a rush. Anchor can go aggressive in round start if they don’t do much on B (usually the case in lower ranks apart from when they rush) but short player should not swing mid & support with nades and even try to be close enough to trade kill maybe. Mid-round, B anchor jump spots and says if anything is happening. Prefer the anchor player to rotate to A if Ts go there and let the short player try to rotate thru mid - avoids a difficult to fight lurker in apps, cuts off connector for dodgy post-plant T position. B players usually rotate slowly so get used to calling them over 5 seconds earlier. Prefer anchor to have AWP over short player.
1 primary mid player. Can be a rifler or sniper. I find that the mid player is a bit trapped on this map so give them plenty of support from A and with flashes / nades. A good flash and this player kills 2 easily. Their main goal is basically to be really annoying, unpredictable, slippery. Don’t give up early round kills easily by peeking unless you’re winning every single early fight. Feel free not to repeek mid if you feel you’ve lost it, but make a plan to win it back with support from short and stairs players. If the fights are going 50/50, treat mid like the Grünfeld - give it up temporarily but win it back with support from short and stairs players. Coordinate flashes and mollies and you’ll win it back.
1 A site stairs / jungle / secondary mid player and 1 A site anchor. Prefer AWP to go to secondary mid player over anchor as it’s so easy to get overwhelmed if you have an AWP on spot (you’re not chrisJ). Site player should change up positions frequently and do so with collaboration from stairs player, i.e. play right up close to ramp sometimes, under balc sometimes, on triple sometimes, back in CT sometimes, just be really unpredictable. Throw nades early round for the first couple rounds but let the Ts generally feel like they can walk out from ramp - they’re usually going to get bogged down there so it’s better for you. Palace is the main concern - perma smoke it if possible. Throw supporting flashes for mid. If you see any execute coming, play anti-flash and hard bait teammates, just survive and try to get 2 kills before dying. If you want to be aggressive, practice rushing palace early round - needs a bit of movement skill but isn’t very difficult, and you’ll often catch out an unawares palace player. This is done best when you have an MP9 against an eco - literally free money. If you get one kill, keep going - maybe get your stairs player to delay push ramp once you feel like you’ve got them focused on you.
Stairs / CPL / 2ndary mid player should be the best on the team, this is an involved role. Early round: fight mid. If you throw a molly from con to top mid you’ll completely bamboozle most lower ranked T teams. Then just push whilst your mate in mid supports you, with flashes from short player behind you. Easy frags. If they catch on, go under next time, the angle favours you - you see the T’s head whilst they only see your legs. Be ultra aggressive once in the game and run all the way to B apps - you might die, but if you hit a lucky timing, you’re behind the entire T team and you can hold M1 and kill them all. If you don’t want to be aggressive, throw flashes over and the molly to top mid for your window player and sit deep in con - almost on stairs - and alternate between watching under and watching palace. Once you get into a rhythm of sharing underpass checking duties with window player, it’s easier to spend more time checking palace and ramp from stairs. Try not to take fights from stairs to palace - it’s easier for the Ts. If you see them palace, throw grenade and take the fight from the bottom of stairs. You might have to absorb a lot of pressure if window player dies - go into deep jungle and try to watch the cross from Tetris onto A site as well as holding a window push. Very unwise to take fights from palace without window control. Sandwich is an option but only if your mate on A is pushed up to ramp. Don’t get bogged down in sandwich. If they come out under, don’t let the window player expose themselves to mid by taking a fight - let them come to you, I 80% guarantee they will not understand how to peek from bottom mid to con. Pincer them with your mate on short.
Variations
If B gets hit a lot and feels too weak, play 3:1:1 with the stairs player playing solo A. They can play a lot more passively and use nades effectively to try and stall for a retake, and A is one of the most promising retakes for the CTs in the entire game.
If A feels weak, play 1:1:3. You could even try 1:0:4, just completely surrender mid and play deep deep in A site, watch jungle / con, CT, ramp, palace. 2:0:3 will never work as there’s too many angles to watch but not enough of a stack.
T
Pistol
Contact B. Can vary this by sending 1 (2 if you’re really brave) to A to burst out literally half a second before B players waterfall out of apps. All 5 on B should normally work out for the Ts. CTs will never full stack B either.
Holding spots:
Palace: from far back, near the green bin in spawn. Ideal position is on the stairs going towards mid / B apps. Stand on the bottom step - you can see an entire rushing CT but they’ll only see a pixel. Good proximity to mid and B if it really hits the fan for the team.
A ramp: Can go up on the platform bit as an elevation off-angle, or just anywhere decent around / in spawn.
Mid: behind the big left corner. Don’t sit anywhere on the right side of the approach to mid as you WILL die. Don’t hold mid by actually going into it - remember you’re defending against the earliest possible rush.
B apps: there’s so many creative dodgy off-angles in this bit of the map. Don’t lose awareness of under push. Be in a position where you can adjust your aim there easily. Can hold from within apps if you have an underpass hold.
Under: dedicated hold for under is rare but might be needed for the keen CTs that always try it. Stand on the actual underpass stairs close to the chokepoint - angle favours you. Could try to crouch in front of the bin bags at the back of the top of the stairs - masks you decently, but would only recommend if B apps player is fully into apartment.
Default:
Hold palace, A ramp, mid, B apps including under. Send additional player mid and try and peek out. Palace holder can follow up. If both die, everyone regroup B and explode out. If all survive mid fight, wait for B player to join up with A ramp player, all push onto A and pincer defenders.
Adjust what you do depending on obvious weaknesses. Favour B rushes if necessary. Best deagle player should wide swing ramp or mid on ecos / force buys.