TCache
A Extremity
Usually works from A Main, Squeaky or the A-side edge of the default. The extremity keeps CTs from taking free information, preserves a credible late A finish and gives the team a player who can punish rotations after Mid or B pressure. The assignment may become first entry, second contact, lurk or bomb escort, depending on spawn and the round call.
Opening options
- Take supported A Main or Squeaky space and force the defenders to reveal utility or a forward setup (Aggressive)
- Hold the CT push, keep the route safe for a later regroup and avoid showing the full A plan too early (Defensive)
- Add a delayed flash, trade or Squeaky timing after Mid contact changes where the A defenders are looking (Situational)
Mid-round decisions
- If teammates own Mid, decide whether A pressure should hold the anchor in place or become the second half of a Highway split. The timing matters more than simply having the route.
- When A goes quiet, keep track of the defender's information window. A late re-clear can punish a rotator, but walking into a stacked angle gives the CT side the answer it wanted.
- During the execute, enter with a clear lane and trade order. A Main, Squeaky and Highway need synchronized pressure or the defenders can take three separate fights.
What breaks the structure
- Giving away the lurk with unnecessary utility or repeated shoulder contact
- Arriving before the Mid or Squeaky pressure can stop the site players from turning together
What to study in the POV
- How long the player protects the default before joining the final call
- The cue that changes passive A presence into an entry or split
- Post-plant positioning relative to the bomb, remaining utility and the retake routes





