TCache
B Extremity
Usually starts around B Halls, Sun Room or the B-side edge of the default. This player protects the team from a B push, keeps the anchor occupied and preserves a route for a late hit or split through Checkers. Quiet rounds still demand attention because the value of the slot comes from controlling what the CTs know, not from taking a duel every thirty seconds.
Opening options
- Take B Halls space with support, clear the close pressure and make the anchor spend utility (Aggressive)
- Hold for a CT push while teammates work Mid and A, keeping the bomb-side route available (Defensive)
- Move between Halls, Sun Room and a Checkers connection once central control creates a credible split (Situational)
Mid-round decisions
- Track the B anchor's utility and the last confirmed position. That information decides whether the late play should be a contact, a set hit or only enough noise to freeze a rotation.
- If Mid opens Checkers, align the timing with the central group. An early Halls swing lets the anchor fight one direction at a time; a late one may leave the split group exposed.
- When the team finishes elsewhere, hold the rotation or flank only while it still helps the plant. A lurk that arrives after the round is decided has preserved position but not created value.
What breaks the structure
- Taking isolated Halls fights without a trade path or utility plan
- Staying hidden so long that the B player can rotate without consequence
What to study in the POV
- How the player gathers information without announcing the final plan
- The spacing between Halls pressure and a Checkers split
- Whether the late route attacks the site, cuts the rotation or secures the post-plant







