A Anchor
Usually starts around A Site, Hut, Squeaky, Main, Heaven or Rafters depending on the setup. Can change responsibilities with the AWPer, Main player or Ramp rotator between rounds, depending on spawn, utility and the opening plan. Nuke's A site can collapse almost instantly: A can be hit through Hut, Squeaky and Main almost instantly, while also being vulnerable to fast vent drops and late outside pressure. The hard decision is choosing when to fight, when to delay and when to stay alive above the chaos.
Pathings and possibilities from starting A Site
- Fight Hut / Squeaky / Main with teammate utility to stop fast upper pressure. (Aggressive)
- Hold Site, Rafters or Heaven with strong positioning and fallback options. (Defensive)
- Support Outside / Main / Ramp rotations according to sound and utility information. (Situational)
Pathings and possibilities from Heaven / Rafters
- Hold upper crossfires with the Site or Main player
- Delay Hut and Squeaky hits with utility and repositioning
- Drop or rotate according to vent, lower or ramp pressure
Mid-round patterns
- Anchor A Site through strong positioning, utility usage and coordinated crossfires with the Main, Heaven or Hut player. Decide whether to fight close, play above the site or fall back deeper according to the speed of the hit and the utility Ts still have available. The setup fits when information clearly points toward an upper hit, advantage situations or rounds where the CT side wants to keep A stable.
- Anchor A from Heaven / Rafters, staying alive while keeping vision over the site and supporting teammates through the execute. This allows the anchor to delay, trade and stay useful even if Ts take initial space. It makes sense in retake-oriented situations, against heavy utility executes or when the CT side wants to avoid losing the A player inside the first wave.
- Rotate or drop according to vent / lower information while keeping A protected from late re-hits. The assignment often has to decide whether to help the lower defense, hold upper alone or reconnect with Heaven / Main before Ts return. It is practical when Ts fake upper pressure, when outside control is unclear or when the round becomes split between upper and lower rotations.








