By GamGem ResearchLast updated 7 Oct 2026

Cache strats — T default, CT setup and executesCache
Active Duty: Ancient · Anubis · Cache · Dust II · Inferno · Mirage · Nuke (Cache replaced Overpass, Valve update 8 Jul 2026)Default: A Main · Garage · Mid · Vents · B Main — regroup at Mid.
Stop / rotate / save if: Garage: Once Mid is owned the group turns the control into a Highway or Vents split.
Coordination budgettwo people listening
Round typegrenades priced
Players alivemissing-player rule
Five role slotspick the slot nearest your spawn — no names
Ordered routespawn → places → regroup
- 1T Spawnbuy, split the utility
- 2A MainLurk A Main quietly; punish CTs who push out.
- 3GarageUtility player: smoke Connector early and flash Mid so the group can cross.
- 4MidTake the Boost when CTs give space.
- 5VentsHold Vents to cover the flank and keep the B split open.
- 6B MainPressure toward B so the B players cannot leave.
- 7Midregroup before the hit
Round clock1:55 → 0:00
- 1:48Ts rush Mid and A Main in the first five to seven seconds to pressure early.
- Round
- 1:55
- Bomb after plant
- 40 s
- Defuse, no kit
- 10 s
- Defuse, kit
- 5 s
Situation → Plan
T default2 guides agree
- 1A Main — Lurk A Main quietly; punish CTs who push out.finds out: Early CT aggression and A-side presence.
- 2Garage — Utility player: smoke Connector early and flash Mid so the group can cross.finds out: Whether a CT is contesting Mid from Connector/Sandbags.stop if: Once Mid is owned the group turns the control into a Highway or Vents split.
- 3Mid — Take the Boost when CTs give space.finds out: Elevated look over Mid toward Highway and Connector.stop if: When CT utility on Boost (smoke or molotov) forces the player down.
- 4Vents — Hold Vents to cover the flank and keep the B split open.finds out: CT pushes through Vents/Checkers.stop if: When the team commits to a split (Vents/Checkers for B or Highway for A).
- 5B Main — Pressure toward B so the B players cannot leave.finds out: B anchor positions and aggression.
CT setup2 guides
- 1Quad — Lone A anchor: hold the site from the back boxes, watching both A Main and Squeaky, and stay alive until help arrives.
- 2Connector — First Mid player: hold Mid from Z/Connector and be the swing player for either site.
- 3Highway — Second Mid player: cover Highway so a Mid-to-A split cannot walk in; first help for A.
- 4Headshot — B site anchor: play on site and delay the B Main entry.
- 5Checkers — Second B player: hold Checkers to catch Vents/Checkers splits and cross with the site player.
Mid control decision tree
Solo-queue call ladder
- 1Agree on one simple default each round; full executes rarely work with randoms. guide
- 2Learn and throw your own key smokes instead of counting on teammates to do it. guide
- 3Call exact numbers, positions (callouts, not "left"), utility you see and kills you get; say when you are guessing and how old your information is. guide
- 4Announce anything that departs from the plan — taking the bomb elsewhere or lurking; an unannounced lurk just leaves the team a player down. guide
- 5If unsure what to play, take support: learn a handful of grenades, throw them for others and trade. guide
- 6Stay quiet in clutches unless the info is vital, never flame randoms, mute if needed. guide
- 7Settle buys together in freeze time; players with spare money drop weapons for poorer teammates. guide
Executes4 from the guides
- Call it when: Standard A hit; strongest when Highway is controlled or smoked so the site gets no help from Mid.Entry order: Utility lands first; the A Main group and the Squeaky player swing on the same flash; clear Forklift and Balcony first, then the rest of the site.Plant: Default A (a spot the A Main lane can cover)Post-plant: Spread to A Main, Forklift and Squeaky and cover the bomb from there instead of standing on it.$1,600 of grenades at Valve’s prices — whether the round can carry it is the economy board’s call.Post-plant spots come from the 2025 gocsgo guide (flagged); eloking (2026) agrees on playing from the A Main lane.5 guides · newest 24 Jul 2026
Retake options
- 3-player A site retakeRoute: via Highway, CT Spawn and A MainFirst utility: Molotov the default plant from the Truck side, flash from the CT/Highway side, and smoke Squeaky to cut the player hiding there.Clear first: ForkliftSave instead if: no guide states a line — see the save rules below.Sources name three entry routes; none states a player count. Also check Highway before touching the bomb. Not stated by sources.4 guides · newest 14 Jul 2026
Utility order(A Main + Squeaky execute)
- 1. Smoke → QuadCross smoke filling the gap between Quad and Truck; cuts Highway/Truck sightlines.
- 2. Smoke → HighwaySource calls it the Catwalk smoke (Catwalk/Highway); isolates the Mid-side helper.
- 3. Molotov → Forklift
- 4. Molotov → QuadSource names Quad plus a tight corner between A Main and Quad.
- 5. Flash → A MainFlash over A Main; a pop flash through Squeaky is the alternative.
Round review: errors → repairs
If CTs push / we lose a player
- Stay tradeable: keep enough spacing that a teammate can punish your killer — not stacked on top of each other, not so far back that the defender escapes. guide
- The trading player swings right after first contact, before the enemy can reset; on a numbers advantage, count down a double peek. guide
- Do not be the first to see an enemy unless the trade or your utility is ready; an entry only works as a pair, and an untraded first death gives the enemy free value. guide
- On CT side, being tradeable means crossfires, a support angle or a fallback route rather than a lone early fight. guide
- In retakes, enter together and trade instantly instead of trickling in. guide
Ask about this plan
Screenshot briefing
Cache · T · I have no caller PLAN: Default: A Main · Garage · Mid · Vents · B Main — regroup at Mid. 1 A Main: Lurk A Main quietly; punish CTs who push out. 2 Garage: Utility player: smoke Connector early and flash Mid so the group can cross. 3 Mid: Take the Boost when CTs give space. 4 Vents: Hold Vents to cover the flank and keep the B split open. 5 B Main: Pressure toward B so the B players cannot leave. STOP: Garage: Once Mid is owned the group turns the control into a Highway or Vents split. REGROUP: Mid
Sources13 guides
- eloking.com1 page
- pixelnitro.com1 page
- white.market1 page
- cs2hype.com1 page
- csdb.gg1 page
- csspot.org1 page
- cs2nades.gg1 page
- thespike.gg1 page
How fresh
- Cache returned to CS2 matchmaking 2026-04-28 and to Active Duty with Premier Season 5 (July 2026). 2026 sources are primary; two 2025 guides (profilerr, gocsgo) cover the pre-Valve community version and are flagged wherever used. Valve patched clipping/boosts after release (May 2026 and 2026-08-03), so utility lineups from older guides need retesting.
Contradictions
- Standard CT setupOne view: 1-2-2: one A anchor, two Mid (Connector + Highway), two B (site + Checkers).Another: 1-3-1 (2025 profilerr: A anchor, Checkers, two-plus Mid) and 2-1-2 (csdb, via search excerpt).
- How hard CTs should fight for MidOne view: Burn Boost and flash aggressively into Mid; double up at Sandbags.Another: CTs do not need to fight open Mid every round; alternate early and reactive utility.
- A plant spotOne view: Plant somewhere the A Main lane can cover.Another: Plant on the Quad stack (white.market) or default/close-left (2025 gocsgo).
- Callout namesOne view: A Main / Highway / Connector.Another: Guides also say 'A Long' for A Main, 'Z' or 'CT Connector' for Connector, and 'Catwalk' as a separate walkway; white.market warns there are two Trucks (T side and CT side).
Why this plan?
Each line on this board is a row from a guide — a default, a setup, a branch, an execute — cited where it shows. The missing-player rule, the swap rule and the coordination count are ours, and say so.
- Entry:
- First player into contested space; job is to win the opening duel or die where a teammate can trade and take the space.
- Support:
- Throws most of the set utility, flashes for others and is the trade behind the entry.
- Lurk:
- Plays away from the main group, holds ground the team left, cuts rotations and closes late rounds — with timing agreed with the team.
- AWPer:
- Carries the team's most expensive weapon to close or open long sightlines; a team purchase, not a personal one.
- IGL:
- Calls the round, reads it mid-round and manages the team's money.
- Anchor:
- CT who holds a site alone or in a pair and is judged on surviving long enough for help, using delay utility.
- Rotator:
- CT who floats between areas and decides when the noise is real before moving.
Plans in our words from the guides each part cites · no match data, no player names, no map renders · plans are conventions, not “the meta”.
