Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

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)
Plan summary

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.

T default · 6 guides · newest 24 Jul 2026

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

schematic · not a Valve radar
  1. 1T Spawnbuy, split the utility
  2. 2A MainLurk A Main quietly; punish CTs who push out.
  3. 3GarageUtility player: smoke Connector early and flash Mid so the group can cross.
  4. 4MidTake the Boost when CTs give space.
  5. 5VentsHold Vents to cover the flank and keep the B split open.
  6. 6B MainPressure toward B so the B players cannot leave.
  7. 7Midregroup before the hit

Round clock1:55 → 0:00

1:550:001:48
  • 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
Valve: round and bomb · defuse. Guide times are theirs, not measured by us.

Situation → Plan

Coordination load · A Main + Squeaky execute
Standard6
Solo-queue1
= our count of actions that must land together · no win-rate claims

T default2 guides agree

schematic · not a Valve radar
  1. 1A Main — Lurk A Main quietly; punish CTs who push out.finds out: Early CT aggression and A-side presence.
  2. 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.
  3. 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.
  4. 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).
  5. 5B Main — Pressure toward B so the B players cannot leave.finds out: B anchor positions and aggression.
Regroup: MidNo source names a single regroup spot; all describe owning Mid as the pivot from which A (Highway) or B (Vents/Checkers) is chosen late.6 guides · newest 24 Jul 2026

CT setup2 guides

schematic · not a Valve radar
  1. 1Quad — Lone A anchor: hold the site from the back boxes, watching both A Main and Squeaky, and stay alive until help arrives.
  2. 2Connector — First Mid player: hold Mid from Z/Connector and be the swing player for either site.
  3. 3Highway — Second Mid player: cover Highway so a Mid-to-A split cannot walk in; first help for A.
  4. 4Headshot — B site anchor: play on site and delay the B Main entry.
  5. 5Checkers — Second B player: hold Checkers to catch Vents/Checkers splits and cross with the site player.
When: Default structure for a team that wants two players in Mid so the centre is never handed over and either site gets fast help.4 guides · newest 24 Jul 2026

Mid control decision tree

Can we win Mid out of Garage (Connector smoke, Boost) without losing a player, and push the Connector CT back?
Connector smoke is up and Boost is taken.Hold Mid and keep both splits alive: Highway toward A, Vents/Checkers toward B.Hit a site late, after reading how the CTs rotated.
CTs smoke Garage/Boost or burn Boost early.Do not run into it: spend a flash or wait the utility out.Pick Vents or Highway based on how the defence reacted.
Mid is lost.Expect to fight into set crossfires; a dry rush down one lane will fail.Run a full-utility execute on one site.
5 guides · newest 24 Jul 2026

Solo-queue call ladder

  1. 1Agree on one simple default each round; full executes rarely work with randoms. guide
  2. 2Learn and throw your own key smokes instead of counting on teammates to do it. guide
  3. 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
  4. 4Announce anything that departs from the plan — taking the bomb elsewhere or lurking; an unannounced lurk just leaves the team a player down. guide
  5. 5If unsure what to play, take support: learn a handful of grenades, throw them for others and trade. guide
  6. 6Stay quiet in clutches unless the info is vital, never flame randoms, mute if needed. guide
  7. 7Settle buys together in freeze time; players with spare money drop weapons for poorer teammates. guide
Version shown: two-player calls

Executes4 from the guides

    • Smoke → Quad
    • Smoke → Highwaylineup
    • Molotov → Forkliftlineup
    • Molotov → Quad
    • Flash → A Mainlineup
    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. 1. Smoke → QuadCross smoke filling the gap between Quad and Truck; cuts Highway/Truck sightlines.
  2. 2. Smoke → HighwaySource calls it the Catwalk smoke (Catwalk/Highway); isolates the Mid-side helper.
  3. 3. Molotov → Forklift
  4. 4. Molotov → QuadSource names Quad plus a tight corner between A Main and Quad.
  5. 5. Flash → A MainFlash over A Main; a pop flash through Squeaky is the alternative.
The lineups live on the Cache utility page — this list is the order only.

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

Expect to fight into set crossfires; a dry rush down one lane will fail. Then: Run a full-utility execute on one site.rows: mid decision tree · Cache

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

How fresh

Newest guide 24 Jul 2026Valve’s latest change to Cache, 22 Sept 2026: “Some gap fixes and clipping adjustments around the blue doors in Mid.” — after every guide here: re-check the plans in game.
  • 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

4
  • 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?

All five slots filled — no gaps.

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”.