The round is about the objective. Kills matter when they protect a plant, a defuse, or a teammate who is doing one of those.
Attack
- Pick a route and group up before the first contact.
- One player takes the first fight. A second player watches the same angle from a different spot so the fight can be traded.
- Throw utility at the angle that would stop the plant, not at an empty corner.
- Plant when the site is clear enough. Do not plant with the team still outside.
- After the plant, watch the paths a retake has to walk. You do not need every kill if the defuse never starts.
Defense
- Anchor an approach long enough to delay a hit. Leaving your side for one footstep gives the site away.
- Rotate after the team actually knows where the objective is going.
- If they plant, regroup. A defuse started in the open is a lost player, not a retake.
- Cover the defuser. Other players watch the lanes, not the bomb timer.
- If the round cannot be recovered, the guns you save are the next round's cash. Exact loss money is not published here, so decide from the cash you see.
Roles that fit five players
Entry takes first contact with a trade nearby. Support uses utility for that entry or for the plant. The objective player plants or defuses and should not also be the only person watching flank. An anchor holds one defense approach. A rotator moves only after the team has information.
Call short locations: site, enemy count, and whether the objective is down. A long story after you die does not help the players still alive.
