Map Callouts
Here's an overview
of the map including callouts that are helpful to know.
Last time we had a
look at how to defend on Cache. Now it's time to figure out how to
level the brick walls that the counter-terrorists have built.
When you play Cache
it's beyond important to understand that the map consists of three
major choke points where you will battle it out with the defenders:
A-main, mid and B-halls. Even if the occasional rush could work, I
prefer to have presence at all of these chokepoints during the early
stages of the round. The reason for this is that your opponents can
shut your rush down quite easily with smokes, flashes and molotovs. If
you find yourselves waiting behind a smoke, the defenders on the other
side of the map can push and call out that you're not there. Next thing
you know you're trapped like rats—and hungry cats are approaching
from all directions.
Cache is a map
where information wins you games. When you spread out you should gather
as much information as you can. After a while you should have a rough
idea of where the CTs are. Even more importantly, you know how much
information they have and you've made sure they can't sneak up on you.
Freedom through mid control
If you get a kill
in mid you slow down the counter-terrorists' potential quick rotation
to either site. Even if you don't get a kill, but take control over
mid, they need to assign at least one player to make sure you can't
push anywhere without them knowing. This will also slow them down
significantly.
At this point, a
kill on either B or A is huge. If your B-guy wins his duel, you can
support him through vent and take over the site before the
counter-terrorists get a chance to react. If the A-guy gets a kill on
A, you can support him from highway. You get the point: mid control
means freedom and flexibility.
How do you take
control over mid then? If the CTs smoke mid, you can boost a guy up to
clear the area below vent or simply wait for the smoke to fade.
![FlatColorfulGull (gfyCat video)]()
Either way it could
be a good idea to boost a player, as long as you don't do it every
round and make it predictable. That player can peek over this smoke
wall while two terrorists push out from garage:
![CandidCompassionateAlligatorgar (gfyCat video)]()
Even though mid
control is a huge advantage, you don't want to go for that every round.
If you notice that your enemies start to put up a greater defense in
mid, you want to put more pressure on one of the sites instead.
On the next
page: trying your luck at bombsites A and B.
Cool flash from squeaky
For one reason or
another you decide that you want to try your luck at A. Card counting
might be illegal and can get you a lot of trouble—if you get
caught that is. This flash from squeaky can shift the odds in your
favor:
![HospitableEminentLamb (gfyCat video)]()
This flash is
especially effective if combined with a smoke towards highway. It's a
lot harder to turn away from a flash that you can't see. You can
potentially flash enemies behind forklift, on catwalk, on site or
behind quad, with one flashbang. Use the flash to push out from door
and clear the site. Trust your teammates to take care of any
counter-terrorists lurking in the area around forklift. This gives you
a fast and effective access to A-site.
Molotovs are great
if you want to clear areas without having to push too far. If you
assign two players to throw these molotovs you can clear both quad and
NBK:
![WhimsicalUnderstatedAngora (gfyCat video)]()
This leaves you
with two fewer spots to worry about when you take the site. You'll only
have to clear site, catwalk and forklift which shouldn't be a problem
if you still have five players alive (assuming you smoked off the area
between forklift and the red container).
Smokes on B
B-site can be
tricky to take if you don't know whether there's someone lurking in
vent or not. If you get taken by surprise by a timed backstab from
vent, your attack might get slowed down enough to allow the rotation to
arrive before you get the bomb down. Again, mid control is very
helpful. You should have at least one guy going checkers to clear vent
and all the corners in there. His job is also to make sure his
teammates don't get flanked while throwing their smokes.
These two smokes
can be really effective, especially if you're facing an AWP on either
upper or lower.
![UnsightlyElasticGoldfish (gfyCat video)]()
Plant and post-plant positions
Once you have taken
control over a site you have to assess the situation. Do we have enough
time to plant the bomb out in the open before the rotation moves in? If
yes you should try to get the bomb down in one of these spots:
If you on the other
hand think that there is a risk the CTs will get there in time, you
should plant in a safer spot. Better safe than sorry. This will however
leave you with fewer options for post-plant positions. For instance,
you don't want to find yourself in a one on one situation where you are
in checkers with sweaty palms, feeling the pressure from your team
while the bomb is planted behind one of the boxes on B-site. You can
hear the defuse, you hesitate for a second, decide to go for it but you
don't make it in time. Not only did you fail to stop the defuse, you
also lost your precious weapon and armor.
If you plant in one
of the spots shown above, an otherwise bad post-plant position can turn
into a really strong one. This is especially true for A-main on A and
checkers on B.
As you can see
there are many factors that decide the outcome of a round. Hopefully
you can use your new knowledge to your advantage. Good luck out there!
PC
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