Two players push out of Red Room to fight Mid.

Round plan

How Mid Crunch unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.

  1. Basic
    • Peek/aggress without waiting for smokes
    • Use fewer default grenades
    • No AWP this round
    • Custom push route
    • Custom watch angles
  2. Early
    • Early: push for map control
  3. Mid
    • Mid: scout the enemy
    • Mid: hold defaults
  4. Late
    • Late: hold the site
  5. Post-plant
    • Retake: always go for it
    • Retake: allow fake defuse

Run in these strategies

The Ancient CT gameplans that call Mid Crunch, and the economy states they run it on.

Other Semi Buy plays here

The alternative CT semi buy tactics on Ancient a strategy can swap to.

A Contact

Contact play
CT Semi Buy

Fast push onto A Main for early info.

Start Scripted start Ancient

A Site Turtle

Default / control
CT Semi Buy

Deep off-angles on the site, no peeks.

Start Scripted start Ancient

A Stack

Full-util execute
CT Semi Buy

Players group aroung A Site to organize defense based on Semi-Buy.

Start A site Ancient

A Stack

Full-util execute
CT Semi Buy

Players stack on A Site to strengthen defense in Semi-Buy situation.

Start A site Ancient

Active Mid

Default / control
CT Semi Buy

Most of players actively play on Mid to get the information and prevent the possible attack.

Start Scripted start Ancient

Anti-Lurk Setup

Lurk
CT Semi Buy

Focus on controlling Heaven in right timing.

Start Scripted start Ancient

Ramp Push

Default / control
CT Semi Buy

3 players rush Ramp together.

Start Scripted start Ancient

Ramp Push

Default / control
CT Semi Buy

2 players push Ramp together.

Start Scripted start Ancient