A Lurk
LurkOne player holds Box, waiting for CT mistakes while others hold defaults.
Split onto A through Mid and Long without much utility.
How Contact Split A unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.
The Dust II T gameplans that call Contact Split A, and the economy states they run it on.
The alternative T semi buy tactics on Dust II a strategy can swap to.
One player holds Box, waiting for CT mistakes while others hold defaults.
Team stays deep in Tunnel to punish CT aggression.
Round is based on lurker's success on B Site while the rest of team making noise on Mid and A.
Fake pressure on A, fall back and then return for a sudden hit.
Noise and fake pressure toward B, then rotate for real hit at A.
Four players peek Mid for early duels, one lurks around B for rotations.
Focused Semi-Buy duels to punish Mid defenders.
Fast push through Box - focus on close-range duels.