Two players push 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
  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 Inferno 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 Inferno a strategy can swap to.

A Contact

Contact play
CT Semi Buy

Fast push in Apartments for early info.

Start Scripted start Inferno

A Site Turtle

Default / control
CT Semi Buy

Deep off-angles on the site, no peeks.

Start Scripted start Inferno

A Stack

Full-util execute
CT Semi Buy

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

Start Scripted start Inferno

A Stack

Full-util execute
CT Semi Buy

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

Start Scripted start Inferno

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 Inferno

Anti-Lurk Setup

Lurk
CT Semi Buy

Focus on controlling Second Mid in right timing.

Start Scripted start Inferno

Banana Push

Default / control
CT Semi Buy

3 players rush Banana together.

Start Scripted start Inferno

Mid Push

Default / control
CT Semi Buy

2 players push Mid together.

Start Scripted start Inferno