A Lurk Lobby
LurkOne player holds Lobby, waiting for CT mistakes while others hold defaults.
Four players peek Outside for early duels, one lurks around B for rotations.
How Outside Contact unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.
The Nuke T gameplans that call Outside Contact, and the economy states they run it on.
The alternative T semi buy tactics on Nuke a strategy can swap to.
One player holds Lobby, waiting for CT mistakes while others hold defaults.
Team stays deep on Radio to punish CT aggression.
Round is based on lurker's success on B Site while the rest of team making noise on Outside and A.
Split onto A through Outside and Hut without much utility.
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.
Focused Semi-Buy duels to punish Outside defenders.
Fast push through Hut - focus on close-range duels.