Cache is one of the most popular maps in CSGO, and is a very popular map in NUEL. This guide will help provide the framework for the terrorist side to establish a stronger half through controlled-aggression and team-play based map control.
The map is broken down into the default format of A site, Mid and B site. While A Main is often assumed to be in control of the terrorists, a good CT spawn and a cheeky pop flash can ruin their entire day in a moments notice. CTs can also get through Squeaky just before the Ts, so both of these areas should be approached with caution.
Mid has essentially three positions for the CT to play: Sandbags, Whitebox, Z-Connector. If mid is smoked, their options open up to Under-Boost, Under-Vent, Garage-Ledge, Vent, and Hut. As you can see, early mid control for the Ts would eliminate over half the positions that the CTs can play, however a CT will almost always smoke mid to ensure this limitation doesn’t affect them.
B site has a very narrow chokepoint and is difficult for Ts to take without access to Vents through mid control. An AWPer can be in position to watch from B site through Halls before Ts can get there, so utility usage to ensure safety of passage is important, which we’ll get to later.
A default is an easy and strong way for terrorists to gain map control and punish CT aggression. Each player must know their role for it to be executed effectively. Cache consists of three main T side defaults;
Two T’s throw cross-mid smokes, and pushes out mid. One T holds B Halls, another holds A Main, and the final T is holding Squeaky. Once mid control is gained, splits become easier.
Two T’s clear A Main – One pushes while the other plays anti-flash (back turned to the potential flash so if the CTs push this T isn’t blind and can spin around and punish the aggressor). One holds mid, one watches B main, and the last one watches Squeaky from mid, as this allows them to counter mid-agression and a boost-push with the other T mid player. This makes an A push easier.
Two T’s push B Halls, One T holds mid, another A Main and Counter Boost, and the last one Squeaky. This makes a B Push easier. Due to how long this article would be if all three were covered, this B default will be the focus.
The mid player has only one job: Make sure garage is not pushed by the CTs. This can be rather difficult, as the entrance is often smoked, and CTs like to pop-flash through this a lot. Consider jiggle peaking red or the box near you to minimise the chance of this happening. Spraying through the metal fence early in the round can tag up some CTs pushing close mid too.
The Boost and A main player has the second easiest job in the world, but it can be boring, as it only punishes hyper-aggressive and rarer plays.
The Squeaky player has the easiest job; just watch Squeaky. However, there are no long-angles to play in Squeaky, and so pistols and eco-pushes can be dangerous. It is possible to play from mid as well, however allowing CTs to push that far through Squeaky gives them a lot of information. The value of information/security is up to you as a player.
Squeaky can help B Main later by clearing vent with a molly and giving them one less angle to worry about.
Now for the exciting part – the B main push.
Smoking off B Main is personally my favourite way to approach a B Main push, as the denial of information can leave the CTs thinking you’ve left a player in Checkers for the entire round (assuming Checkers and Box are clear), and create hesitation with rotations, even without any further commitment to the site.
As long as you hug the wall close to B site, the T side player should see any box-player before the box-player sees them. Geometry is beautiful, isn’t it? While this is being cleared out, this player is very exposed to any Checkers players. The second player should be watching from the left-side of Sun Room to ensure any CTs pushing for information is punished.
Call for the molotov to vents as mentioned earlier from the Squeaky player, molotov the back of Checkers to clear Checker Box, and ta-da! You can essentially push for a B-Split without any mid control.
If the Ts wait to long you do run the risk of a mid player pushing through vents after the molly finishes which would be a dirty flank, or a heavy-rotation may occur after all this utility usage. Remember however; the T’s don’t need to commit to an execute even after all of this! The entire B Default could be a fake, leaving one player on the A site for the boost/a main and Squeaky players to take down in the late round. A smart in-game leader will know what defaults to call to catch off the CTs and punish their plays, or to mindgame the opposition.
Remember however: Running defaults is only one way in which T side can be played. I’ll leave the Russians in matchmaking to show you their own way of pushing B.