
Good Cache CT positions start with a simple shape. CSDB describes the usual CT setup as 2-1-2: two players on A, one in mid and two on B. The mid player is often the AWPer. This page explains where each of those players stands and why.
Positions are only half the job. Moving between them is the other half, and our Cache rotations guide covers that part. For general ideas on holding a site with few players, read our guide to the anchor role.
What are the standard Cache CT positions on A?
A is open and has two T entrances: A Main and Squeaky. Two defenders should cover both without standing in the same line of fire.
- Main holder: plays near Fork Lift, Quad or the back of site to watch A Main. Fork Lift is the first cover Ts reach from Main, so do not stand where a single flash catches you.
- Squeaky and Highway player: watches the Squeaky door and can fall back towards Highway or Truck. The door is loud, so listen for it.
- Close spots: Corner and Cubby are off-angles. They can surprise a hit but give little room to escape.
The A players should agree on who swings first. A crossfire works because one player trades the other. Our guide to trade kills explains the timing.
What are the standard positions on B?
B is raised and enclosed. The site has strong vertical angles, so height is your friend.
- Heaven: the wooden platform above B. CSDB names it the key CT angle on this site. Without Heaven, B is weak against an organised execute.
- Headshot: a lower spot below the Heaven side. It gives a head-height angle on players entering the site.
- Checkers watch: someone must respect the Vents-to-Checkers route. A T there can hit the site from behind.
- Fallback: Tree Room and Hell sit behind the site and are good places to delay and wait for a retake.
Two B players often split one high and one low. That forces Ts to clear two heights at once.
Why does the mid player matter?
Mid connects to Highway, A Stairs and Vents. If Ts walk into mid freely, they can reach either site fast. The mid CT stops that and gives early information.
The common spots are White Box and Sandbags, both near Connector. An AWP there can punish Ts who cross mid without a smoke. When mid falls, the player should call it at once and fall back towards Connector instead of dying alone.
Adjusting the setup
A fixed setup becomes easy to read. Change it now and then:
- Play 3 on A and 1 on B if the Ts keep hitting A. Our guide on stacking a site covers when that is worth the risk.
- Push mid early with a smoke and flash to steal information, then fall back.
- Move the AWP to a site position if the Ts keep smoking mid off.
Common CT mistakes on Cache
- Leaving Heaven empty when the Ts show B.
- Both A players holding A Main, which leaves Squeaky open.
- Forgetting Vents. Losing it gives Ts a quiet path to B.
- Peeking alone after the first kill. Wait for your crossfire partner.
Utility for each position
Buy utility to delay. CTs pay $500 for an incendiary grenade, and a smoke costs $300. One incendiary on a choke can buy the seconds your teammates need to rotate.
- A players: keep an incendiary for A Main and a flash to re-peek after it burns out.
- B players: save a smoke for B Main and listen for Vents while it blocks the entry.
- Mid player: a flash for a quick re-peek is often more useful than a second smoke.
Always buy a defuse kit when you can. It costs $400 and halves the defuse from 10 seconds to 5, which matters in every retake.
Sources and checks
Callout names, the 2-1-2 setup and the role of Heaven on B were checked on 1 November 2026 against CSDB's Cache page. The rebuilt map may change in later updates, so test angles in a private server. Strikeistan is not affiliated with Valve.
Frequently asked questions
What is the standard CT setup on Cache?
Most teams use a 2-1-2 setup, with two players on A, one in mid and two on B. The mid player is often the AWPer.
Where should the CT AWP play on Cache?
A common choice is mid from White Box or Sandbags. From there the AWP can punish Ts who cross mid without a smoke.
Why is Heaven important on B?
Heaven looks down on B from above. Without a player there, organised T executes can take the site much more easily.


