If you're new to Two Man Matchmaking, you can read the introduction to the series here.
Link to other parts of the series here.
Cache lends itself particularly well to the goals of this series as both bomb sites can be reasonably well covered with just two smokes. Usually, two smokes cannot cover an entire site, so the idea is to limit the positions of the CTs, so you can focus on the common default spots that were not smoked.
This is not supposed to be a guide on how to actually perform these smokes, but instead how to combine them into the most advantageous execution possible. See link at end of article for a guide to all the smokes I use.
(Some readers have left excellent feedback on improving these strategies. I'll be heavily revising B take and potentially making some small changes for A as well. Check back later for the updates.)
B Site (revised)
The narrow entrances to B Site make it a tough site to push. However, the CT's default positioning is quite predictable, so we're going to use our smokes to block any rotates, creating a much fairer fight for you, your buddy and any other teammates.
This will be a timing-heavy execute, as everything should be done within the burn time of a molotov. As such, I'll break this site take down chronologically:
To start things off, Player A throws mollies Headshot from Sun Room, hopefully pushing the CT's farther back into Generator or onto Site. With any molotov, the goal is really to make them change position at a vulnerable time. After this molotov is throw, Player A needs to hurry out of Sun Room.
As Player A leaves Sun Room, Player B first throw the CT/Tree smoke. Then he throws his molotov into deep Checkers.
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| Just throw from B Main - try and cover as much of back Checkers as possible. |
This molotov should cover all of the back of Checkers if throw correctly. Player A will throw a flashbang off the door-frame onto site to cover Player B flashing and entering into Checkers.
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| Headshot Molotov - note: this is not in Jamiew's video. |
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| Heaven smoke (run throw) - throw it when crosshair clears the door frame. Throw lower to smoke CT. |
Player A will throw his Heaven Smoke, wait a second for it to pop, then enter onto site as Player B peeks out of Checkers. Player B should be preaiming generator while Player A covers the rest of Site.
This requires some of the more advanced timing you will see in this guide. Hopefully though, you're smokes will make it a 2+x vs. 2 fight as all the rotates besides vents and B Main are covered.
Player A can also use his flashbang to protect him crossing into Sun Room or instead save it to help enter Site.
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| Final product (ground level) |
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| Final Product (birds eye) |