ar anchor
Hold the active hill from the spawn-protected side and win the medium-range courtyard/long-lane trades that SMGs lose. Pre-aim ck_mid_house1/ck_mid_house2 and the bridge faces. Anchor controls the center so flanks can swing. Reset to the next hill one beat early rather than overstaying an exposed bridge.
smg flank1
Enter side buildings to break interior holds and time the wall-run flank ONLY with anchor pressure on mid (never solo — the wall-run has no cover/escape). Goal is to force the enemy spawn to flip and clear bodies off the upcoming hill before the break.
smg flank2
Mirror flank1 from the opposite side building; second trade body into the center. Pinch the bridge with flank1 so the three open faces collapse from two directions at once. Hold debris head-glitches when defending the south hill.
sniper
Hold the long lane and any clean spawn-side line onto the exposed center bridge to deny the enemy the open hills with picks. On this small CQB map the sniper is a swing role — fall back to AR/SMG range when hills move into the tight interiors. Call rotations and spawn reads.
support
Smoke the bridge faces and hill entries so the team can hold exposed center hills; run EMP/trophy and scorestreaks to clear contested hills; protect spawn integrity and pre-rotate to set the next hill before the timer flips.