Meltdown
Search & DestroyLegendary/MasterCoach Sheet · meltdown
Objectives / Rotation
- 1bomb_A· waterfront
Top-lane waterfront / turbine-deck plant. Open, sniper- and embankment-watched. VERIFY exact plant spot + that in-game labels this 'A'.
- 2bomb_B· cooling_tower
Bottom-lane cooling-tower-base plant. Tight CQB among posts/containers, no clean outside sightlines into the base — post-plant fights are point-blank. VERIFY exact plant spot + 'B' label.
Power positions & angles
- Control Building 2nd story· anka_bldgPower
elevated vantage; flank-vulnerable via underpass
- Mid Hill high ground· mid_hillPower
flank-vulnerable via underpass
- Side-Room windowsPower
elevated vantage; flank-vulnerable via underpass
Callouts
Roles
- entry fraggermid_hill · side_rooms · cooling_tower
First through the contested choke on the called site. On A: enter via the pipe side_rooms/stairway behind support smoke and clear the turbine deck. On B: dry-peek or flash a tower-base entry and trade-bait the post cluster. Win the opening duel; if you trade, the team converts the man-advantage. Never enter without utility down.
- support smgmid_tunnel · cooling_tower · side_rooms
Second body behind entry — guaranteed trade. Carries smokes/flashes for site execs (smoke the control/ANKA windows for A, flash the tower-base posts for B). Hold tight CQB angles inside the tower base on B holds. Clears close corners the sniper can't.
- awp snipercontrol_bldg · anka_bldg · waterfront
Hold the long top-lane turbine-deck line and the hill window every round for opening picks. On defense, anchor a Control/ANKA window covering hill + tower exits. On attack, get one pick on the open A approach then drop the AWP for CQB on the plant. Never take the sniper into the tower-base interior.
- lurk flankmid_tunnel · side_rooms · waterfront
Use the tower-base underpass / container corridor to flank spawn-to-spawn and catch rotators / defuse-seekers from behind. Time the flank WITH the site exec, never solo. On defense, lurk the off-site (the one not being hit) to punish fakes and gather early info on which site the attackers commit to.
- igl anchorcontrol_bldg · mid_hill · anka_bldg
Anchor the central spine (Control '3' / ANKA building) controlling hill + both site approaches. Make the A-or-B call off lurk/early info, manage economy and util, and hold the last-man defuse on retakes. On defense, the building lets one player influence both sites — never over-rotate early off a fake.
Key sightlines
- waterfront → waterfrontlongsniper
- control_bldg → mid_hillmidsniper
- anka_bldg → mid_hillmidsniper
- control_bldg → cooling_towermidmarksman
- turbine_platforms → waterfrontmidar
- mid_hill → side_roomsmidar
Top plays
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