anchor A
Lock the bottom point. Anchor from poolside cover with the poolside_suite window as off-angle. As defender: never leave A undefended — hold the ck_court_pool and ck_mansion_pool entries, trade-bait with the suite high ground. As attacker: first body onto the point, hug the poolside structures for the plant/contest. Call every life spent.
anchor B
Lock the top point. Anchor statue/roundabout cover; overlooking windows cover the circle_drive approach. As defender: hold ck_court_circle and deny top-lane crossings; pre-aim the sculpture corners and the parked-car cover. As attacker: contest from statue cover, use smoke to kill the long driveway sightline before stepping on.
flex slayer
Roaming entry fragger and trade body. Win mid courtyard duels, then collapse onto whichever point is being hit. As attacker: open the point with the first pick (mansion_interior CQB flank onto A, or statue swing onto B). As defender: free safety patrolling between A and B through mid, punishing over-extends.
sniper
Own the two mid long sightlines spawn-to-spawn. Deny enemy crossing the courtyard; pick from elevated windows (poolside_suite / top-lane mansion) when defending. Hard-scope rotations and call spawn reads + life economy. Never get caught off the long lines into CQB.
support
Smoke point entries and the mid sightlines to enable attacker pushes; EMP/Trophy and scorestreaks (sentry on the elevated top-lane / poolside windows when defending). Watch flank routes (south swing, outer-lane boundary hugs). Hold spawn integrity, pre-rotate to the next contested point, and protect shared-life count.