entry fragger
First through the contested chokepoint on the called site. On the west (tight) site, clear stair/maze/stone-hall corners with flash support; on the square, swing wide off the crates. Win or trade the opening duel; never dry-peek scaffolding/window lines.
support smg
Second man behind entry — guaranteed trade. Carries flashes for the entry's peek and smoke for the plant. Reclears flanks after the entry commits; first body onto the bomb to plant under smoke (mandatory on the exposed crate-yard plant).
awp sniper
Hold the confirmed long lines: south window down center street and scaffolding catwalk over the crate yard. On attack, get one pick to open a site then collapse; on defend, lock the long lane so attackers can't cross center. Owns post-plant overwatch onto the square/crate site.
lurk flank
Take the off-site path (center<->maze seam, stone-hall pocket) to catch rotators and read defender count. Pinch the opposite site or hit defenders from behind as the team hits the called site. Provides the spawn/flank info the IGL needs to fake.
igl anchor
Calls the site and mid-round adapts based on lurk info. On defense, anchors the more-likely site (square/crates) from gold_track or crate cover and rotates last. Manages economy, utility timing, and the retake call. Holds spawn integrity by controlling center.