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Tunisia

Search & DestroyLegendary/Master

entry fragger

west_streetswest_stairscenter_street

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

center_streetwest_streetsmain_square

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

south_windowscaffoldingmain_square

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

west_streetsstone_hallcenter_streetwest_stairs

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

main_squaregold_trackcrates

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.