- How to play Mid on Cache?
- What are the most important Cache A-site positions?
- How to retake B on Cache?

Cache is all about space, timing, and clean reads: A-site pressure, mid fights, B-site anchors, and the rotations that tie every round together. This overview covers the key positions that shape control on both sides, from early utility battles to late-round retakes. Read on to sharpen your Cache decision-making before the next match.
Cache is a bomb defusal map set around Pripyat, Ukraine, with the Chernobyl Power Plant visible from T spawn. Its design has always been easy to read but hard to master:

A-site is a parking-yard fight where small delays can decide the round. CTs usually build the hold around overlapping angles, with one player near Forklift, Quad, or Balcony and another watching Highway or Truck.
| Area | Main value |
|---|---|
| Forklift | Punishes A Main contact and buys time for trades |
| Quad / Default Box | Gives a second layer once the first defender is pressured |
| Balcony | Adds a raised angle above Forklift and site traffic |
| Highway | Cuts into A from mid and pressures rotations |
| Truck / CT Halls | Supports retakes and late defensive swings |
T-side A hits need discipline because A Main alone is rarely enough because CTs can tuck behind Forklift, Quad, NBK, and the red container area. Squeaky pressure changes the timing: once the door opens, defenders must look away from A Main, giving the entry pack a short but valuable window. Highway control adds the final layer, cutting mid rotations and forcing CTs near Truck or CT Halls into awkward fights.
Forklift sits under Balcony and gives CTs cover against A Main, which is why Valve’s “Don’t forget to clear Forklift” line landed so well with Cache players. These A-site positions shape most executes:
The late Highway player is often better at cutting CT Connector than chasing kills.

Mid is Cache’s pressure valve, linking Garage, Connector, and Highway, so losing it weakens both sites at once. Garage gives Ts their main mid route, Boost creates a higher fight over the lane, Vents connects mid to Checkers near B, and Highway opens the A split.
| Mid area | Role in the round |
|---|---|
| Garage | Main T-side path into mid control |
| Boost | Elevated angle for early AWP fights and pressure |
| Vents | Fast link from mid into Checkers and B |
| White Box | CT cover point, useful but risky when isolated |
| Connector / Z | CT access into mid, now less movement-heavy in CS2 |
| Highway | Route from mid into A-site and late lurk pressure |
The CS2 remake added a visual overhaul and gameplay tweaks, including the removal of the ladder and scaffolding in Z, also known as CT Connector, and a self-boost on the Back Checkers boxes. CTs should treat White Box and Connector as survival spots, not ego-duel positions. T players should pair Garage pressure with Boost presence, then decide between Vents or Highway based on how the defense reacts.

The site links to B Halls through B Main, to mid through Vents and Checkers, and to CT through Heaven and Rafters. Total CS describes Checkers as the room with the checkered floor connected to Vents, B Main, and B-site, while Heaven and Rafters form the raised CT platform above the site.
Cache rotations are fast, but they are easy to read when the map is under control. CT Spawn gives defenders three main options:
Attackers can go right to A Long and Squeaky, forward through Garage into mid, or left into B Halls. Late rounds often hinge on mid control because every route becomes more dangerous once information is missing. A T lurker on Highway can freeze the A rotator, while a CT pushed into Vents can hear the B split before it lands.
Retakes should stay simple. On A, clear Highway and Forklift before touching the bomb. On B, retake from Heaven and CT together, then pressure Checkers before exposing the defuser. Cache rewards calm teams, clean rotations, checked corners, and saved utility.