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A Main Smoke from A Site

CS2 Ancient A Main smoke from A Site. Quick CT defensive smoke that blocks T pushes through A Main and buys time for rotations.

easy CT-Side standing left click a-sitemaindefensiveessential

Steps

  1. From your A site defensive position, move to the back of the site near the tall stone pillar. Stand on the left side of the pillar facing toward A Main, with your left shoulder touching the pillar.
  2. Look toward the A Main entrance. Find the top of the archway that frames the A Main corridor as it opens into the site.
  3. Place your crosshair on the center of the archway’s top edge - right at the highest point of the stone arch.
  4. Perform a standing left-click throw - no jump or movement needed. Simply aim and left click to release the smoke.
  5. The smoke travels in a low arc and lands right inside the A Main entrance, creating a smoke wall that completely blocks T vision into the site.

Tips

  • This is the fastest defensive smoke you can throw on A site. It requires no setup time, so you can throw it reactively as soon as you hear footsteps or utility coming from A Main.
  • The standing throw makes this extremely consistent. Unlike jump throw lineups, there is no timing element to worry about, making it reliable even under pressure.
  • If the smoke lands too far forward (inside A Main corridor rather than at the entrance), lower your crosshair slightly below the top of the archway.
  • Follow up this smoke with an Elbow molotov to deny Ts from wrapping around the smoke through the side passage.
  • Practice this lineup offline with sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory 1; sv_grenade_trajectory_time 10; mp_roundtime_defuse 60 to build muscle memory.
  • This smoke buys approximately 18 seconds - enough time for at least one teammate to rotate from B or mid to help you hold the site.

When to Use

This smoke is your primary defensive tool on A site. Use it for:

  • Early-round defense when you hear a T rush or heavy utility hitting A Main and need to delay the push
  • Buying time for rotations when your teammates are on the other side of the map and you need to stall the Ts
  • Post-plant denial when Ts have planted and you need to smoke off A Main before attempting a retake from the CT side
  • Eco round stalls where your team cannot afford a full buy and needs to delay as long as possible to gather information
  • Solo anchor situations where you are the only player on A and need to slow down the push until help arrives

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