Faceit PUG: teamtany vs teamDANcinghippo on de_cache
📂 Demo Analysis
# Faceit PUG: teamtany vs teamDANcinghippo on de_cache
## Match Context
**Map:** de_cache. The match showcases action across the entire map, emphasizing T Spawn, A Main, Mid, B Main, Checkers, B Site, and A Site.
**Round Phase & Score:** The video covers a full competitive Faceit Pick-Up Game (PUG). It starts from Round 1 (0-0), progresses to a 10-5 first-half finish in favor of teamtany, and continues deep into the second half.
**Economy:** Dynamic and fluctuating. The match transitions from an $800 pistol round through heavy force buys, light buys, and full economy rounds depending on round outcomes.
**Stakes & Environment:** A competitive Faceit PUG environment. The POV player acts as the team's In-Game Leader (IGL), constantly calling strategies and navigating highly dysfunctional team coordination using French communications.
## Players & Roles
### teamtany (POV Team, CT -> T)
Despite constant vocal leadership, the team exhibits poor coordination, baiting each other, missing utility timings, and ignoring positioning calls.
* **ENVYUS DEVIL (POV):** IGL, Entry Fragger, and Site Anchor. Constantly calls strategies, assigns roles, and dictates pace. Forces entries on T-side when the team hesitates. *Visual Identifiers:* Red pattern Bayonet knife (Slaughter/Crimson Web), sharp crosshair placement, active corner checking.
* **JSUISCACHE^ tany^ moulefrite ("Tany"):** Intended Support. Repeatedly assigned crucial pop-flashes and molotovs, but frequently misses timings or throws them incorrectly, collapsing pushes.
* **KINGGG JE SUIS HESSOULER ("Kinggg" / "Coco"):** Rifler. Assigned to hold flanks or follow the entry, but is frequently caught out of position or fails to trade.
* **SplaT:** Support / AWPer. A flexible player who actively manages the team economy by dropping high-value weapons to DEVIL.
* **KuRo D:** Teammate.
### teamDANcinghippo (Opposing Team, T -> CT)
* **Roster:** Red Instinct MAIDHEN, lortespiller :<, Brilledrengen, linkon, AlphaCamel.
## Utility & Resources
### Grenade Usage
* **01:49:** Flashbang through B Main window from Checkers to blind pushers.
* **02:20:** Deep smoke from Checkers to block B Main chokepoint.
* **04:17 & 17:33:** Defensive smokes thrown to block the B Main entrance/cross.
* **05:18:** Pop-flash bounced from Checkers through the window to peek B Main safely.
* **05:47:** Retake flashbang thrown high over the wall from CT Spawn toward B Site.
* **07:31 & 10:00:** Incendiary grenades deployed into B Main. At 10:00, it is specifically layered immediately following a fading smoke to maximize area denial.
* **23:51 & 26:50:** High-arcing entry flashes thrown over the A Main roof to blind CT anchors on A Site without team-flashing.
* **24:42 & 28:38:** Targeted entry molotovs deployed from A Main to clear the A Site default box.
### Economy & Weapon Choices
* **01:31:** Purchases UMP-45 + Kevlar/Helmet + full utility with a $3050 bank. Excellent for holding Checkers due to close-quarters efficiency and high kill reward.
* **04:53:** Opts for an MP9 over a rifle despite a $6400 bank, building team economy while playing tight Checkers angles.
* **07:05:** Full buy with M4A4 to transition to a reliable B Site anchor against full T rifle buys.
* **11:50 & 12:50:** Weapon swapping with "SplaT"; receives an AWP (Pink DDPAT) for long-range B Main lockdown, then trades back to the M4A4 to return to standard anchoring.
* **14:56:** Force buy with $1450 bank: Kevlar/Helmet + Five-SeveN. Relies on armor-penetration and close-range headshot potential.
* **16:03:** Light buy (Kevlar + MAC-10) to stay competitive while preserving future funds.
* **22:32:** Full T-side buy establishing the AK-47 as the permanent entry fragging weapon.
* **28:50:** Advanced micro-economy management. Drops his AK-47 to a teammate, buys full utility with remaining funds, and is dropped a fresh AK-47 by another teammate.
## Strategy & Tactics
### Round Strategies & Coordination
* **Vocal Leadership:** DEVIL uses strict verbal countdowns ("A 3, 1 2 3 on y va") to synchronize peeks, though his teammates frequently fail to follow through.
* **Early CT Aggression:** IGL calls for early map control pushes (e.g., callout "Zouglou" at 02:00, 06:15) to catch Terrorists off-guard and disrupt defaults.
* **Relentless Force Buys:** IGL explicitly calls to maintain economic pressure near the end of the half ("On force buy jusqu'Ã la fin") instead of saving.
* **T-Side Executes & Fakes:** Structured A Site set-pieces using roof-flashes and default molotovs. Includes strategic audibles like faking A presence before fully rotating ("On va tous en B" at 25:20).
* **Mid-Round Audibles:** Pre-calling a defensive adjustment (09:25); if Ts commit heavily to Mid, B defenders are instructed to molotov Sun Room, counter-rush, and flank.
### Tactics & Formations
* **Utility Geometry:** DEVIL masterfully uses the high windows and door frames of Checkers to bank flashes and smokes into B Main, deploying utility without exposing himself to AWPers.
* **Baiting & Crossfires:** Explicitly instructing a teammate to make noise ("Mets toi dans la caisse... je vais te bait") to draw enemy focus while DEVIL wide-swings for trades.
* **Dynamic Anchoring:** Shifts formation based on weapon. With SMG/Rifles, he anchors tightly in Checkers. With an AWP, he shifts to the back of B Site for deep sightlines.
* **Unconventional Sightlines:** Executing tactical boosts, such as the "redline" boost, or stacking in Checkers (11:15) to peek over fading B Main smokes.
## Decisions & Critical Moments
* **01:45 (Mistake):** Aggressively pushes through B Main to Sun Room with an SMG un-flashed. Caught sprinting by a passive Terrorist angle. *Alternative:* Slice the pie or pop-flash first.
* **03:00 (Success):** Executes a deliberate bait-and-switch. Teammate draws fire, DEVIL swings wide from Checkers at 03:04, securing a double kill with the UMP-45 and breaking the B execution.
* **04:30 (Mistake):** Clears Sun Room but continues to sprint blindly into Mid on a flank. Picked off by a lurker. *Alternative:* Hold the passive flank angle once map control is secured.
* **06:30 (Success):** Uses a full utility sequence (Smoke, Incendiary, Flash) to push Sun Room aggressively. Catches two Ts blind at 06:35, securing an MP9 spray-down double kill.
* **11:15 (Success):** Boosts on Checkers boxes to look over his own fading B Main smoke/fire, spotting and killing a T attempting to push the utility.
* **12:55 (Success):** Drops his AWP for a standard rifle before rotating to attempt an A Site retake, prioritizing mobility and close-quarters capability in a chaotic environment.
* **23:55 (Success):** Throws the over-the-roof A Main flashbang. Pushes site perfectly with the detonation at 24:14, winning the entry duel.
* **26:20 (Mistake):** Throws entry utility and pushes A site aggressively, but his team hesitates in A Main. Dies isolated at default box un-traded. *Alternative:* Monitor minimap and abort the push if the team fails to follow.
* **28:50 (Success):** Executes the advanced micro-economy AK swap to secure both optimal weaponry and full utility. Pays off at 29:48 when he uses the utility to create chaos and secures a kill through smoke on A Site.
## Practical Takeaways
### Lessons & Situational Rules
* **Deliberate Bait-and-Switch:** Actively comm for a teammate to jiggle or make noise. Swing precisely when the enemy engages them for isolated, advantageous duels.
* **Exploiting Map Geometry:** Never dry-peek to throw utility if map geometry allows a banked throw from safety (e.g., Checkers to B Main bounces).
* **Utility Stacking:** Drop incendiaries exactly as defensive smokes fade to create an extended, devastating wall of area denial.
* **Over-the-Roof Entry Flashes:** Use vertical map architecture (like the A Main roof) to throw entry flashes that pop in the sky—blinding defenders while popping behind your entering team.
* **Weapon-Based Positioning:** Play tight angles (Checkers) with SMGs/Rifles. Shift to deep angles (Back B) with AWPs. Swap AWPs for Rifles before executing chaotic retakes.
* **Micro-Economy Optimization:** Trade weapons and bank balances with teammates during the buy phase to ensure the primary Entry Fragger has *both* full utility and an assault rifle.
### Anti-Patterns & Improvement Areas
* **Sprinting into Long Sightlines:** Pushing transition zones (Checkers to Sun Room) with close-range weapons without slicing the pie or using flashes.
* **Over-Flanking:** Continuing to sprint through enemy territory after successfully flanking. Stop and hold the angle once flank control is secured.
* **Committing Un-Traded:** Pushing purely off your own entry utility without verifying via the minimap that teammates are actually following you out of the chokepoint.
### Drill Ideas
1. **Checkers Safe-Utility Drill:** Load an empty Cache server and practice banking smokes and pop-flashes through the high Checkers windows/doors into B Main without exposing your character model.
2. **A Main Pop-Flash Timing:** Practice the high-arcing A Main roof flash, adjusting trajectory so it pops over default box precisely as a theoretical teammate crosses the A Main threshold.
3. **Bait-and-Trade 2v2s:** In a retake server, practice deliberate crossfire setups where Player A jiggle-peeks for information/bait, while Player B holds the wide swing for the immediate trade kill.
## Conclusion
This match provides an exceptional masterclass in individual agency while dealing with highly dysfunctional team coordination. It highlights how an In-Game Leader can still control map pacing through precise utility geometry (Checkers bounces, A Main roof flashes), dynamic weapon positioning, and advanced micro-economy management. Furthermore, it serves as a raw, practical study of the delicate balance between leading aggressive entry executions and the fatal anti-pattern of pushing bombsite chokepoints un-traded.