Anubis T-Side A Extremity & Canal Strategy: DEVIL Masterclass

📂 Strategy
# Anubis T-Side A Extremity & Canal Strategy: DEVIL Masterclass ## Match Context This session takes place on a custom practice server rather than a competitive match, serving as a strategic tutorial. The map is **Anubis**. The timer features an extended 11-minute countdown starting at 11:01, and the economic state is set to infinite money ($96,249) with unlimited grenades. The score state is 0-0. The French-speaking streamer provides an educational breakdown of the Terrorist (T) side "A Extremity" role, focusing on establishing map control in Canal and A Main ("Principal"), baiting Counter-Terrorist (CT) utility, and executing onto Bombsite A. ## Players & Roles * **DEVIL (Streamer/Player)** * **Role:** Acting as In-Game Leader (IGL) and Coach, breaking down the "A Extremity" role (shifting between lurker, support, and entry fragger). He emphasizes coordination with hypothetical teammates holding Mid ("Milieu") or throwing support utility from T-Spawn/Stairs. * **Team:** Terrorist (T) side. * **Equipment:** Spawns with a full loadout. He wields an **AK-47 (StatTrak™) | Blue Laminate** ("Bleu stratifié") and a **Bayonet M9 | Doppler** (predominantly pink/purple phase). He utilizes infinite HE Grenades, Smoke Grenades, Flashbangs, and Molotovs for demonstrations. * **Visual Identifiers:** Uses a static cyan/green crosshair. Displays high-APM habits, frequently quick-switching between his knife and utility to highlight movement timings. Deliberate crosshair placement traces the Anubis architecture, and he uses practice server grenade trajectory lines to validate lineups. ## Utility & Resources The player demonstrates a mastery of resource management and specific grenade lineups from the Canal area: **Utility Concepts:** * **Utility Advantage (00:10):** Tossing a single inexpensive Flashbang into A Main to bait a $300 CT Smoke grenade, resulting in a net +1 utility advantage for late-round executes. * **HE Damage Mitigation (01:00 - 01:10):** Pathing tightly against specific Canal pillars to avoid common CT HE grenade blast zones. * **The "Smooth Take" (05:00 - 05:45):** Gaining A Main safely by throwing a shallow smoke at the entrance paired with a deep Molotov behind it. The far right edge of this shallow smoke can be exploited as a one-way visual angle against pushing CTs. **Key Trajectories & Lineups:** * **Deep A Main Molotov (04:26 - 04:36):** From the left pillar in Canal water, aiming below a wall mark with a forward jump-throw to clear deep holding angles. * **"Navi" A Main Smoke (05:50 - 06:05):** A deep A Main smoke thrown by a support player from the T-Spawn/Alley area, allowing the Canal player to push with their weapon drawn. * **Redirection/Fake Smokes (06:20 - 06:38):** Throwing utility meant for Mid or B-Site (e.g., CT or Jungle smokes) directly from Canal to pull CT rotations away from A. * **A-Site Execute Utility (06:45 - 07:14):** Thrown safely from the Canal stairs: * **06:45:** Forward jump-throw Molotov for Plat/Stairs. * **06:55:** Aiming at the vertical archway wall edge for a "Cone" (Camera) Smoke. * **07:06:** Follow-up Molotov for the Default plant spot. * **Execution Pop-Flashes:** * **07:46 - 08:00:** A medium-click jump-throw aimed high on the pillar above the A Main archway. Pops high and behind entering Ts, blinding site defenders but not the entry fraggers. * **08:12 - 08:28:** A crouched flash aimed at the inner upper archway that bounces into A Main. ## Strategy & Tactics The overarching strategy involves flexible pacing and dynamic map pressure: * **Default/Map Control (00:00 - 00:50):** The primary goal is contesting A Main to force out blocking utility and attempt to isolate a 1v1 duel against the A-site anchor. * **Pacing Adaptations:** * **Fast Rush (01:50 - 02:05):** Sprinting straight through Canal water to catch passive CTs off-guard before they set up HE stacks or deep crossfires. * **Tempo Control/Slow Play (02:20 - 02:50):** If encountering heavy early CT utility, the player waits safely behind the wall on the Canal stairs, masking audio cues, before calling for a delayed pop-flash from a teammate to scale. * **Formations & Coordination:** The A Extremity player acts as a flexible anchor. Rather than staring rigidly at A Main, they synchronize their push perfectly with the Mid player's aggression (00:30), or flex back into Canal to throw support flashes for the Mid player taking Cave (01:10). ## Decisions & Critical Moments * **Utility Baiting vs. Execution (00:10):** Deciding to use minimal utility early (one flash) to bait out heavy CT utility (smokes). *Outcome:* Conserves T-side utility for the actual site execute. * **Synchronizing 1v1s (00:35):** Choosing the exact moment to engage the A-site anchor. *Critical Moment:* Winning this duel precisely when Mid pressure occurs causes the entire CT defensive structure to fracture. * **Tempo Delay (02:25):** The decision to hold passively on the Canal stairs rather than pushing through CT Molotovs/HEs preserves crucial HP. * **Countering the Deep AWPer (03:40):** Deciding against dry peeking a deep A Main AWP angle. Instead, arcing HE grenades high over the A Main wall to chip the AWPer's health and force a reposition. * **Fake Executing (06:15):** The decision to throw B/Mid utility from A Extremity to manipulate the map, creating an illusion of a B-take while remaining perfectly positioned to exploit the resulting gaps in the A defense. ## Practical Takeaways **Lessons & Situational Rules:** * Never dry peek a deep AWPer from A Main; arc HEs over the wall to displace them. * If you read passive CT play, execute a Fast Rush. If CTs use heavy HE/Molotov stacks early, default to Tempo Control on the Canal stairs and wait for utility to clear. * Rely on support players in T-Spawn to throw the "Navi" A Main entrance smoke so the extremity player can entry with their rifle equipped. **Anti-Patterns (Mistakes to Avoid):** * **Over-Investing Early Utility:** Dumping multiple grenades just to secure early Canal control leaves you depleted for the site hit. * **Ignoring Damage Zones:** Pathing blindly through Canal water center will get you killed by CT HE stacks. Hug the pillars. * **Standard Flashing the Choke:** Throwing standard flashes straight through the A Main doorway will blind your own entry path. Always use high or bouncing pop-flashes. * **Rigid Positioning:** Believing the "A Extremity" role only looks at A Main limits map pressure. Flex back to support Mid when needed. **Improvement Areas & Drills:** * **Sound Discipline Posture:** Practice alternating between crouching and standing against the Canal stairs wall to completely mask falling/stepping sounds while keeping the crosshair ready. * **The "Smooth Take" Routine:** Drill the sequence of the forward jump-throw deep Molotov (04:26) immediately followed by the shallow A Main entrance smoke (05:00), then practice peeking the one-way right edge of the bloom. * **Stairs Execute Mastery:** Rapidly drill the Canal stairs sequence: Platform Molotov -> Camera/Cone Smoke -> Default Plant Molotov. * **Entry Flash Workshop:** Test the high medium-click jump-throw (07:46) and the crouch-bounce flash (08:12) to ensure they perfectly clear the doorways without blinding teammates. ## Conclusion This video serves as a high-level masterclass for Terrorist map control on Anubis. By breaking down the "A Extremity" role into highly specific utility interactions, pacing adjustments, and macro-level fakes, it provides immense value for both solo queue lurkers and highly coordinated team players looking to systematically dismantle the CT A-site defense.