Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.
Attackers gain no space until they "break" the choke, while defenders can manufacture a numbers advantage by setting up crossfire and sightlines in front of it. Who holds the choke determines the initiative in neutral and where the next fight starts, which places it at the very top of the macro decision chain. The means of breaking a choke differ by comp: dive's high-mobility entry, rush's accelerated breakthrough, poke chipping down the sightline, and so on. By building a crossfire, the defending side stacks multiple sightlines onto the single choke and forces the attacking side into an engagement on the defenders' terms.
Attackers break the choke with minimal attrition and secure space before entering the fight. Defenders set their formation in front of the choke first, forcing attackers to break it in an unfavorable shape.
Fixating on breaking the choke burns CDs and HP until you no longer want the fight past it. Defenders over-commit to the choke, the Forward Hold comes late, and space is handed to the enemy.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Sightline Denial
Deliberately preventing or opening long sightlines through positioning and cover to dictate where the enemy's hitscans and snipers can operate.
Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.