Main Lane
The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).
Main is the shortest route and the one sightlines concentrate on most, so you get chipped down by spam; you combine side / high ground lanes with it to make Splits and rotations work. The allocation of how many bodies go to which lane is the language of macro judgment itself, and it is the terrain premise behind crossfire and Split. The defenders' basic shape is to concentrate sightlines on main while dividing up coverage of the flank lanes; the attackers apply pressure from flank to break main's sightlines and collapse the choke. Everyone sharing which part of the map is main and which is flank is the foundation of every formation call.
As the initial positioning setup, share before staging who takes main and who goes flank. The read of whether to run the flank while the enemy is stacked on main, or make them answer the flank and push main through.
Everyone stacks on main lane so sightlines only come from one direction and you eat the defenders' crossfire in full. One player is sent to flank but comms break down, and the main side starts the fight 4v5.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Off-angle
Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.