Sightline Denial
Deliberately preventing or opening long sightlines through positioning and cover to dictate where the enemy's hitscans and snipers can operate.
The long sightlines Widowmaker and Ashe dominate chip you down one-sidedly just for stepping into them, so they act as a constraint on rotation routes. Whether your team moves behind cover to "cut" the sightline, or instead baits the enemy into exposing themselves on it, tilts the outcome before a shot is traded. If choke management is "control of the bottleneck," sightline management is the broader terrain concept of designing whether long-range sightlines exist at all. It also covers positioning that denies Echo's and Pharah's high-ground sightlines.
Against Widowmaker or Ashe, always take a cover-based route when a long sightline crosses your rotation path. When your own team has a sniper, design the sightline the enemy is forced to expose on and wait just short of it.
Neglecting sightlines gets you picked by Widow mid-rotation, putting you down a body before the fight starts. Over-cutting sightlines leaves you positioned where your own damage doesn't land.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
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.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.