Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Five stacked into one lane lets the defenders' sightlines converge and maximizes their damage efficiency — split push is the idea that breaks it. Use one side as bait to push the other angle through, and the moment the enemy tank hesitates over which way to face becomes the opening. It is Crossfire realized at whole-map scale; the split of bodies is wider than a Pinch and the coordination cost is higher. Split too far and you get beaten one group at a time, so designing the timing at which the split groups can rejoin is mandatory. Especially effective on multi-route maps like Flashpoint.
When you read the defense as collapsed onto one lane. When both wings each hold an Ult or a meaningful CD. Multi-route spots on Flashpoint/Hybrid maps.
The two split groups each start their own fight and get beaten one group at a time. One side's pressure is landing but the other can't follow up, giving defense time to collapse onto the live side.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Zoning
Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.