Stronghold Grenade Callouts in CS2

5 min readWinio Team
Stronghold Grenade Callouts in CS2

Stronghold takes CS2 players to Gibraltar, where historic castle fortifications meet artillery positions and military tunnels.

The map differs significantly from familiar three-lane layouts. It contains elevation changes, stairways, underground passages and several complicated rotation routes. Counter-Terrorists can challenge the attackers far away from the bombsites, while losing Mid can quickly open several routes for the T side.

Utility is essential in this environment. Smokes remove elevated angles and long sightlines, Molotovs force defenders out of tunnels and flashes allow attackers to move through narrow entrances with an advantage.

This guide covers the essential Stronghold grenade lineups, Mid control, A and B executes, defensive utility, retakes and coordinated strategies.

What Is Stronghold in CS2?

Stronghold, technically named de_stronghold, is a community-created bomb-defusal map designed for 5v5 matches.

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The map was created by Squidski, David Hasselhoff, Kale and T-R3x3r. Its first public version appeared in June 2024, while the finished contest version was published in the Steam Workshop on May 6, 2025.

Stronghold was created for the Mapcore x FACEIT Big Adventures Mapping Contest. It finished fourth behind Grail, Alpine and Palacio. The competition received 267 submissions.

The map is set on the Rock of Gibraltar. Terrorists are attempting to destroy historic fortifications and military equipment, while the Counter-Terrorists must protect the stronghold.

Stronghold combines:

  • A Moorish castle
  • Second World War tunnels
  • Historic artillery positions
  • Open fortress areas
  • Underground corridors
  • Museum interiors
  • Stairways and elevation changes
  • Multiple paths between the bombsites

The setting was inspired by the real fortifications inside the Rock of Gibraltar. The creators also added information boards, historic guns and Barbary macaques, which are closely associated with Gibraltar.

When Was Stronghold Added to CS2?

Valve added Stronghold to Competitive, Casual and Deathmatch on January 21, 2026. Warden and Alpine entered the same modes during the update.

Stronghold was not part of Active Duty or Premier. It was available as a separate community map in the classic matchmaking modes.

In late April 2026, the daytime version was temporarily replaced by a night version. The change had little effect on the map geometry but altered visibility and some visual references used for grenade lineups.

Valve removed Stronghold from official matchmaking on July 8, 2026. Warden, Alpine and Sanctum were removed during the same rotation, according to the official Counter-Strike 2 update archive.

Stronghold can still be downloaded through the Steam Workshop and played locally or on compatible community servers.

Stronghold Map Layout

Stronghold has a more complicated structure than most competitive CS2 maps.

The internal routes pass through a large tunnel system. Outdoor areas are positioned at different heights and connected by stairs, ramps and narrow walkways.

The most important features include:

  • CT players can fight far away from the bombsites
  • Mid provides short routes toward both sites
  • Rotations pass through dangerous tunnels
  • A contains long-range and vertical positions
  • B has several entrances and many pieces of cover
  • Returning to another part of the map takes time
  • Losing one connector can expose an entire rotation

Early timings are particularly important. The CT side can reach aggressive positions around Mid, A and the tunnel entrances before the Terrorists complete their initial setup.

The attacking team must check both elevated angles and defenders who may have pushed directly in front of the main entrance.

Essential Stronghold Callouts

Stronghold callouts never became fully standardized because the map spent a limited period in official matchmaking.

Players use names based on geometry, decorations and movement directions. The same position may have different names depending on the region or team.

Confirming the most important callouts before a match helps prevent confusion.

Stronghold Mid Callouts

The most common Mid callouts include:

  • Mid
  • Bottom Mid
  • Top Mid
  • Mid Pillar
  • Mid Boost
  • Window
  • Heaven
  • Connector
  • Stairs

Bottom Mid is the T-side entrance into the central area.

Top Mid is closer to the CT side and is commonly held by an AWPer or rifler.

Mid Pillar provides central cover for information peeks and utility baits.

Mid Boost refers to an elevated position created with a teammate boost.

Window allows the defense to watch part of Mid from above.

Connector links the central area with routes toward both sites.

Stairs connect different levels. Players should specify the direction or nearest bombsite when communicating.

Stronghold A Site Callouts

The main A Site callouts are:

  • A Main
  • A Ramp
  • A Short
  • A Long
  • A Tower
  • A Backsite
  • Wooden Gate
  • Default
  • A Site

A Main is the primary T-side route toward the bombsite.

A Ramp leads into the site through a sloped area that can be watched from several levels.

A Short connects Mid with A and is essential for split executes.

A Tower is an elevated defensive position overlooking the site.

A Backsite is the deepest part of the bombsite.

Wooden Gate refers to the open wooden entrance near the site. The surrounding area contains several corners that can hide a defender.

A Site is visually different from the rest of Stronghold because it was inspired by Gibraltar’s Moorish Castle.

Stronghold B Site Callouts

The main B Site callouts include:

  • B Main
  • B Tunnel
  • B Connector
  • B Platform
  • Artillery or Gun
  • B Back
  • Default
  • B Site

B Main is the primary attacking route.

B Tunnel is a narrow entrance where Molotovs, HE grenades and pop flashes are particularly effective.

B Connector provides an alternative path into the site and is commonly used during splits.

B Platform is an elevated defensive position.

Artillery, sometimes called Gun, refers to the central structure containing the artillery piece.

B Back is the deep section of the site used by anchors and post-plant players.

B has a semicircular layout and several entrances. When Terrorists attack from two directions, the defenders must constantly adjust between different angles and heights.

Why Utility Is Important on Stronghold

Stronghold is difficult because many passages contain multiple levels and overlapping sightlines.

A defender can play in front of the attackers, on a staircase, behind a pillar or above the main entrance.

Correctly used grenades help teams:

  • Block elevated positions
  • Isolate bombsite defenders
  • Move through tunnels
  • Stop aggressive CT pushes
  • Take Mid control
  • Break defensive crossfires
  • Hide rotations
  • Begin coordinated retakes
  • Protect the bomb plant or defuse

Without flashes, the attackers must clear each level individually. This gives the defender enough time to find a kill and escape through a nearby passage.

Commands for Practicing Stronghold Lineups

Create a local Stronghold server and enter the following commands into the developer console:

  • sv_cheats 1
  • mp_warmup_end
  • mp_roundtime_defuse 60
  • mp_freezetime 0
  • mp_buy_anywhere 1
  • mp_buytime 9999
  • sv_infinite_ammo 1
  • ammo_grenade_limit_total 5
  • sv_grenade_trajectory_prac_pipreview 1
  • sv_rethrow_last_grenade
  • bot_kick

sv_grenade_trajectory_prac_pipreview 1 displays the trajectory and landing point of each grenade.

sv_rethrow_last_grenade repeats the previous throw. This is useful for checking whether a flash blinds a particular defensive position.

Test every lineup on the current Workshop version. Changes to geometry, textures or visual reference points can affect the final trajectory.

Stronghold Mid Grenade Lineups

Mid determines the pace of many Stronghold rounds.

Taking the central area allows the Terrorists to:

  • Reach A through Short
  • Pressure Connector
  • Split B
  • Intercept rotations
  • Bypass aggressive defenders
  • Change the final target

Top Mid Smoke

Top Mid is one of the main early-round contact points.

A smoke blocks the long defensive sightline and allows the Terrorists to move out of Bottom Mid. It is especially valuable against an AWP.

After the smoke lands, the attacking team must check:

  • Close aggression
  • Mid Pillar
  • Window
  • Mid Boost
  • The smoke edges
  • A push from Connector

The smoke does not provide complete control. A CT player can push through it with a flash or wait beside its edge.

Window Smoke

Window allows a defender to watch the central area from an elevated position.

Smoking it reduces the number of angles the entry fragger must clear simultaneously.

The smoke works best when combined with a Mid Pillar Molotov or a high flash over the central area.

Connector Smoke

The Connector smoke isolates a defender supporting Mid or preparing to rotate toward a bombsite.

This grenade is particularly important before an A or B split. While the smoke remains active, the Terrorists can take central positions and choose how to continue the round.

One player should continue watching the smoke. If the entire team turns away, a CT can push through and attack from behind.

Mid Pillar Molotov

A defender behind Mid Pillar can collect information with short peeks while delaying the attackers.

The Molotov should cover both the protected position and the nearest escape route. If the fire lands only in front of the pillar, the defender can remain behind it.

The first attacker watches for the CT escaping the flames while the second player clears the upper level.

Mid Boost Molotov

Mid Boost creates an unusual angle above normal crosshair height.

A Molotov or HE grenade can remove the boosted player before the main entry. If the exact lineup is unavailable, use a high flash and clear the position with a coordinated peek.

Mid Flash

A high flash should detonate immediately before the attackers contact Top Mid or Window.

A basic timing sequence looks like this:

  1. The entry fragger prepares to move.
  2. The support player announces the flash.
  3. The grenade travels over the central cover.
  4. The entry player moves before it explodes.
  5. The second attacker clears the elevated angle and prepares to trade.

If the flash detonates too early, the defender can turn away and return to the angle before the attackers arrive.

Stronghold A Site Grenade Lineups

A Site combines long sightlines, elevated positions and several protected corners near Wooden Gate.

Attacking only through A Main allows the defense to focus on one direction. A stronger execute combines the main entry with pressure through A Short.

A Tower Smoke

A Tower is one of the strongest defensive positions on the site.

A smoke in this area:

  • Removes the elevated angle
  • Protects the bomb carrier
  • Blocks an AWP sightline
  • Delays the retake
  • Separates the upper and lower defenders

The smoke must cover the entire sightline. A small gap near the wall may allow the defender to continue watching Default or A Ramp.

A Backsite Smoke

A Backsite allows the anchor to wait for the first flashes and reappear during the bomb plant.

The smoke temporarily isolates the position but does not force the defender to move. One Terrorist must watch the edge until the bomb has been planted.

CT Rotation Smoke

A smoke on the defensive rotation route separates the players already on A from the rest of the CT team.

This grenade is especially important during a fast split. Without it, rotating defenders may join the fight before the Terrorists establish control of the site.

Wooden Gate Molotov

The open wooden gate creates several difficult angles.

A Molotov forces the defender to leave the protected area or use a smoke to extinguish the fire. The entry players must be ready for immediate contact.

If the CT uses a smoke, its position provides additional information about where the defender may be standing.

A Backsite Molotov

A Molotov should be used instead of a smoke when the team needs to remove the Backsite defender completely.

Throw it immediately before the entry flashes. If the Molotov lands too early, the flames will disappear before the attackers reach the site.

A Ramp HE Grenade

Defenders can challenge the Terrorists near the A Ramp entrance.

An HE grenade can damage a player holding a close angle or weaken an aggressive setup. Follow the explosion with a flash and immediate entry.

A Site Flash

A high flash should blind players on A Tower, Backsite and the angles overlooking Ramp.

It becomes especially effective during a split because the defenders must divide their attention between A Main and A Short.

Complete Stronghold A Execute

A basic utility set includes:

  • A Tower smoke
  • CT Rotation smoke
  • Wooden Gate Molotov
  • A Backsite smoke or Molotov
  • Two flashes above the site
  • HE grenade for a close position

The execute can follow this order:

  1. Two players establish Mid control.
  2. The main group prepares near A Main.
  3. A Tower and CT Rotation are blocked with smokes.
  4. Wooden Gate is cleared with a Molotov.
  5. The first flash detonates above the site.
  6. The main group attacks through A Ramp.
  7. The Mid players enter through A Short.
  8. The second flash helps the team take Backsite.
  9. The bomb is planted for both groups.

The two entries must be synchronized. If the A Short group moves too early, the defenders can eliminate it before turning toward A Main.

Stronghold B Site Grenade Lineups

B Site contains several entrances, an elevated platform and the central artillery structure.

Once the execute begins, the site can become chaotic. CT players often try to stop the attack inside B Tunnel or near Connector before the Terrorists reach the bombsite.

B Platform Smoke

B Platform provides an elevated angle over the main entrance.

A smoke isolates the upper defender and allows the entry fragger to focus on the nearest positions.

The smoke edges still need to be watched. A CT player can use the smoke to move or start an unexpected peek.

B Back Smoke

A smoke in B Back reduces the number of simultaneous duels.

The attacking team can take Default and the area around Artillery. The anchor may still remain inside the smoke and wait for the bomb plant.

CT Rotation Smoke

Smoking the defensive rotation route prevents players from the opposite side of the map from immediately supporting B.

Because Stronghold has complicated rotation paths, even a few additional seconds can give the Terrorists enough time to plant and establish a post-plant setup.

Close Molotov

The closest position beside B Tunnel is dangerous for the entry player.

The Molotov should cover the entire corner and the most likely escape route. The entry watches for the defender leaving the flames while the second player clears Platform.

B Back Molotov

A B Back Molotov forces the anchor away from the deepest cover.

Throw it immediately before the execute. If the fire disappears too early, the CT player can return to the same position.

Artillery Molotov

The central artillery structure can hide a defender from several directions.

A Molotov either forces the player to move or restricts their position. The attackers must check both sides of the structure after the grenade lands.

B Site Flash

A flash should detonate above the site or immediately after passing through the tunnel entrance.

The support player remains behind the main group while the entry fragger moves before the explosion.

B Tunnel Pop Flash

A pop flash helps remove an aggressive defender playing in front of the bombsite.

The grenade should bounce from a wall or ceiling and explode shortly before the attacking player reaches the contested angle.

Complete Stronghold B Execute

A basic B utility set includes:

  • B Platform smoke
  • CT Rotation smoke
  • B Back smoke or Molotov
  • Close Molotov
  • B Site flash
  • B Tunnel pop flash
  • HE grenade for Artillery

Execute the grenades in the following order:

  1. The pop flash clears the forward section of B Tunnel.
  2. The Molotov removes the Close defender.
  3. B Platform and CT Rotation are smoked.
  4. A smoke or Molotov lands in B Back.
  5. The main flash detonates above the bombsite.
  6. The first attacker clears the nearest cover.
  7. The second player watches Platform and prepares to trade.
  8. The third attacker takes space around Artillery.
  9. The bomb is planted for a predetermined post-plant setup.

Defensive Stronghold Grenades

Stronghold allows the CT side to take advanced positions before the Terrorists arrive.

Early aggression still requires support. A defender pushing deep into a tunnel without a flash or escape route may give away an important part of the map for free.

Early Bottom Mid Molotov

A Molotov at the T-side entrance to Mid can:

  • Delay central control
  • Force the Terrorists to use a smoke
  • Reveal the number of attackers
  • Disrupt a fast split
  • Give the CT player time to reach Top Mid

The defender can hold Top Mid or fall back after using the grenade.

HE After the Molotov Is Extinguished

If the Terrorists extinguish the fire with a smoke, a CT player can throw an HE grenade into its center.

Attackers often push immediately after putting out the flames, creating an opportunity to damage several players.

Defensive Mid Flash

A player on Window, Heaven or Connector can support a teammate with a flash.

The setup works as follows:

  1. The first CT spots the attacking group.
  2. The player falls behind cover.
  3. A teammate throws the flash.
  4. The first defender peeks again.
  5. The second player watches for the trade and possible flank.

A Main Molotov

A Molotov at A Main delays a fast execute and gives the defenders time to establish positions on Tower and Backsite.

The second incendiary grenade should be saved for a late split or Default rather than thrown immediately.

A Default Molotov

A late Molotov on Default can stop the bomb plant and provide additional time for the rotation.

It should only be used after the attack has been confirmed. An early Molotov allows the Terrorists to wait and plant after the fire disappears.

Defensive A Tower Flash

A flash from the elevated position can help the site anchor survive the execute.

The lower defender turns away before the grenade explodes and then reopens the angle toward Ramp or A Short.

B Tunnel Molotov

A Molotov inside B Tunnel can divide the attacking group.

If several Terrorists cross before the flames appear, the CT side may fight them before the remaining players can provide support.

Defensive B Flash

A deep defender can throw a flash over Artillery or the main entrance.

This flash can be used to:

  • Repeek the entrance
  • Change position
  • Interrupt the bomb plant
  • Support the rotation
  • Begin a retake

How to Retake A on Stronghold

A Site contains several levels and distant post-plant positions.

Before entering, identify which areas the Terrorists control:

  • A Main
  • A Short
  • A Ramp
  • A Backsite
  • Default
  • A Tower
  • Smoke edges

A coordinated retake can follow this sequence:

  1. Wait for the nearest teammate.
  2. Smoke A Main or A Short.
  3. Clear Default with a Molotov.
  4. Throw a flash above the site.
  5. The first CT clears the lower level.
  6. The second defender watches Tower and Backsite.
  7. Another player controls the possible flank.
  8. Begin the defuse after taking the closest positions.

Do not attempt to clear the upper and lower levels simultaneously. Isolate one direction before moving deeper into the site.

How to Retake B on Stronghold

B Site has several entrances and multiple pieces of cover around Artillery.

The CT side should ideally save:

  • One smoke
  • One Molotov
  • Two flashes
  • One HE grenade
  • A defuse kit

The smoke can isolate B Tunnel or B Back. The Molotov clears the area around Artillery, while the flashes support a coordinated entry from two directions.

Entering one at a time is the most common mistake. It gives the Terrorists a series of favorable duels instead of one organized retake.

Learn the Utility, Then Read the Match

Stronghold may initially appear chaotic, but most rounds are decided by familiar Counter-Strike principles.

Mid control limits defensive rotations. Smokes separate the CT positions. Molotovs clear tunnels and protected bombsite angles. Flashes allow entry fraggers to begin their duels with an advantage.

The objective is not to memorize every possible lineup. Understanding which position a grenade isolates and what the team must achieve before it expires is far more important.

The same details influence professional matches. Team form, map pools, side-specific results, player roles and utility efficiency can change the probability of victory before the match begins.

Winio analyzes these variables across thousands of matches to show what the data says before the server decides the result.

Explore upcoming CS2 matches and data-driven predictions at Winio.

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