When defending A, players should take positions on the "delpan" or behind the cigarette (if there is complete confidence in controlling the center of the map), as well as on the "stairs". Early timings discard fumes on "pit" and palace exit. An extra 18 seconds is never a waste when defending positions.
It is worth expecting smoke from terrorists as well. Frequently, smoke is thrown at the stairs, the jungle, and the city. With this kind of spread, defense players need to fortify themselves as close to the point as possible, such as climbing on the "Roban". There is also the option for the defensive player to climb on the balcony and take the exit from the "palace". The exit from the "connector" must be controlled by the player on the "jungle".
At the time of the offensive play, players from point B should already be making a pull toward A. One person is expected to run through the "house" to get behind the terrorists and give information on the pullback in time, while the other person is expected to "zig-zag" or run through the "city". Everything depends on success in the first few seconds of defending the point.
Command coherence is necessary when taking the attack so as not to create obstacles and not to cluster in one spot. Usually, the terrorists occupy the "tetris", so you should throw a fire grenade there so that they open up to the fire. This will allow you to quickly eliminate the players of the attacking side.
Terrorists can get to point B in two ways: through the "apartments" or from the center of the map through the "short". In the latter case, the information about the attack vector is given by the "main sniper", who controls the middle. Positionally, the CT occupies the "car," the "forest", and the corner behind the plant. The role of the corner player who first catches the terrorist attack is important. At this point, the player in the plant (or in the car) drops the incendiary grenade and smoke to keep himself safe from a quick lunge attack. The second player also drops the smoke and the tactical grenade.
At this point, the player with the AWP has already sped up, taking a position on the "window". The two players from captive A must perform a neat backstop, controlling the terrorist lunge through the "subway" or "short". If the terrorists manage to advance deep into the captivity, the remaining teammates go to the aid through the "short" or "apartments".
There are many variations of defense, from aggressive defense to wait-and-see play. In the first case, defensive players can push either the center of the card or the subway with mats. It all depends on self-confidence, as well as understanding the economy of the opponents.
Make an experiment for yourself, and try to assemble a team of friends, acquaintances, or ordinary players. Play for a while together. And you'll see what it feels like to play on your favorite map with your team. This is just a small part of what is already known. And imagine how much more that is unknown. It's all in your hands, practice and survey new tricks for yourself.