District

## Strategy

District is considered the most popular map in competitive Insurgency due to its balance and good mix of cross-picks and pre-nades without them being overpowered or too difficult to counter. This map is one of the Big Five meta maps (District, Market, Ministry, Embassy, and Station). Like all competitive maps, the neutral B point is the primary focus and the power positions (also known as overwatch, or support positions, see below) revolve around protecting or killing B players.

### Early-Round Strategy

Like most competitive maps, the early-round strategy on District consists of pre-nading, cross-picking, and pre-firing the enemy players and avoiding the enemy's attempts to do the same. Some players may choose to rush their lanes if they have good spawns. The most common rushes on District are as follows:

#### Security

* Cafe player can rush out of out of Cafe Porch into Insurgent Arch
* Apts player can rush mid-Apts into Insurgent-side Apts
* B player can rush around B into Cubby and up to Insurgent-side Apts

#### Insurgents

* Tires player can rush Gay Barrel
* Second Apts player can rush mid-Apts into Security-side Apts
* Garage/Cafe player can rush and prone in the garbage bags next to Garage Barrel
* Balc player can rush Balc

### Mid-Round Strategy

Mid-round strategy will vary based on how many players are alive on both sides (which team has a "man advantage"), which lanes are open to flanks, and which lanes are occupied (i.e. which team has more map control). For additional information as to situational strategy during a competitive Insurgency round, please read the General Strategy article.

### Late-Round Strategy

Due to the square layout of District and the long streets that border objectives A and C (the auxiliary points), flanking on District can be more difficult than on other maps. However, the reward for reaching an auxiliary objective can be worth the fight required to get there. Like most maps, playing for auxiliary points is typically a late-round strategy to either force enemy players to move or to respawn teammates. When a team still has at least two teammates alive, they may opt to play for B instead with one player capping the objective while the other(s) covers the B player from Balc or Apts.

In order to reach objective A as an Insurgent player, the Insurgent usually must kill the Security Cafe player, and sometimes a second Security player playing near Shops. When playing for A on Insurgent side, it is generally advisable to coordinate with the Insurgent Balc player who can drop down Hole Room and cover A Street to thwart any potential Security players from blocking the Insurgent player capping A. In order to reach objective C as a Security player, the Security player usually must kill an Insurgent Tires player.

To block objective A as a Security player when the Insurgents are capping it, the Security player can push from Security Street and block near Shelves or A Side Room. It is strongly advised for a Security player to **not** try to block from the middle of A as it is by far the most dangerous way to block the objective and leaves the Security player with no way to safely clear all parts of the objective. To block objective C as an Insurgent player, the Insurgent player can choose to push from Tires-side or Mop Room-side. When trying to block from Tires-side, it is advisable to check both the dark corner closest to Tires and the Hole Room in the middle of C.

### The B Objective

The B point on District has several pieces of wooden cover behind which a player can capture the objective. All of this cover is able to be wall-banged easily by an assault rifle with AP rounds. While HP rounds from most guns can still penetrate through wood in Insurgency, there is a significant damage reduction and it's usually not worth trying to wall-bang with HP. The capping boundaries of District's B point exist under the metal frame surrounding the objective. The most common places to cap B from are S2 on Security side and T2 on Insurgent side.

## Team Setup

The default team setup on District is typically broken down as follows:

### Security

* 2 Balc players (see below). Some teams opt for 1 Balc player while the other player plays B.
* 1 Tires/Security Street player
* 1 Apts or B player
* 1 Cafe player

### Insurgents

* 2 Apts players (see below)
* 1 Tires player
* 1 Balc player
* 1 Barber/Arch/Garage/Cafe player

## Power Positions

### Balcony (AKA Balc)

On Security side, Balcony (also known as Balc) is the power position looking over B. Balcony is divided into Dark Window, Big Door, mid-Balc, Balc Side Room, and Insurgent-side Balc. Dark Window is a very powerful window for a Security player to use to pre-fire (see below) Apts as well as pre-nade (see below) Insurgent-side Balc. A Dark Window player can also cover most of B with the exception of T3, the Insurgent-side of T2, and parts of S2. Big Door can be used to watch the four main Apts windows (A1-A4) as well as Insurgent-side Balc. The Big Door player can also push forward towards Balc Stairs and watch all of B except Insurgent-side T2. Sometimes a Security player with a good spawn will rush out of Big Door and go prone on the small steps in mid-Balc, waiting for an Insurgent player to peek Insurgent-side Balc. Only the Security player's head on the stairs will be exposed while doing this. It is common for two players to play Balc with one Security player in Dark Window while the other Security player plays in Big Door.

### Apartments (AKA Apts)

On Insurgent side, Apartments (commonly referred to as Apts) is the power position looking over B. There are four windows in Apts (A1, A2, A3, and A4) labeled from closest to Insurgent arch (A1) to farthest (A4). A1 and A2 are the most common windows where a Security player will find an Insurgent Apts player. These windows can watch all of B with the exception of Blue-side T3 and the Security side of S2. A3 and A4 are part of "mid-Apts" and can also overlook parts of B, but to a lesser degree. Due to the importance of Apts as a power position on Insurgent side, it is common to find two Insurgent players in Apts. One Insurgent player typically stays near A1 and A2 to cover B/fight balcony/kill a Cafe player, usually with heavy armor to minimize wall-banging from Balc and Security Apts window (see Pre-Fires below), while the other Insurgent player watches mid-Apts and covers the flank for the A1/A2 Insurgent player. Oftentimes there is a Security player who will play Security-side Apts in order to distract and kill the Insurgent-side Apts players.

## Other Lanes

### Tires

Tires is a crucial lane for covering the flanks on both sides. It is typically a more passive lane that involves both players locked in a stalemate until one dies. An Insurgent player with a light loadout (Sterling, AKS, or pistol) can rush out of Blue Room to Gay Barrel if they have a good spawn. This allows the Insurgent player to assist with fighting Cafe, Balc, and B. While it may be necessary in the late round, one should **not** push Tires in the early round as it is easy for an enemy on their street to refrag the pushing player once the pushing player kills the Tires player.

### Cafe

Cafe is generally a passive lane on Security side. Pushing Garage on Security Side is usually very dangerous early round, even if the Security Cafe player kills the Insurgent Cafe/Garage Barrel player. However, an Insurgent player may be able to push Cafe, especially if they drop down Hole Room from Balc and flank behind the Security Cafe player. See common rushes above.

### Arches/Streets

One player on each team may opt to play the Streets or Arches in order to cross-pick each other and hold the flanks for their support players in Apts on Insurgent side and Balc on Security side.

## Cross-Picks & Pre-Fires

The primary cross-pick on District is from Security Arch or Shops to Barber. A Security player with a good spawn can prone in Shops and shoot into Barber or the player can prone to the left of the concrete barricade outside of Shops and shoot into Barber. To counter this as an Insurgent, one can jump on the counter in Barber and right lean to shoot into Security Arch. It is recommended that if a player is not pistol rushing Balc or Cafe, that they either entirely avoid Barber to wait out the pre-fire or hug the left side of Barber, jump over the counter, go out the *left* window, and slide past the Arch.

The primary pre-fire on District is from Dark Window to Insurgent-side Apts (to the left of A1, see below). An Insurgent player with an M1 Carbine and a good spawn can counter-pick the Security player in Dark Window from A2.

## Pre-Nades

The main pre-nades on District are from Dark Window to Insurgent-side Balc and from outside Shops to Insurgent-side Apts (see below). Please note that set-nades are often reliant on lining up map objects to something stationary on your screen such as the Bravo Obj on the HUD, this means examples given in clips may be slightly off for other people depending on each person's FOV.

Right click with your back touching the concrete block, walk forward and left click when the top of your B objective marker reaches the bottom of the A/C unit on the building, then immediately jump throw. (75 FOV)

## Additional Content

Kisses' District demo review:

https://www.twitch.tv/videos/242466933

## Note

This page is a work in progress. We'd like to see more clips or gifs of any missing set nades, pre-fires, etc. with instructions for them if they're not self-explanatory.