overview
All three Border bombsites hang off the same spine: CCTV, Armory and the East stairs. Whoever holds those holds the map, which is why a Border defence starts above and outside the site and trades space backwards instead of sitting on the plant. Fountain is the fallback all three sites funnel into, and the long sightlines mean angles are worth holding in pairs.
Two floors, joined by the East and West stairs. Both land close to the 1F bombsites, and the West stairs also come out near the 2F site. Hatches drop from 2F straight into the 1F sites, and there is plenty of breakable floor besides, so 1F is attacked from above as much as from the side. Attackers reach 2F from the northeast into Archives and from the southwest into CCTV and Armory, while 1F takes pressure from above and from the east for fast plants.
2F Armory Lockers, 2F Archives. The crossfire site. Long angles through Armory and CCTV want open lines and a player out on 90 or Fountain, while Archives needs cover against smokes, flashes and fast plants. Triple wall is the aggressive seat; East stairs is the flank that decides how much time you get.
1F Bathroom, 1F Tellers. A layered site. CCTV and Armory buy time early, then everyone falls back through Fountain with the walls closed off behind them. Workshop and Bathroom hold against smokes and Glaz, and East stairs on 2F is the power spot for burning clock.
1F Ventilation Room, 1F Workshop. The widest site, extending into Bathroom with room to roam Customs. Hold upstairs but keep the drop open, and once the hatches are gone give up the top floor rather than fighting for it. Armory covers the plant from above.
Border rewards comms more than gadgets. The crossfires only work if both players call the angle they are covering, and ghost pressure is what stops attackers committing to a push. CCTV is the position the rest is built around: lose it early and every site loses its first read on where the attack is going.
reference
35 in-game reference screenshots from the Border defender setups, covering 1F Bathroom, 1F Tellers; 1F Ventilation Room, 1F Workshop; 2F Armory Lockers, 2F Archives.


































