Guides New Elite Skin! (Choose for me)

Poll
New Elite Skin! (Choose for me)
ExoticEzerex
ExoticEzerex ExoticEzerex
LV.21 Sweaty 3years

Guides Guide to playing ‘Fuze’ in ‘Oregon’

Oregon is a medium-sized battlefield consisting of a basement, 1F and 2F. Got reworked in the Void Edge season, there were big and small changes, including the disappearance of the two-story Bombsite at the Big Tower and the addition of a new offensive route to the underground Bombsite, which had previously been advantageous for the defensive team. As a result, the map balance has been adjusted and more diverse aspects of engagement can be seen.
 
The Objective Location is located one on the 2F, two on the 1F and one on the underground. It is characterized that both Objective Locations on the 1F use Kitchen as Bombsite, and Kitchen is mostly the main target point when the offensive team attacks the 1F. Most Bombsites can be checked through windows that lead to the outside, so defensive teams usually prefer the basement because there are no such angles in the basement.
 
 
▲ Reworked Oregon's Objective Location, the basement or 2F is often chosen rather than the 1F.
 
 
Fuze is an operator that can detonate beyond a wall or floor using his dedicated equipment, Cluster Charge. A total of five stray bullets will be fired across if they are set up and fired on a destructive wall, floor or barricade, which cause explosive damage in a wide range, enabling the removal of defensive team gadgets at once. In addition, if lucky, it would be possible to catch an operator of the defensive team who could not avoid the stray bullet. Because of this, Fuze has a strong presence in vertical play, especially in Oregon, which has a lot of places to do vertical plays from the 2F to the 1F.
 
Fuze is also an operator notorious for its powerful firepower on all Primary Weapons. In particular, the Assault Rifle AK-12 is on of the highest-performing rifles of all offensive teams, and only Fuze and Ace can handle AK-12. Thanks to this, Fuze is also possible to play the role of Entry Fragger, who actively engages with the defensive team on the front line.
 
 
▲ AK-12 is one of the top guns in the offensive team, and only Fuze and Ace have a choice.
 
▲ When installing Cluster Charger on barricades, it is more effective to install them on top of the window with the body turned upside down while rappelling.
 
 
▣ In case, the site is '2F Kids' Dorms ~ 2F Dorm Main Hall'
 
Since Bombsite is placed on the 2F, it is not possible to do vertical play upstairs, but there are many windows connected to the outside around the Bombsite, making it easy to check. Especially, it is good have a member to go up to the Dining Hall Roof on the 2F, break the large window on the Dorm Main Hall to keep the inside in check and maintain the confrontation.
 
As there are no suitable walls or floors for Fuze to install Cluster Charges, so they must be installed mainly on window barricades. However, if you install it on a barricade, you should be careful because the defensive team can shoot at the window when they hear the Cluster Charger being installed. In addition, Cluster Chargers must be set up at the upper-side of the window if possible to spread the stray bullets wide, as they bounce off the floor and explode after a certain period when fired.
 
If you removed the gadgets inside the building with Cluster Chargers and drove out the defensive team, you'd better try to enter boldly. As mentioned above, Fuze is an operator who can engage actively with AK-12's powerful firepower.
 
 
▲ Before you open the window, if you use Cluster Chargers to clean up the surrounding gadgets...
 
▲ The gadgets around the windows are destroyed, making it easier to check or enter.
 
▲ It’s also good to enter the Armory window on the 2F and start the attack.
 
▲ It is possible to check through the Northern Kids' Dorms window, but be careful not to be checked from the Attic window.
 
▲ If you set up a Cluster Charger on the south side of the Game Room and fire it...
 
▲ You can destroy all the gadgets behind the Master Bedroom Walk In reinforced wall at the Game Room.
 
 
▣ In case, the site is '1F Kitchen ~ 1F Dining Hall'
 
The Objective Location is placed in the center of the 1F, so it will be effective if some of the offensive team will launch the attack around the Small Tower in front of the Dining Hall, while the other team members enter the Big Tower or Meeting Hall and attack the Kitchen.
 
To target the Dining Room, it is recommended to first spawn at the Junkyard and then enter through the Small Tower. Sometimes the defensive team Roamer lurks in the 2F Small Tower Office and hits the back of the offensive team entering the Dining Hall, and to prevent this situation, the offensive team must first completely clear the 1F and 2F of the Small Tower. Once the Small Tower Office has been cleared, Fuze can install the Cluster Chargers on the floor here and remove the defense gadgets behind the wall of the Small Tower.
 
In addition, there are many other attack routes, such as breaching reinforced walls of the Kitchen with team’s hard-breacher at the Meeting Room or doing vertical plays at Kids' Dorms on the 2F, so let's try to attack according to the situation.
 
 
▲ Spots to be careful when opening the Small Tower window, the defensive team may be keeping an eye on the window here.
 
▲ If you occupy the Small Tower Office on the 2F and detonate a Cluster Charger at this location, you can destroy the gadgets on the Dining Hall.
 
▲ If you have breached the Dining Hall reinforced wall, we can easily occupy Bombsite.
 
▲ You can access the Kitchen directly from the Kitchen Corridor through the outside window.
 
▲ It's also a good idea to try vertical play in Kids' Dorms, just above the Kitchen.
 
 
▣ In case, the site is '1F Meeting Hall ~ 1F Kitchen'
 
As described above, it is a unique structure as the Kitchen has been designated as Bombsite, but the other side is replaced by the Meeting Hall instead of the Dining Hall. The defensive team will try to break the wall leading to the Kitchen at Meeting Hall to create a rotation and defense focusing on Bombsite, which will put pressure to them as it will create more room to defense. On the other hand, the offensive team will get great advantage if they penetrate a place where the defensive team has not strengthened or has no defensive personnel.
 
It is highly likely that the defensive team skip reinforcing the Dining Hall side because it needs a lot of reinforces to completely block the Meeting Hall side. So, some of the offensive team can go past the Dining Hall in Small Tower and go after the Kitchen.
 
The rest of the offensive team is recommended to enter the Big Tower and then go after the Meeting Hall. If there is a hard-breacher, it would be good to breach through the reinforced wall that leads directly from the Big Tower to the Meeting Hall and check the bombsite, or to break through the wall of the 2F Big Tower, enter the Attic, and then open the hatch. If the attack had been carried out so far, it would have been difficult for the defensive team to hide in the Meeting Hall.
 
 
▲ If your team has a hard-breacher, you can breach and check through the wall of the Meeting Hall at the Big Tower.
 
▲ If you've opened the 2F Attic Hatch, there's almost no place for the defensive team to hide in the Meeting Hall.
 
▲ Entering from the Lobby on the 1F, you will be able to catch the defensive team hiding in the Split on the Meeting Hall.
 
▲ If the reinforce is concentrated in the Meeting Hall, it is highly likely that the defense on the Dining Hall will be poor.
 
 
▣ In case, the site is 'B Laundry Room ~ B Supply Room'
 
The basement is an objective location favored by the defensive team as a closed structure with no windows or doors to the outside. Unlike before, however, the new stairway from the 1F to the underground Freezer has increased the attack routes, making it not such a hopeless place for the offensive team.
 
Bombsite has been placed underground, but the floor on the 1F, just above the underground Bombsite, is made of non-destructive material, making it difficult to do vertical plays on the 1F. If there is a hard-breacher on your team, it would be nice to breach the hatches of the Meeting Hall and Lobby and launch an attack up here, but there's not much thing Fuze can do alone.
 
Often, the offensive team rush here by entering the Blue Bunker, which is close to Bombsite, through the Bunker at the Construction Site spawn. If there is a hard-breacher, you will be able to breach through the reinforced walls here and reach the Supply Room right away. In this case, it would be good for Fuze to engage with the defensive team that is guarding Blue Bunker using AK-12.
 
 
▲ After you come down on the Laundry Stairs, it is no longer possible to enter if Mira's Black Mirror is installed at that location.
 
▲ You can enter the Blue Bunker from the Construction Site, but be aware that there may be a defensive team at the marked location.
 
▲ If the team have succeed breaching here, the Supply Room is just around the corner. A very effective angle as the Black Mirror is frequently installed in the marked area.
 
▲ It's also a good idea to use the newly added route to the Freezer.

Guide to playing ‘Fuze’ in ‘Oregon’ +21
Guide to playing ‘Fuze’ in ‘Oregon’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 3years

Guides When they get cocky on a 1v4

When they get cocky on a 1v4
When they get cocky on a 1v4
Yt: Xehn X Banga
Yt: Xehn X Banga Yt: Xehn X Banga
LV.8 Champion 3years

Guides They didn’t expect Amaru.

Clean sweep with great teamwork and great callouts

They didn’t expect Amaru.
They didn’t expect Amaru.
Yt: Xehn X Banga
Yt: Xehn X Banga Yt: Xehn X Banga
LV.8 Champion 3years

Guides Guide for playing 'Buck' on 'Kanal'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kanal is a triple-level map (consisting of three floors) currently only found in ranked play though that may be subject to change as the developers could add the map to the pro-league map roster after observing how the map plays now. The current architecture of the map is fairly balanced, advantages will change based on which site is being played and how the ban phase plays out at the beginning of the match.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKING SPAWN LOCATIONS:
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into Radar(B) in addition to direct access to the bomb site to plant the defuser. Buck will play an incredibly influential role on this bomb site by establishing control on the first floor inside of Map Room and Security. From this position the player will have the ability to use Bucks Skeleton Key to breach the flooring of Renovations and eliminate any entry denial utility placed on the reinforced wall separating Renovations from the outside. This will be important for the attacking team as it will allow your team's hard breacher to successfully breach the Renovations wall. Buck can also use his Skeleton Key inside of Cafeteria, located on the first floor, as this will expose defending players inside of Server to vertical pressure from Cafeteria.
 
SAILBOATS SPAWN LOCATION:
 
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will completely expose the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots inside of the B bombsite. Buck can add value to the attacking team by establishing control over the basement inside of Bathroom and Scuba. This will enable the player to use Buck’s Skeleton Key to breach the flooring of Lounge(B) bomb site and eliminate any entry denial utility placed on the reinforced wall inside of Lounge(B) separating the objective from the Printer Stairs. Buck will also be able to use the Skeleton Key to breach the flooring of Coast Guard(A) and expose defenders inside of the bomb site to vertical pressure from the basement inside of Supply.
 
FLOATING DOCK SPAWN LOCATION:
 
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers, located directly across the hall from the bomb sites in the basement. Buck will be used by the attacking team to breach the ceiling of the Supply(B)-Kayak(A). Attackers will need to establish control on the first floor inside of Coast Guard and Reception. After isolating defenders to the basement, Buck will then want to breach the flooring inside of Coast Guard and Lounge as this will expose defender positions inside of the bomb site as well as adjacent rooms such as Scuba and Lockers. Buck can also breach the flooring of Reception as this will expose defenders playing inside of Showers and force them to reposition to either the bomb site or deeper into lockers.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Server and Radar rooms located directly above the bomb site. The ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. Buck will be an invaluable operator for the attacking team to have on their roster due to the soft-destruction which will need to be carried out by attackers. Buck can act as an entry fragger for the attacking team while supporting teammates gather intel on the positions of defenders playing inside of Radar and Server. It will be important for the attacking team to use their utility intelligently while establishing control of the second floor and eliminating off-site defenders. Attackers need to keep in mind that they will also need to have some degree of utility which can be used during the final site execution towards the end of the round. In other words, don’t use all of your utility in one place.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Kanal'. +4
Guide for playing 'Buck' on 'Kanal'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Consulate'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Consulate is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a significant advantage to the attacking team due to the high amount of exposure each bomb site is vulnerable to from the outside.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
RIOT BARRICADE SPAWN LOCATION:
 
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Buck will provide the largest amount of value to the attacking team by establishing control on the first floor inside of Press Room, Lobby, and AntiChamber. This will position the player to use the operator's Skeleton Key to breach the ceiling of the first floor and effectively expose defenders playing inside of Meeting(A), Connector, and Office(B). After attackers have successfully eliminated all defenders inside of Office(B), Buck should be positioned inside of AntiChamber and use the breaches in the ceiling he made earlier to prevent defenders from re-establishing a foothold near the Office(B) bomb site.
 
POLICE LINE SPAWN LOCATION:
 
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Buck will provide the largest amount of value to the attacking team by assisting teammates in establishing total control over the second floor. After isolating defenders to the first floor and basement, Buck should then position himself inside of the second floor Meeting Room, Connector, and Office as these rooms will allow Buck to expose defenders on the first floor through the ceiling. Buck should remain on the second floor for the entirety of the round and maintain vertical pressure onto defenders playing inside of Lobby(B) and Press(A) while attacking teammates apply ground level pressure from the Lobby(B) double doorway and Yellow Stairs.
 
SIDE ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Buck will be an incredibly important operator for attackers to have on their roster due to the operators soft-breaching capabilities. After isolating defenders to the first floor and Basement, Buck should open the flooring inside of the 2F Vending, Printer, and Admin Office as this will allow attackers to flush out defenders playing anywhere on the first floor inside of Tellers(A), Visa, or Tellers Hallway. Similar to the Lobby-Press bomb sites, Buck should maintain vertical pressure onto defenders for the entirety of the round from the second floor as this will be the only way to effectively maintain control over the Tellers(A) bomb site until attacking teammates can establish a physical presence on the first floor inside of Tellers(A) and Visa.
 
GAS STATION SPAWN LOCATION:
 
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites. Buck will be a great operator to bring for this exact purpose. Attacking teammates like Buck, IQ, and Sledge should work together to effectively establish control over the first floor Lobby and Press rooms as this will provide Buck with the ability to breach the ceiling above the bomb site- in particular, above the main wall inside of Garage(B) which separates the bomb site from the outside. Buck should breach the flooring inside the Press room directly adjacent to the Piano in order to expose defenders like Kaid or Bandit playing near the White Van. After assisting the attacking teams hard breacher in opening the Garage(B) wall, Buck should the reposition to the bottom level of Spiral Stairs and apply horizontal pressure onto defenders inside of Cafeteria(A) while the bulk of the attacking team applies pressure from Yellow Stairs and the Garage(B) outside breach hole.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Consulate'. +4
Guide for playing 'Buck' on 'Consulate'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Kafe'.


[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ALL ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Defenders will commonly bring Mira and use her Black Mirror inside of Cocktail(B) so that the gadget is overlooking Bar(A). Attackers can counter this by taking an operator like Buck and, using the Skeleton Key, the player can breach the flooring underneath the Mira and eliminate the window from the second floor Reading Room. This will also be advantageous for attackers as Buck will be in an actionable position to actively hunt down second floor roamers attempting to use nitro-cell underneath attacking teammates positioned inside of Cigar and Christmas.
 
RIVER DOCKS SPAWN LOCATION:
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
 
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). After the attacking team has isolated all defensive presence to the second floor, Buck will be used to breach the flooring in certain strategic areas that will expose defenders playing on any of the relevant bomb sites.
 
In the event that defenders are inside of [2F] FIREPLACE(A) - MINING(B), Buck will use his Skeleton Key to breach the flooring inside of Christmas and Cigar. The breach holes made in these rooms will expose every possible position in which defenders would be able to anchor from on this bomb site (excluding Fireplace due to the bomb sites ceiling being hard).
 
In the event that defenders are inside of [2F] READING(A) - FIREPLACE(B), Buck will use his Skeleton Key to breach the flooring inside of Cocktail and Bar. Although this will expose a large amount of the second floor Reading(A) bomb site, attackers still need to be aware of defenders playing in positions adjacent to that bomb site that cannot be made as vulnerable as easily. Such locations include: Fireplace(B), Pillar, Pillar Stairs, and Laundry.
 
Although both of these two bomb sites are quite difficult to defend, that does not always mean that they are easy to attack. As an attacker, it can be very tempting to spend the entire round on the third floor. All the while, not establishing any form of horizontal pressure on the second floor in which a final site execution can be carried out from. Hold yourself, as well as your teammates, accountable for small mistakes like these - it will oftentimes be the difference between a win and a loss.
 
CHRISTMAS MARKET SPAWN LOCATION:
 
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and large Bakery. It is common for defenders to Kaid or Bandit trick the Bakery-Cooking wall. This is because defending Cooking(B) is almost impossible to do after the wall has been opened. Buck will be assisting the attacking teams hard breachers by establishing control of the second floor inside of Mining and Train. From this position the player will be able to breach the flooring inside of Mining and eliminate any entry denial utility placed on the Cooking(B) wall. This will also position Buck to breach additional portions of the Cooking(B) ceiling and force defenders to fall back to positioning deeper inside of Service(A). This will provide the attacking team with a perfect window in which to plant the defuser inside of the Cooking(B) bomb site. Buck can add even more value to the attacking team after the defuser has been planted as the operator will be able to eliminate any defenders trying to disarm the defuser from the breach holes made earlier inside of Mining.
 
PARK SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Kafe'. +4
Guide for playing 'Buck' on 'Kafe'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Bank'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Bank is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture gives a slight advantage to the attackers being able to have control over large portions of the map without entering the building.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKING SPAWN LOCATIONS:
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs, the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Buck should breach the objective building through the Dirt Tunnel - located directly next to the Jewelry spawn location. After breaching the building and safely establishing control inside of Server and Blue Stairs, Buck should eliminate any defenders playing in or around the first floor Archives. This will then provide the operator with the ability to use his Skeleton Key to breach the ceiling of Tellers-Archives and expose defenders playing on the bomb site inside of CEO(A) and Executive(B). Buck will also be able to reliably eliminate any entry denial utility placed on the CEO(A) reinforced wall which separates the bomb site from the top of Square Stairs. After assisting the attacking teams hard breacher in opening the site wall, Buck should then reposition to the Main Lobby and try to apply pressure onto defenders from the top of Main Lobby Stairs and Banana. This will create a type of pincer attack and force defenders to split the attention across multiple routes of assault.
 
ALLY ACCESS SPAWN LOCATION:
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Buck will provide a tremendous amount of value to the attacking team with the operators Skeleton Key ability. After attackers have successfully isolated all of the defensive presence to the first floor, Buck can breach a massive amount of the ceiling of Open(A) with his shotgun gadget from inside of 2F Stock Trading. Buck should keep his positioning on the second floor for the entirety of the round. The operators breach holes will be most effective if an attacking player can spend all of their time and attention using them - Buck should maintain vertical pressure onto defenders inside of Open(A) from the second floor Stock Trading while attacking teammates apply horizontal pressure from either the first floor Metal Detector or Archives.
 
JEWELRY SPAWN LOCATION:
 
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Buck will be needed on this bomb site for primarily the same reason the operator was brought on the previously mentioned Open-Staff bomb sites. Attackers will need to establish second floor control inside of CEO and Executive in order to breach the ceiling of the first floor bomb sites inside of Tellers(A) and Archives(B). This will provide the attacking team with the ability to eliminate any entry denial utility placed on the wall separating Open and Archives(B) - allowing the attacking teams hard breacher to successfully breach the site wall.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Buck will not be used for his soft-breaching capabilities on this bomb site, however, the operator can still provide value to the attacking team by acting as an entry fragger. Buck should spawn at the Back Alley spawn location with the rest of the attacking team to assist teammates in establishing control inside of Open Area and the first floor portion of the Square Stairs. This will then provide attackers with the ability to breach the reinforced hatches inside of Open Area and Office which will allow attackers to apply vertical pressure onto the CCTV(A) bomb site and Blue Hallway. Buck can also use his stun grenades to burn any anti-projectile utility placed on the Blue Stairs by defenders. This will allow attacking teammates like Ash and Zofia to use their explosive launchers to eliminate the deployable shield that is commonly used inside of Blue Stairs by defenders as a way of defending Server.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Bank'. +4
Guide for playing 'Buck' on 'Bank'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Border'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced though a slight edge may be given to attackers as the map is highly destructible.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site. Attackers will then plant the defuser in or around the breach hole made by the hard breachers. The primary responsibility of Buck will be to breach the first floor through the Main Entrance located on the westernmost side of the objective building. After establishing control inside of Bottom Metal, Vent, and Workshop, Buck will then proceed to use the Skeleton Key to breach the flooring of Armory(A) and eliminate any entry-denial placed on the reinforced wall inside of Box. This will allow the attacking teams hard breacher to breach the wall separating the second floor west balcony and Armory(B). Buck can also use his Skeleton Key to open the flooring of Archives(A) and eliminate any utility placed by defenders like Mute Jammers and Jager trophy Systems inside of the bomb site.
 
VALLEY SPAWN LOCATION:
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Buck will be a vital operator for the attacking team on this bomb site. In addition to the operator being able to apply a large amount of vertical pressure onto the defenders inside of Tellers(B), Buck will also be incredibly valuable for attackers attempting to establish second floor control inside of Office. Due to defenders typically not having reinforcements on the walls separating Archives and Short Hall from Fountain and Office, Buck can provide a significant advantage to attackers by being able to quickly breach these walls and expose defenders on the second floor from a variety of dynamic angles. After establishing Office control on the second floor, Buck can then breach the ceiling of the first floor and expose defender positioning inside of Tellers(B).
 
EAST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Buck will be used very similar to the way in which the operator was used on the previously mentioned Tellers-Bathroom bomb sites. The difference on this bomb site being that, instead of establishing control inside of Office and Fountain, Buck will be prioritizing control inside of CCTV and Break Room located above the bomb site on the second floor. The optimal way to gain control over these rooms is to have multiple attackers apply pressure on CCTV and Break Room from multiple directions. Buck should establish control inside of 90 Hallway and use the operators Skeleton Key to breach the walls separating Break Room and Long Hall. Defenders will almost never anticipate this and will be forced to shift their second floor defense deeper into CCTV. This will then expose defenders to the additional attackers positioned outside of CCTV on the second floor West Balcony.
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory Desk and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Buck should breach the objective building from the second floor West Balcony and establish control over the second floor Armory and Archives. After eliminating the defensive presence inside of Armory, Buck will want to immediately breach the ceiling above the default rotation connecting Workshop(A) and Ventilation(B). This will prevent defenders from being able to safely access Vent(B) after attackers establish control over the second floor. Maintaining vertical pressure on the rotation between the two bomb sites will provide attackers with a significant advantage in that attackers will be able to keep the Ventilation(B) bomb site clear of any defensive presence. This will then give the attacking team a great opportunity to plant the defuser inside of Vent(A).
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Border'. +3
Guide for playing 'Buck' on 'Border'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Theme Park'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall pretty balanced however, some bomb sites have heavy advantages for one side.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. Buck can provide value to the attacking team on this bomb site by establishing control on the first floor inside of Armory. This will position the player to use the operators Skeleton Key on the ceiling of Armory and effectively expose defenders playing inside of Office(A) as the flooring of this entire bomb site can be destroyed by any attacking soft-breacher. Buck will also be capable of eliminating any entry denial utility placed on the reinforced walls separating Office(A) from Cash and Yellow Hallway. Communicate with the attacking teammates to determine which route of attack will make the most sense based on where defenders are positioning themselves after Buck has breached the Office flooring.
 
BUMPER CAR SPAWN LOCATION:
 
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway; this will provide attackers with flank protection while the attacking teams hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). Buck will provide the most amount of value to the attacking team by establishing control on the first floor inside of Drug Storage. This will enable the player to breach the flooring of Cafe and eliminate any defenders playing inside of Cafe as well as eliminate any defending utility. After Buck has assisted teammates in establishing control over Cafe and Arcade Hallway, the operator should then reposition to the first floor Barrel room and breach the ceiling. This will expose defenders playing inside of 2F Bunk(A) as well as allow the player to eliminate any defensive entry-denial utility placed on the wall separating Bunk(B) and Initiation.
 
TEA CUPS SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Buck will provide the most value to the attacking team by establishing control on the second floor inside of Office. This will enable the attacking team to breach the flooring of Office and eliminate any defending operators playing inside of Armory(A) as well as eliminate any entry-denial utility placed on the wall separating Armory(A) and Yellow Stairs. Buck will also most likely be needed to assist the attacking team by using his flash bang grenades to burn any of Jager’s or Wamai’s gadgets placed on the bomb site as a way of preventing attackers from using frag grenades to eliminate entry-denial utility or defending players positioned inside of Armory(A) or Throne(B).
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites but is commonly used by defenders to defend Storage(B). Other than breaching the flooring of 2F Cafe, Buck will not be used very frequently for soft-breaching capabilities. However, Buck can still provide value to that attacking team by assisting teammates in acting as an entry fragger for the attacking team while control over the second floor is being established. After attackers have isolated all defenders to the first floor, Buck should reposition to the first floor inside of Barrels. Buck can then use the Skeleton Key to breach the soft wall separating Barrels and 1F Arcade Hallway. This will open up a new line of sight from Barrels that looks directly through the Drug Lab(A) bomb site and will allow Buck to prevent defenders from using the doorway connecting Lab(A) to Storage(B).
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Theme Park'. +4
Guide for playing 'Buck' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide to playing ‘Thatcher’ in ‘Theme Park’

Theme Park is a medium-sized battlefield consisting of only 1F and 2F. During the Shifting Tides season, there was a map remake, resulting in a slight reduction in the size of the battlefield and changes in the structure of the building. Same as before, the Objective Location is located two on the 2F and two on the 1F, of which the 2F Bunk ~ Day Care and 1F Lab ~ Storage has not changed much, while the east side of the building on the 1F Armory ~ Throne Room and 2F Initiation Room ~ Office are entirely new.
 
There are many windows on the outer wall of the building, so it is also a place where defensive teams often try spawn kills or run-out plays. For this reason, it would be better for the offensive team to prepare Claymore Mine or use an operator like Nomad who can respond to the run-out play. Of course, the offensive team can use these windows to check the inside of the building from the outside, so let's make the right use of them.
 
 
▲ The 1F Armory ~ Throne Room has only a few offensive team route and needs to create a new angle with the hard breacher.
 
 
Thatcher is an operator that can use EMP Grenade as a dedicated equipment. The EMP Grenade is a throwable equipment that can destroy or neutralize all electronic equipment of the defensive team within the range, so it is good to use it where defensive team equipment is expected to be concentrated. In particular, EMP Grenade can easily destroy Shock Wire and Electroclaw installed behind the reinforced wall, which is why Thatcher often works along with the hard breacher and breaches through major reinforced walls on the battlefield.
 
Thatcher is also an operator with a wide selection of Primary Weapon. However, unlike other S.A.S operators, the combination of M590A1 Shotgun and SMG-11 cannot be used because the SMG-11 Machine Pistol cannot be used as a Secondary Weapon. Perhaps that is why the Assault Rifle AR33 and L85A2 are more preferred. Among them, AR33 can attach Angled Grip, and L85A2 has the advantage of low recoil and stable, so you can choose according to your taste.
 
 
▲ Compared to L85A2, AR33 can attach Angled Grip and has a slightly higher Fire Rate with a lower Capacity of 25.
 
 
▣ In case, the site is '2F Initiation Room ~ 2F Office'
 
Since Bombsite is located in the center of the two-story building, it would be good for the offensive team to enter from both sides of the building and press the Bombsite by surrounding it. Some of the offensive team can go up to the Cafe Entrance in the west and enter through Cafe or Upper Ark, while others use their rappels to get to the Castle Entrance in the east, then enter Cash Stash or Dragon Stairs and press the Bombsite.
 
If there is a hard-breacher in the team, it would be good for Thatcher to move together with the hard-breacher and assist in breaching work. Usually, it is common to go to the Bunk with the hard breacher and breach through the reinforced wall leading to the Initiation Room, or to the reinforcement wall from Yellow Corridor to Office. If there are no equipment like Shock Wire attached on the back of the reinforced wall or no hard-breacher on the team, use EMP Grenade mainly where the main equipment of the defensive team is installed to support the team.
 
 
▲ You can check the Initialization Room through the Control Room window by rappelling on the outer wall of the building.
 
▲ Right above, there is a hatch that leads to the Control Room, which allows you to drop through it.
 
▲ You can come up to the Castle Entrance and enter the door at the Cash Stash.
 
▲ After entering the Cafe, let's support the hard breacher so that they can break the wall leading from the Yellow Corridor to the Office.
 
▲ It is also a good idea to try breaching from the Bunk to the Initiation Room.
 
 
▣ In case, the site is '2F Bunk ~ 2F Day Care'
 
With Bombsite leaning west of the 2F, the offensive team can reach Bombsite immediately once they enter the Cafe or the Upper Arcade. However, it is difficult to enter deeper as the defensive team will counteract them inside the Day Care Bombsite or at the Yellow Corridor, so usually some of the offensive teams enter from different directions and pressure them from both sides.
 
If the team uses a hard-breacher, Thatcher must enter the Café, check the defensive team and assist breaching the reinforced wall of the Day Care at the Cafe Corridor. In contrast to what was described above, it is also a good idea to breach the reinforced wall leading to the Bunk at the Initiation Room. Doesn’t matter where, let's keep on eye for Roamers from attacking the hard-breacher.
 
There is also a way to attack through the Break Room window on the southern outer wall of the building. In particular, attacking this area when there is an engagement at the Café, can greatly confuse the defense direction of the defensive team. However, since this place is vulnerable to the run-out play of the defensive team Roamer coming from other windows, it is better to have Claymore Mine installed under the window.
 
 
▲ The primary goal is to break through the wall leading to the Day Care at the Café Corridor, but it won't be easy if there are defensive team hiding on both sides.
 
▲ On the right side, it's good to have at least one person to check from the exterior window of the Upper Arcade.
 
▲ Or it would be effective to create a new angle at the Bunk from the Initiation Room as opposed to the one above.
 
▲ You can check through the Break Room window hanging on the southern wall of the building with the rappel.
 
▲ However, there are times when a run-out play is played through these windows while rappelling, so be careful.
 
▲ It would be helpful to install a Claymore Mine in advance, but since there are three windows, let's always be careful.
 
 
▣ In case, the site is '1F Armory ~ 1F Throne Room'
 
While the interior space of the Armory ~ Throne Room is large, there is no other way to enter the Bombsite except the entrance, so it is not a bad place for the defensive team to defend. Unlike other Bombsites, there are no windows that can check the inside from outside the building, and there are even no hatches that leads directly from the 2F to Bombsite. Vertical play is possible on the 2F, but this is also limited because the floor of the Initiation Room, which is just above the Throne Room, is made of non-destructive material.
 
For this reason, it is also a place where it is necessary to create a new angle by using a hard-breacher. There are three locations for the breaching work: Barrel Room, Maintenance, and Yellow Corridor. Among them, the Barrel Room and Maintenance are comparatively safe, so let's move together and support the hard-breacher.
 
You can do vertical plays towards the Armory at the Office and Waiting Room on the 2F. If Thatcher has the Breach Charge, he can burst here to create an angle. However, it is not that effective if the defensive team hides to the Throne Room side. So, let's just use it to drive out the defensive team hiding in the Armory.
 
 
▲ The Blue Room on the 1F is an entrance shared by both Bombsites and is likely to be equipped with various gadgets by the defensive team.
 
▲ Same for the Dragons Stairs entrance, there are only two entries, so you must make a new angle.
 
▲ Breach the Throne Room reinforcement wall at the 1F Barrel Room or...
 
▲ Breach through the reinforced wall leading to the Throne Room at the Maintenance and create a new angle.
 
▲ The 2F Initiation Room, just above the Throne Room, has an unbreakable floor and vertical plays cannot be done.
 
▲ The floors of the Office and Waiting Room on the 2F are breakable, so vertical plays can be done, but only on the Armory side.
 
 
▣ In case, the site is '1F Lab ~ 1F Storage'
 
Contrary to the Armory ~ Throne Room described above, Lab ~ Storage has a small Bombsite area and even a window connected to the outside, so the defensive team is quite at a disadvantage. In addition, if the offensive team do vertical play at the Cafe or Upper Arcade on the 2F, there is no room for the defensive team to hide inside Bombsite. Due to this reason, the defensive team often play defense by minimizing the number of players inside Bombsite and employing many Roamers. Therefore, the offensive team must be aware of Roamer's surprise attack.
 
First of all, it would be good to start the attack by climbing up to the 2F through the west Terrace and entering the Cafe. Here, you can either do vertical play through the floor or go down the stairs to the 1F and enter Bombsite. You don't have to insist on creating a new angle here, as the only wall the hard-breacher has to breach is the Joint Corridor wall. Let's also use the EMP Grenade where the main defense gadgets are located.
 
 
▲ The Storage side window is connected to the outside, so it would be nice if one person could hold this angle continuously.
 
▲ In addition, there is also an external window at the Arcade Toilet which leads directly to Storage, making it easier to penetrate.
 
▲ You can create an angle to attack the defensive team hiding inside Bombsite if you blow up the 2F Arcade Upper or Café floor.
 
▲ If you have spawned from the Bumper Cars and entered, you can break through this wall to secure an angle to look at the Yellow Corridor in a long distance.
 
▲ It is also a good idea to make an angle through the Lab wall at Barrel Room on the 1F.
 
*Thanks for all your ups and comments!

Guide to playing ‘Thatcher’ in ‘Theme Park’ +23
Guide to playing ‘Thatcher’ in ‘Theme Park’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 3years

Guides Guide to Playing Kaid on Villa

Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
 
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
 
This wall in Games can be comfortably tricked from behind Bar. This rotate lets you watch Landing from Bar.
 
Shoot out the top of Aviator wall so you can toss a nitro at attackers in Study. This rotate gives good lines of sight for the anchor in Vault.
 
If someone is already taking care of the main walls, you can secure the flank electrifying these four walls and barbed wire.
 
Vault should be kept shut as well. You can electrify the single panel and the drone hole with some barbed wire.
 
Hiding an EC under the bench on ping can electrify Red Stairs to deter rushes.
 
 
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
 
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
 
You can trick the main wall and toss nitros over at attackers in Bedroom.
 
Set up Astro in this way if you are on destruction duty. Melee the Globe on ping to give more space to move around. When playing here a great place to hold is behind the Desk.
 
Electrifying bathroom with an EC below can keep breachers and drones at bay.
 
Place your EC here to electrify the Bathroom setup.
 
Break the chairs on either side of Owl to anchor here between the windows.
 
 
BOMB SITE 3 – Living Room [1F] and Library [1F]
 
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
 
This is the main wall for attackers to breach. If you have an ADS nearby, go prone so you are safe to trick the wall and keep it shut.
 
This is the Main wall from the other side and the Connector wall. Electrify them both and some barbed wire to disrupt attacker droning.
 
You can use an EC to electrify triple wall in Living Room to play here. Toss a C4 over holes in the top at attackers by Red Stairs. Open a rotate to Connector and pop the hatch to allow more options for moving around.
 
Hide an EC in the Cabinet to electrify the two single panels. Open holes in the top to toss nitros at attackers pushing from Kitchen.
 
 
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
 
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
 
You can trick Laundry wall if you reinforce the wall on ping. You can also shoot out the top of both for nitro play.
 
The tipped over table on ping offers great cover for anchors. Reinforce these two walls but open a line of sight on the right to contest attackers pushing in China.
 
Electrify the single in China and some barbed wire to secure the flank.
 
Similarly you can protect the flank from Pantry.
 
If you do not intend to trick Laundry wall, and would rather play Memorial, reinforce this wall, and the one on ping. Open lines of sight instead of reinforcing the other wall to give an angle onto Dining.
 
This EC can keep drones out of Memorial if the other walls are taken care of.
 
 
I have quite a few Kaid guides by now and more to come! Check out some of my older ones for more advanced tips on how to cleverly place your electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate

Guide to Playing Kaid on Villa +23
Guide to Playing Kaid on Villa
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides BEST VALKYRIE CAM SPOTS!!!👍👍👍👇👇👇

Watch "Rainbow Six Siege BEST Valkyrie Cam Spots on BANK" on YouTube
https://youtu.be/7IYVASum8U8

BEST VALKYRIE CAM SPOTS!!!👍👍👍👇👇👇
AverageGaming
AverageGaming AverageGaming
LV.15 Let’s play R6! 3years

Guides Guide to Playing Kaid on Theme Park

Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
 
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
 
Reinforce Control Room wall and use this EC to deny breaching and droning when combined with barbed wire. This half wall and the Shrine make for good cover when anchoring here. The wall on the left can be reinforced, or a rotate into Bunk can be made.
 
When reinforcing Bunk wall hide your EC here in Throne so it isn't easily shot out by attackers in Control.
 
Place barbed wire in these two locations on ping then pop the hatch to limit attacker maneuverability.
 
Drop the hatch and slap an EC here in Armory to electrify the wire, thereby limiting attacker droning as well.
 
Remodel Office in this way, reinforcing the wall on my Crosshair as well. You can anchor in Vault. The reinforcement on ping keeps attackers from getting wallbangs on anchors from Bunk.
 
Electrify Cash wall and some barbed wire to keep drones from coming through Office Showers.
 
 
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
 
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
 
Reinforce the main wall in Bunk leading to Initiation and make a rotate in the middle of the wall between sites. Anchor on ping using the furniture as cover.
 
It takes two ECs to do so but you can electrify all four panels of this wall and plenty of barbed wire in the hallway, making a Cafe push quite difficult.
 
Reinforce these two panels in Break Room and make a rotate leading to Arcade Balcony. You can anchor on ping by the fridge or rotate over to this position to contest attackers down on this end.
 
Extending into Office gives you more room to work with, and helps to better control the flank. Simply ask a teammate to reinforce the single panel in Cafe and you are good to go!
 
 
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
 
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
 
Make a hole above Barrels wall to toss your nitro at attackers going for the breach. From here you can cover Split.
 
You can do the same with Maintenance wall as well.
 
This anchor position in Throne Room is difficult for attackers to uproot you from, particularly if you are sitting on an ADS.
 
If you are playing in Armory instead, bring a nitro for the same sort of toss, or vertical play, since the ceiling is destructible. If wall gets opened, you can retreat to ping, where attackers have to turn around to shoot at you.
 
Playing by the furnace is powerful too, offering some long lines of sight, especially when you open holes in the base of the wall on ping. The ceiling above this position is indestructible too!
 
If you are paired with multiple operators working to keep the walls shut, consider keeping hatch shut with an EC. Some barbed wire here is helpful too.
 
 
BOMB SITE 4 – Lab [1F] and Storage [1F]
 
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
 
Reinforce this entire hallway wall and protect these three panels with an EC on ping.
 
Make a small rotate by Lockers and anchor on ping. Keep a nitro in your pocket for vertical play, or tossing over the reinforcements at attackers in the hallway.
 
Making an elevated vault hole here creates a 1-way rotate so attackers cannot simply vault into Storage and rush Lab. Avoid using this rotate though if an attacker is outside the window though!
 
This is my preferred setup for this site, and requires the reinforcements of a teammate, but gives more perimeter control. Split hatch can be opened if you have roamers looking to retreat, or reinforced.
 
 
That's it for my Kaid guides! Check out some of my older ones for more advanced tips on how to cleverly place your Electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate
https://moot.us/lounges/10/boards/1560/posts/4280974/guide-to-playing-kaid-on-kafe-dostoyevsky

Guide to Playing Kaid on Theme Park +23
Guide to Playing Kaid on Theme Park
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides *Looking for people to permanently play ranked with*

I am currently silver after playing placements with 1 friend but looking for team to play ranked with aiming for high gold. Make sure PC 12-15 decent KD. No toxic. Team player! And Europe!

*Looking for people to permanently play ranked with*
The_real_Siri The_real_Siri
LV.2 Lurker 3years

Guides Fail and win 🤐

Fail and win  🤐
Fail and win 🤐
Deadsec_98
Deadsec_98 Deadsec_98
LV.10 Nomad 3years

Guides Guide to Playing Kaid on Kafe Dostoyevsky

Kafe Dostoyevski is a tightly packed map, with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Bar [3F] and Cocktail Lounge [3F]
 
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly attempt to plant Bar.
 
This setup showcases a hold from below with nitro cells, centered around anchoring in Library. Hiding your EC in this way makes it difficult for attackers to remove it if Thatcher is banned.
 
Reinforcing the bathroom in this way and making this rotate facilitates a more mobile defense. So does the rotate at the top of White Stairs. The ping in Beer Fridge is a classic anchor position.
 
Setup Cocktail this way to rotate safely to Bar without exposing yourself to Skylight. Break the vase on ping to anchor in this corner without exposing yourself to Pillars window.
 
Electrify Red wall and shock off the drone hole with an EC hidden from the window in the flooring. You can also lie on ping to trick the wall if nobody is pressuring the window.
 
An extra EC can be hidden in Pillars next to Mining to shock barbed wire in Bar keeping drones from getting past Cigar Shop and "new drop."
 
 
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
 
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitros is viable too. This is uncommon, making it unexpected and difficult to counter.
 
These are the two main hatches near site. Fireplace ceiling is not destructible, but the rest of site is, so consider bringing that nitro cell.
 
Either trick Fireplace wall or drop hatch and rip that nitro out for some vertical play. These floor holes enable contesting upside down window rappels from below, and tossing your nitro up at attackers planting on the table.
 
Complete the setup for Fireplace with these electrified reinforcements and barbed wire.
 
This EC electrifies the setup immediately above.
 
This is a great anchor position to contest Mining window. It is better with a Mira window, so keep Twitch drones out of the nearby drone hole with some electric wire.
 
This EC pairs with the setup immediately above. It is hidden below so attackers cannot easily remove it when playing vertically from above.
 
This EC requires very precise placement, but can take care of the triple wall on Mining without being shot out from Mining window. This nitro blasts any attackers hopping in Red Stairs window. Play nearby to defend each.
 
 
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
 
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
 
This is the main Reading wall.
 
Consider hiding the above EC here instead. Attackers will NEVER find it!
 
This is a great anchor position, and can deny attackers trying to swing in Fireplace window. You may want a nitro handy for vertical play. Break the small table on ping and tuck into that corner to hold White Stairs.
 
With this setup you can trick Laundry Hatch. Check that your roamers don't want it as an escape before reinforcing it though.
 
Reinforce this wall and the one on ping for defenders holding Cocktail and the top of White Stairs.
 
Electrify Beer Fridge wall at the top of White with this sneaky EC.
 
 
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
 
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
 
This is the main wall in Kitchen. Either preplace your EC or give tricking the wall a shot.
 
Electrify this wall and barbed by the nearby drone hole to keep Twitch drones out of this side.
 
When anchoring in Cooking, this is a good position to hold but can be placed under quite a bit of pressure, especially if the wall is opened.
 
This EC can keep drones out of Freezer while keeping the wall shut.
 
You may have a Bandit or Mute already and instead use your utility to keep the hatch shut!
 
Set up site with these reinforcements to make more positions playable, but add this rotate for better maneuverability. Anchor on ping and toss nitros through the holes in the wall at attackers in Restaurant Bar.
 
Or play this position by Sink. But be ready for vertical pressure as the ceiling above is destructible.
 
 
I have quite a few Kaid guides by now and more to come! Check out some of my older ones for more advanced tips on how to cleverly place your electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate

Guide to Playing Kaid on Kafe Dostoyevsky +28
Guide to Playing Kaid on Kafe Dostoyevsky
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides Guide for playing 'Buck' on 'Oregon'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
I would also like to give a small shout-out to mohdx19 for the 600 token donation.
Thank you for the generosity.
 
 
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change as the map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ALL OREGON SPAWN LOCATIONS:
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Due to the flooring of the second floor bomb sites being primarily soft, Buck will be a great operator for the attackers to have on their roster. Buck will typically be most valuable to the attacking team due to his ability to eliminate the defending team's entry denial utility placed on reinforced walls. Depending on the route of attack your team decides to pursue, Buck will need to either establish control inside of the first floor Meeting room or the first floor Classroom. If the attacking teams Hard breacher want to open the reinforced wall separating Master Bedroom and Dorms(B), Buck will need to establish control inside of the Main Lobby and Classroom located on the first floor. Buck will then want to destroy the ceiling of Classroom as this will expose the entry denial utility preventing Thermite from breaching the wall. If the attacking team's Hard Breacher wants to breach the Attic wall, Buck will need to establish control inside of the Meeting room, located on the first floor, and then use his Skeleton Key to destroy the ceiling of Meeting. This will then expose any entry denial utility placed on the second floor inside of Attic. It is common for Buck to Communicate with teammates on the second floor and ask them to ping the wall so that you have a precise location to use your Skeleton Key - this will save utility as you will not have to use ammunition to guess where the entry-denial utility is placed.
POSITIONING: [2F] KIDS(A) - DORMS(B)
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Buck will be used to breach the flooring of the second floor and expose defender positions inside of Kitchen(A) and Dining(B). Communicate with teammates to establish full control of the second floor and isolate all defenders to the first floor. Typically, it is a good idea for the attacking teams entry fragger to breach the second floor through the Master Bedroom balcony while an additional attacker, like Buck, is positioned on the Bunks Double Window. This will allow attackers to catch defending roamers on the second floor attempting to rotate back down the White Stairs and return to the bomb site. After establishing full control over the second floor, Buck should use the Skeleton Key to breach the flooring inside of Kids as this will apply heavy vertical pressure onto defenders playing inside of Dining(B) as well as provide Buck with the ability to eliminate any entry denial utility placed on the wall separating Dining(B) and Small Tower.
POSITIONING: [1F] KITCHEN(A) - DINING(B)
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Buck will play a very similar role as that which was done on the previously mentioned Dining-Kitchen Bomb site, The only difference here being that Buck will want to Breach the flooring inside of Dorms so that the Kitchen(B) bomb site is entirely exposed. This will force defenders to either rotate off the bomb site and reposition into Dining/Lockers, or reposition into Meeting(A). In the event that defenders reposition into Meeting(A), Attackers will have the option to either continue their primary Assault inside of Big Tower or, change their direction of attack entirely into Kitchen(B). I believe changing the direction of attack to be the tactically superior decision as attackers would be taking the route of least resistance by applying pressure on the bomb site with the least amount of defensive presence.
POSITIONING: [1F] MEETING(A) - KITCHEN(B)
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. Attackers will almost invariably have their primary assault inside of Barrels-Construction. Although there are not a large amount of soft-breaching opportunities given to attackers on this bomb site, Buck can still provide value to the attacking team by being the attacking teams active entry fragger as well as utilizing the operator’s flashbang grenades to eliminate Jager ADS’s placed inside of Barrels. After eliminating the defending teams anti-projectile utility (Wamai Disc or Jager ADS) Buck will then take the lead into the BSMNT Construction and establish a beachhead for attackers to breach the wall separating Construction and Supply(B). After the wall has been opened, Buck should reposition to either the bottom of Main Stairs or Freezer. This will split the defending teams man power over two fronts as well as allow Buck to open up new opportunities for the attacking team by eliminating the defending teams ability to utilize ‘long hall’ as a highway between the bomb sites. This will effectively cut the two bomb sites down the middle and isolate the defending team between two rooms.
POSITIONING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Oregon'. +5
Guide for playing 'Buck' on 'Oregon'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Outback'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
OUTBACK SPAWN LOCATIONS:
 
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Due to the second floor Dorms room commonly being under a large amount of contention, Buck will provide attackers with a unique advantage over the defenders inside of Dorms and Yellow stairs by breaching the objective building through the Back Entrance. After establishing control over Back Entrance and Nature Hallway, Buck will use his Skeleton Key to breach the first floor ceilings which will effectively expose defenders inside of Dorms and Yellow stairs. This will also provide Buck with the ability to eliminate any defender utility (like a Jager Trophy System or Mute’s Electronics Jammer) inside of Dorms. Being able to eliminate defenders' utility inside of Dorms will provide attackers with a definitive advantage. After assisting teammates establish control inside of Dorms, Buck can then reposition to the bottom of Piano stairs and essentially repeat the process underneath Piano.
POSITIONING: [2F] LAUNDRY(A) - GAMES(B)
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs. Bucks primary role on this bomb site will be to establish attacker control over the first floor Restaurant, Kitchen, and Gear. These three rooms will prove to be essential for a successful attacking round for two primary reasons: 1) Buck will be positioned to breach the flooring of both bomb sites as well as adjacent rooms like Mechanical Bull and Storage, 2) Maintaining control over the first floor will prevent defenders from being able to use nitro-cell underneath attacker positions. After assisting teammates in establishing full control over the second floor Mechanical Bull, Buck can then reposition to the first floor portion of Garage and use the Skeleton to breach the flooring underneath commonly held defensive positions. This will force defenders to divide their attention from the attacking teams primary assault inside of Games and Mechanical Bull.
POSITIONING: [2F] PARTY(A) - OFFICE(B)
 
ATTACKING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways as this will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Buck will add the most value to the attacking team by assisting teammates in establishing full control over the second floor Laundry and Piano. This will provide attackers like Buck, Sledge, Zofia, and Ash with the ability to completely destroy the ceiling of both bomb sites as well as the Bathroom connector room. Buck will be optimally used if he stays on the second floor, above the bomb site, so as to consistently maintain vertical pressure on defensive positions while the bulk of the attacking team establishes control inside of Nature Hallway; adding horizontal pressure onto the defenders playing inside of Nature(A) and Bushranger(B).
POSITIONING: [1F] NATURE(A) - BUSHRANGER(B)
 
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). Buck will provide the largest amount of value to the attacking team by prioritizing control over the second floor Mechanical Bull, Party, and Office. Maintaining control over the second floor is going to be the definitive advantage attackers have for a successful round on this bomb site. Defenders typically understand this and, as a result, place a very large amount of resources into the defense of the second floor. On some occasions, defenders will place such a large amount of man power and utility on the second floor that it makes the most sense for attackers to instead rush the bomb site from an overlooked route of attack like that of Lounge or Restaurant. In fact, this can serve as good advice for player development: Always look at the entirety of the battlefield and determine the optimal route of attack to take BEFORE taking action. There is typically an alternative route of attack with much less resistance that is available to attackers - usually, all you need to do is stop and look.
POSITIONING: [1F] COMPRESSOR(A) - GEAR(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Outback'. +5
Guide for playing 'Buck' on 'Outback'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides need people

need 3 to 4 people to play custom on house

need people
need people
commented
commented commented
LV.5 Lurker 3years

Guides Queremos hacer amigos en rainbow!

Mi duo y yo queremos hacer amigos para jugar ranked
Requerido: +nivel 85, tener micro y hablar español
Si no eres tóxico y cumples estos requerimientos únete!!

Poll
Queremos hacer amigos en rainbow!
Tomas Beltran
Tomas Beltran Tomas Beltran
LV.2 Lurker 3years

Guides Just trying to chill in ranked

Just trying to chill in ranked
Fixmyshotty Fixmyshotty
LV.2 Lurker 3years

Guides Guide to Playing Kaid on Bank

Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for sites though, especially if they have somewhere safe to sit on cameras, so you can drone for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
 
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few breachable walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
 
 
These are the main walls to deny breach for. Hide your EC in the flooring so it cannot be shot from a window rappel.
 
Reinforce this wall and electrify it with some barbed wire to anchor in Conference Room.
 
Reinforce these two walls to anchor in the corner between them. An EC here with some barbed wire keeps drones out of the Janitor drone hole and electrifies both of these walls, which is particularly useful if Mira windows are used.
 
Drop hatch and place an EC below in the Southeast corner of Admin Office to electrify barbed wire throughout this hallway.
 
Hide an EC below Elevator Hallway wall to protect whoever anchors on ping. Pop hatch so they can drop out if needed.
 
Barricade these Lobby windows on Catwalk. You can place an EC in Front Office on ping to electrify barbed wire along the balcony.
 
 
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
 
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
 
This is the main wall in Staff. If you electrify it, take care of these three panels.
 
You can electrify the last wall and barbed in the hallway with this EC. Shoot out the base of Electrical wall to make attackers uncomfortable.
 
This hatch can be impact tricked or protected with an EC tucked under this printer in Stock above. The floor in Stock is soft so if you are playing to protect this hatch, bring a C4.
 
This hatch in the middle of Open is surrounded by indestructibe ceiling and can be tricked.
 
Set up printer with these reinforcements, a line of sight on the window that doubles as a rotate, and holes by the feet of attackers that hop in.
 
Reinforce this hatch to play in this cubicle. You can electrify it to keep it shut and spark barbed in the hallway. Have a teammate place a shield next to the doorway watching the hallway and protect this setup with an ADS nearby.
 
Admin hatch and these two nearby walls can be protected with a single EC. Admin ceiling is destructible though so have a nitro handy if anchoring here.
 
For those of you who prefer some long angles, open the site up a bit, extending into Tellers' Office & Archives. Have a teammate reinforce Lobby hallway wall. This gives the attackers much more to worry about and helps protect Staff wall.
 
 
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
 
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
 
The whole wall in Archives can be protected with a single EC.
 
As shown in the video above, protect Tellers' Office wall and keep drones out with this electrified setup.
 
Electrify this wall and barbed wire to keep it shut and keep drones out. Pop the hatch on ping in case someone needs to rotate.
 
The setup in the image above is electrified with an EC hidden below so it cannot be shot out by attackers in Lobby. Simply drop the hatch after opening it and toss your EC here.
 
When playing behind the Cash dispenser you have a nice pixel angle available to you on attackers pushing Tellers. You may want to bring a nitro for this position though as the entire ceiling is destructible.
 
Another good position to play is the middle shelf in Archives. Create a rotate between sites here.
 
Place a reinforcement here and make another rotate by the filing cabinet. From here you can watch Archives door.
 
 
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
 
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
 
Reinforce the hatch on my crosshair and on ping.
 
Vault hatch can be tricked from here.
 
If electrifying CCTV hatch, hide the EC in the reinforcement here so it cannot be shot from Servers.
 
This EC protects Garage wall and Hallway hatch. You can even trick it! If hatch does get opened though, toss a nitro up at attackers too close to breach.
 
This EC hidden in Archives electrifies the main wall in Server connecting to CCTV that attackers breach in order to plant.
 
An EC on Server hatch here is hidden from attackers pushing in Dirt.
 
The hatch can also be tricked as long as someone holds Dirt and someone holds Stairs.
 
If you really want to keep attackers out of Dirt, place an EC here to electrify barbed wire and have Jaeger place an ADS on ping. Now Smoke can hold Dirt while you trick the hatch! This only works if Maverick is not being played, so ban him! If attackers ignore Dirt, pick your EC up and go stick it on a hatch!
 
Is your team running Melusi? Have her slap a banshee on this staircase and hide your EC here underneath the railing to electrify plenty of barbed to combo with her trap!
 
I have quite a few Kaid guides by now and more to come! Check out some of my older ones for more advanced tips on how to cleverly place your electroclaws and find similar situations on other maps!
 
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate

Guide to Playing Kaid on Bank +33
Guide to Playing Kaid on Bank
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides If anyone has some tips and tricks for me pls comment them :D

If anyone has some tips and tricks for me pls comment them :D
ToxicTP ToxicTP
LV.8 Nomad 3years

Guides Are you tired of solo queuing and losing? well i have the solution for you!

if you want a server that has a lot of siege players that are always down to play join this one (don't forget to react to the thing in rules to get access.)
 
https://discord.gg/dwSnyYj

Are you tired of solo queuing and losing? well i have the solution for you!
tylerstamkos91 tylerstamkos91
LV.16 Sage 3years

Guides Is there a way to get my elites on my pc account

I know that you cannot get your ops from say console switching to pc. But could I somehow transfer my elite skins from console to pc?

Is there a way to get my elites on my pc account
MerK
MerK MerK
LV.29 Made in America 3years

Guides 12-14

Just play casual for a bit

12-14
Bigtastypanda197 Bigtastypanda197
LV.2 Lurker 3years

Guides Guide to playing ‘Frost’ in ‘Consulate’

Consulate is a building-type battlefield consisting of basement, 1F, and 2F. Each floor of the building itself is not that large, but there are three floors in total, and stairs on each floor are arranged here and there, making it a good place for the defensive team Roamer to play. The Objective Location will be one the underground, one on the 1F and one on the 2F, and another two-story Objective Location will be placed on the basement and one on the first floor. However, this two-story Bombsite is not often chosen because it’s hard to defense for the defensive team.
 
Consulate also has many windows connected to the outer walls around the building. Using this structure, the defensive team often tries spawn kill, but on the other hand, the offensive team can use it as a way of doing rappel plays on the outside wall of the building and attacking the inside through the window. For this reason, when the defensive team has to defend inside the building, it will be important to have a good position not to be checked from the window.
 
 
▲ Consortium's Objective Location has a two-story Bombsite, where it’s hard to defense because it has to be defended on all floors.
 
 
Since Year 1, Frost has been one of the two main trap operators for the defensive team with Kapkan. The Welcome Mat, Frost’s dedicated equipment, can only be installed on the floor, so it is usually installed under the corner around Bombsite or under the window frame to prevent the offensive team from entering. For example, if a Welcome Mat is installed under a window frame or a Deployable Shield, the offensive team must shoot under its feet when jumping over it, which makes it difficult to enter easily because it becomes vulnerable to attacks by the defensive team.
 
Frost can select 9mm C1 Submachine Gun and Super 90 Shotgun as a Primary Weapon. In the case of Super 90, it was notorious for its mid-range coverable shotgun at the time of launching, but now it get nerfed and has a slightly longer range than other shotguns. This is why users usually choose 9mm C1 that is possible to engage in mid-range combat and an auto weapon, but 9mm C1 is a gun that requires some adjustment, with a high Damage of 45 and extremely low Fire Rate of 575.
 
 
▲ If you jump over a window frame or a Deployable Shield, you must shoot the Welcome Mat installed underneath while jumping over it.
 
▲ Frost’s 9mm C1 is uniquely only able to equip Angled Grip for the Grip Attachment.
 
 
▣ In case, the site is '2F Consul Office ~ 2F Meeting Room'
 
The 2F is the top floor of the building, where there is no risk of vertical plays by the offensive team, but likely to try rappel plays through windows all over the Bombsite. For this reason, it is most important to hide your body in a position that is not checked in any side.
 
The only way for the offensive team to approach Bombsite is to take the stairs from the 1F to the 2F or enter the 2F window. That's why the defensive team has to use the map wide enough to detect the offensive team's entry into the window, keeping an eye on the three stairs that can come up to the 2F.
 
There aren't so many places for Frost to put the Welcome Mat. Occasionally, the offensive team may try to climb up the Balcony on the 2F and enter the Meeting Room, and to catch it, you can put a Welcome Mat under the window frame on the Balcony side. Or it would be fine to install a Deployable Shield fitting the Exit Stairs or Service Stairs doorframe and put the Welcome Mat on the back.
 
 
▲ Install a Deployable Shield on the door and place the Welcome Mat under it to make the same effect as installed on the window frame.
 
▲ Usually, the defensive team defend here after they make a Rotation in the Waiting Room between both Bombsites.
 
▲ In some cases, they may try to enter the Meeting Room from Balcony on the 2F, so you can install it under the window frame here.
 
▲ If you install it on the stairs, you can't see it well, and the offensive team often comes with aiming, so they are often caught.
 
 
▣ In case, the site is '1F Lobby ~ 1F Press Room'
 
When the offensive team breaks the barricade at the entrance on the 1F, the Lobby Bombsite comes at a glance from the outside. This makes it difficult for the defensive team to defend at the Lobby, so it would be better to hide in the Public Bathroom right next to it, or to defend by breaking the Meeting Room floor on the 2F and looking down the 1F. In addition, there are attacks from the windows of the Press Room or from the Exit Stairs, defenders also need to defend these places.
 
Similarly, Frost has only few places to install the Welcome Mat. You can install it under the exterior window frame of the West Corridor and catch an offensive team trying to enter through this window. As the Objective Location is on the 1F, sometimes the offensive team may try to attack through the hatch or try vertical play on the 2F. It would not be a bad idea to put a Welcome Mat on the 2F for this.
 
 
▲ Lobby is exposed to the point where it is difficult to defend from the inside once the entrance barricade is broken.
 
▲ Because of this, you should hide your body near the Public Bathroom and check...
 
▲ In the Meeting Room on the 2F, you can make a hole on the floor and wait for the offensive team to enter.
 
▲ The Welcome Mat location to catch the offensive team entering through the West Corridor window on the 1F on the opposite side.
 
▲ In many cases, the offensive team infiltrates the 2F and attack through the hatch, so members are needed to defend the 2F.
 
▲ It would not be a bad idea to put a Welcome Mat at the point where the offensive team is expected to enter on the 2F.
 
 
▣ In case, the site is 'B Archives ~ 1F Tellers'
 
As explained above, the Bombiste is placed on the basement and the 1F, so the defensive team must defend both the basement and the 1F. Even the 1F Tellers is very difficult for the defensive team to block the attack if the offensive team penetrates into the Administration Office on the 2F and attacks through the hatch. For this reason, the 2F will also need members to respond to this. As you can see, the defensive has to defend on almost every floor, so this Objective Location is where the defensive team dislikes the most.
 
It's not a good place for Frost, who has to put a Welcome Mat around Bombsite and aim for the moment of entry for the offensive team. It's hard to focus on one place because the places to install the Welcome Mat are the window frame of Visa Office on the 1F, the underground Archives entrance, and the stairways on each floor. So, let's set them at the attack area evenly and remind the team members of the Welcome Mat's location.
 
 
▲ Offensive team will try to approach the Visa Office first to attack the Tellers on the 1F.
 
▲ Open the hatch at the Administrative Office on the 2F and catch the offensive team approaching the Visa Office on the 1F.
 
▲ The offensive team can destroy the Welcome Mat by rappelling, so it is not really recommended to put here.
 
▲ Deployable Shield Setup you can use at the underground Archives
 
▲ At first glance, it seems it would be exposed meaninglessly, but...
 
▲ If the offensive team is aiming and moving forward, it's almost invisible, so it's a pretty good spot.
 
 
▣ In case, the site is 'B Cafeteria ~ B Garage'
 
Garage has three walls connected to the outside, so it is important to reinforce and protect them. Therefore, the use rate of Bandit and Kaid is high, and the rest of the defensive team is usually located around Garage. How long you delay the offensive team here will determine the outcome of the round.
 
To breach through this wall, the offensive team will first want to destroy the Shock Wire or Electroclaw behind the reinforced wall and drive out the defensive team. In this case, they will also open the Emergency Exit barricade and enter to check the back of the reinforced wall. Therefore, the defensive team will have to block the offensive team from the Exit Stairs to prevent this check.
 
It would be good for Frost to put some Welcome Mats around here or use the Deployable Shield to provide a cover for team members who will try Bandit Trick behind the reinforced wall. Occasionally, while the two teams confront each other in the Garage, some of the offensive team try to approach the Cafeteria, which is the opposite side, so it's not bad to put the Welcome Mat and Deployable Shield here in preparation.
 
 
▲ Each Bombsite has a hatch right above it, so it must be reinforced during the Preservation Phase.
 
▲ Especially, the public Bathroom hatch leading to the Garage Bombsite is important.
 
▲ Put the Deployable Shield down like this and cover the back of the reinforced wall...
 
▲ Or It can be set on the top of the Exit Stairs and used to keep the approaching
offensive team in check.
 
▲ The Welcome Mat location in case the Exit Stairs are breached.
 
▲ The Deployable Shield Setup to block access to the Cafeteria.

Guide to playing ‘Frost’ in ‘Consulate’ +24
Guide to playing ‘Frost’ in ‘Consulate’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 3years

Guides Guide for playing 'Sledge' on 'Villa'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Villa is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
 
Sledge is a two speed, two armour attacking operator. The operator’s ability is his ‘Tactical SledgeHammer’ which is capable of destroying surfaces (such as, soft flooring, soft walls, and even Castle Barricades) that commonly prevent attacking teams from moving the round forward. Sledge is a very versatile operator and, for this reason, the operator will commonly be used for strategic purposes as well as for entry fragging. Sledge can be useful on almost any bomb site on any map due to the operator having frag grenades in his loadout. Since Buck’s nerf, which replaced his frag grenades with a claymore, Sledge has become even more valuable due to the scarcity of viable frag op’s to choose from.
 
If you are to be in accordance with the current meta, Sledge’s loadout should be as follows:
PRIMARY: L85-AR (Attachments to player preference)
SECONDARY: SMG-11 (Attachments to player preference)
UTILITY: FRAG GRENADES
 
ALL SPAWN LOCATIONS:
 
ATTACKING: [2F] AVIATOR(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the outdoor Study Balcony located on the second floor of the south side of the building. After establishing control over Study and the top of Main Stairs, attackers will proceed to breach the reinforced wall separating Study and Games(B) (being the westward facing reinforced wall inside of Study). This will allow the attacking team to plant the defuser inside of Games(B) behind the bar; providing attackers with a safe place to plant the defuser. Sledge will provide value to the attacking team by acting as an entry fragger inside of the objective building - starting inside of the Master Bedroom and making your way into ‘90’. After establishing control over ‘90’ and Short Hall, Sledge can use his frag grenades by throwing them through the ‘90’ drone hole which leads into Vault. This will serve two purposes - 1) eliminating any entry denial placed on the Vault wall by defenders, 2) potentially eliminating defenders playing inside of Vault. At low levels it is uncommon for defenders to place an ADS inside of Vault. If you find yourself in a lower MMR, consider using this to your advantage.
 
RUINS SPAWN LOCATION:
 
ATTACKING: [2F] TROPHY(A) - STATUARY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the north eastern roof access points leading into the second floor Bathroom and Master Bedroom. After establishing control over Master Bed and Bath, attackers will proceed to breach the reinforced wall separating Master Bedroom from Statuary(B) as this will expose both Statuary(B) and Trophy(A) as well as providing attackers with a more open route into Statuary(B) to plant the defuser. Sledge will typically play an important role on this bomb site as it is common for attackers to utilize Maestro’s Evil Eye’s inside of Master Bedroom as a way of preventing attackers from breaching the Master-Stat(B) wall. Use Sledge’s hammer to eliminate any Maestro cams inside of Master Bedroom before your team's Hard Breachers attempt to destroy the wall. Sledge can also be useful on this bomb site by throwing frag grenades over the Statuary(B) wall as a way of eliminating entry denial devices or defenders like Bandit/Kaid attempting to ‘trick’ the wall.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the south and gaining control over the Main Stairs, Art Storage, and Main Hall. After establishing the necessary control over the first floor needed to move the attacking round forward, attackers will commonly attempt to plant the defuser inside of the Library(A)-Main Entrance doorway. Attackers will also want to gain control over the second floor Games and 90 (in addition to 90’s subsequent hallways) as the flooring of these rooms can be destroyed to provide attackers with vertical angles down onto the first floor bomb sites. Sledge will play an incredibly important role on this bomb site due to the operators gadget being focused around soft-breaching. Communicate with your teams support players while they drone the second floor for defenders playing inside of Games and Astronomy. Successfully gaining control over the second floor will be much easier with the support of teammates while they gather real-time intel. Don’t let this information go to waste; proactively act on the information gathered by teammates and work together to isolate the defenders to the first floor.
 
FOUNTAIN SPAWN LOCATION:
 
ATTACKING: [1F] DINING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Basement and first floor Laundry. The primary force of attackers will be focused on the reinforced wall separating Laundry room and Dining as well as control over the second floor for vertical control. Having control over the top of Pantry Stairs will limit defenders ability to rotate throughout the two bomb sites as the Pantry Doorway provides anybody inside of Pantry with a clear line of sight through Kitchen(B). Sledge will play a very similar role as to that of the previously mentioned Library-Living Room bomb site. The only difference on this bomb site being that Sledge will want to prioritize control over Master Bedroom and Statuary instead of the second floor Astronomy and Games. Support teammates like Thermite or Hibanna will commonly need your help in breaching the Laundry wall as there will likely be entry denial utility placed on the reinforced wall separating Laundry and Dining. As Sledge, one of your responsibilities will be to breach the ceiling above the entry denial utility and eliminate it, as well as prevent defenders from placing additional utility on the wall while Thermite places an ExoThermic charge to breach.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Sledge' on 'Villa'. +4
Guide for playing 'Sledge' on 'Villa'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Sledge' on 'Outback'.


[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
 
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
 
Sledge is a two speed, two armour attacking operator. The operator’s ability is his ‘Tactical
SledgeHammer’ which is capable of destroying surfaces (such as, soft flooring, soft walls, and even Castle Barricades) that commonly prevent attacking teams from moving the round forward. Sledge is a very versatile operator and, for this reason, the operator will commonly be used for strategic purposes as well as for entry fragging. Sledge can be useful on almost any bomb site on any map due to the operator having frag grenades in his loadout. Since Buck’s nerf, which replaced his frag grenades with a claymore, Sledge has become even more valuable due to the scarcity of viable frag op’s to choose from.
 
If you are to be in accordance with the current meta, Sledge’s loadout should be as follows:
PRIMARY: L85-AR (Attachments to player preference)
SECONDARY: SMG-11 (Attachments to player preference)
UTILITY: FRAG GRENADES
 
ALL SPAWN LOCATIONS:
 
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Sledge will not be needed for his soft-breaching abilities on this bomb site. However, the operator can still provide value to the attacking team by acting as an entry fragger to help establish a beachhead inside of the objective building to carry out the attacking teams primary assault. Sledge should communicate with teammates like Thatcher, Twitch, or an operator with flashbang grenades to eliminate any of Jager’s ADS gadget’s placed inside of Dorms. This will make it much easier for Sledge to breach the second floor Dorms window by allowing the operator to eliminate any defenders inside of Dorms with his frag grenades so that he can safely vault the window inside of 2F Dorms.
 
CAMPING SPAWN LOCATION:
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs. Sledge will not need to use his soft-breaching capabilities on this bomb site very frequently other than if the attackers want to breach the soft wall separating Bathroom and Games. Sledge should spend the majority of his time and utility on establishing full control of all second floor rooms west of Mechanical Bull. After entry fragging the second floor, Sledge should then reposition himself to the top of Shark stairs. This is because attacking teammates will need you to apply pressure on defenders inside of Mechanical Bull from a secondary route while they apply pressure from Games. Defenders will always be at a disadvantage whenever attackers can manage to divide their attacking fronts across multiple directions of attack.
 
FUEL PUMPS SPAWN LOCATION:
 
ATTACKING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways as this will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Sledge will be the optimal operator choice for soft-destruction on the second floor. This is because the attacking team gets the largest amount of soft-breaching ability out of this single operator due to the durability of Sledge’s hammer. Communicating with teammates with Zofia and Buck while control over the second floor is being established. Attackers should always place a very high priority on control over the second floor as vertical pressure will invariably define which way the round goes on this bomb site.
 
STORAGE YARD SPAWN LOCATION:
 
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). Sledge should be prioritizing control over the second floor for the entire round on this bomb site. Communicate with attacking teammates like Thatcher and Thermite as they will be establishing horizontal control onto the bomb site from the first floor Kitchen. If attackers lose the operators establishing horizontal pressure onto the bomb site, attackers on the second floor need to rotate to the first floor and maintain that horizontal pressure. One of the most common mistakes made by Siege players is failing to have sufficient horizontal pressure for when attackers need to execute a final site push towards the end of the round. This typically results in a defenders round due to attackers not having a viable route of attack to the bomb site.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Sledge' on 'Outback'. +4
Guide for playing 'Sledge' on 'Outback'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Buck' on 'Villa'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Villa is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ALL SPAWN LOCATIONS:
 
ATTACKING: [2F] AVIATOR(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the outdoor Study Balcony located on the second floor of the south side of the building. After establishing control over Study and the top of Main Stairs, attackers will proceed to breach the reinforced wall separating Study and Games(B) (being the westward facing reinforced wall inside of Study). This will allow the attacking team to plant the defuser inside of Games(B) behind the bar; providing attackers with a safe place to plant the defuser. Buck will be acting as a Thatcher/Kali alternative on this bomb site. After the attacking team has established control over the second floor Study and second floor portion of the main stairs, the attacking teams hard breacher will need you to establish control over the first floor Piano, Art Storage, and Red Hallway. This will serve two purposes: 1) maintaining control over Art Storage will guarantee the safety of attacking teammates inside of the second floor Study because it will prevent defenders from being able to use nitro-cell on the flooring of study, 2) Buck will be needed to use his Skeleton Key to destroy the flooring underneath the reinforced walls separating Games(B)-Aviator(A) from Study so that Thermite (or any alternative hard breacher) can breach the site wall and plant the defuser. Buck can provide even more value to the attacking team by bucking underneath the spot which the defuser was planted and defending the defuser through the ceiling of the first floor. This will allow you to eliminate any defender attempting to disarm the defuser after it has been planted.
 
FOUNTAIN SPAWN LOCATION:
 
ATTACKING: [2F] TROPHY(A) - STATUARY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the north eastern roof access points leading into the second floor Bathroom and Master Bedroom. After establishing control over Master Bed and Bath, attackers will proceed to breach the reinforced wall separating Master Bedroom from Statuary(B) as this will expose both Statuary(B) and Trophy(A) as well as providing attackers with a more open route into Statuary(B) to plant the defuser. The primary responsibility for Buck will be very similar to the role the operator played on the previous bomb site. The biggest difference being that instead of establishing control over Art Storage, Piano, and Red hallway, Buck will focus control over Kitchen and Dining located on the opposite side of the building on the first floor. This will position Buck to eliminate any entry denial utility placed on the reinforced wall separating Statuary(B) and Master Bedroom. It is common for defenders to maintain control over the first floor to prevent Buck from breaching the flooring of the site in addition to the first floor being a strategically advantageous region of the map to have control over as a defender as it provides the defending team with the ability to use nitro-cell on attackers inside of Statuary(B) or Master Bedroom.
 
RUINS SPAWN LOCATION:
 
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the south and gaining control over the Main Stairs, Art Storage, and Main Hall. After establishing the necessary control over the first floor needed to move the attacking round forward, attackers will commonly attempt to plant the defuser inside of the Library(A)-Main Entrance doorway. Attackers will also want to gain control over the second floor Games and 90 (in addition to 90’s subsequent hallways) as the flooring of these rooms can be destroyed to provide attackers with vertical angles down onto the first floor bomb sites.The primary role Buck will be playing on this bomb site will be first acting as an entry fragger for the attacking team while control over the second floor is being established. After attackers have successfully isolated all defenders to the first floor, Buck will need to use his ‘Skeleton Key’ to breach the ceiling of the first floor Library(A) and Living Room(B) bomb sites. This will provide attackers with a huge advantage if used to its fullest extent as the entirety of these two bomb sites ceilings are destructible. This provides attackers with the ability to completely neutralize all defensive presence inside of the bomb site without ever interacting with the bomb sites from the first floor. However, it is highly recommended that attackers still establish a beachhead on the first floor to execute a final site push from otherwise, defenders can reposition themselves to alternative first floor rooms, adjacent to the bomb site, and use horizontal cross-fires to prevent attackers from being able to access the bomb site.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [1F] DINING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Basement and first floor Laundry. The primary force of attackers will be focused on the reinforced wall separating Laundry room and Dining as well as control over the second floor for vertical control. Having control over the top of Pantry Stairs will limit defenders ability to rotate throughout the two bomb sites as the Pantry Doorway provides anybody inside of Pantry with a clear line of sight through Kitchen(B). Bucks primary concern on this bomb site will be almost identical to the previously mentioned Library-Living Room bomb sites. The difference being on this bomb site that Buck will instead be establishing control over the second floor Master Bedroom, Statuary, and Astronomy rooms. This will position the operator to apply critically needed vertical pressure onto defensive positions located inside of Dining(A) and Memorial as well as allow attackers to successfully eliminate any entry denial utility placed on the reinforced wall separating Laundry and Dining(A).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Villa'. +4
Guide for playing 'Buck' on 'Villa'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Sledge' on 'Oregon'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change as the map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
 
Sledge is a two speed, two armour attacking operator. The operator’s ability is his ‘Tactical SledgeHammer’ which is capable of destroying surfaces (such as, soft flooring, soft walls, and even Castle Barricades) that commonly prevent attacking teams from moving the round forward. Sledge is a very versatile operator and, for this reason, the operator will commonly be used for strategic purposes as well as for entry fragging. Sledge can be useful on almost any bomb site on any map due to the operator having frag grenades in his loadout. Since Buck’s nerf, which replaced his frag grenades with a claymore, Sledge has become even more valuable due to the scarcity of viable frag op’s to choose from.
 
If you are to be in accordance with the current meta, Sledge’s loadout should be as follows:
PRIMARY: L85-AR (Attachments to player preference)
SECONDARY: SMG-11 (Attachments to player preference)
UTILITY: FRAG GRENADES
 
ALL SPAWN LOCATIONS:
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Although Sledge won’t be using his soft-breaching abilities frequently on this bomb site, the operator can still provide value to the attacking team. Use the operators frag grenades to safely eliminate defending operators inside of Big Tower as this will commonly be the primary route of attack for your team. After securing Big Tower, Sledge should then shift his positioning to the bottom of White Stairs as this will help the team by applying pressure onto defender positions from opposite directions; Attic and White Stairs.
 
JUNKYARD SPAWN LOCATION:
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Sledge will bring valuable utility for the attacking team with the operators sledge hammer. Breach the second floor inside of Master Bedroom by using the Master Bedroom Balcony. This will be the optimal way to breach the second floor due to there being a doorway to enter the building from. This will provide you with an advantage in the way of mobility and not having to vault anything as you otherwise would if entering through the Bunk Double window. After isolating all defending roamers to the first floor, Sledge should then begin breaching the flooring inside of Kids and Dorms as this will expose defenders playing inside of Kitchen(A) and Dining(B); providing attackers with the ability to apply both vertical pressure from the second floor and, horizontal pressure from Small Tower.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Sledge should be used similar to the way in which the operator was used on the previous two bomb sites. Act as an entry fragger for the attacking team while control over Big Tower is being established. After eliminating all of the defensive presence inside of Big Tower, Sledge should breach into 2F Attic as you will likely need to breach the Hatch and Flooring in order to eliminate any entry denial utility placed on the wall separating Big Tower and Meeting(A) - this will allow your team's hard breacher to open the site wall. Sledge can then re-position to the first floor Main Lobby and apply pressure onto the Meeting(A) bomb site from Split. This will force defenders inside of Meeting(A) to split their attention over two opposite attacking fronts: Split and Big Tower.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. Attackers will almost invariably have their primary assault inside of Barrels-Construction. Sledge will likely be needed to assist teammates inside of Construction as it is common for defenders, like Wamai, to play inside of Construction under the cover of a deployable shield and Wamai Disc’s. Sledge should communicate with teammates who have flashbang grenades so that attackers can eliminate all of Wamai’s utility. This will then provide you with the opportunity to use frag grenades on any defender inside of Construction behind a deployable shield. After control over Construction has been gained, attackers can then breach the two reinforced walls separating Construction and Supply(B) using Thermite, Hibanna, or Ace and plant the defuser under the cover of smoke grenades.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Sledge' on 'Oregon'. +4
Guide for playing 'Sledge' on 'Oregon'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides looking for a squad !!!

looking for a chill cool team who’s not toxic and are decent

looking for a squad !!!
looking for a squad !!!
Hxodz
Hxodz Hxodz
LV.7 Dream Chaser 3years

Guides Guide to playing ‘Rook’ in ‘Clubhouse’

Clubhouse is a building consisting of a basement, 1F, and 2F. The building size is not that large but there are three floors, which makes Roamer good to catch the offensive team who entered inside the building. Instead, there are many different angles where the offensive team can safely check around bombsite through exterior windows and doors outside the building. So when defending Bombsite, the defensive team must be well-positioned to avoid such checks.
 
The Clubhouse's Objective Location is located two on the 2F, one on the 1F and one on the underground. On the 1F and 2F, there are many windows and doors where you can look into Bombsite from the outside, while the basement has no such windows, so the defensive team usually prefers underground location. However, it is important to keep in mind that most floors of the building are made of breakable materials, so the offensive team can do vertical play or hatch drop from 1F.
 
 
▲ Clubhouse's Objective Location, except for the 1F, it's not bad for the defensive team to defend.
 
 
Rook is an operator that provides team members with Armor Packs that enhance their defense. For this reason, many users usually recognize him as a supporter. However, the real strength of Rook is that he is one of the few operators on the defensive team that can use the ACOG sight for the primary Weapon. This allows Rook to play the role of a sniper who actively engages in mid-range with the offensive team.
 
Among the primary Weapon of Rook, the weapon that can carry the ACOG sight is MP5 and P90. Among them, the MP5 is easy to aim for a headshot as it has a stable recoil, while the P90 is often used as suppressing the offensive team with a 970 Fire Rate and a 50 Capacity. However, since both weapons are SMGs, the damage gets significantly lower when shooting at a long-range, so their chances of winning are low if they play head-to-head with the Assault Rifle of the offensive team. For this reason, it is better to seek for a preemptive attack in an unexpected angle that the offensive team may not expect.
 
 
▲ MP5 has a Fire Rate of 800 and a Capacity of 30 and has a low rebound, so it's good to aim for a headshot from a long distance.
 
▲ For the Roamers who must go right at the beginning of the preparation phase, let’s put down the Armor Pack first.
 
 
▣ In case, the site is '2F Gym ~ 2F Bedroom'
 
Each Gym and Bedroom Bombsite has a window that leads outside, so usually, the offensive team will come up to Central Sub-Roof and check the inside through this window. For this reason, it is important to defend after establishing a position where the offensive team can’t see. In addition, since there is a wall connected to the outside at the Bedroom Hallway side, this wall is not only reinforced but also strengthened by using Bandit and Kaid.
 
Inside Bombsite, Rook may engage with the offensive team outside the window, but as explained above, SMG's own power is low to play head-on against the Assault Rifle of the offensive team, so I don't recommend it. Rather, it is recommended to deal with enemies on the Balcony over the wall while hiding in the Central Stairs when the Bedroom Hallway reinforced wall is breached, or to make a hole on the window barricade at the CCTV Room and target the offensive team who is checking on the Central Sub-Roof.
 
 
▲ Each Bombsite has a window that leads to the outside Sub-Roof, so be careful not to be attacked.
 
▲ Let’s keep in mind that the offensive team at this Sub-Roof can check through the CCTV Room window.
 
▲ If the reinforced wall at the Bedroom Hallway is breached, you can hide on the Central Stairs and engage.
 
▲ Be careful as the offensive team sometimes enter through the hatch at the Logistic Office.
 
 
▣ In case, the site is '2F CCTV Room ~ 2F Cash Room'
 
The offensive team can check the CCTV Room Bombsite through the window and even work on breaching at the outside Sub-Roof, making it difficult to defend the CCTV Room. For this reason, the defensive team often plays by breaking the wall from the Cash Room connected to the Eastern Stairs to create a Rotation and defends the CCTV Room here. If the team does not have a team member to do the Remodel work or is busy during the Preservation Phase, it would be good if Rook takes over the task and create the Rotation using Impact Grenade.
 
In some cases, the offensive team enters the Garage and then takes the stairs to the CCTV Room, where it is good for Rook to check the offensive team trying to enter the Garage from the top of Garage stairs. If the 1F Garage wall is reinforced, only the door on the 1F would be the place for the offensive team to come in, and the offensive team would not be able to enter easily if Rook keeps his eyes on the 1F door from the stairs.
 
 
▲ I suggest you throw the Impact Grenade on the walls of the Cash Room and the Eastern Stairs to make the Rotation.
 
▲ The advanced version of the offensive team’s attack at the Sub-Roof introduced above, you can do run-out play from the Bedroom or Gym and hit their back.
 
▲ If you hold the Garage entrance angle while hiding on the Garage stairs, the offensive team will not be able to enter the Garage.
 
▲ If the reinforced wall of CCTV Room is breached, you can make a new angle with the Impact Grenade to respond.
 
 
▣ In case, the site is '1F Bar ~ 1F Stock Room'
 
On the 1F, there are many doors and windows that can check Bombsite from the outside, and on the 2F, vertical play and hatch drop are available, making it the worst Objective Location by the defensive team. For this reason, you can't see it often, but if the game gets longer, you have to face it least once.
 
In particular, in the case of the Stock Room, there are two doors connected to the outside, so there is no place for the defensive team to hide. So to defend it, the defensive team must break the wall between the two Bombsites to create a rotation and defend at the stage or the Lounge. Perhaps that's why the offensive team often shows a strategy of installing the Defuser by force with Montagne at the forefront, and the defensive team will need Echo, Smoke, and Maestro to prevent it.
 
Rook can throw the Impact Grenade between Stage and Stock Room to make a hole and check the offensive team trying to break into the Stock Room here taking advantage of the ACOG sight. However, if your defense here, it may be vulnerable when the offensive team breaks the barricade from Lobby's side and enters, so it would be good if another operator of the defensive team covers the Stock Room together at the Lounge.
 
 
▲ Stock Room has many places to be attacked, so it is common to pierce the wall and check from the Stage.
 
▲ Piercing a wall at the Garage or settling in the Lounge can check the door on the other side of the Stock Room.
 
▲ Occasionally, the offensive team can attack the Pool Table from the Strip Club with a hard breacher.
 
▲ We can cope with the offensive team by opening the hatch of the Gym on the 2F and catching them entering the pool table.
 
▲ We can keep the Central Hallway or Kitchen in check from the Toilet.
 
 
▣ In case, the site is 'B Church ~ B Arsenal Room'
 
As explained earlier, the basement has no windows or walls that lead outside, so it is easier to defend than other floors of the Objective Location. However, since there are many hatches connected underground on the 1F and the floor is made of a breakable material, it is not difficult to do vertical play; the offensive team will usually try to start the attack on the 1F. We can use this point to defend by sending the defensive team's Roamer to the back while the defensive team anchors on the underground are confronting the offensive team.
 
It depends on how the defensive team is set up, but usually, the angles that Rook can hold are the Utility Room, the Baseline Hallway, and the Escape Tunnel. If Rook sees the offensive team approaching from these angles, it will be advantageous in most cases for Rook to attack first. However, if the offensive team sends drones first and figures out Rook’s position, it is recommended to change the team position rather than keeping the angle.
 
 
▲ The Kitchen hatch, which most of the offensive team trying to break through, it will be difficult to hide in the Arsenal Room if this place is taken away.
 
▲ If we pierce here in advance, we'll be able to catch the offensive team from the Kitchen hatch at the Church.
 
▲ Since most of the attack routes of the offensive team are directed towards the Utility Room, we must pay attention to the attacks from here.
 
▲ The 1F Bar hatch leads to the Church, which is also one of the most frequent places where the offensive team tries breaching
 
▲ Because of this, someone has to watch the Kitchen hatch in case of the hatch drop.
 
▲ Be careful as the offensive team sometimes try to penetrate the Arsenal Room from the Escape Tunnel.

Guide to playing ‘Rook’ in ‘Clubhouse’ +21
Guide to playing ‘Rook’ in ‘Clubhouse’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 3years

Guides Who should I main as a defender. Comment down below!

1.oryx
2.Vigil
3.echo
4.bandit
5.maestro
6.jager
7.ela

Who should I main as a defender. Comment down below!
Nachosdc2005
Nachosdc2005 Nachosdc2005
LV.14 Professional Noob 3years

Guides I’m looking for some chill rainbow players 12+ to play ranked wimme (I’m I ranked rn)

#ps4

I’m looking for some chill rainbow players 12+ to play ranked wimme (I’m I ranked rn)
JoshRT
JoshRT JoshRT
LV.2 Lurker 3years

Guides Guide for playing 'Sledge' on 'Border'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced though a slight edge may be given to attackers as the map is highly destructible.
 
Sledge is a two speed, two armour attacking operator. The operator’s ability is his ‘Tactical SledgeHammer’ which is capable of destroying surfaces (such as, soft flooring, soft walls, and even Castle Barricades) that commonly prevent attacking teams from moving the round forward. Sledge is a very versatile operator and, for this reason, the operator will commonly be used for strategic purposes as well as for entry fragging. Sledge can be useful on almost any bomb site on any map due to the operator having frag grenades in his loadout. Since Buck’s nerf, which replaced his frag grenades with a claymore, Sledge has become even more valuable due to the scarcity of viable frag op’s to choose from.
 
If you are to be in accordance with the current meta, Sledge’s loadout should be as follows:
PRIMARY: L85-AR (Attachments to player preference)
SECONDARY: SMG-11 (Attachments to player preference)
UTILITY: FRAG GRENADES
 
ALL SPAWN LOCATIONS:
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site. Attackers will then plant the defuser in or around the breach hole made by the hard breachers. Sledge will be needed by the attacking team to act as an entry fragger while establishing control over Break Room and Security. Sledge may also be needed to use his frag grenades as a way of eliminating any entry denial utility placed on the ‘box’ wall - note that if Sledge is to be utilized in this way, attacking teammates will need to support him by first eliminating any ADS’s or Wamai Disk’s placed inside of ‘box’ as this will allow Sledge to successfully destroy Bandit Batteries or Kaid ElectroClaw.
 
VALLEY SPAWN LOCATION:
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Sledge will be essential on this bomb site as his sledge hammer will be incredibly valuable in breaching the ceiling of the Tellers(B) bomb site. Communicate with teammates as they drone the second floor Break Room, Security, and Armory. After attackers have isolated all of the defensive presence on the second floor into Office, attackers will then need to flush the remaining second floor defenders out of Office. Sledge can be very useful for this task due to the operator having frag grenades which can be thrown over the walls separating Office from Fountain, Long Hall, and Archives.
 
EAST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. After attackers have established control over the second floor Security and Break Room, Sledge can add an enormous amount of value to the attacking team with the operators Sledge Hammer. Communicate with your teammates as they apply horizontal pressure onto the bomb site from 1F Detention and try to isolate defending anchors inside of Supply(A). After attackers have cleared Supply(A) of any defensive presence, attackers will have a great opportunity to plant the defuser securely inside of Supply(A) while Sledge prevent’s additional defenders from recapturing the bomb site by applying vertical pressure from the second floor Security Room.
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory Desk and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. At the beginning of the round, Sledge should be focusing all of his attention into establishing full control of the second floor Armory and Archives as these two rooms will be essential for applying vertical pressure onto the Workshop(A)-Vent(B) bomb sites. It is common for Sledge to be accompanied by an operator like Hibanna or Ace as the hatches located on the flooring of Archives and Armory are typically reinforced. Breaching these hatches will not only add additional vertical pressure onto the Workshop(A) bomb site but they can also provide a secondary route of attack for attackers to use when executing their final site push. Attacking teams should always remember to have an additional attacking force apply pressure horizontally from either the Front Door or Bathroom in tandem with the vertical pressure being applied from the second floor.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Sledge' on 'Border'. +4
Guide for playing 'Sledge' on 'Border'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'Sledge' on 'Coastline'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Coastline is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map gives a large advantage to the attacking team due to the ease of access attackers have to map control from the outside of the building.
 
Sledge is a two speed, two armour attacking operator. The operator’s ability is his ‘Tactical SledgeHammer’ which is capable of destroying surfaces (such as, soft flooring, soft walls, and even Castle Barricades) that commonly prevent attacking teams from moving the round forward. Sledge is a very versatile operator and, for this reason, the operator will commonly be used for strategic purposes as well as for entry fragging. Sledge can be useful on almost any bomb site on any map due to the operator having frag grenades in his loadout. Since Buck’s nerf, which replaced his frag grenades with a claymore, Sledge has become even more valuable due to the scarcity of viable frag op’s to choose from.
 
If you are to be in accordance with the current meta, Sledge’s loadout should be as follows:
PRIMARY: L85-AR (Attachments to player preference)
SECONDARY: SMG-11 (Attachments to player preference)
UTILITY: FRAG GRENADES
 
ALL SPAWN LOCATIONS:
 
ATTACKING: [2F] HOOKAH(A) - BILLIARDS(B)
The primary route of attack on this bomb site will be by attackers entering the building through the first floor Sunrise Bar and applying pressure onto Hookah(A) from the outside second floor Hookah Balcony and Hookah(A) window. Sledge will be presented with a unique opportunity on this bomb site that is not offered on any other bomb site, on any Ranked map. That opportunity being the ability to use his sledge hammer on the ceiling of a room to successfully destroy the flooring of the room above. After attackers have established control over the first floor Sunrise Bar, Sledge can get on top of the bar located inside of Sunrise and use his sledge hammer to destroy certain parts of the flooring inside of Hookah(A) - the most immediate value being offered here will be the ability to destroy any defender utility placed on the far wall inside of Hookah(A) due to Sledge gaining a line of sight onto the wall separating Hookah(A) from the outside Hookah Balcony. However, in some cases defenders will play inside of the Hookah corner between Hookah Doorway and Hookah window. In this event, Sledge will be well equipped to either eliminate this defender or at the very least force the player to reposition.
 
RUINS SPAWN LOCATION:
 
ATTACKING: [2F] THEATER(A) - PENTHOUSE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Although Sledge will most likely not be needed for his soft-breach capabilities on this bomb site, the operator can still provide value to the attacking team by acting as an entry fragger while control over V.I.P. is being fought over. Communicate with teammates who might have flashbang grenades as ask them to get rid of any of Jager ADS’s inside of V.I.P. by burning the utility with their grenades. This will then provide Sledge with the ability to use his frag grenades to flush out any defenders playing inside of V.I.P.
 
POOL SIDE SPAWN LOCATION:
 
ATTACKING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will also typically gain control of second floor Hookah as this will enable attacking soft destructors (Buck, Zofia, Ash, or Sledge) to destroy the ceiling of Sunrise and eliminate any defending anchors playing behind ‘couches’ or ‘bar’. Sledge will be very useful for the attacking team if attackers can successfully secure the second floor Billiards and Hookah Bar. Control over these rooms will allow operators like Sledge or Buck to destroy the ceiling of the Blu(A)-Sunrise(B) bomb sites and eliminate any defenders playing inside of ‘bar’ or ‘couches’ (the two most commonly played positioning inside of Sunrise(B)). However, the player should be highly aware of defenders using nitro-cell on the ceiling of the first floor as a way of countering vertical pressure from attackers. Attackers can partially prevent this from happening by standing on objects like ‘pool table’ or ‘hookah bar’ as these objects will protect the player from the bulk of the explosive damage in exchange for some of the operators mobility.
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside exit - located on the eastern side of the building. Sledge should assist in establishing control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). After breaching the flooring inside of V.I.P, Sledge should communicate with teammates and ask them to ping defenders inside of Kitchen(A) as this will make eliminating the defenders inside of the Kitchen(A) bomb site much more efficient and, as a result, provide attackers with more time to work with when executing their final site push.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Sledge' on 'Coastline'. +4
Guide for playing 'Sledge' on 'Coastline'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide to Playing Kaid on Border

Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential.
 
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F]
 
This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells.
 
Given Kaid's niche as protector of hatches, it makes sense to reinforce them when bringing him to this site.
 
Stand on ping to trick the hatch if attackers attempt to hard breach it before soft breaching the ceiling to stop you.
 
Vault on ping to trick the desk hatch too.
 
You can also trick the main wall. You may want a nitro handy to deal with vertical pressure from attackers.
 
An EC on ping electrifies this Supply wall and wire in the hallway. This helps you to anchor in Supply by the bomb.
 
 
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F]
 
The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank.
 
These Workshop walls can be reinforced or the North panel can be opened with a rotate to Bathroom. The EC shown here electrifies a key Workshop wall leading to Tellers and the barbed wire blocks the nearby drone hole.
 
This hatch is sometimes left opened for roamers upstairs to retreat. But Kaid can close it and keep it closed with an EC, though it cannot be reliably tricked.
 
You can anchor in this position though, with this reinforcement protecting you from Vents window. Make a rotate between sites here.
 
This hatch can be tricked when you vault on the nearby blue chest.
 
An EC here electrifies barbed wire in the front door hallway to limit droning routes.
 
Another great position to anchor is on ping. Bring a nitro cell to respond to vertical pressure.
 
 
BOMB SITE 3 – Bathroom [1F] and Tellers [1F]
This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams.
 
This position in Tellers is one of the actually viable locations to play within site. These reinforcements enable it.
 
Bathroom is also a decent place to anchor. You can protect the entire wall with a single EC, or open up into Workshop for more space to move around.
 
When your team extends into Offices, protect the triple wall with an EC.
 
With this reinforcement you can keep an eye on Passport from this position.
 
 
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F]
 
Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible.
 
This EC electrifies Main Wall and barbed wire to keep drones out.
 
You can also hide your EC here in Supply to electrify the setup above.
This hole allows covering front door from Half Wall. The one on ping allows covering Vents window.
 
If your team is running a Mira window on ping, protect it and the hatch with an EC placed here.
 
Electrify Archives wall, and the hatch if you prefer to reinforce it with this EC. You can chuck nitros at attackers in Offices through this opening on ping.
 
Stop attackers from droning Metal Detector, or rushing the stairs, with an EC on ping and some barbed wire.
 
When anchoring here, make holes in the upper parts of the walls between sites. Now you can lob nitros into Archives for plant denial.
 
Extend into Offices by reinforcing Triple Wall and protecting it with an EC. Reinforce the adjacent wall and pop hatch.
 
 
I have quite a few Kaid guides by now and more to come! Check out some of my older ones for more advanced tips on how to cleverly place your electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate

Guide to Playing Kaid on Border +26
Guide to Playing Kaid on Border
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides Guide to Playing 'Alibi' On 'Bank'


Bank is an extremely large map with many open sight lines and angles. This mainly gives the offensive team an advantage, for they are equipped with ACOGs and ARs. This means the offensive team has lower damage drop-offs compared to the defensive teams SMGs and shotguns.
 
The map ‘Bank’ has four separate Bombsites; one located in the basement, Lockers & CCTV Area, two on the main floor, Tellers & Archives and Staff Room & Open Area, and one on the second floor, Executive Lounge & CEO’s Office.
 
The operator Alibi, a three speed/one armour, is equipped with an SMG, the MX4 Storm, and the only fully automatic shotgun, the ACS12. Both guns can have Holographic, Red Dot, Reflex scopes, or Iron Sights. Alibi has the Keratos .357 and Bailiff 410 as secondaries, and is equipped with either two Impact Grenades or a Deployable Shield.
 
Alibi’s Primary Gadget is the Prisma, three identical holograms that can be deployed on any floor and some flat surfaces. When shot, the hologram will flicker, and the attacker will be pinged three times in the next three seconds. These holograms resemble Alibi, but be warned; No skins carry over, and the holograms do not have Scopes, Grips, or Barrels of any kind. The only equipment that carries over is the Laser Sight.
 
Typically, Alibi has two different play styles depending on the location and your own skills. These consist of Area Denial & Intel Denial. While Area Denial is played as an Anchor, Intel Denial is a Roamer.
 
Bombsite #1: Basement, Lockers & CCTV Room
The Basement Bomb Sites have two outside entrances, two stairwells, and five hatches. This provides many angles of attack, so the defensive team must work together and communicate.
 
Area Denial: To destroy Alibi’s Prismas, an attacker must shoot out it’s “feet”, where the physical device is located. Therefore, a Prisma can be placed behind a Deployable Shield, where an attacker must vault, triggering the Prisma’s ping.
 
There are many places to place your Prisma’s, so coordinate with your team to find places where other defenders may not be watching. This will allow them time to react if an attacker tries to flank them and triggers your Prisma. You can also deploy them in the doors of the Bomb Sites to alert your team if an Attacker has entered and may be defusing.
 
Intel Denial: By removing your scope and grip, you sacrifice recoil control and slight zoom, but gain the ability to look exactly the same as your Prismas. Therefore, you can deploy your gadgets around an area or entry point, and attackers won’t know which one is you. When they shoot the wrong one, you’ll have the element of surprise to kill them.
 
Depending on where your team is, you can deploy in many spots. To defend from attackers coming from spawn points, you can set up in the Parking Garage or beside the Escape Tunnel. When setting down your Prismas, try to hide their “feet” so attackers can’t destroy them or know they’re fake.
 
Moving inside the Basement, you can use your Impacts to create rotation holes in the soft walls of Bomb Sites, and place your Prismas around the map. This will allow you to Roam effectively as an Anti-Flanker.
 
Bombsite #2: First Floor, Tellers & Archives
The First Floor has two outside doorways, windows all over the East wall, windows in the South East corner, four skylights, two stairwells, and four hatches. With ACOG sights, the attackers have advantage from the outside, so play carefully to prevent an early death.
 
Area Denial: As there are only three doorways into the Bombsites, you can deploy your Prismas there to alert your team to attackers entering. You can also deploy them around the room, such as behind the desk in Tellers or behind the racks in Archives to increase the likelihood of your devices being shot at, pinging the attacker.
 
Intel Denial: There are many places you can set up on the first Floor. In the lobby, you can place your Prismas all around, obscuring which one is actually you. For example, you can put one beside the main doorway, one upstairs, one behind an armchair, and then yourself behind the desk. This will allow you to take any attackers entering by surprise, rendering their ACOG advantage useless in close quarters.
 
Another spot you can deploy your Prismas is in the West, allowing you to catch Attackers coming from above through the Northwest windows or through the back spawn point. You can also use your Impacts to create rotation holes into the Staff Room or Open Area, allowing you access to both Bomb Sites quickly.
 
Bombsite #3: First Floor, Staff Room & Open Area
The First Floor has two outside doorways, windows all over the East wall, windows in the South East corner, four skylights, two stairwells, and four hatches. With ACOG sights, the attackers have advantage from the outside, so play carefully to prevent an early death.
 
Area Denial: There are two doorways and one window into Bombsite, so you can deploy there to alert your team, or you can place your Prismas around the rooms, such as behind desks and tables to increase the chances of being shot at.
 
Intel Denial: Like the other First Floor Bombsite, you can set up in the lobby or West stairwell to catch Attackers coming moving through the building. However, with the Bombsite being where it is, there is a hatch leading directly into the Open Area with sightlines of most of the room. You can either reinforce it, or set up Prismas over the second floor with rotation holes to allow you to move around quickly and catch attackers coming from the lobby, West windows, South Second Floor doorway, and Southwest Windows.
 
Bombsite #4: Second Floor, Executive Lounge & CEO’s Office
The Second Floor has one outside doorway, windows along the North, West, Southeast and Southwest walls, two stairwells, and four skylights. This map is popular for Glaz and Kali, so watch out.
 
Area Denial: There are three doorways, and two windows into bombsites. Also, CEO’s Office is surrounded by 50% soft walls. Unless you have both Kaid and Bandit on your team, these can be breached by Hard Breachers, offering new sightlines for the Attackers.
 
You can deploy in the doorways, or around the room to ping new attackers. Another approach is to place a Prisma behind a soft wall, and then creating a view point by either shooting holes out or meleeing it. This will increase the likelihood of being shot, and will allow you to shoot out breach charges placed.
Intel Denial: There are many places to Roam through the South Floor. You can set up all around with rotation holes, or focus on one spot, such as the balcony. However, the operator Glaz can tell which is you and which is a Prisma, so watch for anyone rappelling on the West wall windows. Another spot would be around the West stairwell, watching the windows, doorway and skylight.
 
Hope this helps!

Guide to Playing 'Alibi' On 'Bank' +3
Guide to Playing 'Alibi' On 'Bank'
ArchAngel23
ArchAngel23 ArchAngel23
LV.14 Anchor 3years

Guides Guide for playing 'Sledge' on 'Theme Park'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall pretty balanced however, some bomb sites have heavy advantages for one side.
 
Sledge is a two speed, two armour attacking operator. The operator’s ability is his ‘Tactical SledgeHammer’ which is capable of destroying surfaces (such as, soft flooring, soft walls, and even Castle Barricades) that commonly prevent attacking teams from moving the round forward. Sledge is a very versatile operator and, for this reason, the operator will commonly be used for strategic purposes as well as for entry fragging. Sledge can be useful on almost any bomb site on any map due to the operator having frag grenades in his loadout. Since Buck’s nerf, which replaced his frag grenades with a claymore, Sledge has become even more valuable due to the scarcity of viable frag op’s to choose from.
 
If you are to be in accordance with the current meta, Sledge’s loadout should be as follows:
PRIMARY: L85-AR (Attachments to player preference)
SECONDARY: SMG-11 (Attachments to player preference)
UTILITY: FRAG GRENADES
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. Although Sledge will not need to use his soft-breaching capabilities on this bomb site, the operator can still provide the attacking team with some significant advantages for establishing control inside of the objective building. Communicate with teammates to determine the positions of the defenders on the second floor inside of Cafe and Daycare and proactively use the information to your advantage to successfully eliminate all off-site defenders. After establishing control over the second floor Cafe, Sledge can help the rest of the attacking team by applying pressure from the second floor Yellow Hallway as this will force the defending team to divide their attention between two opposite attacking fronts.
 
TEA CUPS SPAWN LOCATION:
 
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway; this will provide attackers with flank protection while the attacking teams hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). Sledges role on this bomb site will essentially be the mirror of the previous bomb site. Instead of entering the building through Cafe, Sledge will breach the building through the cash Balcony and establish full control over the second floor Dragon Stairs, Cash Room, Office, and Initiation. This will provide the attacking team with the ability to either split their attack between the Yellow Hallway and Cafe (creating a pincer strategy) or by committing all of the attacking teams resources inside of the Control room to breach the wall separating Control and Bunk(B).
 
BUMPER CARS SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Sledge will provide the attacking team with two major benefits on this bomb site: 1) frag grenades, which can be used to destroy entry denial utility on the Throne(B) wall, 2) soft-breaching capabilities, which can be used to destroy the ceiling of Armory(A). Both of these benefits will always be used on this particular bomb site as the site is considered to be incredibly defender sided - requiring attackers to use all of their advantages to the fullest extent in order to have a chance of successfully winning the round.
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites but is commonly used by defenders to defend Storage(B). Sledge will add an enormous amount of value to the attacking team on this bomb site due to the operators soft-breaching capabilities. Sledge should be prioritizing control over the second floor Cafe for the entirety of the round while the bulk of the attacking team applies pressure on to the bomb site from the first floor portion of the arcade. After isolating defenders toi the first floor, Sledge should communicate with teammates on the first floor to determine if there is any entry denial utility placed on the reinforced walls separating the Lab(A) bomb site and Arcade. It is also common for attackers to send IQ with sledge as IQ has the ability to precisely identify the locations of electronics through surfaces like floors and walls as well as identify whether or not defenders are using Pulse to counter their vertical pressure.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
*Discord* - https://discord.com/invite/TjGAPdM
*Twitch* - https://www.twitch.tv/footwork6

Guide for playing 'Sledge' on 'Theme Park'. +4
Guide for playing 'Sledge' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Why

Stop making profile pics tits etc it's gross and why, why would you do that not everyone watches pornography like some of you and younger kids use this and they don't need to see that.i was looking for a group today and that happened so I'm not just saying bs it's true.

Why
Hunterofdoom890
Hunterofdoom890 Hunterofdoom890
LV.16 Professional Noob 3years

Guides Trying new setting

Trying new setting
Trying new setting
Deadsec_98
Deadsec_98 Deadsec_98
LV.10 Nomad 3years

Guides Need 3 ASAP

Need 3 people for ranked must be silver 4 or above.DONT BE TOXIC!Please be good

Need 3 ASAP
Faded_scars Faded_scars
LV.5 Lurker 3years

Guides Need a Clan

Anybody have a clan I can join?

Need a Clan
Serpentedious
Serpentedious Serpentedious
LV.13 Breacher 3years

Guides Guide to playing ‘Thermite’ in ‘Bank’

The Bank is a slightly larger battlefield consisting of basement, 1F, and 2F. Since the 1F has a Lobby area, which is wider than the other floors, defensive team Roamer often uses it to catch the back of the offensive team. On the other hand, the 2F and the basement are relatively smaller than the first floor, so there are limited routes for the offensive team to use when attacking Bombsite. For this reason, the offensive team must be careful not to be attacked by the Roamer, who is hiding on the 1F.
 
The Objective Location is located one on the 2F, two on the 1F, and one on the underground. Among these floors, the floor on the 1F is made of non-destructive material, so you can't do vertical plays to the underground. For this reason, defensive teams prefer the underground Bombsite, which has no windows connected to the outside and has no vertical risks.
 
 
▲ The Underground Bombsite is a closed structure, but it can be accessed through the Sewer underground passage and Bank Garage passage.
 
 
Thermite is an operator who plays the role of a hard-breacher who can break through reinforced walls that are strengthened by the defensive team with his dedicated equipment, the Exothermic Charge. Based on the still wave season, the offensive team has four hard-breachers, including Thermite, Hibana, Maverick, and Ace, who have been loved by many users so far for being able to make the biggest hole with one blast. The use of Thermite will be particularly effective in the Bank, as there are many walls and hatches that can be breached by the hard breacher at each Bombsite.
 
Thermite can select 556XI Assault Rifle and M1014 Shotgun as a Primary Weapon. It's not bad to choose Shotgun if the map is narrow and the distance of engagement is short, but there's no reason to do a high-risk shotgun play because Thermite shouldn't die until he breaches through major reinforcement walls and hatches around Bombsite. That's why players tend to choose 556XI, which is an auto weapon and can even attach the ACOG sight.
 
 
▲ 556XI is Thermite's only auto weapon, which is a moderate level Assault Rifle with adequate firepower and recoil.
 
 
▣ In case, the site is '2F Executive Lounge ~ 2F CEO Office'
 
When Bombsite is created on the 2F, it is common for the offensive team's hard-breacher to climb up to the Terrace on the 2F, enter the Skylight Stairwell, and breach the wall on the side of CEO Office. While the hard-breacher is breaching this wall, it would be nice if other offensive teams could move forward to Stock Trading Room or Hallway, or draw attention by rappelling at the CEO Office window.
 
The caution when Thermite breaches the CEO Office wall is that defensive teams can use the Bandit Trick or Impact Grenade Trick to destroy the Exothermic Charge. In particular, if the wall above the reinforced wall is broken, we must pay attention between the working, as the Impact Grenade or Nitro Cell will fly through this hole almost unconditionally.
 
Thermite’s Exothermic Charge can be used to fake the timing of the explosion by attaching and removing it without blasting. Otherwise, you can just let one of the attackers check the defensive team preparing for Impact Grenade Trick directly from the CEO Office window.
 
 
▲ Breaching through the CEO Office wall at the Skylight Stairwell is the basis of attacking the 2F.
 
▲ If the defensive team is preparing a Bandit Trick or Impact Grenade Trick behind the wall, we can stop them from the CEO Office window.
 
▲ The rest of the offensive team either enters the Stock Trading Room or...
 
▲ Move towards the Hallway and narrow it down to Bombsite.
 
▲ If you have taken control of the Janitor Closet, you can break a hole on this wall and drive the defensive team out of the CEO Office.
 
 
▣ In case, the site is '1F Staff Room ~ 1F Open Area'
 
The two spaces of the Open Area and Staff Room together are quite large, so each defensive team has a wide range to cover. There is even a window to the outside and three hatches on the 2F directly connected to Bombsite. Thanks to this, there are various routes for the offensive team to penetrate.
 
It's not bad to attach the Exothermic Charge at the hatch on the 2F, but if you want to make a new angle on the 1F, you'd better infiltrate the Archives on the 1F and blow up the wall of the Admin Office, which is connected to the Open Area. Either way, let's move with the team members to cover each other's angles so that the defensive team Roamer can’t interfere with the breaching work. Based on the newly created angle, let's attack the defensive team in Bombsite from various directions.
 
 
▲ The window that can enter the Printer Room facing the Open Area, but it is dangerous to enter recklessly.
 
▲ In Archives, you can make an entry by breaking through the walls of the Admin Office facing the Open Area.
 
▲ Even if you break the hatch on the 2F, it leads to the Admin Office. Sometimes the defensive team can pierce this place in advance and look down at the offensive team, so be careful.
 
▲ You can get the angle that can see the Open Area Bomb directly below by breaching the corridor hatch on the 2F.
 
▲ The same goes for the Stock Trading Room hatch. We can even do vertical play as the floor is made of breakable material.
 
 
▣ In case, the site is '1F Tellers' Office ~ 1F Archives'
 
It is rather a closed structure because there are no windows or doors inside the Bombsite that lead to the outside, and there are even no hatches that lead from the 2F to the Bombsite. However, although there are no hatches, vertical play is possible at the Conference Room on the 2F, Executive Lounge, and CEO Office, and some walls on the 1F are connected to Bombsite, so it would be good for the offensive team to focus on these areas.
 
Contrary to the attack to the Open Area by breaching the Admin Office reinforced wall from the Archives, this time you can infiltrate the Open Area and then attack the Admin Office reinforced wall to target the Archives. However, in this case, it is dangerous if the defensive team Roamer is lurking on the side of the Open Area to the Staff Room, so it is recommended to scout with drones in advance and move with the team members.
It's also a good way to break through the reinforced wall of the Tellers' Office at the Office Hallway. The Tellers' is a place where many defensive team gadgets such as Barbed Wire and various traps are installed around the main entry, so it would be better to create a new angle to check and enter.
 
 
▲ On the contrary, the Admin Office should be breached to create an angle that leads to the Archives.
 
▲ If Shock Wire or Electroclaw is installed behind the reinforced wall, it can be removed vertically from Janitor Closet on the 2F.
 
▲ It's also a good idea to break through the wall of the Office Hallway on the 1F and enter the Tellers' Office.
 
 
▣ In case, the site is 'B Lockers ~ B CCTV Room'
 
As explained above, the basement is the most preferred objective location for the defensive team because there are no outside-connected windows around Bombsite and most of the floors on the 1F are made of non-destructive materials. However, there is a Sewer underground passage, which is connected to the Server Room just in front of the CCTV Room and an external Bank Garage route, allowing the offensive team to use it to move directly to Bombsite.
 
If spawned at the Jewelry Front, you can go down to the manhole right in front of you and take the Sewer underground passage to the Server Room. If the offensive team had successfully occupied Server Room and Thermite had penetrated the walls here, it would be possible to throw a Smoke Grenade and install the Defuser by force. The defensive team Roamer, of course, may try a surprise attack from the Server Room hatch or the Server Room stairs to disrupt it, so other offensive teams need to be on alert for this side between breaching works.
 
As mentioned earlier, vertical play is impossible on the 1F, but it is also a good idea for Thermite to breach the 1F hatches because there are four hatches connected to the underground. In particular, if you breach the hatch of the Admin Office, you can secure an angle that overlooks the CCTV Room. However, since this place is also likely to be attacked by the defensive team Roamer, you will need assistance from other team members.
 
 
▲ If you spawn at the Jewelry Front and go down the manhole in front of you, you take the Sewer underground passage to the Server Room.
 
▲ If Thermite safely enters the Server Room, it will be easy to attack the CCTV Room if he breaches this wall.
 
▲ The method of throwing Smoke Grenade and installing the Defuser near the CCTV Room boundary is usually used.
 
▲ If there is a hole above the Server Room hatch, it is highly likely that the defensive team Roamer is lurking on the 1F, so be careful.
 
▲ Or go up to the 1F and break the Admin Office hatch to keep the defensive team in check from various angles.
 
▲ On the other side, you can aim for the Lockers through the Bank Garage.

Guide to playing ‘Thermite’ in ‘Bank’ +20
Guide to playing ‘Thermite’ in ‘Bank’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 3years

Guides Im not the best but i try my best

1 v 4 game winning clutch

Im not the best but i try my best
Im not the best but i try my best
Stubz3
Stubz3 Stubz3
LV.10 Nomad 3years

Guides Mozzie Ace

Mozzie Ace

Mozzie Ace
Mozzie Ace
UltraGery
UltraGery UltraGery
LV.20 Professional Noob 3years

Guides Luck was on my side.

Wallbang

Luck was on my side.
Luck was on my side.
UltraGery
UltraGery UltraGery
LV.20 Professional Noob 3years

Guides CHECK THIS OUT FOR AWESOME TIPS!!!👇👇👇

Watch "Rainbow Six Siege BEST Hiding Spots On Coastline" on YouTube
https://youtu.be/6R7w7vCeZU8

CHECK THIS OUT FOR AWESOME TIPS!!!👇👇👇
AverageGaming
AverageGaming AverageGaming
LV.15 Let’s play R6! 3years
12345678910
Home